@Fafeluke
All vision mods aren't giving any extra pp at the moment. The only mod giving more pp than usual is DT.
All vision mods aren't giving any extra pp at the moment. The only mod giving more pp than usual is DT.
On every single map I played with HD I had the same result as nomod; I don't play HD regularly and have not much experience with the mod but it feels like it makes no difference at all difficulty-wise.Fafeluke wrote:
How about HD/FL ?
Those mods needs considering too to be honest.
This is a great point -- there are probably a number of players who actually use hidden to legitimately reduce the number of objects/notes on screen. Score shouldn't be increased under any hidden circumstance. Fade in produces a similar effect, just the opposite portion of the screen.Aqo wrote:
On every single map I played with HD I had the same result as nomod; I don't play HD regularly and have not much experience with the mod but it feels like it makes no difference at all difficulty-wise.Fafeluke wrote:
How about HD/FL ?
Those mods needs considering too to be honest.
Can't speak for FL since I don't play it but I know people who play FL often end up finding it easier than nomod.
^Xcrypt wrote:
rank harder maps.
I agree,this is a great idea and a rating team would be really nice IF they dont abuse it for themselfes[TaikoTori] wrote:
Why exactly do we discuss DT usage right now? I feel like that is a point being very unimportant right now. What we should concentrate on is why certain converted maps give such an big amount of pp, and why certain mania-maps are considered easy while they are actually hard and vice versa.
The problem with the converted maps such as Extreme Fantasy might be the note density. I agree to an certain extend that yes, the note density on those maps are higher than on other maps, but note density does NOT equal difficulty.
Same thing with some of the mania-maps, especially Wintersun for example, that (in my opinion) should be placed a lot higher than it already is.
There are certain patterns that do not seem hard, but are really hard in reality due to how exactly they are placed. For example http://osu.ppy.sh/b/330588 [Eien] as a Longnote training map, is very, very easy in terms of noteplacement, but this only counts if you are good with Longnotes in the first place.
In my humble opinion, there are two options:
a) Calculate alot of patterns into your algorithm, and i mean -alot- because there are alot.
b) Have a Mania-Difficulty-Rating-Team, as that may an option as long as there arent alot of maps and they could still catch up.
Atleast thats how i see it.
I think the community (-> us) would complain about certain ratings from said team if something seems way off.Xenlon wrote:
I agree,this is a great idea and a rating team would be really nice IF they dont abuse it for themselfes.
It's not a bug. DT is considered as of now, that's intended behaviour. Whether that will change isn't clear yet.arcwinolivirus wrote:
I think fixing the DT bug will be a good start. DT is giving too much PP without score multiplier.
I see.. that conflicts in score system. I wonder what will change. If there's going to be an unranking score feature just to have DT score, that would be a problem in ranking scoreboard of the song (Mostly top 10 will be no mods and DTs are uhh.. ). If DT will be implemented by score multiplier, the whole mania ranking will change because scores are passing through the limit 1M. (meaning re-playing all the songs we just recorded back then and new sets of scoreboards of all songs).Tom94 wrote:
It's not a bug. DT is considered as of now, that's intended behaviour. Whether that will change isn't clear yet.arcwinolivirus wrote:
I think fixing the DT bug will be a good start. DT is giving too much PP without score multiplier.
I'm seeing very subjective stuff here. Many people I've talked to speak differently about their DT scores. Don't expect everyone to have the same opinion as you, a ranking system is supposed to please as many as possible.October Scream wrote:
This thread in a nutshell: ppv2 is crap.
DT should not be considered if it should give extra pp or not. It should already not be giving extra pp. The only way it could be remotely considered if it was to give extra pp when you're in the top 8 of a song. The only ones I've seen using DT are the top 10 O!M players, and their non DT scores are a hell of a lot better than there recent DT scores. It would have been best to stick with a broken ppv1 I would say since it didn't give any extra pp to players who used mods (But the star system is broke, which I will talk about in the next paragraph).
