Drezi wrote:
Riince you simply pick individual examples that seem to justify your points and you fail to see the system and the concept as a whole.
Drezi wrote:
you seem to fail at basic concepts of logic, really.
Drezi wrote:
Riince you simply pick individual examples that seem to justify your points and you fail to see the system and the concept as a whole.
Drezi wrote:
you seem to fail at basic concepts of logic, really.
whether the map is harder or not is irrelevant in that example, the score is just more impressive so should be worth more. Neither the DT or the modless on such maps are going anywhere near the level of play on maps where HT is an issue, so even drawing the comparison is sillysilmarilen wrote:
if you cant even beat a score worth 0.3x the nomod score then you suck and arent competing at the top anyway.
and no, just because you dont have the patience to wait for a hitcircle to close doesnt mean the map is harder on nomod.
The map would then become a part of the minority of maps where DT being underweighted is a problem, and become another reason to buff DT's worth a bit.CXu wrote:
Imagine Image Material being a 195bpm map, and that all HT scores on said map are with nomod, and all nomod plays on said map are DT scores.
Would you still have a problem with it?
if you take out the HT scores and said score is on the top 50 for a map where most likely all the best players are competing on because its a hard ranked map, then yeah, they by definition are competing, whether some guy somes over and beats his score by fcing a map where streams go from being doable properly by a few dozen people, to being doable by thousands and thousands of people, then that's ruining the competition.silmarilen wrote:
if you cant even beat a score worth 0.3x the nomod score then you suck and arent competing at the top anyway.
yeah, and those maps where people are getting good DT scores that arent getting on the scoreboard when they should be are grounds for a change to DT, yet its the minority of maps where the mod is applicable, so changing the mod massively and completely like what should happen to HT is less justified.Drezi wrote:
same can be said for nomod on EVERY map, that can be passed on DT, but people can't FC with it.
read it again, EVERY MAP you know what that means? YEAH IT'S A LOT OF MAPS THAT CAN BE PASSED BUT NOT FC-D WITH DT.Drezi wrote:
same can be said for nomod on EVERY map, that can be passed on DT, but people can't FC with it.
except those nomod scores come with 1.0 against 1.12, unlike 0.3 of HT vs 1.0.......
This whole argument happened because people can't understand this.Riince wrote:
Because it's all relative
Often the absolute values matter more than the relative ones.Tess wrote:
This whole argument happened because people can't understand this.Riince wrote:
Because it's all relative
Tess wrote:
Also aside from HT I wonder what others think of the scoring I proposed. I thought it was a pretty solid way of weighing one mod against the other.
Riince wrote:
Spun-out should be 1.0x because no real advantage to using it anyway. On easy maps you're penalized enough by the spin being abysmally slow, on harder maps no competent players have an issue with notes coming after spinners.
As a player that is forced to use Spun-Out due to a physical disability in the arm/hand i'm holding my tablet pen in preventing me from being able to even get 200 RPM on spinners as a rank 20k, i would love if Spun-Out didn't give me -5% pp on every score i ever get. It really hurts my top performances by alot. Not only that, using Spun-Out, i will never be able to get into top 50s on maps even if my Acc % happened to be better, as Spun-Out also gives -10% score reduction.Tess wrote:
SO should be 1.0x because what Riince said.
The sliders are what makes that map difficult. I guess changing the way FL is calculated on sliders due to visibility would make sense, but even so, flashlight is mostly memorization, not physical skill. Don't take that the wrong way, all I am saying is that with enough time, any map that can be full-comboed can be done with flashlight. The buff it gives can't be too big imo.Yauxo wrote:
Dunno if that's been suggested already, but Iam not gonna read through 100+ pages.
Can we give FL some sort of lenght scaling?
I was kinda suprised that the FL score by rrtyui on https://osu.ppy.sh/b/541990?m=0 only gave 235pp, which is pretty much nothing.
