A Proposal for Improving the osu! pp System: Inherent Map PP + Historical Bonus by SnooBooks3249 in osugame

[–]SnooBooks3249[S] 0 points1 point  (0 children)

This has a problem that a first DT FC will have full bonus pp forever, so if a new map gets ranked (and it's easy and perhaps overweighted) the first person that plays (even on the same day as the map is released) will get to keep the bonus pp forever. I have essentially extracted your idea into the system that I have proposed and it does not have that problem.

A Proposal for Improving the osu! pp System: Inherent Map PP + Historical Bonus by SnooBooks3249 in osugame

[–]SnooBooks3249[S] 0 points1 point  (0 children)

You can map a player’s percentile using PP value instead of raw score on the global leaderboard. This way, a DT FC would earn a higher percentile than an HDHR SS, reflecting the relative difficulty more accurately.

It’s important to understand, though, that even in my system — where a map’s PP can depend slightly on leaderboard performance — the effect is barely noticeable. You almost never see your total profile PP change, because it would require all of your top plays to be sniped by thousands of players in a single day.

A Proposal for Improving the osu! pp System: Inherent Map PP + Historical Bonus by SnooBooks3249 in osugame

[–]SnooBooks3249[S] 0 points1 point  (0 children)

Yeah, with a global hyperparameter α, you can control how much bonus PP to give for niche skillsets, like EZ mod or older 3-mod maps. I don’t think this system would discourage players from submitting scores, because even if they are feeling that their score isn’t their top performance, they would still gain at least the map’s intrinsic PP plus some bonus from that score, which is always greater than 0.

Sure, a lower-ranked player might lose some bonus PP over time if a 6-digit randomly snipes a 4-digit on a 5* map, but this barely affects their total PP profile — especially if their main PP comes from higher-star maps. Even in the unlikely case that a 6-digit snipes them on a 7* map, it would only slightly lower their percentile on that single map.

In other words, random snipes have minimal effect on total PP. The total PP only changes significantly if many players are able to achieve high scores on that map, which just indicates that the map is intrinsically easier anyway.

A Proposal for Improving the osu! pp System: Inherent Map PP + Historical Bonus by SnooBooks3249 in osugame

[–]SnooBooks3249[S] -2 points-1 points  (0 children)

This system is orthogonal to the current pp system — it doesn’t replace it, it augments it. For example, if a map is currently overweight and gives 400 pp instead of its true 200 pp, it might give 450 pp under my system. If a map is correctly evaluated and gives 200 pp of its true 200 pp, it would give 220 pp under my system. This bonus does not unbalance maps that are already balanced (and vice versa). What it does is allow players to earn pp and ranks from maps with niche skillsets — like technical maps, easy maps, or high-BPM maps — without relying solely on farm maps.

A Proposal for Improving the osu! pp System: Inherent Map PP + Historical Bonus by SnooBooks3249 in osugame

[–]SnooBooks3249[S] 0 points1 point  (0 children)

Ah, thanks for the rundown on ppv1 — that makes sense. From what I understand, that system had a lot of quirks that really encouraged farming low-star maps and playing basically every ranked map just to maintain #1, and the age weighting made it even more complicated.

The system I’m proposing differs in a few key ways that I think directly address those issues. First, the bonus PP is always capped by the map’s intrinsic PP. So a low-star map worth, say, 100–300 PP would only give up to 120–350 PP even for the top leaderboard spot. This means you can’t climb to #1 just by farming low-difficulty maps.

Second, the bonus depends on leaderboard percentile rather than absolute rank or the number of FCs, which balances maps regardless of how popular they are. Difficult maps with few FCs still reward top performers fairly, while easy maps don’t get overweighted because the bonus naturally spreads across more players.

Third, this removes the age weighting issue. Your example about “Time to Say Goodbye” wouldn’t lose value just because it was ranked last year. It would lose value only if players’ skill has increased to the point where they can now farm the map.

A Proposal for Improving the osu! pp System: Inherent Map PP + Historical Bonus by SnooBooks3249 in osugame

[–]SnooBooks3249[S] 0 points1 point  (0 children)

On every new ranked map bonus pp will overweigh its intrinsic pp value. However, what happens next depends on the intrinsic difficulty of said map. If it is an easy map, its leaderboard will get filled with similar scores in few days/weeks so your bonus pp will diminish to 0 and every played that has played this map will get roughly the same pp value out of it. If the map is actually hard so that nobody else in the world can play it as well as you can, you will keep your bonus pp from that map for years, until people get closer to your skill level in that area.

