Database problems, will be fixed soon
Yeah that happens to me as wellamandarito wrote:
yes, even when manually submitabraker wrote:
anyone else having issues with scores not being updated?
You can run the map through the skill calculator found here https://github.com/Kert/osuSkillsGUI/releases/tag/1.0goink wrote:
is there any way i can know how much this score would give in precision? i can't submit it due to scorev1
What do you mean by "adjusted the scores to the rankings"?kingautist wrote:
You still haven't adjusted the scores to the rankings, despite it being as simple as dividing every score by the average value.
Is the missing score your best score? If it's not it won't register.Sebbebro wrote:
I still have problems manually submitting scores and it also has troubles detecting my scores even in recent plays. Yesterday I got a precision fc on cs7.15 which it didn’t register on the site but it registered B ranks and other plays I got in multi lobby that literally gave me no points in any stat. Any news on the problem or is it unknown?
there is a shit ton of things to add but years go by without them being addedSebbebro wrote:
Also a suggestion, someone might have already mentioned this but it would be cool to see a ranking leaderboard where you can sort after titles (aka combinations of skills).
abraker wrote:
You can run the map through the skill calculator found here https://github.com/Kert/osuSkillsGUI/releases/tag/1.0goink wrote:
is there any way i can know how much this score would give in precision? i can't submit it due to scorev1
It's true, they're on my profile now, tysm! Also since yesterday I've been able to manually submit other plays. Which I couldn't before so it's looking better now I think.Kert wrote:
@Sebbebro not sure what it was, but after restarting it seems to work correctly now. I am talking about two precision results you weren't able to submit
If you add HR, you are telling it to change CS and OD. HR is calculated the same as nomod just with increased CS and OD. So if you don't want it changing values on you, set it to nomod and change them manuallygoink wrote:
I don't know if the issue is noted already, but when HR is applied to a map the CS will always cap out at 7, when in-game it caps out at 10. When calculating nomod on maps with cs>7, it seems to work fine - but adding HR will set the CS on those maps to 7, even if the base CS is higher than 7 (in the case of this screenshot, the base map is cs7.5 and was ranked last week).
I said what I mean, divide every score by the average score of the given skill.abraker wrote:
What do you mean by "adjusted the scores to the rankings"?
You mean to make skills not have high number they do now?kingautist wrote:
I said what I mean, divide every score by the average score of the given skill.abraker wrote:
What do you mean by "adjusted the scores to the rankings"?
Are they high scores, top 500, or in your top pp?Zerkala_ wrote:
Im having problems with score submission. I set scores on this map beatmapsets/620982#osu/1322221 and this map beatmapsets/652412#osu/1383389 with HTHR (which I guess may or may not be supposed to submit, I have other hthr scores that arent my top on the map but idk) and after trying to manually submit the first one and just doing the second one again neither of them went through.
the first one isnt so that would be that I guess but this one beatmapsets/620982#osu/1322221 is #44 on the map and isnt showing upabraker wrote:
Are they high scores, top 500, or in your top pp?
No. For example, my agility is 209 (rank 300453) and my memory is 16 (rank 20456). My memory should be higher than my agility because my memory is at a higher rank than my agility, same for all the other skills.abraker wrote:
You mean to make skills not have high number they do now?
Alright thxabraker wrote:
One is higher skill than the other. Ambitious > versatile
Nope, added to the list.Purplegaze wrote:
Has there ever been any plans to add an overall number of the sum of all a player's skills, both on player profiles and on a ranking page?
Have you tried using it?nmi5 wrote:
How exactly does training work. I see there are presets and you can make certain skills blue and have a 2nd bar to adjust. is this target score? What happens if you don't have any skill selected?
Yes i have. I just want to know how to set it to train streams or acc in particular rather than see some jumpo maps it think i could improve aim withabraker wrote:
Have you tried using it?nmi5 wrote:
How exactly does training work. I see there are presets and you can make certain skills blue and have a 2nd bar to adjust. is this target score? What happens if you don't have any skill selected?
I proposed that scores be divided by their average value to correct this, but abraker was too dumb to understand.Purplegaze wrote:
Also, I really think you should add like a 0.75x multiplier to all the Agility scores. Agility is basically everyone's highest score value regardless of if they are a jump or stream player
Dividing by the average wouldn't solve all problems, since also the distribution between different skills is different.kingautist wrote:
I proposed that scores be divided by their average value to correct this, but abraker was too dumb to understand.Purplegaze wrote:
Also, I really think you should add like a 0.75x multiplier to all the Agility scores. Agility is basically everyone's highest score value regardless of if they are a jump or stream player
Slapping 0.75x or any constant value even for one skill is a bandaid solution that will work for maybe a year. The skill curve for agility shoots up like a damn cliff as you approach top 1000, and gets exponentially steeper as the years go by.kingautist wrote:
I proposed that scores be divided by their average value to correct this, but abraker was too dumb to understand.Purplegaze wrote:
Also, I really think you should add like a 0.75x multiplier to all the Agility scores. Agility is basically everyone's highest score value regardless of if they are a jump or stream player
If any skill goes up in the same nonlinear way that agility does, then it is sensible to adjust those skills to agility with a multiplier.abraker wrote:
Slapping 0.75x or any constant value even for one skill is a bandaid solution that will work for maybe a year. The skill curve for agility shoots up like a damn cliff as you approach top 1000, and gets exponentially steeper as the years go by.
I've been looking to making the skills linear for a few weeks now, but it's not as easy as I thought. Full Tablet, maybe you can give a hand?
One way is looking at the Rank of each raw value instead of the raw value itself, and redefine the scale based on that. You could, for example, define that the top player has an overall value of 1000, a player in the median has an overall value of 500, and the worst player has an overall value of 0. (Basically, the overall value is just the percentile of the raw stat value of the player multiplied by 10). The problem with this approach is that it makes the values static over time.abraker wrote:
Slapping 0.75x or any constant value even for one skill is a bandaid solution that will work for maybe a year. The skill curve for agility shoots up like a damn cliff as you approach top 1000, and gets exponentially steeper as the years go by.
I've been looking to making the skills linear for a few weeks now, but it's not as easy as I thought. Full Tablet, maybe you can give a hand?
Having the correct skill value be dependent on rank value is certainly NOT what we want as that would bind the correction to a specific snapshot in time. It will become as bad as it is now relatively soon after the corrections are made, so it would require to keep making indefinite corrections.Full Tablet wrote:
One way is looking at the Rank of each raw value instead of the raw value itself, and redefine the scale based on that.
This is probably what I have settled on doing as well, but you are probably complicating this with the percentile stuff. This idea sounds the same as modeling the curve via linear spline, and then running that spline through a transformation that changes the modeled function f -> g:Full Tablet wrote:
One solution to the problem with the previous approach is storing the distribution of raw_values/scaled_values at some point of time, and then applying that same scaling to scores in the future.