I know that FL gives a big bonus on aim and that the map apparently isnt all that aim-y, but it is long and there is a shitload of things to remember, which makes it extremely difficult.
In general, more objects are obviously more difficult to remember. Easy/Normal would probably still give the usual FL pp, Hard a bit more, Insane and Extra would receive a bonus. Doesnt sound too bad to me.
ppdiff = 393.16 - 392.63 = 0.53handsome wrote:
do slider 100s really play that much of an impact such that they have a higher penalty than circle 100s even on higher-end accuracy? even though its a really small difference i found it a little weird :/
https://osu.ppy.sh/b/442221?m=0
The fact that memorizing a map with FL makes it FCable doesn't mean FL should be rewarded less, especially considering that, with the amount of retries put into FL, it wouldn't be so hard to get a high acc HR FC on a map you previously couldn't pass either. What Yauxo said is legit; the longer a map is, the harder it is to FC with FL, regardless of memorization or not. Even if you have the map memorized, you gotta keep in account that you have to aim at nothing, and the longer you have to do that the higher your chances of missing are.Bauxe wrote:
The sliders are what makes that map difficult. I guess changing the way FL is calculated on sliders due to visibility would make sense, but even so, flashlight is mostly memorization, not physical skill. Don't take that the wrong way, all I am saying is that with enough time, any map that can be full-comboed can be done with flashlight. The buff it gives can't be too big imo.Yauxo wrote:
Dunno if that's been suggested already, but Iam not gonna read through 100+ pages.
Can we give FL some sort of lenght scaling?
I was kinda suprised that the FL score by rrtyui on https://osu.ppy.sh/b/541990?m=0 only gave 235pp, which is pretty much nothing.
I know that FL gives a big bonus on aim and that the map apparently isnt all that aim-y, but it is long and there is a shitload of things to remember, which makes it extremely difficult.
In general, more objects are obviously more difficult to remember. Easy/Normal would probably still give the usual FL pp, Hard a bit more, Insane and Extra would receive a bonus. Doesnt sound too bad to me.
Pretty much what osutp.net did before it changed, though things would have to be adjusted for ppv2 of courseWoobowiz wrote:
I had an idea regarding more info porn. Is it viable to split pp rankings into 3 sub categories using the 3 weighted metrics (Aim, Speed, and Acc) for calculating pp? I know it'll put a little more load on the servers if we did this...
This would triple the load on the servers (ty based tom) and hence it's not viable to implement as of now.Woobowiz wrote:
I had an idea regarding more info porn. Is it viable to split pp rankings into 3 sub categories using the 3 weighted metrics (Aim, Speed, and Acc) for calculating pp? I know it'll put a little more load on the servers if we did this...
Let's say Player X is an HDHR player with 10209 pp and their sub categories consist of 1900 Aim, 1200 Speed, and 2200 Accuracy
And then there's Player Y that is an HDDT player with 10209 pp as well and their sub categories consist of 1900 Aim, 2200 Speed, and 1200 Accuracy
From this we can see that even tho Players X and Y are equal in pp, they have their own noticeable strengths and weaknesses.
Seems to be the case, everyone who has HDHR'd it has it as their top play or close to it.GoldenWolf wrote:
World's End is overrated, it gives way too much pp for how hard it actually is.
https://osu.ppy.sh/s/136862B1rd wrote:
yeah that's pretty obvious, but my point is that song length shouldn't be nerfed just because of World's End.
This is mostly a flaw of scoring system instead of pp system... And keeping a large combo is way harder than getting 2 medium combos, especially saying from psychological way.Infevo wrote:
I can understand that a higher combo gets rewarded with higher pp values since it is a matter of focus and consistency but why is it that 2 misses at the very end of the beginning right after/before a huge combo don't really matter while 1 miss at around 50% of the map denies you almost all pp?
Imho the system should still reward a high number of hit circles with high accuracy partially disregarding the max combo during a map. Maybe don't give as high rewards but at least like 70-80% of the pp. Currently a high combo with a worse acc (95%) is rewarded much higher than a low combo with high accuracy.