The difference is, that an algorithm decides the difficulty of maps. I'm not sitting here giving maps difficulty values by hand. Everything is done automatically, which ensures, that every map gets the exact same treatment. Having people determine the difficulty would automatically introduce bias. And a huge mess of management effort which isn't needed if an algorithm takes care of it. Not even speaking of the days if not weeks / months it'd take a team to work through every single ranked map and consent on a suitable difficulty.October Scream wrote:
And on the topic of Auto Converts; why only count certain auto converts, and deny a team of O!M map judges? The method of suggesting which maps are giving too much pp for their difficulty from other players to you is almost the same as having a map judging team; the only difference is that it's the final opinion of one person instead of multiple people, which is far more accurate than one person or a broken star system.
Not true. Strains are not density. This is not "one" algorithm concept, more like a medium that represents how things get harder with time. It applies to any hard pattern, that if it constantly is of about the same difficulty, then it gets harder the longer it is. That's what strain values capture.Drace wrote:
Tom, looking over the list again, it will be impossible to make an even semi-accurate algorithm with only strain values. Its like judging a sport's team on only their muscle mass...
I'm pretty sure there are some general rules that define which things make patterns hard, or at least approximate that well enough. The trick is to find that those rules.Drace wrote:
You're gonna have to set up a pattern library and put maps against it for any hope of this being successful.
Nothing stops anyone from getting it going. I for sure am not suitable for that job. I'm a horrible manager and know little about mania. And on top of that I don't have much time at my disposal. What I am good at, or at least think I am, is doing the algorithm stuff.Drace wrote:
Also a difficulty rating team won't be hard to run and manage at all. The only thing is it might be slightly challenging to get it started.
This is like what you said to me about opinions. For some people, they find jackhammers incredibly easy, but stairs hard, vice versa.Tom94 wrote:
Of course nothing stops you or anyone from providing a list of easy and hard patterns.
Weren't we trying to avoid something like that before? Pretty soon, some people will start saying that what you're using is broken as well.Tom94 wrote:
Everything is done automatically, which ensures, that every map gets the exact same treatment.
^ Get it started sooner and it will work easily. There should be multiple rules for applying though, like being above rank #200, skill in modding, have made a map, and/or are a BAT member. Even some low rank people could help by testing out easy maps and such. How a process could work is first, the map should be qualified. Once that happens, about 7 users should play each diff (not all having to be the same players each diff) with no mods, a vision mod, or hard rock (No key mods, random, or easy mods), and should get a C or greater. They would use a forum to fill out that would judge by a scale of 1-25 or any other number on things such as patterns, note frequency, chords, freezes, etc. They'd submit their opinion to Tom94 (Since he's running it mostly ATM) and then a simple math equation could be done to find an average of everyone's submitted fourm.Drace wrote:
Also a difficulty rating team won't be hard to run and manage at all. The only thing is it might be slightly challenging to get it started. It'd just be an extra step between bubble and rank, it will more accurate than any algorith, and a number of members will make it not biased. There's also no reason for this to take months haha
Do you think an automatic difficulty calculation algorithm is inherently broken? If that is the case, why?October Scream wrote:
Weren't we trying to avoid something like that before? Pretty soon, some people will start saying that what you're using is broken as well.Tom94 wrote:
Everything is done automatically, which ensures, that every map gets the exact same treatment.
October Scream wrote:
This is like what you said to me about opinions. For some people, they find jackhammers incredibly easy, but stairs hard, vice versa.Tom94 wrote:
Of course nothing stops you or anyone from providing a list of easy and hard patterns.
