I was thinking that if you started on a fresh account/smurf, and you had a certain skill level "x," you can sandbag and cluster all your submitted scores around a certain top pp, which would negate the weighing.
But your weaker scores don't drag you down, they only add slightly to your top scores. The new account would have lower rank than the old one with the same high scores plus more
My understanding was that a large gap between your top score and your lower scores would lower the pp you got even more - though I'm not quite sure I get the new system regardless.
If my only three scores were, say, 150/150/150, then there shouldn't be any weighing, right? But if I got something like 250/125/125, the 125 scores would be worth a lot less.
Fake edit: As I typed the above I think I got what you were trying to say - the effect of the 100% weight 250 would cancel out the effect of the lower weights of the 125/125. The problem I see this having is that it would discourage people from trying to FC maps that are a lot higher than the level they're comfortable at if they had a lot of these lower scores, however.
If your top scores were 150/150/150 there would still be weighting. (100% of the first 150, 95% of the second 150, 90% of the third 150).
I think the pp you get for a score is 0.95^#rank-1 * pp of score.
Ah, that makes more sense. Seems like an ok system for the most part then.
Yeah, it's quite well thought out I think. The only real issue I see is what we discussed earlier (how to rate the difficulty of a map).
One of the things that the system doesn't do is read how difficult patterns actually are. Tom94 mentioned that's one the things he really wants the system to do. Maps like Scarlet Rose and other val clusterfuck type maps don't have a very high star rating or give much pp because of this. The system just sees the sliders and can't see how hard they are to do.
Yeah I'm also wondering if it might be underrating high bpm. For example, http://osu.ppy.sh/s/41905 seems quite difficult to me and only rated 3.11, whereas I am fairly comfortable with most other maps around that rating.
The maps that i struggle to fc that are longer, like 2.5 - 4 minutes long, seem to be like this, i have to drop the difficulty too much to be able to be comfortable enough not to fumble something for that long
it looks way easier than some stuff i can do even to me, but i'd be lying if i said that it didn't make me sweat near end, glad to ace the long stream though (vid uploading)
2:22, going into that to end of song with a 500 combo so stressful :D
and the stream at 2:45
I watched a few WWW vids while it was uploading+processing.. and i feel like a scrub now
--
http://osu.ppy.sh/s/41686 this should be rated higher as well I feel.
Yea, it was talked a little about (not sure if i read in this thread, or somewhere else, cause i read a little about ppv2 today) maps like that, especially with difficult sliders, not being worth as much as they should be
Scarlet Rose is a map that brings me to my knees nomod, i just have no idea what to do with my fingers to the extent where i don't even know how to start practicing for it
Should i switch to 750dpi, or 1000? (on 1920x1080)
or just keep 500?
I feel like i could pass or even (very slight chance) FC this map if i really really wanted to (unless there's something nasty in the last 5-10%), but it would be really, really really hard (small circles, big jumps, deathstreams) This is exactly the kind of inconsistency i mean though, there's no part of that song so far that i can't fc if cut into smaller sections, but i fail like this all of the time
I missed a note, tapped twice in a row on X instead of XZX and i can't recover that quickly
I passed Scarlet Rose by spamming vaguely to the music. I'm not even bothered if that's the "incorrect" way to play it, it's going to be a long time before I can hope to read it properly.
On April 14 2014 20:09 scottyyy wrote: I passed Scarlet Rose by spamming vaguely to the music. I'm not even bothered if that's the "incorrect" way to play it, it's going to be a long time before I can hope to read it properly.
A long time ago, i got the impression that is was supposed to be easy.. which was very confusing as i still die in 5 seconds
I was thinking that if you started on a fresh account/smurf, and you had a certain skill level "x," you can sandbag and cluster all your submitted scores around a certain top pp, which would negate the weighing.
But your weaker scores don't drag you down, they only add slightly to your top scores. The new account would have lower rank than the old one with the same high scores plus more
My understanding was that a large gap between your top score and your lower scores would lower the pp you got even more - though I'm not quite sure I get the new system regardless.
If my only three scores were, say, 150/150/150, then there shouldn't be any weighing, right? But if I got something like 250/125/125, the 125 scores would be worth a lot less.
Fake edit: As I typed the above I think I got what you were trying to say - the effect of the 100% weight 250 would cancel out the effect of the lower weights of the 125/125. The problem I see this having is that it would discourage people from trying to FC maps that are a lot higher than the level they're comfortable at if they had a lot of these lower scores, however.
If your top scores were 150/150/150 there would still be weighting. (100% of the first 150, 95% of the second 150, 90% of the third 150).
I think the pp you get for a score is 0.95^#rank-1 * pp of score.
Ah, that makes more sense. Seems like an ok system for the most part then.
Yeah, it's quite well thought out I think. The only real issue I see is what we discussed earlier (how to rate the difficulty of a map).