It definitely is a flaw since people also lose rank.manjumochi wrote:
This is mostly a flaw of scoring system instead of pp system... And keeping a large combo is way harder than getting 2 medium combos, especially saying from psychological way.Infevo wrote:
I can understand that a higher combo gets rewarded with higher pp values since it is a matter of focus and consistency but why is it that 2 misses at the very end of the beginning right after/before a huge combo don't really matter while 1 miss at around 50% of the map denies you almost all pp?
Imho the system should still reward a high number of hit circles with high accuracy partially disregarding the max combo during a map. Maybe don't give as high rewards but at least like 70-80% of the pp. Currently a high combo with a worse acc (95%) is rewarded much higher than a low combo with high accuracy.
Mostly tv sizes with same star rating with longer maps are harder, but longer maps are in general harder to make full combo. It's very hard to balance this (the same with mods). We have to remember that there are a lots of flaws in both score and pp system (and mostly they are connected), pp system is newer than score, so most current flaws in general comes from scoring.Infevo wrote:
It definitely is a flaw since people also lose rank.
Keep also in mind this is supposed to be a rhythm game. The current system counters the rhythm aspect by rewarding a higher score a lot more than a more accurate and overall more consistent play. This might be just my personal opinion but I like to compare this with a musican who play a rather large and complex piece of composition. Now is he less of a musician if he fails _once_ during the middle of the piece instead of failing several times at the very end and the beginning? Cause this is how the current pp system works.
Also your argument is kinda invalid since tv sizes almost give the same amount of pp currently as a lot longer maps. But I understand what you mean.
pp: [Tom94] Don't count tag beatmaps in pp calculations of standard mode.what
point is theres still slider leniency so it would be a bad change and overrate sliders. slider leniency is still there, if someone leaves that slider before the last tick it becomes a 100 not a combo break, and ppv2 still gives him the pp for the play except with a single 100 which it doesnt know where that 100 came from. this cant be implemented until theres more information available.Tess wrote:
those sliders would have distance counted as if the sliderend were a regular hit circle with no slider leniency.
Tom said that the game calculates the shortest possible route through sliders that the player can take. Obviously that isn't realistic and needs to be changed so sliders are properly weighed.Drezi wrote:
I'm not even sure how exactly sliders are treated now. Like distance and time between the sliderhead and next note and minimum distance to complete slider is added to the jump? Or min distance to complete slider+distance from that point to next note?
Either way if it's merged into a single jump that is timed between sliderstart and the next note, it'd mean that sometimes the actual jump you have to do is faster, since when you don't have to move much due to leniency, you still have to stay there for half the duration (between sliderstart and next note) before you can move on to the next note, unless the direction of the slider and jump is not too different + distance is kinda even, or they're close enough so that it doesn't matter.
Also being too strict on leniency is like calculating jumps with the shortest possible distance between the very edges of circles, it's not realistic to play like that in practice. You don't wanna risk slider 100s or misses.
Such treatment of leniency is perfect when the path you'd take to play the sliders as singles falls within the sliderfollowcircle anyway, like plenty of big black sliders, but stuff like talent shredder is a different story.
http://ask.fm/Tom94/answer/122374575566uberpancake wrote:
Aren't the sliderstreams in big black 1/2s? I suspect it'd get way overrated if this change was impkemented.
It's not like we (or I) disagree with that playstyle. Heck, I have scores on tag4 maps with touch myself. The reason it doesn't give pp is that it's inherently impossible to make a difficulty algorithm that works correctly with touch and cursor-based input at the same time.those wrote:
So I heard certain maps don't grant pp anymore, and that's because someone or some people don't approve of a certain playstyle. Why isn't this strange?
