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On August 31 2011 18:24 aycheff wrote: Maps are approved if they are too high in score (~18mil+, though some exceptions have been made when its 19mil or 20mil mainly due to qual mixed in with difficulty) or they're too long (I believe 4 or 5 minutes).
(ps you should play/vote my beatmaps ^_~)
Warning, long post bitching about those rules is ahead.
+ Show Spoiler + Gotta say I do think making a distinction between Approved and Ranked is kinda lame. I understand having certain standards of quality that you want to enforce, but hell, most old maps are fucking TERRIBLE anyway, and are still ranked. I've played far more Approved maps that are worth playing than I have old (2008-2009 era) ranked maps.
4-5 minutes is by no means too long to be playing a music game. I can understand marathon maps that are like 10 minutes, or even longer, as being disqualified, but I come from a background in stepmania, and although marathon length maps (5+ minutes) were rare, it wasn't uncommon to see maps close to that length... And unlike osu there were no breaks. And people were fine playing the longer songs. I see no reason why 4-5 minutes should be considered "too long" :/
The score issue, I don't fully understand either.... Score is affected by the number of objects you have to hit, it stands to reason that maps with really long combos should have really high max scores, due to the long combos..... There are other things that affect overall difficulty of a map, but having a long max combo which results in a massive score shouldn't automatically disqualify a map... Making it absurdly easy to get by lowering the other difficulty settings should DQ it though...
I liked stepmania's type of scoring where notes were worth a certain fraction of the maximum score based on how many notes were in the song (the max score was based on the "foot rating" or difficulty of the song, but so many simfiles had a difficulty of 10 or more that the defacto standard was a max score of 100 mill). There were flaws in that system as well because the distribution of score value wasn't even between the starting and ending of the song, but I still think it's better than the combo based scoring of osu....
I don't really understand why you should apply an arbitrary max score, when the max score doesn't even have much bearing on the difficulty of the map. If someone were to make a map that was as difficult at normal speed as playing say, Cirno's Perfect Math Class's tag4 map on double time, like cookiezi did, I'm pretty sure it's a safe bet to say that it's score would be massive (especially if it was full song length, and not shortened the way songs are when you play them at double time), but it would still be doable, considering cookeizi raped that map.
With that out of the way, I find I keep beating old scores. in the past week or 2 I've managed to move my rank from about 19k to around 14k 
Maybe in another week I'll be down to 10k.
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On August 31 2011 18:24 aycheff wrote: Maps are approved if they are too high in score (~18mil+, though some exceptions have been made when its 19mil or 20mil mainly due to qual mixed in with difficulty) or they're too long (I believe 4 or 5 minutes).
(ps you should play/vote my beatmaps ^_~)
Your maps are some of the best <3
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On August 31 2011 23:40 Bobbias wrote:Show nested quote +On August 31 2011 18:24 aycheff wrote: Maps are approved if they are too high in score (~18mil+, though some exceptions have been made when its 19mil or 20mil mainly due to qual mixed in with difficulty) or they're too long (I believe 4 or 5 minutes).
(ps you should play/vote my beatmaps ^_~) Warning, long post bitching about those rules is ahead. + Show Spoiler + Gotta say I do think making a distinction between Approved and Ranked is kinda lame. I understand having certain standards of quality that you want to enforce, but hell, most old maps are fucking TERRIBLE anyway, and are still ranked. I've played far more Approved maps that are worth playing than I have old (2008-2009 era) ranked maps.
4-5 minutes is by no means too long to be playing a music game. I can understand marathon maps that are like 10 minutes, or even longer, as being disqualified, but I come from a background in stepmania, and although marathon length maps (5+ minutes) were rare, it wasn't uncommon to see maps close to that length... And unlike osu there were no breaks. And people were fine playing the longer songs. I see no reason why 4-5 minutes should be considered "too long" :/
The score issue, I don't fully understand either.... Score is affected by the number of objects you have to hit, it stands to reason that maps with really long combos should have really high max scores, due to the long combos..... There are other things that affect overall difficulty of a map, but having a long max combo which results in a massive score shouldn't automatically disqualify a map... Making it absurdly easy to get by lowering the other difficulty settings should DQ it though...
I liked stepmania's type of scoring where notes were worth a certain fraction of the maximum score based on how many notes were in the song (the max score was based on the "foot rating" or difficulty of the song, but so many simfiles had a difficulty of 10 or more that the defacto standard was a max score of 100 mill). There were flaws in that system as well because the distribution of score value wasn't even between the starting and ending of the song, but I still think it's better than the combo based scoring of osu....
I don't really understand why you should apply an arbitrary max score, when the max score doesn't even have much bearing on the difficulty of the map. If someone were to make a map that was as difficult at normal speed as playing say, Cirno's Perfect Math Class's tag4 map on double time, like cookiezi did, I'm pretty sure it's a safe bet to say that it's score would be massive (especially if it was full song length, and not shortened the way songs are when you play them at double time), but it would still be doable, considering cookeizi raped that map.