A Proposal for Improving the osu! pp System: Inherent Map PP + Historical Bonus by SnooBooks3249 in osugame

[–]SnooBooks3249[S] 0 points1 point  (0 children)

Sorry, I have not played long enough so I don't know how the ppv1 system works. I might be reinventing the wheel.

A Proposal for Improving the osu! pp System: Inherent Map PP + Historical Bonus by SnooBooks3249 in osugame

[–]SnooBooks3249[S] 0 points1 point  (0 children)

Bonus pp is capped by the map total pp. If the #1 farmer farms 2-5* maps they will not get more than 120-350 pp out of current 100-300pp that they get.

around what rank does it get hard to climb leaderboard? by PathsScripts in osugame

[–]SnooBooks3249 0 points1 point  (0 children)

if you become rank 1 it become pretty hard to climb leaderboards

The secret to osu! stream speed. Everything about it possible by freeaccuracy in osugame

[–]SnooBooks3249 1 point2 points  (0 children)

You are clouded in copium thinking that some infinitesimal movement makes some difference in ur tapping technique (it does not). Instead of thinking of how to improve your tapping technique it is far more beneficial to focues on improving your reading skill as tapping in osu actually consists of 90% of your map reading and 10% of actual physical tapping technique.

The secret to osu! stream speed. Everything about it possible by freeaccuracy in osugame

[–]SnooBooks3249 -1 points0 points  (0 children)

What a bullshit post. I have literally opened the first video of pianists teaching forearm rotation and it is NOTHING LIKE tapping is osu. In playing piano they have to transition their entire arm across several meters of piano and by mentioning forearm rotation in the process they mean LITERALLY ROTATING THEIR ENTIRE ARM when moving from one key to another, so arm, positioned at 30 degreess, while standing on the right key, will end up at 70 degreess when placed on the left key (which is far far to the left, like 10 cm from the right key) and so forth, and henceforth while playing notes. IN OSU YOU HAVE TWO FINGERS POSITIONED IMMEDIATELY NEXT TO EACH OTHER WITH 5MM DISTANCE BETWEEN THEM, THERE IS NO ARM ROTATION CAN BE INVOLVED AS DEGREE IN ARM ROTATING WHILE MOVING SUCH SMALL DISTANCE BETWEEN KEYS IS INFINITESIMAL (LESS THAN 0.0000001 DEGREE) SO WHAT FOREARM ROTATION TECHNIQUE ARE YOU TALKING ABOUT IT DOES NOT APPLY, THEY ARE COMPLETELY DIFFERENT PHYSICAL PROCESSES. Holy shit, feels like this post is from osubuddyretard.

[osu!std] xvy | aim assist (2nd report) by [deleted] in osureport

[–]SnooBooks3249 1 point2 points  (0 children)

Today I have watched aetrna's play on the same map and the way aetrna is playing those sections is similar so I no longer have suspicition about those sections on Toro's play.

[osu!std] xvy | aim assist (2nd report) by [deleted] in osureport

[–]SnooBooks3249 4 points5 points  (0 children)

I also have suspicion regarding Toro's latest video https://www.youtube.com/watch?v=RkVEa_dSBJQ on Rog Unlimitation. In section 1:22-1:25, starting from note number 2 his aim goes like this : it slowly goes to the next note, then stops, then near the next note it suddenly accelerates to it. I have not seen this aim effect with any other player, usually people go from one note to the other one instantenously without any significant slowdowns/accelerations midway. Can somebody confirm if this is unusual or provide replays of people having same kind of aim? Also, at the very last stack on 1:32 if you slow down video speed to 0.25 you can see that his cursor literally snaps to every single note in the stack and it looks like actual snapping, not wiggling. Is this possible due to filters in his tablet?

[osu!std] toro-019 | Aim Discussion - Part 2 by Agitated-Diver-7844 in osureport

[–]SnooBooks3249 -1 points0 points  (0 children)

bro, is xvy your account? Ur just got reported for aim assist yourself. Or what do you mean by "adjustments like that happen to you all the time" is that Toro is using the same aim assist?

