it's suck
DT is no longer disregarded on mania pp computationsHoarseFish wrote:
What happened? What's changed?
I'm pretty sure they just did it. I never saw anything about it anywhere not on twitter or forums.Eraser wrote:
Ok what, where did they talk about this
yea, this is correct, if 1.5x rate maps were ranked it would be as expected, however, the current ranking system doesn't really consider the case of 1.5x map ranked at all, hence, these "newly ranked maps" pretty much broke boundaries that weren't expected.Full Tablet wrote:
Since DT gives a slight bonus to score, unless there is some sort of penalty for DT in pp calculations, DT scores give slightly more pp than they should.
Overall, making DT give the amount of pp that corresponds to it's star rating doesn't make the system more broken. In effect, it makes the amount of pp given for a DT play closer to the value it should give.
a.) PP system is not a bit broken, it's horribly broken. This is due in part that the SR system is horribly broken. SR can be horribly very easily manipulated to produce grossly inaccurate values and PP is directly affected by it.Bubbler wrote:
As one of the top-50 players, I have a bit different opinion to many others here.
The star rating is a bit broken, yes. The pp system is a bit broken, I can agree with that.
However, the very first reason we use the pp system is to measure the player's ability - then it makes good sense to give higher pp to DT plays over nomod ones for the same map, considering the actual difficulty of playing (SR goes up by 1.5~2.0, and it's actually usually harder than other nomod maps with similar SR)
And seeing that super players pass literally any mania map with DT (even Ascension to Heaven and TLDNR got DT passes), being seemingly unplayable is not an issue - they just play and take their score and pp, and they deserve the pp because they have the ability to do so.
For those who got discouraged due to the pp inflation, it will take some time to accept it, but IMHO, many players will eventually settle with a few "everyone's DT maps" like the standard players did (I'm not degrading them; they - and I - have their own playing styles and enjoy the game even though many of them cannot do the DT farms) and the ranking will stabilize at the point.
On the mapping side, I'm a newbie in the area but I see the point of Kyoka (and other mappers, not here).
Definitely, mapping in favor of DT is a bad thing (some of it is already done in std). However, just like lots of std mappers just don't bother with pp mapping (including DT-favor mapping), many mania mappers will just map as they did till now. And again, super players will pass non-DT-mapped maps with DT anyway, so DT mapping would not be something to consider as a mapper.
But yes, some modders will still want easier DT maps. Rejecting them is up to the mappers, and I hope they do so.
This ^, future players will learn the game incorrectly and get a distorted/unbalanced skillset compared to what he should be able to. Accuracy and complex patterns? Nope ---> just jumptrill and pray for the best.Halogen- wrote:
c.) It's discouraging because it's encouraging people to mindlessly smash their keyboards on high-SR/low-diff proportioned maps (your traditional PP maps) and is giving them a false reward for doing well on things that are "hard." Maps that are incomprehensibly difficult yet don't yield high-SRs are going to be avoided and that alone showcases the flaw of the star rating system: people can play one map at the star rating and get an extremely good score, and then play another map at the same rating and get a terrible score. What do you think people are going to go and do right now? They're going to play all of the maps that traditionally yield high star-ratings based off of tiny spikes if they can't handle the majority of maps that proportionally increase in difficulty, and those who are extremely skilled are going to go for the maps that have the easiest patterns to spam/cheat because they can maintain accuracy/combo in the first place.
"Accept the fact that it's more important to be good at spamming/praying than it is to play the game properly, and completely dismiss the fact that it's a rhythm game that should demand proper timing, and ability."-Rem- wrote:
this was coming regardless of how much you want to push it away. evening was right; new players will rise to the top and the older ones will either need to adapt or just accept pp favours specific skillsets. Being able to get great accuracy on easy charts is one thing, but being able to demolish those same charts on 1.5x speed is another
SR can be easily manipulated, yes, I already see that on a few very easy/hard maps relative to SR. But due to the very reason, I see that the mapping community has the tendency to not produce too easy PP maps, especially for high-SR ranked maps. For example, while Ascension to Heaven is an easy map relative to SR of 7+, it has got very high OD and HP to require enough skill to pass it and get the PP. (Correct me if I'm wrong.)Halogen- wrote:
a.) PP system is not a bit broken, it's horribly broken. This is due in part that the SR system is horribly broken. SR can be horribly very easily manipulated to produce grossly inaccurate values and PP is directly affected by it.