I don't think that solution would solve the problem about patterns being subjective, even, it would involve even more subjectivity (not all people would consider a difficulty of "21" the same), and it would add randomness (due to the judges not being always the same people; and even if they were the same people all the time, there is still an element of randomness in their own judgments).October Scream wrote:
^ Get it started sooner and it will work easily. There should be multiple rules for applying though, like being above rank #200, skill in modding, have made a map, and/or are a BAT member. Even some low rank people could help by testing out easy maps and such. How a process could work is first, the map should be qualified. Once that happens, about 7 users should play each diff (not all having to be the same players each diff) with no mods, a vision mod, or hard rock (No key mods, random, or easy mods), and should get a C or greater. They would use a forum to fill out that would judge by a scale of 1-25 or any other number on things such as patterns, note frequency, chords, freezes, etc. They'd submit their opinion to Tom94 (Since he's running it mostly ATM) and then a simple math equation could be done to find an average of everyone's submitted fourm.
I believe other people like Drace said what I just want to said below.Tom94 wrote:
There won't be any rating team, due to the immense amount of time that'd be required to manage it, sorry. Give the algorithm chances, write which maps you think are rated wrong as some others already did.
I already have ideas on how to circumvent those high-density patterns from being weighted too much.
I implied thatxxbidiao wrote:
Imperishable night 2006 is underrated. Its later half is crazy.
You should get what I mean - It's nonsense at all to the community, because other people may find it easy or even harder - in one word, have different thoughts. And it's all about the norm we set up during our years of rhythm gaming experience.xxbidiao's thought wrote:
Imperishable night 2006 is underrated. Its later half is crazy. That's why I can't get good score on this song amongst other song of same "difficulty".
You implied that "I'll degrade these players who is good at high-density pattern playing" (To some extent moving away from IIDX norm to O2Jam norm).Tom94 wrote:
I already have ideas on how to circumvent those high-density patterns from being weighted too much
It's still possible to take the average of the opinions of multiple people.October Scream wrote:
This is like what you said to me about opinions. For some people, they find jackhammers incredibly easy, but stairs hard, vice versa.Tom94 wrote:
Of course nothing stops you or anyone from providing a list of easy and hard patterns.
What exactly do you mean by that. What did you want to avoid? I've always wanted equal treatment of maps in regards to the difficulty constraints.October Scream wrote:
Weren't we trying to avoid something like that before? Pretty soon, some people will start saying that what you're using is broken as well.Tom94 wrote:
Everything is done automatically, which ensures, that every map gets the exact same treatment.
It'd be impossible for me to manage the team itself, due to having only limited time and lack of knowledge about the gamemode.October Scream wrote:
^ Get it started sooner and it will work easily. There should be multiple rules for applying though, like being above rank #200, skill in modding, have made a map, and/or are a BAT member. Even some low rank people could help by testing out easy maps and such. How a process could work is first, the map should be qualified. Once that happens, about 7 users should play each diff (not all having to be the same players each diff) with no mods, a vision mod, or hard rock (No key mods, random, or easy mods), and should get a C or greater. They would use a forum to fill out that would judge by a scale of 1-25 or any other number on things such as patterns, note frequency, chords, freezes, etc. They'd submit their opinion to Tom94 (Since he's running it mostly ATM) and then a simple math equation could be done to find an average of everyone's submitted fourm.Drace wrote:
Also a difficulty rating team won't be hard to run and manage at all. The only thing is it might be slightly challenging to get it started. It'd just be an extra step between bubble and rank, it will more accurate than any algorith, and a number of members will make it not biased. There's also no reason for this to take months haha
There definitely needs to be something done with DT, and removing the pp bonus of it is one possibility that's not unlikely to happen. I completely agree, that the current situation where DT and nomod share the same leaderboard and even the same score range is bad if DT is taken into consideration for pp.xxbidiao wrote:
I believe other people like Drace said what I just want to said below.Tom94 wrote:
There won't be any rating team, due to the immense amount of time that'd be required to manage it, sorry. Give the algorithm chances, write which maps you think are rated wrong as some others already did.
I already have ideas on how to circumvent those high-density patterns from being weighted too much.
I'm not saying the algorithm is "wrong". It's always "correct" and reflect one kind of difficulty - based on a certain norm.
