This is an extremely weak and lazy argument in my opinion.
peppy wrote:"The new play had low 80-90% accuracy! Just de-weight the accuracy in pp!"
There's no reason touchscreen players can't improve their accuracy to a higher level. This would only delay the inevitable -Tom94
I don't see how shifting the accuracy requirement to achive the same score can be seen in such a way, you are basically saying that players don't have to show any sort of effort to achieve absurd scores.
Not only that but you are vastly underestimating the effort and determination that is required to perform the same sort of play freedomdiver made but on a higher accuracy level.
It's not a matter of retrying a few times and you magically get 98%...
If the pp score freedomdiver gained from his play was equivalent to let's say at least 95% acc play then nobody would have complained, because that would be straight up WAAAY more impressive than his current play is.
My idea to this entire fiasco was to shift pp awards from plays to the higher end of the accuracy curve, speaking the 900+ pp play from freedomdiver on 78% accuracy would need at least around 90% accuracy instead. I am not sure how the current pp formula looks like but having accuracy play a more vital role, perhaps in an exponential way would work out for the better?
Another issue that I noticed is that beatmap length doesn't seem to be factored into the formula in any way.
To give my idea some visualization, I prepared a few exponential graphs to showcase how it -might- work. (note these are just quickly assembled just for the sake of presentation)
Let the x axis be accuracy going from 0 to 100% and the y axis be the overall multiplier for the pp score you are awarded for a play going from 0 to 1.0.
The red graph would be the initial function used for further calculations, for example you could adjust accuracy requirement based on draintime of a beatmap.
The green graph showcases the accuracy needed for a rather short beatmap whereas the purple graph showcases the accuracy needed for a relatively long beatmap.
It basically get's more lenient the longer the draintime is.
This idea is just a proposal without much detail, but I think it's worth considering since it might help in getting rid of problems such as overweighted (poor accuracy) performance plays.
Seeing as many top plays are also TV Size length and DT plays it would put a higher skill cap towards accuracy.
One other huge issue to me is that the only special aspect of SS (100% acc) plays is.. yes that they are SS scores. They don't have a huge enough impact to actively pursue in my opinion. Giving them an additional 5% pp on top at the end would probably make them more desireable for many people to actually play for.
It's not a matter of delaying the inevitable, but a matter of forcing players to perform better overall so touchscreen scores like this won't be considered cheesy by the community.
Everybody should be able to see how much of a skill difference would be required to perform the same play on higher end accuracy.
Bottomline however is that it probably isn't worth initiating any measures for this problem and just wait out until further development is finished, seeing how much more advanced pp+ is compared to the current system.