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My top performances are pretty much what I was expecting; all my hardrocks + Eiji Kuinbii.
WhiteWolf's top contributors make a lot of sense. Very popular maps + HD/DT where there's usually only a few hr/hd or hd/dt but he has a way better acc. Also because of pp decay you see mostly his #1's on passes that are a) "valuable" and b) recent because WW has so many #1's on valuable maps.
If you get top 10 in Hommarju feat. Latte - masterpiece, Niko - Made of Fire or Nobunaga - Shinkai Shoujo they are worth a ton of pp.
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Yeah, so my best performances finally got updated, and my pp didn't change, but i shot up 700 or so ranks, so I'm happy.
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Mine updated too
![[image loading]](http://puu.sh/Nfdl)
wtf at most of these
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I just noticed I went up like 500 ranks o/
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oh hey, mine is there now too
and they're all pathetic wtf
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LAWL
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On July 31 2012 06:12 Bobbias wrote:
To calculate this value there are a few things that need to be taken into consideraton: You must be able to compare how well two payers do on a map. You must also compare how difficult maps are compared to each other. The problem here is that to compare two maps, you need to have every other variable involved unchanging, and only compare one variable which contributes to difficulty.
How is it flawed?
It is flawed because there are too many variables which require statistical analysis in order to correct for, and present an "apparent skill" metric.
AR OD Circle Size Mapping patterns Backgrounds Storyboards Videos Skins Note colors Combo size Accuracy And more.
Every one of these possible aptitudes can bias the apparent skill calculation by creating bias towards one player who's aptitudes are better matched to the map they are playing.
In short: There are too many variables which may affect the apparent skill level of a player.
This is like saying you can't compare chess or tennis or sc2 players or golfers, you can only compare people in sports like 100m dash.
A maps PP value is determined by the level of competitiveness on it, ie: how high you placed on a map compared to other players, and how good those other players are. If you get top 10 on a map whose top100 is dominated by other high pp players it's value will be high, and you pp will increase by a large amount (unless of course your already in the top 100, in which case it will be a "normal score" for you and you pp won't budge). It is very much like a ELO. All those factors you list are irrelevant. PP already pre-selects for your "best skills" you will be higher on maps has things you are better at. The maps contributing to your pp are the ones you are best at compared to others.
If 07th Expansion - Eiji Kuinbii is on my top 10 most valuable scores, it's because I am particularly good at super long streams, something lots of other people can't do and on top of that, my best play ever on it is the one used in the calculation.
To come back to:
Every one of these possible aptitudes can bias the apparent skill calculation by creating bias towards one player who's aptitudes are better matched to the map they are playing.
This would only matter IF everyone had to play the same map. But that's not how it works, everyone is compared by their best plays, on their best maps, relative to other's best plays. This is half of the reason why every map after your most valuable has increasing diminishing returns applied to it, so everyone is weighted towards their best. The other reason is so you can't farm pp, adding more passes on different maps of the same value, has diminishing returns. It's why pp usually either slowly creeps up/stagnates (you keep on getting ranks that are in worth pretty much the same-y to your other maps in your top 10-50 in value so it only moves a very small amount) OR you finally pass some map you practiced a lot on/outdid yourself and unseated on of the maps in your top 10 that makes up a large part of your pp.
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Yet only top 500 scores matter, making a vast majority of the Osu! population have 0 use in the ranking system. It also does not account for people who only play maps maybe once or twice. They may not be so amazing that they FC the hardest maps on their first go, but they want to play new maps or different maps. They could theoretically be an amazing player and not meet the criteria of getting a valid PP rank.
It encourages cheap, obsessive play and pigeon holes everyone in osu! to play a certain way if unless you ignore all of these ingame mechanics, which is easier said than done. He is encouraging people to be good at maps, rather than be good at the game. Even then, I find it so stupid to have a cut off rank. Why not make everything give you PP, low rank will give you like +1 but a top 40 would give you like 4k. Scale it up and don't make the main ranking system so useless to everyone who isn't in the upper echelon. Hell, even then there are a ton of problems.
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I noticed this map gives a high amount of PP for it's difficulty level if played with hidden and doubletime.
http://osu.ppy.sh/b/62179?m=0
It's not even AR10 or anything :O
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On July 31 2012 13:37 Xafnia wrote:My top performances are pretty much what I was expecting; all my hardrocks + Eiji Kuinbii. WhiteWolf's top contributors make a lot of sense. Very popular maps + HD/DT where there's usually only a few hr/hd or hd/dt but he has a way better acc. Also because of pp decay you see mostly his #1's on passes that are a) "valuable" and b) recent because WW has so many #1's on valuable maps. If you get top 10 in Hommarju feat. Latte - masterpiece, Niko - Made of Fire or Nobunaga - Shinkai Shoujo they are worth a ton of pp.
Masterpiece is such a troll map lol. I can't play into symmetrical patterns at all.
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On July 31 2012 23:37 Hakker wrote: Masterpiece is such a troll map lol. I can't play into symmetrical patterns at all.
Someday I'll fc it
Maybe
![[image loading]](http://i.imgur.com/N2u8Z.jpg)
tbh it's not even the doomsquares that I miss on most of the time
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![[image loading]](http://i.imgur.com/nItjm.jpg)
Finally beat this stupid song. It's funny that the time I actually beat it is the time I get an impossibly large combo.
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ebacho lost his last #1 rank.. to a guy named s4suk3, lollll
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Huh, these Top Performances look kinda random, I wouldn't put most of these on my top 10 list xD
![[image loading]](http://puu.sh/NHUU)
Three Girls' Generation Taiko maps out of three ranked lol
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Question
How do you guys handle big combos, sometimes I'll be doing pretty well and I see I'm on a like 300 chain and suddenly my mouse moves 80% slower and every hit becomes stressful then I fuck it up and everything goes back to normal
Also I do pretty fucking well when I zone out, does that occur to anyone else as well?
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On August 04 2012 22:49 Denzil wrote: Question
How do you guys handle big combos, sometimes I'll be doing pretty well and I see I'm on a like 300 chain and suddenly my mouse moves 80% slower and every hit becomes stressful then I fuck it up and everything goes back to normal
Also I do pretty fucking well when I zone out, does that occur to anyone else as well? Pretty much the same for me, except my mouse accuracy becomes awful as well and my heartrate goes way up. It depends on the beatmap though, on easier maps I don't get nervous when I get a high combo so I can FC them without much problem. On difficult maps I'll generally lose shortly after getting a really high combo. On flashlight I'll generally get 10+ near-FCs before I actually FC the map.
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man i can't even get more than 10x combo with flashlight T_T
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I can hidden FC bunches, but not even once with flashlight. It messes with my brain! Especially on the sliders!
So like I'll get a FC normal, that'll sit high score for a while. Then FC hidden, or good performance both hidden and doubletime. But flashlight, forgetaboutit.
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FL would make alot more sense to me if the view area didnt shrink to 0 whenever you hold down a slider. The constantly changing view area is distracting. Ah well, i guess it cant be helped at this point.
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I suck at hidden
I like flashlight though :D
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