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Performance Points feedback and suggestions (osu!mania)

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Xcrypt
Pyakura, the way mods work in standard is basically they don't help your scoring at all unless the map is too easy for you. (I'm not really experienced in std but this is what it seemed like to me: the difficulty of the mods far outweigh the score bonuses unless you already mastered the map)
HR would be great for accuracy players to which the map is too easy, and DT for hard clearers for whom the map is too ez.
So I don't think it's such a bad idea tbh. It's not necessary per se for overall rankings assuming that we have enough ranked maps hard enough for the best players, but for per map rankings it can certainly be cool.
kuuderes_shadow
Except at the moment we don't have a ranked HR mod, so the only way to get that boost is to do DT which mutilates the song.
Aqo
Accuracy shouldn't be looked at at all. Use score.

I tested on many maps now and it seems like score is FAR more credible for how well you can play a map than accuracy% (honestly accuracies are completely random, who doesn't have a million stories of beating an A with a B and so on); it's also pretty much immune to mapper-selected OD values which is cool.

Below 500,000 score = pure mash

500-600 = controlled mashing
600-700 = playing maps just outside of your reading limits. this is the main thing that should give performance.
700-800 = playing maps on the border of your reading limits. this is usually where you start to get S rank.
800-900 = the map is easy for you
900-999 = farming accuracy
Xcrypt
Beating an A with a B is almost always because of the 300/300g distribution varied, which is not considered in my quick and dirty calculation. So yes, score may be more accurate. I just wanted to give more or less an approximation for a relation that tries to balance the performance gained for all playstyles.
'the map is too easy for you' on 800-900 that really depends on the player. Most accuracy players won't agree, but since most of the experienced players come from o2jam here that seems pretty accurate for me and probably most others lol.
Tromend
To be completely honest, the Acc% is a good way too gauge just in WHICH category the player is on this map, being those categories the ones Aqo posted.

Just to be a lil' bit more precise on the matter, S ranking starts at 95,0001 acc% (YES 95 is an A) A goes from 95 to 90,0001 (the same applies to any other rank) and then from this point on it decreases in values of 10, so B is 90-80, C is 80-70 and D is -70.

With this in mind let's get into the scores, this is a lil' bit ambiguous since the factor that decides the Rank is the ACC ONLY so... yeh, pretty much a guide to just know how much you need to get in a Medium note density map, not too much, not too little. Going into the too much the scores tend to get lower, meaning that the more notes you get the more are your chances to increase ACC even if you have a shitty score (Already confirmed it with an autoconvert of 30 mins.... Trust me.... a nightmare to get a decent score while trying to get a 95% acc or so to speak A just barely missing the S) and for the lower note density it just goes the other way around you tend to need higher scores for getting a higher rank.

So, Aqo pretty much did the job on this part but i'll put it again with a more accurate value (on mid-density maps I repeat)

D: Pretty much everything that oscilates into 0 and 400K

C: +400K pressing on the 515K mark (This is pretty much an estimate since its difficult to get a C on pourpose, at least for me XD)

B: +540K is definetily a B, then it kinda stops to fade out in the early 600

A: +600K and it kinda stops at 740K

S: +750K until 980K And I'm pretty sure its quite accurate, there are exceptions of course, but its pretty difficult to find an S in the 985K mark and impossible to see one on the 990's

SS: from 980K onwards..... not much to say here.

Having these data in mind I think that's better making an estimation of quality play on the Point department, but for minor adjustments on the point giving use the ACC % factor as a second option, in other words weight more the actual Score, but for scores pretty similar (tends to happen a lot) Value the ones that have more ACC%

I mean, come on, I've seen cases like of an S having (not really but something like this) 985.575 and an SS having 985.475 And man I'm sure that's just cause the guy who SS'ed couldn't get the timing good and failed at MAXing everything It is painful to have a perfect ACC and just be beaten because of the random point giving from the 300/300g as xcrypt said.

Also, I think that the Density of the map in mania affects a lot these aspects.... ACC and scores tend to be thrown off gaphics by HYPER density maps.... its just silly XDD

PS: Just trying to put some more numbers in there and also try to get the ACC and Score on the same post just to compare them more easily ;)
kuuderes_shadow

Aqo wrote:

Accuracy shouldn't be looked at at all. Use score.