If you have no way to measure a player's ability, then how would you rank all the players? No ranking system is perfect, even relative ones. Having a quantitative measure of a player's ability in some sort (albeit inaccurate) is a strength of this game. (a bit weak argument, but many players play this game aiming for higher rank, right?)Halogen- wrote:
b.) Your "very first reason" to measure a player's ability is flawed in the fact that it cannot accurately measure player ability on a per-player basis, and osu! has clearly indicated that it assumes keymodes to be separate in play (otherwise, there would not be two MWCs in the first place).
I don't think that any single map out of the currently ranked mania maps is really PP-biased in that manner. For example, I can say Everlasting Message or Achromat or Haelequin(extended) is a "relative" PP map. But most players already know that fact and already have played and got the respective PP. Now the difference in their rankings mostly come from the harder maps of similar SR, including Haryu, TLDNE Extra, sister's noise, or whatever they play.Halogen- wrote:
c.) It's discouraging because it's encouraging people to mindlessly smash their keyboards on high-SR/low-diff proportioned maps (your traditional PP maps) and is giving them a false reward for doing well on things that are "hard." Maps that are incomprehensibly difficult yet don't yield high-SRs are going to be avoided and that alone showcases the flaw of the star rating system: people can play one map at the star rating and get an extremely good score, and then play another map at the same rating and get a terrible score. What do you think people are going to go and do right now? They're going to play all of the maps that traditionally yield high star-ratings based off of tiny spikes if they can't handle the majority of maps that proportionally increase in difficulty, and those who are extremely skilled are going to go for the maps that have the easiest patterns to spam/cheat because they can maintain accuracy/combo in the first place.
I already saw such reactions from many players I met online. Some of them said "I quit mania" or something like that. Yes, the DT thing is a huge change and it needs some time (maybe lots of time) to settle. I just hope they return to mania at some point and get used to the things.Halogen- wrote:
d.) When you go for rank, you're going for showcasing your work to the community. If the community gets the impression that this increase in PP because of the DT mod is alright, they're going to naturally get pissed off when they can't benefit from it. People bitch about things like mini-jacks into well-accented triples/quads already when they're completely fair, because it's "not comfortable".
This is the case with any map; of course you need to have the physical ability to do it, but when you do, the difficulty to perform said things is substantially lower than a map whose star rating is produced properly by linear difficulty and not spiking. AtH is considered an easy map to those who can do it because the patterns are extremely friendly, and it therefore scales well to DT. There's a reason why people are avoiding other maps that are that high in SR: they don't scale well, likely because they're a more true reflection of what their difficulty should actually be with regards to the star rating.Bubbler wrote:
SR can be easily manipulated, yes, I already see that on a few very easy/hard maps relative to SR. But due to the very reason, I see that the mapping community has the tendency to not produce too easy PP maps, especially for high-SR ranked maps. For example, while Ascension to Heaven is an easy map relative to SR of 7+, it has got very high OD and HP to require enough skill to pass it and get the PP. (Correct me if I'm wrong.)Halogen- wrote:
a.) PP system is not a bit broken, it's horribly broken. This is due in part that the SR system is horribly broken. SR can be horribly very easily manipulated to produce grossly inaccurate values and PP is directly affected by it.
