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If two (or more) people have same score in top 50......

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This is a feature request. Feature requests can be voted up by supporters.
Current Priority: +0
Topic Starter
Sylveon
As far as I know, if two or more people have the same score on a map top 50, its done by earliest date gets highest rank.
Instead could it be then decided by another method?

Full Tablet wrote:

Unstable Rate measures how consistently the player hits the notes. It's possible to have a low Unstable Rate, but bad accuracy, if in average you hit notes very far from perfect timing.

A measure that could be used for purposes of this request could be the RMS of the hit errors
RMS of hit errors = SquareRoot( (Unstable_Rate/10)^2 + (Average_Hit_Error)^2 )



The left case symbolizes a case with low accuracy caused by high Unstable Rate, the average hit error is low.

The right case symbolizes a case with low accuracy caused by high average hit error, the Unstable Rate is low.
Bara-
No
First come first serve is used almost everywhere, and I prefer that over everything else
Trosk-
The UR can't be used to "rank" or decide anything, since it doesn't affect anything about the score or accuracy at all, because it just shows how consistent you are. You can tap all the notes on the edge of 300 and 100 and have lower unstable rate than a player who is more close to the perfect timing and taps before and after it.

This is not a viable method to judge who gets first place with tied scores.
Bauxe
Also unstable rate isn't even saved in the replay file. It's calculated as a replay is played back.
abraker

Bauxe wrote:

unstable rate isn't even saved in the replay file. It's calculated as a replay is played back.
That can be changed, but what Trosk- said.

You can tap all the notes on the edge of 300 and 100 and have lower unstable rate than a player who is more close to the perfect timing and taps before and after it.
Then I think it needs to be a more accurate comparison. If both are tied, the player with the lower tap range gets the better place. If it's still tied after that (somehow), then first come first serve.
Bauxe

abraker wrote:

Bauxe wrote:

unstable rate isn't even saved in the replay file. It's calculated as a replay is played back.
That can be changed, but what Trosk- said.
Not really. For maps that have say, ranks 40 -> 60 all tied scores, pretty sure 51 -> 60 replays aren't actually saved.

edit: well they are now, but they weren't a few weeks back.
Topic Starter
Sylveon
i was under the impression unstable rate was how far early/late you are from perfect on average. I.E on average you are 6.5ms or something to early and 15 to late.. obviously I don't know enough about it, but. Do you think it could be used in some way to separate score? I thought a low Unstable rate was better than a high one, is this not the case?
Full Tablet

Sylveon wrote:

i was under the impression unstable rate was how far early/late you are from perfect on average. I.E on average you are 6.5ms or something to early and 15 to late.. obviously I don't know enough about it, but. Do you think it could be used in some way to separate score? I thought a low Unstable rate was better than a high one, is this not the case?
Unstable Rate measures how consistently the player hits the notes. It's possible to have a low Unstable Rate, but bad accuracy, if in average you hit notes very far from perfect timing.

A measure that could be used for purposes of this request could be the RMS of the hit errors
RMS of hit errors = SquareRoot( (Unstable_Rate/10)^2 + (Average_Hit_Error)^2 )


The left case symbolizes a case with low accuracy caused by high Unstable Rate, the average hit error is low.

The right case symbolizes a case with low accuracy caused by high average hit error, the Unstable Rate is low.
Topic Starter
Sylveon
thankyou for your explanation
Bara-
If you change OP to lowest hiterror it'll be better IMO
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