I tested on many maps now and it seems like score is FAR more credible for how well you can play a map than accuracy% (honestly accuracies are completely random, who doesn't have a million stories of beating an A with a B and so on); it's also pretty much immune to mapper-selected OD values which is cool.

Below 500,000 score = pure mash

500-600 = controlled mashing
600-700 = playing maps just outside of your reading limits. this is the main thing that should give performance.
700-800 = playing maps on the border of your reading limits. this is usually where you start to get S rank.
800-900 = the map is easy for you
900-999 = farming accuracy
I would change that by lowering the first two by 100K and putting a replacement 500-600 as 'know what you're meant to be doing (so not mashing) but just not able to pull it off properly'. 'Controlled mashing' will usually end up giving a score in the mid-high 400ks.

Oh and A ranks of 800k+ are actually rather common in my experience (and usually mean you completely screwed up on one part of the map, but played the rest well).

>700k B rank: http://osu.ppy.sh/ss/1302389

Score and rank really don't correlate all that well.
PyaKura
It's common for me to get B's of 470k ~ 500k huehue
Tear
You cannot measure mania difficulty well with just strain values. Standard is a mode that requires next to no reading skill, while mania's way more about reading than physical ability. When a map is too hard for someone, in 90% of the cases it's because they can't comprehend all the objects, not because they fingers aren't fast enough, that's why you need to analyze patterns. Two patterns with the same note density and column strain might have a very different difficulty if one's easier to read than the other.

Kamui Gakupo, KAITO & Len Kagamine - Arrest Rose [Level 22] is an example of a very well-done chart that becomes much harder with Random mod.
milky228_old
I know i'm not E.T. so my opinion is probably going to be thrown out the window into a large pile of dog mess that was left behind this morning, but i'm going to say this anyway.

Mods suck! All of them, and I have a perfectly good reason for this.
Double time- If the map maker wanted the map to be in double time he would have made the song double time.
Hard Rock- Doesn't even work in mania.
Sudden Death- If you have a high rank you should be getting this anyway
Fade in - Encourages you to look in the wrong place.
Hidden - You should be looking there anyway.
Flashlight - This is just annoying, I can't even tell if i'm doing bad or not.

Well that's that out of the way, now to move onto another one of my (most likely) globally unacceptable opinions. I would prefer it if PP was decided by score not accuracy. This is because when you hit a 300perfect and a 300 they are considered as the same accuracy even though they aren't.

There we go, I've strapped the steak to my legs, now time to click "post" and drop myself into the lion pit.
Squidyy

milky228 wrote:

I would prefer it if PP was decided by score not accuracy. This is because when you hit a 300perfect and a 300 they are considered as the same accuracy even though they aren't.
I can't agree any more.
Aqo

PyaKura wrote:

It's common for me to get B's of 470k ~ 500k huehue
spamspamspamspam \:D/

milky228 wrote:

I would prefer it if PP was decided by score not accuracy. This is because when you hit a 300perfect and a 300 they are considered as the same accuracy even though they aren't.
quoting again for great justice. accuracy is practically meaningless (not really, it gives a general impression, but still random and inaccurate/inconsistent) in mania, go with score.
Hestia-
I agree that PP should be based on score and not accuracy.

Also, mods should not be factored into the ranking system. My biggest argument for this is that they don't give actual score bonuses in the songs like they do in standard so it would be counter-intuitive if they increased your pp. If you want mods to be calculated then you would have to make the max for songs be 1mil x modifier increase, and this is a bad idea because it takes away the beauty of having the max be a nice even number and forces people to play with stupid restrictions if they want to be competitive.
Cozzzy
Even if the 0* modifier is unintuitive, I don't see why players shouldn't be rewarded for playing more difficult maps well. It's the same as osu!standard, where (for example) rrtyui will sometimes barely get in the top 50, but is also the only player who was capable of playing it with DT.

The only mods that can't really be counted for the ranking system are the mental ones, imo. Hidden makes pretty much no difference, and on Fade-in you can just lower the scrolling speed. I haven't really tried Flashlight in mania though, so I'm not sure about that one.