One of the things that the system doesn't do is read how difficult patterns actually are. Tom94 mentioned that's one the things he really wants the system to do. Maps like Scarlet Rose and other val clusterfuck type maps don't have a very high star rating or give much pp because of this. The system just sees the sliders and can't see how hard they are to do.
Yeah I'm also wondering if it might be underrating high bpm. For example, http://osu.ppy.sh/s/41905 seems quite difficult to me and only rated 3.11, whereas I am fairly comfortable with most other maps around that rating.
Even if an algorythm that perfectly relates skill to pp would exist, peppy couldn't ever implement it, as easymod then would most probably give the most pp on harder maps, with equal accuracy and combo etc, leading to absurd situations, with current scoring.
On April 18 2014 13:14 Yorbon wrote: Even if an algorythm that perfectly relates skill to pp would exist, peppy couldn't ever implement it, as easymod then would most probably give the most pp on harder maps, with equal accuracy and combo etc, leading to absurd situations, with current scoring.
I think there are different kinds of skill, some are not accounted for, some get way too many points and some get way too few
some of the hardest maps i have ever fc'd gave me under half of the pp of others that i found easier
Before, we had an ABSOLUTE ranking system, it was very much about how you did vs other players. It self-corrected a lot, because if a lot of people can't do Scarlet Rose, suddenly if you rank 100 your PP would fly. If a map would be rated hard in this system before, but 5000 people had fc'd it, you couldn't just FC and take points - you had to throw one or maybe even two mods on and FC without losing too much accuracy to break past the crowd
as it stands now, the only thing assigning difficulty is a somewhat arbitrary algorithm. It doesn't take into account how many people have scored well on a map as far as i know, and it only judges your best score, even though score and PP are no longer directly correlated (before, higher score = more pp, while now, higher score can = less pp)
I was thinking that if you started on a fresh account/smurf, and you had a certain skill level "x," you can sandbag and cluster all your submitted scores around a certain top pp, which would negate the weighing.
But your weaker scores don't drag you down, they only add slightly to your top scores. The new account would have lower rank than the old one with the same high scores plus more
My understanding was that a large gap between your top score and your lower scores would lower the pp you got even more - though I'm not quite sure I get the new system regardless.
If my only three scores were, say, 150/150/150, then there shouldn't be any weighing, right? But if I got something like 250/125/125, the 125 scores would be worth a lot less.
Fake edit: As I typed the above I think I got what you were trying to say - the effect of the 100% weight 250 would cancel out the effect of the lower weights of the 125/125. The problem I see this having is that it would discourage people from trying to FC maps that are a lot higher than the level they're comfortable at if they had a lot of these lower scores, however.
If your top scores were 150/150/150 there would still be weighting. (100% of the first 150, 95% of the second 150, 90% of the third 150).
I think the pp you get for a score is 0.95^#rank-1 * pp of score.
Ah, that makes more sense. Seems like an ok system for the most part then.
Yeah, it's quite well thought out I think. The only real issue I see is what we discussed earlier (how to rate the difficulty of a map).
One of the things that the system doesn't do is read how difficult patterns actually are. Tom94 mentioned that's one the things he really wants the system to do. Maps like Scarlet Rose and other val clusterfuck type maps don't have a very high star rating or give much pp because of this. The system just sees the sliders and can't see how hard they are to do.
Yeah I'm also wondering if it might be underrating high bpm. For example, http://osu.ppy.sh/s/41905 seems quite difficult to me and only rated 3.11, whereas I am fairly comfortable with most other maps around that rating.
I was thinking that if you started on a fresh account/smurf, and you had a certain skill level "x," you can sandbag and cluster all your submitted scores around a certain top pp, which would negate the weighing.
But your weaker scores don't drag you down, they only add slightly to your top scores. The new account would have lower rank than the old one with the same high scores plus more
My understanding was that a large gap between your top score and your lower scores would lower the pp you got even more - though I'm not quite sure I get the new system regardless.
If my only three scores were, say, 150/150/150, then there shouldn't be any weighing, right? But if I got something like 250/125/125, the 125 scores would be worth a lot less.
Fake edit: As I typed the above I think I got what you were trying to say - the effect of the 100% weight 250 would cancel out the effect of the lower weights of the 125/125. The problem I see this having is that it would discourage people from trying to FC maps that are a lot higher than the level they're comfortable at if they had a lot of these lower scores, however.
If your top scores were 150/150/150 there would still be weighting. (100% of the first 150, 95% of the second 150, 90% of the third 150).
I think the pp you get for a score is 0.95^#rank-1 * pp of score.
Ah, that makes more sense. Seems like an ok system for the most part then.
Yeah, it's quite well thought out I think. The only real issue I see is what we discussed earlier (how to rate the difficulty of a map).
One of the things that the system doesn't do is read how difficult patterns actually are. Tom94 mentioned that's one the things he really wants the system to do. Maps like Scarlet Rose and other val clusterfuck type maps don't have a very high star rating or give much pp because of this. The system just sees the sliders and can't see how hard they are to do.
