Well that's to be expected with an algorithm without any pattern recongnition
This is why I thought we should have a MAT (Mania appreciation team) or something like that. A computer can't compute the difficulty of a mania map like it can for any other game mode difficulty since mania hasn't been around long on osu!. The minds of 20 players more or less if needed can come up with a better solution of difficulty rating. The only problem with starting a team like that is finding a group of well balanced people. I have a few on my mind who could possibly do something like this, but only a few and not knowing if they'd be willing at first.Drace wrote:
Well that's to be expected with an algorithm without any pattern recongnition
The reason I said "I" was because Tom brought up the topic again to me after a suggestion to peppy I gave weeks before the chat feud. (That was when the whole DT PP giving too much feud was happening.)Drace wrote:
"You" were not the one who thought of it, watch your wording. It was first brought up by Envi and me on page 7.
Considering how we can't even find BATs, a diff grading team might actually not be the best idea. Well for now atleast.
HAHAHAHA XD17VA wrote:
http://osu.ppy.sh/b/370840
native faith 1K master? - why 1K
ACs' SR may very well be broken. You're also comparing an extreme 7K mania spec with a (extreme ?) 4K AC here..._Gezo_ wrote:
https://osu.ppy.sh/s/92190 <= 7.11, passed by a lot of people, some being very close to 99%
https://osu.ppy.sh/s/179779 + p/3160605 <= 7.13, having played it I am sure Staiain will have a very hard time passing it.
Why ?
Pya being Pya, move along citizensPyaKura wrote:
senpia
SM_Bluefusion wrote:
I think some lower ranked players lost (quite) some PP or am I wrong?
Did something change?
Or they could have stopped being considered for pp entirely. My EZ pass with Shuffle Heaven completely disappeared ._.Tornspirit wrote:
SM_Bluefusion wrote:
I think some lower ranked players lost (quite) some PP or am I wrong?
Did something change?
I believe EZ and HT got heavily, heavily nerfed so you can't just spam a song too hard for you on EZ/HT and still get heaps of pp.
And autoconverts still give over 300ppTornspirit wrote:
SM_Bluefusion wrote:
I think some lower ranked players lost (quite) some PP or am I wrong?
Did something change?
I believe EZ and HT got heavily, heavily nerfed so you can't just spam a song too hard for you on EZ/HT and still get heaps of pp.
you need to adjust speed through F3 or F4 in-game or ctrl + or - before starting the song. It's no bug, it's intended.Ulqux wrote:
NOTE: Not exactly sure whether I should report this problem in this thread or start a new one(haven't really been on the forums though I've been playing Osumania! for some time). I'm neither sure whether this problem has already been reported before and solved(haven't found a thread or somewhere on the internet about this problem....).
Also: This is my first post so please don't slaugther me for my inexperience and wrongdoings(as well as poor english)?
I have more or less a problem concerning Osumania! that are actually somewhat pretty irritating...
The problem is:
Slowed note falling speed, but higher note density.
The beatmap still properly follows the song in regards to when a note should be played, but the speed at which the notes falls are significantly slower than what it is supposed to be, and in the meanwhile the notes are far closer(which is why the beatmap still properly follows the song, but goes at a slower rate..).
I found that I could fix this problem on some maps by replaying a ranked map, that goes at the proper speed, which will in turn fix the wrong speed for me.
The problem is then that this does obviously not work for maps that are not ranked..(know that they are slower cuz my brother also have the beatmap and it goes significantly faster, though with the notes spread out some more...)
When you progress into harder songs it's actually easier to play at higher speeds as long as you can follow the notes since patterns gets more complex and density of notes gets tighter.Ulqux wrote:
Oh is that so..
Never knew about.....
Looking it up again...
So it's the osumania note falling speed, that any1 can change in order to find what fits them the most?
It feels a bit strange as slower note falling speed makes songs so much easier to play compared to faster... but maybe it may be just because I'm still a novice Osumania player...
Actually long maps aren't necessarily giving heaps of pp; currently some of the more overrated maps, such as Koi Yomi Zakura, Utakata Ai no Mahoroba, Atropos, Poppin Shower are only around 2 minutes, and give more than they honestly should, while some long songs definitely are underrated such as fortissimo and workaholic. Larger problems are that low level 7k gives a hell of a lot less than low level 4k, vice versa for higher levels, and songs with heavy LN being underrated compared to songs with heaps of chords.Allium97 wrote:
I think there is a pretty bad problem in the formula. I mean... it takes into account the length of the song, so long songs give lots of pp even if they aren't that hard. And if I got it right it doesn't care about the avg./peak density of the song. I don't think it would be overwhelmingly difficult to improve this.
Map popularity and score rank achieved aren't factors in the current pp system anymore (they were factors in ppv1 only).Noobrage wrote:
1. My english sucks/ enough to understand me
2. I haven't read much in this thread
I actually hate the rankingsystem we got. It shows like 0% improvment. The rankingsystem feels atm like = get a decent rank on a popular song for much PP.
But i dont want to play the popular maps only just to improve my ranking beside there arent even many maps that give you a bunch of PP for a decent rank.
I did climb about 9k places on different maps together today and i've earned about 20 PP for these 9k places.
Play Waterhorizon get Rank 2k and gain 329804723874 PP
I mean guys here is obviously something wrong....
actually your pp is directly related to the score and stars on a map and nothing elsePyaKura wrote:
lol there is no direct link between score and pp awarded
The accuracy percentage also influences the pp gained a bit, but the influence of it is decreased when the star difficulty of the map increases (so, at some point, the influence of it is so small score is the only things that matters).Aqo wrote:
actually your pp is directly related to the score and stars on a map and nothing elsePyaKura wrote:
lol there is no direct link between score and pp awarded
yeah