Seeing as all mods are currently 0*, it should be possible to recalculate old scores, but I doubt that will happen because of the 1000000 cap. :o
PhantomPilot
EDIT: -nvm, failed to read correctly-
Tear

Cozzzy wrote:

Even if the 0* modifier is unintuitive, I don't see why players shouldn't be rewarded for playing more difficult maps well. It's the same as osu!standard, where (for example) rrtyui will sometimes barely get in the top 50, but is also the only player who was capable of playing it with DT.
Except when you get a high nomod score, and then a slightly lower DT score (which obviously needs more skill), you won't get pp for it because only the highest score matters. Once you do well without mods, you're screwed.
[ Arterial ]
Would be nice if the PP system changed to score instead of rank, so a high S can yield more points than a normal SS. :D



I strongly oppose the implementation of mods into the ranking system. First of all, there is a max score for a reason, as the max score of 1,000,000 gives you a good idea of how far you are from perfection. Second of all, mods aren't worth any points right now, meaning that the implementation of mods into the rank system would lead to a HUGE fluctuation in some players's rank. Ignoring the mode specific mods such as SpinOut or FadeIn, the current mods still don't fit into the mania gameplay at all. Mania has the most flexible mode, with the greatest amount of variations, and there is simply NO need in implementing mods to spice up the ranking system.

Specific reasons why each mod is pointless:

HardRock
First part of HR: There is no point in decreasing the hitbox of the notes, as unlike the other 3 modes which are either 300/100/0, mania offers so many different possible scores (MAX, 300, 200, 100, 50, 0). HR is a thing in other modes because the max score is easily attainable, yet for most mania maps, 1,000,000 is quite a hard task.
Second part of HR: What are you going to do, increase the scroll speed? The scroll speed has 0 influence on the score and the game, as everyone can change the speed to something that they feel comfortable with. If HR increased scroll speed, we could simply slow the scroll down manually.

FadeIn/Hidden
FadeIn/Hidden would have been a decent mod for ranking, as unlike HR, players cannot manipulate the visual strain it adds. However, the idea that the hidden part increases after each successive note (until around 70%) is simply retarded (I really can't find another word), as the variation in how much of the screen is hidden makes the mod easily manipulable.

DoubleTime/NightCore
DESTROYS THE SONG. Jokes aside, a big part of DT is about the increase in visual strain, as the notes speed increase as well. Same argument for HR. DT is still barely viable just because of how you have to click the notes quicker now.

FlashLight
No comment.
iJXL

RebelSlayer wrote:

mods should not be factored into the ranking system.

Andrew Chow wrote:

I strongly oppose the implementation of mods into the ranking system.
Me too! ^ :)
NonxE
Besides score, Combo is very important to determine players' skilll in hard chart. Although the combo system in o!m is fluctuated (Ex. Those who get #1 got less combo than others), some patern allows only high skilled players to FC, and the score system does little impact on that.
October Scream


See this shit? Niclijou is this high when he is always using these key mods! This was today, and the whole time he had 4k on. This is why the key mods should be unranked.

HR is unranked, yet it only changes the accuracy for notes.
RD is unranked, but even though it changes the note placements, it still will let you end with the same combo number of the song.
And yet, Key Mods are ranked, even though they change the whole songs track and combo number!

Some people are saying "But some good songs are low key counts." YES I KNOW! I play those songs too and not always 7k! I just want the mod unranked, not the lower key songs!

Take this into consideration people, it's totally unfair for all of us skilled players.
Squidyy

October Scream wrote:



See this shit? Niclijou is this high when he is always using these key mods! This was today, and the whole time he had 4k on. This is why the key mods should be unranked.

HR is unranked, yet it only changes the accuracy for notes.
RD is unranked, but even though it changes the note placements, it still will let you end with the same combo number of the song.
And yet, Key Mods are ranked, even though they change the whole songs track and combo number!

Some people are saying "But some good songs are low key counts." YES I KNOW! I play those songs too and not always 7k! I just want the mod unranked, not the lower key songs!

Take this into consideration people, it's totally unfair for all of us skilled players.
I didn't even know key mods were ranked. What the hell?! That is a load of crap. That shouldn't be ranked at all.
Drace
Well keymods don't work on mania specific maps. So it won't be a problem if..... on second thought, let's not bring that up right now.