Single word response: "farming." That alone should speak that it's not ranking people properly, because people feel that they can farm extra points out in situations where they might not be worthy of otherwise gaining any points.Bubbler wrote:
If you have no way to measure a player's ability, then how would you rank all the players? No ranking system is perfect, even relative ones. Having a quantitative measure of a player's ability in some sort (albeit inaccurate) is a strength of this game. (a bit weak argument, but many players play this game aiming for higher rank, right?)Halogen- wrote:
b.) Your "very first reason" to measure a player's ability is flawed in the fact that it cannot accurately measure player ability on a per-player basis, and osu! has clearly indicated that it assumes keymodes to be separate in play (otherwise, there would not be two MWCs in the first place).
Separated key rankings helps a ton - it's something that I wanted to pursue doing for a little while before realizing that the API wasn't extensible enough to suit my needs, since the PP seems to be based off of your 100 best scores (even though the bottom values are trivial, they are required for the sake of accuracy). But the fact of the matter is that measure -is- inaccurate, and until something is done to remedy these inaccuracies, it deserves to be mentioned, over and over again. Everyone knows that the SR system has massive issues on mania, and this knowledge alone should have been reason to consider reworking that before adding a multiplier. Think of yourself throwing a piece of tarp over a pile of shit: you can cover the appearance of it, but it's still gonna feel disgusting when you step on it, and it's gonna stink even more because you've spread it over a larger area. SR works the same way, it's horribly inaccurate: adding DT to it doesn't make the SR system worse because it's intended to scale, but it amplifies the issues that exist.Bubbler wrote:
Regarding the keymodes, each keycount has completely different skill sets to master. I know that because I comfortably play 7-8K but completely suck at 4K. But then, I would suggest to make the ranking charts for each keycount, not just saying "the measure is inaccurate".
Bolded point: you clearly don't know the 4k PP mines that exist. Triumph and Regret, whose sole difficulty comes from arbitrary bursts that are jumptrillable, can net you over 900 PP on a 98% run. The chart doesn't deserve anywhere near that much PP for the run. Simply getting low-mid 90s on charts will net you a huge amount of the possible performance points. Barely getting an A rank on it nets you over 650 fucking PP, come on now. The increase is way too high, and the dropoff for underperforming is way too low. People can abuse maps that have huge spikes in them to dictate their PP, survive them through spamming, and reap HUGE rewards. This concept of "blind keyboard mashing not working" - you're wrong, and there's no other way to put it. People wouldn't be in arms about this shit if it was actually hard to get the boosts. Guess what: it's not. It's piss easy to increase your PP. If you're remotely capable of intelligently mashing through hard sections, you get the points for it, end of story.Bubbler wrote:
I don't think that any single map out of the currently ranked mania maps is really PP-biased in that manner. For example, I can say Everlasting Message or Achromat or Haelequin(extended) is a "relative" PP map. But most players already know that fact and already have played and got the respective PP. Now the difference in their rankings mostly come from the harder maps of similar SR, including Haryu, TLDNE Extra, sister's noise, or whatever they play.Halogen- wrote:
c.) It's discouraging because it's encouraging people to mindlessly smash their keyboards on high-SR/low-diff proportioned maps (your traditional PP maps) and is giving them a false reward for doing well on things that are "hard." Maps that are incomprehensibly difficult yet don't yield high-SRs are going to be avoided and that alone showcases the flaw of the star rating system: people can play one map at the star rating and get an extremely good score, and then play another map at the same rating and get a terrible score. What do you think people are going to go and do right now? They're going to play all of the maps that traditionally yield high star-ratings based off of tiny spikes if they can't handle the majority of maps that proportionally increase in difficulty, and those who are extremely skilled are going to go for the maps that have the easiest patterns to spam/cheat because they can maintain accuracy/combo in the first place.
Also, while those "traditional PP maps" seem to be easier to pass with DT, decent enough skill is actually required to score high enough with DT so that the PP value is substantially higher than the previous nomod PP. Another example, I passed Maniera Collab Another +DT (8.xx stars) with B rank, but only got 2 PP improvement on that specific map. The point is that blind keyboard bashing with DT on (the thing I think you're worried about) simply does not work.