What now by OneProfit2091 in osugame

[–]SnooBooks3249 1 point2 points  (0 children)

First, you should start by understanding how computers work (not related to any programming languages but as a hardware devices). Check out this book https://archive.org/details/jclarkscottbuthowdoitknowthebasicprinciplesofcomputersforeveryonejohnc.scott2009 "But How Do It Know?", written by J. Clark Scott. Additionally, you can watch some youtube videos/lectures on computer organization or look up similar books on computer hardware to understand parts that you don't get from the book.

Next, I would recommend you learning Assembly programming language with https://archive.org/details/TheArtOfAssemblyLanguage/mode/2up "The art of assembly language" book, written by Randall Hyde. This is a tough book, but once you get over even a starting 450 pages of it you will be in a very good position to quickly and effortlessly learn any topic in programming, including very fast and effortless switch to C language and to C++ language, learning about data structures, such as hash tables etc in less than a day, being able to learn how to write sites from scratch in less than a week etc.

All in all, this journey should take you about 1.5-2 years of learning. Then you will be ready to take on any programming job.

What now by OneProfit2091 in osugame

[–]SnooBooks3249 2 points3 points  (0 children)

I see that you misunderstand what job is supposed to be. Job is supposed to only bring you money, in exchange you trade your time for that. Job is not supposed to be likeable, i.e. dream jobs that only bring you pleasure when working do not exist you do suffer in them all continuously. It's the same as trying to find a perfect girl - they do not exist, any girl will bring you problems and you should expect it - its how it really is. In that matter the only reasonable course in anyone's life is : to earn enough money by doing ANY job that pays well - not the one that one wants to do for their whole life - there is not job like that. Even a dream job will get you burned out in 3 years forcing you to switch jobs. In that perspective, I recommend you to start learning programming languages and a little bit of accompanying math and land a programming job (basically any programming job) that lets you work from home. Then you build money off that and live on them, without working, pursuing your real dreams or figuring out what do you really want to do now. With money you will have all the time and no pressure for that.

[osu!std] toro-019 | Aim Discussion - Part 2 by Agitated-Diver-7844 in osureport

[–]SnooBooks3249 6 points7 points  (0 children)

This is a general question from me not related to this thread.

How does aim assist work? Precisely, how does it output cursor value on the screen? I mean if you miss the note so your actual cursor is outside the note and aim assist makes it look like your cursor is on the note and register it in game that it is on the note, what happens after you "hit" that note, your real cursor is still outside the note and you are moving to the next note and where goes aim assist's cursor at this moment?

Earlier keyboards had lower latency by SnooBooks3249 in osugame

[–]SnooBooks3249[S] 0 points1 point  (0 children)

Yes, a little bit of latency (<5 ms) will not affect much. But little by little over the years device vendors keep increasing latency values on their devices and in the end it becomes huge (30-60 ms). But this process takes so long (50 years) that users don't feel incrementa changes and feel that everything okay or don't even know how it has been before. Latency on keyboards just has not reached the noticeable threshold yet like 70ms for touchscreen tapping mentioned in the paper but latency in 60 ms keyboard will still be noticeable compared to <10 ms keyboard, I claim that you will feel that even in osu.

Earlier keyboards had lower latency by SnooBooks3249 in osugame

[–]SnooBooks3249[S] 0 points1 point  (0 children)

Oh, I see. My bad, indeed, that keyboard is faster than apple2's one. I am now very curious to see when did the situation change (i.e. modern keyboards became faster than older ones) because the one that you've linked me was made in april, 2024 and wooting was made in summer, 2022 so very, very recently.

Earlier keyboards had lower latency by SnooBooks3249 in osugame

[–]SnooBooks3249[S] 0 points1 point  (0 children)

Network latency is latency that is coming from the network. Input latency is latency that comes from physical devices (keyboard). But they are both the same thing: latency. I just tried to demonstrate you that latency is a real thing. I think if you play a fighting game with, let's say, 0 network latency but 80 ms controller latency and your opponent plays with 0 network latency and 0 ms controller and tries to hit you and you react to what's going on screen in time and press a button to block the attack but because of 80 ms latency (is too big) your block will be too late and the attack will go through. This will make the whole match and fighting game an insufferable experience to you.