I still don't think it can be done reliably, Tom has said so anyways. Also, what can you do about people swapping devices part-way through a play?gameon123321 wrote:
Well, what if there were separate boards for touch and non-touch players? That way, you could respect the scores that mouse/tablet players earn while keeping track of the touch scores (and the touch scores would not give pp, or give pp on a different scale.)
Also, wouldn't touch players jump directly to the spot at the same time they hit, whereas mouse and tablet players would have a gradual cursor movement? There should be a way to tell the two apart. (Of course, there is dragging, but in that case, the touchscreen has the same limitations as a mouse or tablet.)
Even if it's too hard to program a detection method inside the game, there is always the option of osu scanning for touchscreen inputs. Or, people could just voluntarily say that they are using touchscreens instead of mice or tablets.
Why not seperate mouse and tablet rankings too?Rewben2 wrote:
I still don't think it can be done reliably, Tom has said so anyways. Also, what can you do about people swapping devices part-way through a play?gameon123321 wrote:
Well, what if there were separate boards for touch and non-touch players? That way, you could respect the scores that mouse/tablet players earn while keeping track of the touch scores (and the touch scores would not give pp, or give pp on a different scale.)
Also, wouldn't touch players jump directly to the spot at the same time they hit, whereas mouse and tablet players would have a gradual cursor movement? There should be a way to tell the two apart. (Of course, there is dragging, but in that case, the touchscreen has the same limitations as a mouse or tablet.)
Even if it's too hard to program a detection method inside the game, there is always the option of osu scanning for touchscreen inputs. Or, people could just voluntarily say that they are using touchscreens instead of mice or tablets.
YepZenithPhantasm wrote:
Why not seperate mouse and tablet rankings too?
How would you do that?...gameon123321 wrote:
Well, what if there were separate boards for touch and non-touch players? That way, you could respect the scores that mouse/tablet players earn while keeping track of the touch scores (and the touch scores would not give pp, or give pp on a different scale.)
Also, wouldn't touch players jump directly to the spot at the same time they hit, whereas mouse and tablet players would have a gradual cursor movement? There should be a way to tell the two apart. (Of course, there is dragging, but in that case, the touchscreen has the same limitations as a mouse or tablet.)
Even if it's too hard to program a detection method inside the game, there is always the option of osu scanning for touchscreen inputs. Or, people could just voluntarily say that they are using touchscreens instead of mice or tablets.
Gumpyyy wrote:
How would you do that?...gameon123321 wrote:
Well, what if there were separate boards for touch and non-touch players? That way, you could respect the scores that mouse/tablet players earn while keeping track of the touch scores (and the touch scores would not give pp, or give pp on a different scale.)
Also, wouldn't touch players jump directly to the spot at the same time they hit, whereas mouse and tablet players would have a gradual cursor movement? There should be a way to tell the two apart. (Of course, there is dragging, but in that case, the touchscreen has the same limitations as a mouse or tablet.)
Even if it's too hard to program a detection method inside the game, there is always the option of osu scanning for touchscreen inputs. Or, people could just voluntarily say that they are using touchscreens instead of mice or tablets.
Well, a touchscreen can't register a finger unless it's touching the screen. Therefore, when you tap with different fingers to aim, the cursor would skip directly from one position to another, instead of gradually moving there. That's what I meant.Rewben2 wrote:
I still don't think it can be done reliably, Tom has said so anyways. Also, what can you do about people swapping devices part-way through a play?gameon123321 wrote:
Well, what if there were separate boards for touch and non-touch players? That way, you could respect the scores that mouse/tablet players earn while keeping track of the touch scores (and the touch scores would not give pp, or give pp on a different scale.)
Also, wouldn't touch players jump directly to the spot at the same time they hit, whereas mouse and tablet players would have a gradual cursor movement? There should be a way to tell the two apart. (Of course, there is dragging, but in that case, the touchscreen has the same limitations as a mouse or tablet.)
Even if it's too hard to program a detection method inside the game, there is always the option of osu scanning for touchscreen inputs. Or, people could just voluntarily say that they are using touchscreens instead of mice or tablets.