Also I completely disagree with who ever said combo is important.This isn't standard, a play with high acc and 2 misses, one at 1/3 and 2/3, is much more impressive then someone who missed 5 notes at the end of the song. Miss count is pretty much included in accuracy, making combo the most useless and broken score calculating utility.

Also, why is everyone talking about mods? No one ever said that they'd be considered in ppv2, this is greatly off topic. We should be contributing on what makes a map hard and what makes a map easy, with possible example, to help tom make his algorithm.
Cozzzy

October Scream wrote:



See this shit? Niclijou is this high when he is always using these key mods! This was today, and the whole time he had 4k on. This is why the key mods should be unranked.

HR is unranked, yet it only changes the accuracy for notes.
RD is unranked, but even though it changes the note placements, it still will let you end with the same combo number of the song.
And yet, Key Mods are ranked, even though they change the whole songs track and combo number!

Some people are saying "But some good songs are low key counts." YES I KNOW! I play those songs too and not always 7k! I just want the mod unranked, not the lower key songs!

Take this into consideration people, it's totally unfair for all of us skilled players.
That rank is from the old & broken PP system, from farming easy maps that are low key by default - key mods have nothing to do with this.

If you're seriously complaining about someone using a mod combination in multi for fun that gives them a maximum score cap of 200,000 then wut.

Drace wrote:

We should be contributing on what makes a map hard and what makes a map easy, with possible example, to help tom make his algorithm.
This!

Imo, this topic should get cleaned until Tom can get his first algorithm out so we can give proper feedback. At the moment without a base, all we can really do is indicate which patterns are tricky, rather than actually help improve it
October Scream
@Drace, I'm specifically talking about key mods, not trying toget other mods up.

Also, I bring up combo because it's a simpler amount of notes reference.

@Cozzzy, If the old system were the case, wouldn't those players still be low? Wouldn't we all be back to the ppv1 placements? Also, EZ and NF don't affect pp given (Same pp reduction is applied), I was trying to point out key mods -_-
Cozzzy

October Scream wrote:

@Cozzzy, If the old system were the case, wouldn't those players still be low? Wouldn't we all be back to the ppv1 placements? Also, EZ and NF don't affect pp given (Same pp reduction is applied), I was trying to point out key mods -_-
Mania rankings on the site still redirect here https://osu.ppy.sh/news/73929298672 so idk why the broken preview-rankings still show up in-game, but we're basically still using the old PPv1 system with even more bias towards easy accuracy scores at the moment, but that'll get fixed. My point was that in that player's example, he didn't use key mods for his rank at all, but just played easy songs.

Honestly, I just don't like it when people imply that anyone who doesn't play 7K exclusively is not a "skilled player". Without the key mod, I'd have to play the slow LN-spam maps people keep making for 4K :(
October Scream

Cozzzy wrote:

Mania rankings on the site still redirect here https://osu.ppy.sh/news/73929298672 so idk why the broken preview-rankings still show up in-game, but we're basically still using the old PPv1 system with even more bias towards easy accuracy scores at the moment, but that'll get fixed. My point was that in that player's example, he didn't use key mods for his rank at all, but just played easy songs.

Honestly, I just don't like it when people imply that anyone who doesn't play 7K exclusively is not a "skilled player". Without the key mod, I'd have to play the slow LN-spam maps people keep making for 4K :(
First, I did not imply that only skilled players should only use 7k. I mentioned that in my first picture post. I play other key songs, just only if the max diff isn't 7k.

Second, LN-spam maps? Those are mania specific, and shouldn't change keys when you want it. Also, LN are a huge thing in o2jam, and that's the closest reference to this game. Some people can make good LN maps, then some people are just plain shit.

And finally, if he played easy songs, he should be as low as the pit of earth from pp.
Key mods are a mania only thing. No other modes have any mod specifically for their purpose of changing the notes, and because of that, the new system currently ignores that mod and gives all pp to a max diff key mod play.
falkon13
Are auto converts a big deal in rankings? Admittedly this evidence is anecdotal and I don't know what ranking system the ingame system is displaying, but when I was solely playing auto converts I was just inside the 10k mark, ever since I've been playing osu!mania specific maps my ranking has shot up to 3k. I haven't suddenly become a much better player, but I've suddenly overtaken seven thousand people.
PyaKura

falkon13 wrote:

Are auto converts a big deal in rankings? Admittedly this evidence is anecdotal and I don't know what ranking system the ingame system is displaying, but when I was solely playing auto converts I was just inside the 10k mark, ever since I've been playing osu!mania specific maps my ranking has shot up to 3k. I haven't suddenly become a much better player, but I've suddenly overtaken seven thousand people.
If you mean that you've become #3k or so during the last 3 or 4 weeks it's normal, lots of people have seen their rank skyrockets.