Yeah I'm also wondering if it might be underrating high bpm. For example, http://osu.ppy.sh/s/41905 seems quite difficult to me and only rated 3.11, whereas I am fairly comfortable with most other maps around that rating.
I'd even say it's harder than quite a few 3.2x-3.3x maps, but again maybe that's just me.
Bumpy Jumpy is 3.1 star? I got 99% fc on like my second try, and it didnt get me close to top 1000 of the song. Nomod FC used to be worthless for PP on it
Sometimes i almost forget how much i hate/love this game and it makes a point of reminding me
<3
I really like that part at ~2:50 - 2:55
I warm up on 1920x1080, but i think i should use 1280x800 box in the middle of screen (with black bars) for long maps, as well as crazy jumpy ones (for 500dpi)
Didn't talk about this before, but meant to: I think the height of the osu window is what really matters, not really width. It's designed to scale across aspect ratio's so it's not mapped to widescreen, which means sens is effectively..
500dpi on X resolution, distance to cross screen on height axis:
so switching to 1280x800 from 1920x1080, without stretching or scaling it, is like using 675dpi instead of 500dpi, in terms of distance to cross the screen on Y axis. I like the window in middle of screen though, as i sit quite close to screen, and otherwise i have the honest problem sometimes of losing track of things in peripheral vision, instead of being able to focus on the information shown and use it in a correct, accurate and fast way
---------
edit: I got it. Fuck, shaking and fingers turned to mush by the end. It's not really "difficult" in traditional sense, but long and requires some level of composure for streaming, basic patterns and jumps, so it's definitely the hardest map of this type i have ever FC'd (>1200 combo, i actually just broke my record!)
129pp for 99% accuracy over that long combo.. (well, rounded to half %)
so it's clear that i'm playing largely for achievement and training with this type of map, rather than PP farm (because PP is weighted in a way that makes some maps that are significantly easier than this, for me personally, give me way more PP) but i'm still really happy with it. Also the unstable rate, i'm not sure how it scales with BPM - but 145 is good. From what i've seen from me, at least.
I play a song! (Like this one http://osu.ppy.sh/s/115107) and I barely pass with terrible acc and only a B. But I don't really care because hey, it's the first time I've managed to pass it in the first place! And thennnn post-score screen "unavailable for ranking" Well no big deal. I'll just re-download it and play it again. And now I can't freaking pass it.
On April 19 2014 14:11 OdinOfPergo wrote: This is the story of my life the past few days..
I play a song! (Like this one http://osu.ppy.sh/s/115107) and I barely pass with terrible acc and only a B. But I don't really care because hey, it's the first time I've managed to pass it in the first place! And thennnn post-score screen "unavailable for ranking" Well no big deal. I'll just re-download it and play it again. And now I can't freaking pass it.
~Sigh~
If you go to edit the map, or you set ranking on the left side to global, you should be prompted to update the map before you play it so this doesn't happen
On April 19 2014 14:11 OdinOfPergo wrote: This is the story of my life the past few days..
I play a song! (Like this one http://osu.ppy.sh/s/115107) and I barely pass with terrible acc and only a B. But I don't really care because hey, it's the first time I've managed to pass it in the first place! And thennnn post-score screen "unavailable for ranking" Well no big deal. I'll just re-download it and play it again. And now I can't freaking pass it.
~Sigh~
If you go to edit the map, or you set ranking on the left side to global, you should be prompted to update the map before you play it so this doesn't happen
Really? I've never noticed it. I usually get a prompt on the left side of the screen whenever I scroll over a song if it's outdated. [Like it will have a little box saying the map is out-dated] I think like 2-3 patches ago I ran into this problem though. Maps don't prompt me to update anymore. So I end up clearing things and I don't even know it's updated/not ranked until I have already finished.
On April 19 2014 14:11 OdinOfPergo wrote: This is the story of my life the past few days..
I play a song! (Like this one http://osu.ppy.sh/s/115107) and I barely pass with terrible acc and only a B. But I don't really care because hey, it's the first time I've managed to pass it in the first place! And thennnn post-score screen "unavailable for ranking" Well no big deal. I'll just re-download it and play it again. And now I can't freaking pass it.
~Sigh~
If you go to edit the map, or you set ranking on the left side to global, you should be prompted to update the map before you play it so this doesn't happen
Really? I've never noticed it. I usually get a prompt on the left side of the screen whenever I scroll over a song if it's outdated. [Like it will have a little box saying the map is out-dated] I think like 2-3 patches ago I ran into this problem though. Maps don't prompt me to update anymore. So I end up clearing things and I don't even know it's updated/not ranked until I have already finished.
It doesn't pop up for me sometimes, but if i change ranking to global then it does
Meanwhile~
good practice for speed/density. It's uncomfortably fast and dense for me at times