Guess how rapid motions at low framerate look like? Right, like teleportation, just like touch screens. Not reliable.gameon123321 wrote:
Well, a touchscreen can't register a finger unless it's touching the screen. Therefore, when you tap with different fingers to aim, the cursor would skip directly from one position to another, instead of gradually moving there. That's what I meant.
Plus, when an input device is plugged in, it usually has a name. What if osu checked for keywords, or complied a list of touch devices? Then, when a device is connected, osu can see if it's a touchscreen.
IF it was possible to detect device used on certain parts with 100% certainty - you could simply disallow multi-device scores for submission. Normally people play through a single map without changing from touchscreen to tablet/mouse midway, so enforcing that doesn't sound unfair for simply playing as intended with whatever playstyle.Tom94 wrote:
That being said, even if we could detect input device types with 100% certainty - how should we tackle scores that switch between input devices mid-play?
How would it know if you both a tablet and a mouse connected to the PC at the same time?Drezi wrote:
IF it was possible to detect device used on certain parts with 100% certainty - you could simply disallow multi-device scores for submission. Normally people play through a single map without changing from touchscreen to tablet/mouse midway, so enforcing that doesn't sound unfair for simply playing as intended with whatever playstyle.
Yay for 3000pp.Riince wrote:
that speed buff <3 exactly +50 pp, i wonder what my scores will look like once they're re-weighted...
Seems like TV Size doesn't pay off anymore.XgenSlayer wrote:
R.I.P hvick's 9000pp O_O
Doesn't make any sense since nothing in the changelogs was said about nerfing tv sizes. if anything they wanted to nerf longer maps. they just nerfed ar10.3 since the scaling starts at 10.3 now which started 10 before. this means they nerfed all dt scores on ar 9 maps.[-Cloud-] wrote:
Seems like TV Size doesn't pay off anymore.XgenSlayer wrote:
R.I.P hvick's 9000pp O_O
I can't wait for rrtyui playing a map.
How does tv size have to do anything with him losing rank? Explain please. TV Size doesn't automatically equal AR9. On the other hand let me add they buffed smaller cs which makes HR scores on CS5 maps more interesting. Again, does that mean Tv sizes are worth less in general? No. In fact, CS5 HR plays are weighted stronger.[-Cloud-] wrote:
Guess what hvick farmed the most. Yes, the answer is TV Size AR9 maps. Good job, billy.
AR9 TV Sizes + DT are indeed worth slightly less in general, at least that's what it looks like, 513 -> 489pp on hoshizora for example, despite ALL maps giving more pp overall.Infevo wrote:
How does tv size have to do anything with him losing rank? Explain please. TV Size doesn't automatically equal AR9. On the other hand let me add they buffed smaller cs which makes HR scores on CS5 maps more interesting. Again, does that mean Tv sizes are worth less in general? No. In fact, CS5 HR plays are weighted stronger.[-Cloud-] wrote:
Guess what hvick farmed the most. Yes, the answer is TV Size AR9 maps. Good job, billy.
Totally aware of his plays. It is just your generalization is not right as you made it. Some of the best plays are still short versions/short maps/tv sizes with AR9 and dt. They didn't get any less impressive than before the update. It is just they balanced dt out with hr and I explained in how far.[-Cloud-] wrote:
On his grind to #1, hvick played mostly TV Size DT (Not only, but a lot) and now he's basically completely nerfed.
In case you didn't get it yet. hvick spammed a shitton 10.3, that's it. DH will drop soon aynways.
No, I didnt ask anything about him dropping in particular. I wanted you to give reasons for why short sized maps would not "pay off" anymore which is plainly wrong considering my reasoning.[-Cloud-] wrote:
You asked about his drop in the rankings, not about how impressive his plays are. They are indeed impressive, but the played way too much of short AR9, which got nerfed right now. So it's no wonder he lost that much PP.