Anyways, to answer your question (I'll try to make it short since it has already been discussed for a dozen pages now), autoconverts aren't good enough (quality, gameplay-wise) to reflect what actual mania (-> maps made specifically for mania) provides. Just read through the entire thread to see arguments as to why we should keep or remove them from the ranking system.

The topic atm is helping Tom defining what a easy/hard map is for his algorithm.
October Scream
What if we had something like a MMTT? (Mania Map Testing Team)

Since most mania maps have their multiple difficulties and some being harder than the highest star rating in there (ex. Wotamin-Gigantic O.T.N. Entozer's Another > L.I.A.'s Insane difficulty wise), the team would test a map before it is qualified or approved and they send in their difficulty ratings? I think this would help with the mania specific maps a lot.
PyaKura
It would indeed work, but as Tom suggested, we should leave Tom his chance at making an algorithm to see if it works. Hopefully (and surely) it will work better than ppv1 :p
Envisionise

October Scream wrote:

What if we had something like a MMTT? (Mania Map Testing Team)

Since most mania maps have their multiple difficulties and some being harder than the highest star rating in there (ex. Wotamin-Gigantic O.T.N. Entozer's Another > L.I.A.'s Insane difficulty wise), the team would test a map before it is qualified or approved and they send in their difficulty ratings? I think this would help with the mania specific maps a lot.
We have discussed this earlier in the thread (page 7), but Tom wants to try create an algorithm first. It would be easier it there was an algorithm, but a team dedicated to judging the difficulties of maps would also be very accurate.
Edit: typos
[ Arterial ]
Good luck with an algorithm, but mania is probably one of the hardest modes to accurately calculate with a single unchanging formula, as there is simply too many variations possible with long notes and short notes in 7 keys.

MMTT would be a perfect (if not essential) way of accurately calculating a map's actual difficulty. The current star rankings aren't doing that much, and self imposed difficulty names such as [ADV, EXH, INF], [EZ, NM, HD, MX, EX, SC, SHD] or arbitrary levels such as XXX's Lvl 36 can often vary between one mapper and another. There are so many maps that are far beyond the max star rating (examples include SHD maps such as Ende, Mephisto, Shuffle Heaven, Big Money, Days of Dash or straight-up hard maps such as Imperishable Night 2006, or Sweet Rain [Another (somehow mapped tagged as "Normal" difficulty]).

And just out of curiosity, will there be a temporary ranking released any time soon?
takumi9613

Tom94 wrote:

Hello everyone,

note that currently the osu!mania ranking is not functional. If you have any suggestions on how the future system should work, then leave it in this thread, please. :)


I'd like to mention a few things regarding how I plan on tackling this.

The general direction:

  1. First of all, everyone can decide on his/her own which maps he deems good or bad, or which ones he/she prefers playing. We shouldn't be forcing certain maps on people by making them worth more for no sensible reason.
  2. I'll try to make an algorithm that's fair for both auto-converts and mode-specific maps. We will all see how it turns out, and if it's alright, then I see no reason to reduce the value of auto-converts. As mentioned above you are still free to play the maps you prefer playing. I can however understand where the auto-convert argument is coming from, and it'll definitely be addressed if there won't be a good solution that weights all maps the same.
  3. Default X-key modes exist for each specific beatmap for a reason. My initial plan is to give slightly more points to the default X-key mode of a particular beatmap than any custom one. This is not set in stone yet and most likely will change in one way or another while testing.
  4. Unfortunately X-key specific ranking is not going to happen. That'd be for one part a way too huge amount of things to manage and for the other would clutter up everything.