Maybe Everlasting Message could be an exception; but still then, everyone who can handle it with DT will take the PP and cancel out in their relative rankings. That could someday be one of the "everyone's DT map" I said.
The extremely skilled players don't cheat like that; they just play everything they can. That is how the current top-level ecosystem works.
As a mapper, and a high level player: this shit sucks.Bubbler wrote:
I already saw such reactions from many players I met online. Some of them said "I quit mania" or something like that. Yes, the DT thing is a huge change and it needs some time (maybe lots of time) to settle. I just hope they return to mania at some point and get used to the things.Halogen- wrote:
d.) When you go for rank, you're going for showcasing your work to the community. If the community gets the impression that this increase in PP because of the DT mod is alright, they're going to naturally get pissed off when they can't benefit from it. People bitch about things like mini-jacks into well-accented triples/quads already when they're completely fair, because it's "not comfortable".
https://osu.ppy.sh/forum/t/181853Cawub wrote:
Honestly I think they should have at least gotten community input on this before even implementing it, or they should have at least put a discussion thread in place like they did with scorev2. By the looks of it the majority of the community isn't very happy with it.
For 7K, players are forced to play every single high-SR map (they can manage) to gain sufficient PP to compete with others. I just noticed that you're mainly a 4K player, so I suspect the things are different like, players can choose from the vast pool of maps with similar SR and they actually play the easiest maps and ignore others - am I right? Then I see it's a serious problem that should be solved ASAP in order to keep the DT system.Halogen- wrote:
There's a reason why people are avoiding other maps that are that high in SR: they don't scale well, likely because they're a more true reflection of what their difficulty should actually be with regards to the star rating.
Again, no system - either SR or PP, to say in osu terms - can be perfect, but I completely agree that the current mania SR system needs lots of rework. Maybe the osudev should start experimenting right now with factors like stamina, speed, LN combinations, and whatever they need to adjust the SR.Halogen- wrote:
...But the fact of the matter is that measure -is- inaccurate, and until something is done to remedy these inaccuracies, it deserves to be mentioned, over and over again.
Wow. You're right, I completely forgot that one. And now I remember a few more 4K maps whose main difficulties (and SR) come from that kind of jumptrill tricks. Now I should admit I was wrong, and it would mean that the dev team was also wrong. I had said that "everyone's PP maps" will be eventually cancelled out if everyone plays those maps (I suspect the dev team also has thought like that), but if the "farm-able" amount of PP with less skill is that large, the PP system as a measure of ability would be no longer trusted.Halogen- wrote:
...Triumph and Regret...
The pool of high difficulty charts in 4k is still too small to be able to pick charts you like if you want to be competitive. The 4k are most of the times 4 stars ranked, high level players can't let one pass if they want to be high in the leaderboard.Bubbler wrote:
[...] players can choose from the vast pool of maps with similar SR and they actually play the easiest maps and ignore others - am I right?
Just out of curiosity do you think adding HR mod would help to balance speed and ACC players? Taiko and Standard both have DT & HR active which helps to give 2 viable ways of playing (one focusing on speed while the other on accuracy) I think the problem with JUST adding DT is Speed players are instantly better than ACC players in terms of the PP system.Halogen- wrote:
I'll probably come back to this thread sometime within the weekend to talk about potential band-aid solutions to this - as in, things to make this better without fixing the SR system, though the SR system really needs work in any case. It's still possible to salvage this whole DT mess.
What if I suck at bothEdgar_Figaro wrote:
Just out of curiosity do you think adding HR mod would help to balance speed and ACC players? Taiko and Standard both have DT & HR active which helps to give 2 viable ways of playing (one focusing on speed while the other on accuracy) I think the problem with JUST adding DT is Speed players are instantly better than ACC players in terms of the PP system.Halogen- wrote:
I'll probably come back to this thread sometime within the weekend to talk about potential band-aid solutions to this - as in, things to make this better without fixing the SR system, though the SR system really needs work in any case. It's still possible to salvage this whole DT mess.