How does tv size have to do anything with him losing rank? Explain please.He spammed shitty TV Sizes and now he lost fucking pp due to the 10.3 nerf. What's not understandable here? I just answered your question.
hej some of those maps are pretty fun but i agree overrated more often than not. of course its worth mentioning that a 5 star tv size has more measured difficulty than any equal duration segment of, say, a 4-5 minute 5 star map[-Cloud-] wrote:
shitty
ok, man nvm. let's make a cut right here.[-Cloud-] wrote:
How does tv size have to do anything with him losing rank? Explain please.He spammed shitty TV Sizes and now he lost fucking pp due to the 10.3 nerf. What's not understandable here? I just answered your question.
um 0.5% is a lot...Zemroid wrote:
only 0.5%.
if you dont get way worse acc like that, its a decent bit more PP, but obviously not that much since it doesnt actually increase difficulty of the map just adds a small aim pp bonus.Zemroid wrote:
not a single reason why someone would like to FC the map with HD when you get no pp at all from it even though it is harder to do. Can someone explain the logic behind this?
Hidden is very well worth it on aim intensive maps as it gives a flat bonus to your aim pp. This means it's especially rewarding on jumpy maps. The map you played is probably not very aim intensive, and thus hidden has a very small effect on your final pp. On easier maps accuracy is the most important aspect as far as pp goes I believe.Zemroid wrote:
Even if I didn't get those extra 2 100's, I doubt I would've gotten more than 83 or 84pp which seems not worth it at all.
1-2 100's is also huge on short maps where they have a big effect on overall acc, had i not gotten 2 100's on natsu no hi, that play probably would have jumped up by like 10-15pp.koromo wrote:
Hidden is very well worth it on aim intensive maps as it gives a flat bonus to your aim pp. This means it's especially rewarding on jumpy maps. The map you played is probably not very aim intensive, and thus hidden has a very small effect on your final pp. On easier maps accuracy is the most important aspect as far as pp goes I believe.Zemroid wrote:
Even if I didn't get those extra 2 100's, I doubt I would've gotten more than 83 or 84pp which seems not worth it at all.
The fact you never got an SS rank kinda shows it's not so easy to achieve, which must be the reason why it's rewarding. Usually when I get over 99% I still mess up some parts of the song and am not really satisfied with my play, so think about how many mistakes you make when you get 90% plays and ask yourself if you really think they should be worth a lot.Aureal3D wrote:
I am 16k player,i NEVER gain SS rank in my life.I started to play from hard's and insanes(i dont ever play easy\normal maps).I can't understand WHY accuracy is so important.
Actually I'm pretty sure you would, but I think it depends on how offbeat the 100s are.Aureal3D wrote:
If i record the sound of 99% OD 10 play and the sound of 95% play you would not hear the difference!
Doing this will not get you very far though since pp are weighted and there's a point where you don't gain a single pp from SSing hards anymore. HR makes accuracy more difficult so it obviously won't be very rewarding if you aren't accurate.Aureal3D wrote:
This main issue is that you can FARM easy maps on fullmod or just
gain SS on hard maps and have the same PP as you get for 90% on insane map with HR
This is a horrible idea. Let's say you would get 530pp for an SS on Freedom Dive with a 30pp SS bonus so 500pp for 99%, this would mean if you hit only 50s and get about 15% acc, you'd still gain over 400p for the play. The way the current pp system works is quite similar to what you described, but the pp you get for 1% acc will be higher the closer you get to SS, which makes way more sense.Aureal3D wrote:
Or combo based system where 1%pp=1%accuracy with some bonus for SS.