Beatmap difficulty:

This is were you all can help the most. My current concept is somewhere along the following: Similarly to how tp works with osu! standard maps I would like to instroduce strain values to measure how hard it is to play a certain map. This essentially means, that a higher note density will also be considered harder, while the algorithm is aware, that using a single hand or finger multiple times in a row is more demanding than simply alternating.
For mods the map will simply be transformed accordingly to what standard does in the moment. HR will increase OD, DT the speed at which the map plays back, etc.
I have not yet gone in-depth and it would be great if you could give me hints of what the hardest patterns are and how to rate difficulty. Any X-key feedback is welcome!
October Scream
@takumi9613, why quote what we all can read at the front of the thread....?
Hanyuu
If it counts in auto converts it should has something in it about the sliders. In osu standard maps the circle to slider rate is often 1:2 or so for sliders and this goes pretty bad in mania. Even if it is an autoconvert you are playing it way relaxing with those high amount of sliders. If you pay attention to it while playing an autoconvert you will notice that most of the time your hands are resting and your inputs are actually very slow and there is not much you are actually doing, even if the song sounds super fast or difficult or so. You can play extremely fast songs that are difficult in standard mode alot easier. example: https://osu.ppy.sh/s/38316. That song is 250 bpm but most of the time what you are doing, is just holding down the sliders which isnt hard and prepare for the occassional burst of notes and then go back to holding sliders. Who is afraid of the big black is also a good example of how auto convert can turn a very difficult beatmap to something so simple.
Most older beatmaps, or beatmaps with fewer slider count translate into more diffcult beatmaps. If there are few sliders the autoconvert will create more notes and you have to "play more" compared to a autoconvert with alot of sliders.
Examples:

Those autoconverts convert into maps with alot of notes
https://osu.ppy.sh/s/43960 Extra diff
https://osu.ppy.sh/b/103281 Collab diff
https://osu.ppy.sh/b/125102 Another diff
http://osu.ppy.sh/b/152561 Extra diff

Also no idea if this is related but auto convert also likes to scramble the notes for streams under 160 bpm or so all over your keys and from 160~200ish bpm streams will often turn out as a simple staircase. On even higher bpms i think auto convert starts scrambling it again. Well not sure about the actual BPM numbers there but its just - lower BPM, scrambled streams - hgher BPM staircase. I think one find the other easier but i think a simple left right motion is easier to play than multiple notes at many different keys
PhantomPilot

Hanyuu wrote:

If it counts in auto converts it should has something in it about the sliders.
Are you arguing to change the way autoconverts are generated? They'll be bad no matter how they're converted. The extra dimension of having to aim with the cursor is lost when converting to mania so it's essentially trying to expand a 1 key game into a 4-7 key game and it simply doesn't work well.

In case I missed the point entirely: the ranking algorithm should already into account the low strain and note density of slider maps so they shouldn't be worth much anyway.
Hanyuu
Wat
Staiain
http://osu.ppy.sh/b/259067&m=3

would be interesting to see what diff the system sets this map as
Topic Starter
Tom94
As for Taiko and CtB I also got an initial list for osu!mania ready now. This is the gamemode I am the least sure about my results and so far only the base algorithm is done with no variations. However, you can already see how low converts are weighted simply because they are so easy, I've included a few of the harder ones:

https://docs.google.com/spreadsheet/ccc ... _web#gid=0

Get the feedback going. ;)
Zealtron
Some quick feedback on things I'm seeing right off the bat. I'm seeing a lot more lower key maps being put at a higher difficulty than higher key maps, even though they're quite a bit easier.
ex. Akasha's 8k FEVER is lower than Little Star 4k INF.
unfinished's 4k Accel is 8 higher than its 7k Burst.

Another issue is how you're handling the difficulty for long notes (or maybe HP Drain/OD). Wintersun 7k Winter is definitely a lot lower than it should be.
Topic Starter
Tom94

Zealtron wrote:

Some quick feedback on things I'm seeing right off the bat. I'm seeing a lot more lower key maps being put at a higher difficulty than higher key maps, even though they're quite a bit easier.
ex. Akasha's 8k FEVER is lower than Little Star 4k INF.
unfinished's 4k Accel is 8 higher than its 7k Burst.

Another issue is how you're handling the difficulty for long notes (or maybe HP Drain/OD). Wintersun 7k Winter is definitely a lot lower than it should be.
Lower key maps should be worth a lot less now. Also there was a bug with holds that made them considered pretty much not at all. This has been fixed, too.
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