With that out of the way, I find I keep beating old scores. in the past week or 2 I've managed to move my rank from about 19k to around 14k  Maybe in another week I'll be down to 10k.
Dunno what to say. Peppy says 5 mins (I think that's what we're going with now, not sure since they're discussing new ranking criteria) is how long he wants them max. And unless extreme special circumstances no score over 20m+
"Approval Used when a beatmap is technically unrankable due to some aspects (length, score etc.) but has been considered fine otherwise by BATs. Beatmaps that are approved have their own leaderboard, but scores from these maps will not be added to the Ranked Score. These beatmaps can be distinguised by having a "Flame" icon instead of a "Heart" icon."
No real point in complaining about it, its not likely peppy will change anything
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Yeah, that's the perennial problem with games/programs run by 1 person, the community only has as much say as the developer decides they do...
I spoildered that rant not just because it was long, but because in the grand scheme of things, its pointless. But still, I wanted to get it out there. In all honesty, with the osu scene the way it is (high standards, people give constructive criticism to help a map reach those goals, etc.) I don't think that arbitrary limitations on ranked songs is really necessary. Like I said, I've played plenty of ranked songs who's maps are complete trash.
And I still think the combo-based scoring is just plain dumb. I recently played a song, never missed a circle, but managed to break my combo on a slider once or twice and got a worse score than the run I did earlier when I actually missed a beat... I also had a higher accuracy (97.79 or something) in the no-miss run. Oh well. I guess I have to get a natural FC, or whatever you want to call it.
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Well, combo-based scoring pays homage to Osu! Tatakae! Ouendan and Elite Beat Agents (as this game is infact an Ouendan game). TBH, I think the game is better off with most of what peppy has in place. MATs/BATs/GMTs are trying to get a new set of rules (though this is mostly for mappers.. not so much player), and when the community (normal modders/mappers/player) got involved in the topic, the discussion got locked and is now only for moderator discussion only. Basically what I'm getting at is the community has so many opinions, and they're pretty retarded for the most part. Being here for 3 years now, IMO its better off with peppy generally running things
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EDIT: It's nice to be able to have a conversation like this with someone without getting a bunch of personal attacks and such just because they might disagree with me. This is how discussions/arguments are supposed to be. So grats for being awesome enough not to just troll/flame me for this stuff.
Summary: I really don't think it's necessary to have arbitrary rules, since the skilled players of the community form a close knit elite group anyway, and tend to self-govern (in a loose sense of the term) what is considered acceptable for themselves anyway, and the rest of the people can play the shitty maps nobody good at the game likes, because they don't/can't see the difference. And if someone not good at the game can see the difference, they have the option of starting a project to try to get the mappers who suck to improve. (And yes, I am equating bad mapping to lack of game skill because honestly, nearly every really good mapper who maps the hard difficulties is also pretty good at the game, maybe not top level, but usually they're all pretty decent.)
Another long rant in the spoiler. I talk about Stepmania's community (before it basically died) and
+ Show Spoiler + Well, there's always the problem with most of a community being retarded... In Stepmania some of the larger forums were FFR (FlashFlashRevolution's forums), Arch0wl.com, bemanistyle.com and one other I can't remember, and most of them (Esepcially FFR) got made fun of for being full of idiots by the intelligent people, but a0 had a fairly close knit community which involved most of the top level stepchart makers (nearly all of the well known ones, actually), and was almost the defacto nerve center of the community. What a0 decreed became defacto standard. There were no real rules, but by virtue of the community containing a large portion of well known stepchart makers, what was decided by that community became the standard way to do things (although there were some people who just did things their own way anyway), and things worked out quite well. Arch0wl shut down years ago and the community was never the same. There was a new community that took the same sort of place that a0 had, but it was never quite the same.
What I'm trying to get at is that if there is an "elite" community, where inclusion basically just meant joining the community and not pissing the people off, but still retained the aspect of being the elite, by virtue of housing most of the well known mappers/whatever, then the community can steer itself fairly well. Stepmania's developers had very little interaction or decision making with the community, they mostly just maintained code and occasionally added features that people wanted (including online play for a while, but it was poorly put together)
And yeah, stepmania's scoring system was a holdover from DDR, which hada it's own unique aspects to scoring (which weren't even consistent between games either), but they were still much less crazy than I feel osu's, if you missed 1 note, you were bound to have a great score, even if you missed it at the end of the song, where it was worth far more than if you missed it at the start.
Plus, when In the Groove came out, people loved the percentage scores far more than the system that DDR had. It was much simpler, but showed you how well you did, and whether you FC'd the song, or what your max combo was so you could clearly see how well overall you did on the song.
But yeah, I basically feel that a developer shouldn't place arbitrary limits on what is considered "good enough" for a rhythm game. Either a map is good, and people like it, or it's shitty, and people generally hate it. In my experience most maps worth playing are fairly well known, and conversely most garbage hardly gets played... Unless Osu's community is really that full of retards.... But I feel like the kind of people who would regularly play trash maps also likely have pretty crappy scores and overall rankings (which was the same in stepmania, there were plenty of garbage stepcharts out there... But most of them only ever got played by people who were beyond terrible at the game anyway, and would never play at a high skill level anyway.