His accuracy is worse than yours, so unless I've misunderstood something, this makes no sense and contradicts everything you've said so far.Aureal3D wrote:
Example of players,that play on higher rank because of accuracy (https://osu.ppy.sh/u/4982855 and https://osu.ppy.sh/u/Cooperca)
Unlike HR and DT, HD usually doesn't make things harder at all, it just makes the game different. HD has no influence on any of the difficulty settings, so once you are used to playing with it, it shouldn't really be any harder than playing without mods. You could therefore say it's actually the easiest mod in the game once you're used to it. Try playing a map with only HR, only DT and then only HD, your best play will probably be the HD one. I could be wrong about this though because I never really play HD so you could say I don't know what I'm talking about.Aureal3D wrote:
The second issue is HD mod.In accuracy-based system accuracy is everything as i said later.HD is a mod which helps you to get more 100s and 50s,basically mod which helps to get worth accuracy.This mod is the hardest mod in game.
But you get about 6% bonus for that?This mod would give more bonus because its really hard to get accuracy with this mod.So the main issue that this mod is no worth to play with,because its about 40% harder to play with it and bonus is only 6%.
If some asian guy is good at streaming 200bpm from day one and you're still bad at it even after a year of playing, he's obviously lucky to have that skill from the start but that doesn't mean you should complain because it's unfair. Just deal with it and take the time to learn streams, there will always be people who are naturally better than you at certain things. I could say jumps are overrated because an FC on Granat gives more pp than SSing Macuilxochitl which to me is a lot harder, but that's just because my aim is better than my streaming. If you think the map you linked gives a lot of pp and can easily be FCd, go ahead and do it instead of complaining, otherwise you just seem like you're mad because you're not good at certain things that happen to be rewarding. It reminds me of people who complain about DT "farming" and call it easy but aren't actually able to play with the mod at all.Aureal3D wrote:
Stream farming should be nerfed(there are a lot of players mostly asian players who can stream 200bpm as they start playing osu,i can't stream over 150 bpm at 16k rank and 1 year of playing).There are a lot of maps like that(https://osu.ppy.sh/b/116128),
which you can FC using doubletap(press z and x at the same time) or tap technique and this maps gives a lot of pp.
tiny circles and spaced streams not buffed enough? eh? https://osu.ppy.sh/b/115384?m=0 https://osu.ppy.sh/b/111302?m=0Purple wrote:
Lets not degenerate into thinking that PP is the true absolute way of determining skill, remember that it doesn't account at all for reading difficulty
pretty much half the top 10 have a shit-ton of good/incredible scores on underrated maps, hvick included
OT: The cs buff is welcome but it only affects the aim component. I know it's probably hard to fix with the way map difficulty is calculated but that means that maps with tiny circles and very spaced streams don't get benefited from it as much as they should
Examples would be snow storm euphoria
Ievan Polkka Trance Remix
Rubik's Cube
Guillaume Tell![]()
Dragonforce maps... etc
Edit: Just realized the same could be said about HD
The first map you showed is a prime example of something that would give jack shit PP without 98.5%+ accuracyB1rd wrote:
tiny circles and spaced streams not buffed enough? eh? https://osu.ppy.sh/b/115384?m=0 https://osu.ppy.sh/b/111302?m=0
I think low acc plays should give a little more pp. But still, high acc is a prerequisite for HR, you can't just use it for AR10 and small CS and complain shit acc FC's don't give enough pp. Airman HR should give nowhere near 600pp, it's not that hard. For bad acc, maybe 460-70 IMO.Purple wrote:
The first map you showed is a prime example of something that would give jack shit PP without 98.5%+ accuracy
Pretty much every HR score is like that in the moment, you get the deserved PP for it but only if you get very good accuracy, no matter how hard it is to FC the song. In that sense, I do think accuracy is slightly overrated, but it kind has to be ATM because otherwise HR would be completely worthless.
I mean, a good example of why this is a problem is Airman with HR. It should give about 600 PP no matter what, but it doesn't, even if you have 99% accuracy, just because BD didn't put enough streams in it.
good question...Kheldragar wrote:
If I got it right that pp assumes the minimum movement for sliders, then why isn't it halfway inbetween min and max?
New players these days lol.DT-sama wrote:
I haven't laughed like this in years. I love you Aureal3D.