Actually, we everyone have a norm. For example, when I say thatI implied thatxxbidiao wrote:
Imperishable night 2006 is underrated. Its later half is crazy.You should get what I mean - It's nonsense at all to the community, because other people may find it easy or even harder - in one word, have different thoughts. And it's all about the norm we set up during our years of rhythm gaming experience.xxbidiao's thought wrote:
Imperishable night 2006 is underrated. Its later half is crazy. That's why I can't get good score on this song amongst other song of same "difficulty".
For instance, I started rhythm gaming on Taiko no Tatsujin and DJMAX / DDR, which is all note-biased. Without good experience on slider-style song, I'm good on IIDX style songs, but poor at O2-style songs.
However, Fate_Yakumo, another player who is of O2Jam expert, find these slider songs easy - He can S a song of O2Jam style that I can't pass. When coming to IIDX songs, instead of one-side winning, we are just at the same level, something 70% vs 30%.
You guess what? I always overrate slider-biased song, and he always overrate note-biased ones.
This example reflect 2 common norm in 7/8K: IIDX norm and O2Jam norm. There are also many more, and every key amount have multiple norms. Sadly they are not enough compact with each other. And whether you admit it or not, you are setting up your own norm.
Just like what you have said,You implied that "I'll degrade these players who is good at high-density pattern playing" (To some extent moving away from IIDX norm to O2Jam norm).Tom94 wrote:
I already have ideas on how to circumvent those high-density patterns from being weighted too much
So this is why I keep saying that "This difficulty number does nothing with actual difficulty at all" and "We should try to admit there are weighted songs".
Considering the diversity of mania players, however you modify your algorithm, there are always some people winning, and some people losing.
My suggestion is, however hard it is, and however offence you made, a certain norm should be set up. Whether you choose BMS norm (note biased, density and jackhammers counts ) or O2Jam norm (slider biased, coordination counts) or even DDR norm (hand speed counts) or a mixture of them, Don't hesitate to say that "I mean to hurt you" because what norm you choose you hurt some people who have ability that the norm doesn't emphasize on. What's more, the process of letting players finding their weighted song is fun, isn't it?
-----------------
For the DT stuff, I actually have more to say.
Why do people come here to protest about DT score problem?
Actually it's not about scoring at all (People can play DT on the first run).
DT getting higher weight neglects the design of the osu!mania system.
You may have noticed that osu!mania has the most strict judgment with MAX even on OD0 (Actually OD0 and OD10 has no difference on timing of MAX). This is intended because most people agree that osu!mania should be different to other modes by having judgment emphasized, not combo. (o!m once calculate score just like o!standard and current scoring system is later decided.) The philosophy inside is that 1 more MAX is good.
However having DT heavier weighted, though completely reasonable, is going against this. People may achieve a just-so-so S score to win more PP then a SS with 90% MAX ratio. This put osu!mania far away from it's emphasize on judgment, to the extent that people just DTing every song regardless of judgment, and people no longer care about MAX ratio. This is surely what people don't want to see. (Feature requests on DT bonus score has been rejected multiple times both by faculty and players)
So unless ppy somewhat change the mechanism to make DT version of the beatmap a whole new one and have its separate scoreboard, I suggest no bonus for DT for now.
This happened to me in the old system and I put it down to people that were lower ranks than me moving up and therefore putting me down, I assumed this only updated after i'd played my first song. There also seems to be a bug on other gamemodes where peoples PP is going down after beating there personal best, I expect this will be patched soon if it's also affecting o!m.Thing O Doom wrote:
Sorry to bother, I'm a noob and don't really have a place in these discussions,
but recently since the new system came out, I've been playing harder maps (That I get a terrible score in).