EDIT: Bonus, an example score of mine on a relatively "easy" song in stepmania... After not playing for a year or so, and not seriously playing for far longer. + Show Spoiler +The chart is a keyboard chart (not one designed to be playable on a DDR pad), but one of the easiest ones... It's mostly 8th notes with a section of 16th notes at 164 BPM for just under 2 minutes. And apparently they've changed the score system in stepmania 5.0, because that score should be below 100 mill) Score used to be capped at 100mill, with 10mill max score per difficulty level, meaning a 9's max score would be 90mill, and a 10's being 100, and everything above 10 capping out at 100mill, but I guess now they've removed the cap, so now my score is 107mill out of 110mill. ![[image loading]](http://i.imgur.com/zrwF1.jpg)
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TL ROOM UP!
Name: Teamliquid Password: 1
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On September 01 2011 23:54 Bobbias wrote: words
Yeah I prefer the percentage scoring myself. Being a beatmania IIDX/bms player and such it makes a lot more sense to me and it just better overall
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My problem with the osu scoring system has always been that it rewards bullshitting your way through songs with bad/mediocre accuracy.
It always used to suck seeing Cyclone get like 1x 100 and 1 miss and being beaten by people with like 50x or more 100s.
I do understand how and why it is supposed to simulate the Ouendan/EBA scoring though, and I generally don't mind, but back when I played a lot there were a lot of really mediocre/below average players in the top 100 rankings just because they could full combo stuff with like 90% and played every beatmap. I don't really know what it's like now but from what I can tell it looks like there are a lot more skilled players in the top 100 nowadays.
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Nowadays an FC under 99-98% no mod wont get you into top 40 ranks all but the hardest of maps,
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On September 04 2011 09:51 Xafnia wrote: Nowadays an FC under 99-98% no mod wont get you into top 40 ranks all but the hardest of maps, Nowadays, hidden barely gets you into top40 for hardest difficulty.
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I'm pretty new to Osu!, but I really like it so far :D
Just saw the "Cry for Eternity" Replay of Cookiezi ... it doesn't even suprise me, that this player is korean, but yeah .. that was pretty godlike and the point where I realized, that I never will be that good ...
BUT: I'm trying to get better, and maybe somebody here has some good suggestions for pretty hard, but beatable maps? Right now I'm on the way to beat Gold Dust on hard (not insane yet ..) but it feels pretty slow (even tough I still make some really silly mistakes, that cost me the game T_T)
Or are there other ways to get really good (besides mass gaming ^^) at this game, other than mass game freaking hard maps?
Btw. my name at Osu! is "blOOdWiNG"
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just keep playing and you'll get better. when i first started out i would look for maps (well to be fair i just downloaded like every map pack lol) that i could barely beat because i felt those maps helped me the most. rather, i could noticeably tell i was getting better since later on i'd do it again and complete it with a much better score.
sort of explains why i have shit for accuracy to this day. =( still going back and fixing all of them in hopes of getting up to at least 95% but i have a bunch of bullshit maps completed that i know i won't get over 90% in q_q;
edit: for reference, i used to have something like 83% accuracy. after going through all the maps i had C's and B's in, i now have 93.48%. so really, just keep playing and you'll improve over time
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I've got a 86% acc right now, or so. When I started out I used to barely be able to pass the absurdly easy maps out there. Over the last couple months I've improved enough enough that Xafina keeps telling me I'm gonna surpass him soon, lol.
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I improve at a snail's pace so it's bound to happen.
Just play lots and make sure your challenging yourself. Don't worry about FC'ing songs early on, you'll improve so fast you will replay songs you haven't played in a month and completely demolish your old scores.
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room : teamliquid pw : 1
go.go
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oh turdmuffins i missed it
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The problem with peppy is that he is extremely stubborn. He really thinks he knows the best in terms of everything surrounding the game, from gameplay to styling. Now, he deserves some respect for coding the game, but high level players have a much better understanding of the game than he does tbh -.- That won't change anything though, that's just who peppy is. So ranking rules that he put in place early in the game's development when 30 million was a significant chunk of a player's total score are still around... Even though 30 million is a drop in the ocean at this point. The good players still play approved maps. So your scores on them still mean something, even though the majority of players don't play them ;p
I don't agree with the combo dislikes. In order to get the top score on a song you need both a FC AND the best accuracy, instead of just the best accuracy. That adds to the game imo. Early on some players just spammed all the maps with low accuracy and they ended up high on the overall leaderboards, but that's not the case anymore. And those leaderboards are only for the extremely dedicated, not really the most skillful (although they seem to overlap nowadays). Lesjuh and ShaggoN never had the most points in the game, but they are recognized as two of the best (the best at one point) players out there. Put too much value on leaderboards ranked by score at your own peril.
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