I'll get like a B or C on a map, then come back to it later and beat my personal highscore on the map, then I visibly watch my ranking drop when the screen flash updates in the song stats screen. I know the system is unstable but I don't remember this being a thing in the old system, correct me if I'm wrong. This makes me not want to play online and improve w.w""
Dropping your pp by beating your score is extremely unlikely in o!m. You'd need to get just barely more score with a lot worse accuracy for that to happen.milky228 wrote:
This happened to me in the old system and I put it down to people that were lower ranks than me moving up and therefore putting me down, I assumed this only updated after i'd played my first song. There also seems to be a bug on other gamemodes where peoples PP is going down after beating there personal best, I expect this will be patched soon if it's also affecting o!m.Thing O Doom wrote:
Sorry to bother, I'm a noob and don't really have a place in these discussions,
but recently since the new system came out, I've been playing harder maps (That I get a terrible score in).
I'll get like a B or C on a map, then come back to it later and beat my personal highscore on the map, then I visibly watch my ranking drop when the screen flash updates in the song stats screen. I know the system is unstable but I don't remember this being a thing in the old system, correct me if I'm wrong. This makes me not want to play online and improve w.w""
Most likely, since ranked mania maps star rating is fixed right now (no more Another's as Normal's ftw) for unranked maps it may be bugged/wrong thoPyaKura wrote:
Hey,
Just checked the page of my new mapset that I submitted yesterday (http://osu.ppy.sh/b/380286&m=3).
The diff rating went from Easy and Normal to Hard and Insane for the first two diffs. Does this have anything to do with the changes being made with the diff rating and ranking system ?
milky228 wrote:
This happened to me in the old system and I put it down to people that were lower ranks than me moving up and therefore putting me down, I assumed this only updated after i'd played my first song. There also seems to be a bug on other gamemodes where peoples PP is going down after beating there personal best, I expect this will be patched soon if it's also affecting o!m.Thing O Doom wrote:
Sorry to bother, I'm a noob and don't really have a place in these discussions,
but recently since the new system came out, I've been playing harder maps (That I get a terrible score in).
I'll get like a B or C on a map, then come back to it later and beat my personal highscore on the map, then I visibly watch my ranking drop when the screen flash updates in the song stats screen. I know the system is unstable but I don't remember this being a thing in the old system, correct me if I'm wrong. This makes me not want to play online and improve w.w""
Ok, I think I can debunk this now, this morning I played a map and it shows my rank as ~7990, this was an unranked map so nothing was affected, this being just to make sure I didn't get overly surpassed while sleeping.Tom94 wrote:
Dropping your pp by beating your score is extremely unlikely in o!m. You'd need to get just barely more score with a lot worse accuracy for that to happen.
The rank drop most likely occured due to other people passing you, as it always has been already.
I don't think playing an unranked map triggers a rank refresh.Thing O Doom wrote:
Ok, I think I can debunk this now, this morning I played a map and it shows my rank as ~7990, this was an unranked map so nothing was affected, this being just to make sure I didn't get overly surpassed while sleeping.
The box with rank still flashes red, and updates from what I could tell, seeing as pass/fail stats are tracked for unranked maps?Full Tablet wrote:
I don't think playing an unranked map triggers a rank refresh.Thing O Doom wrote:
Ok, I think I can debunk this now, this morning I played a map and it shows my rank as ~7990, this was an unranked map so nothing was affected, this being just to make sure I didn't get overly surpassed while sleeping.
Actually Staiain is one of the best 4K players in the world and he certanly deserves to be in top 50, even if he isn't that good at 7K, (air raid pls), but I get your point with ridiculus DT scalings. It's gotten to a point where you can get 1K pp for just playing autoconverts with 4K mod and even more with DT. It's definitly what we don't want to see. Autoconverts and DT are too heavily weighted imhoOctober Scream wrote:
http://osu.ppy.sh/u/86188 <-- This is bullshit. No one would play dt back then, now everyone is, and he's sprung up to the top because of key mods and dt. I don't care as much about dt, I care about the key mods coming back. So many players are better than that, and I don't know why they can't be up there?