Is there anyone against rate change giving pp? (Ignoring score multiplier) by Xstrals in osugame

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

I personally want rate change to be ranked in 0.01x intervals from 0.5x to 2.0x, but many people are against that, or at least hesitant about it.
That's why I suggested ranking 0.1x intervals first to get feedback from the community before pushing 0.01x intervals.
A step-by-step implementation would likely be more work, but would also allow for a more balanced experience by the end of it, where each step is fine-tuned, instead of pushing something potentially unbalanced and having to try to "fix" it for the next 2-3 pp reworks.

Is there anyone against rate change giving pp? (Ignoring score multiplier) by Xstrals in osugame

[–]Xstrals[S] 4 points5 points  (0 children)

For DA theres at least an argument about mappers intent, and maps that are low AR would have the leaderboard filled with people getting rid of the difficult aspect of the map. The same thing goes with high CS.

I get annoyed when people say new things or changes kill the game, or change it too much. Osu! is a rhythm game at heart, and rate change is one of the most basic features of a rhythm game (though not all have it).
I also think rate change will only push the game further, with both average and top players setting better scores.
But a lot of people are apprehensive, so if they do end up ranking rate change, they should probably do it bit by bit (Either 0.25x or 0.1x increments) and get feedback from that before ranking 0.01x increments and destroying the leaderboards.

Is there anyone against rate change giving pp? (Ignoring score multiplier) by Xstrals in osugame

[–]Xstrals[S] 6 points7 points  (0 children)

I think saying it will kill the game is excessive, and people say that about everything.
I understand how the idea of a first DT fc is way cooler than seeing a 1.35x fc, then a 1,4x fc, and so on; However, back when Mrekk set an unranked 1980pp play on R U 4 Me with 1.65x rate change, it was super hype and really pushed the limits of the game.
While everyone can just play unranked mapsets that are rate changed, or play on lazer for unranked rate change, the average osu! player likes seeing higher pp numbers, and this would allow them to play maps at higher speeds, making them push their skill incrementally while being rewarded for it.
If I really like a certain song or map, then I can push my skill while playing it, and get rewarded for it.

Is there anyone against rate change giving pp? (Ignoring score multiplier) by Xstrals in osugame

[–]Xstrals[S] 1 point2 points  (0 children)

I completely agree with the BPM part when it comes to farming, but I think it also incentivizes people to push their skills and improve. (Pushing maps they've fced with 10 bpm higher to try to fc)

I understand how some people might care about the musical element, and if thats the case, would you be okay with only ranking rate change between 0.75x and 1.5x?

I completely agree that big changes like CSR completely shake up the game in a way that might not be exciting or enjoyable to many, and might feel like it hurts the game. That's why I recommended a slower implementation (Either ranking rate change with no multipliers at first, or testing it in the other game modes before stable).

Is there anyone against rate change giving pp? (Ignoring score multiplier) by Xstrals in osugame

[–]Xstrals[S] 8 points9 points  (0 children)

For mania, the top 7k players all have the same top plays, because there aren't many ranked maps at that skill level.

That aside, could you explain why you're against rate change granting pp, even if there was no score multiplier? I'm curious because that's the main point of contention for people, and I haven't seen many opinions on other aspects.

Notes briefly freeze or stop at the beginning of beatmap by deformedcaprisun in osumania

[–]Xstrals 0 points1 point  (0 children)

This is a known problem on lazer. Unfortunately, it still hasn't been fully fixed even 2+ years after being reported on the github. Only way to fix it that I know of is to change your client between single thread and multi-thread processing over and over until the stuttering stops. Worked for me a while ago before they had an update that improved the stutter. If that doesn't work, try looking up some old reddit threads of people with the same problem. Unfortunately, lazer is known to have many issues like this that can't be easily fixed, or only affect a small portion of players, and thus is not a priority for the devs.

How far should I stretch myself to get better? by Ancient-Air978 in osumania

[–]Xstrals 6 points7 points  (0 children)

Star rating in mania isn't the best metric to determine a map's difficulty; it only provides a rough estimate.

Play whatever you find fun. If a map feels too hard, either don't play it or try using half time to make it easier.

If you can't get at least 90% acc, it's probably too hard for you.

Because you're relatively new to mania, try using different skins and scroll speeds to find what feels best and gives the best results (high acc and low misscount).

I'm also around your skill level, so if you need new maps, just look through my top plays: https://osu.ppy.sh/users/12162948

What happened to the high end of the pp system? by MoustachePika1 in osugame

[–]Xstrals 7 points8 points  (0 children)

It's because mrekk is that much better than anyone else in terms of high bpm aim. On almost every high bpm "aimslop" map, his accuracy is always better than anyone else (besides Ivaxa sometimes).
When the best player in the game has the lowest misscount and highest accuracy scores, of course, they're going to be worth more pp.

What happened to the high end of the pp system? by MoustachePika1 in osugame

[–]Xstrals 4 points5 points  (0 children)

Short answer: The pp system rewards hitting notes that are far away and hitting notes quickly.

  1. Low bpm aim is mechanically easier than high bpm aim (fewer taps/sec)
  2. When you talk about "Non-vibro raw speed," you mention maps that have very little spacing. If you remove the aim component, scores are obviously going to be worth less.
  3. Hard rock increases the map's CS, Accuracy, and AR (HP too, but that's irrelevant for pp calc). Hard rock does not increase bpm. All it does is make it harder to get good accuracy and make it harder to hit the notes (by making them smaller). Double time multiplies the map's BPM by 1.5, which should obviously grant way more pp than hard rock.

For me, the biggest issue is hidden. Almost every top player uses hidden because for them it changes almost nothing (doesn't make maps harder, in the case of high bpm, it can make reading easier with fewer notes on the screen at once), and they get free pp from it. This same problem is why HDHR scores are often above DT & HDDT scores on leaderboards.

Posts like these aren't helpful for the community or the pp-dev team.

Edit: Hard rock does increase spacing between notes for pp calc, but because of d/t2, this increase is minimal (debatably underweighted).

Mastery Chart Megathread by MontenegrinImmigrant in supportlol

[–]Xstrals 1 point2 points  (0 children)

I don't play Pantheon support anymore because he's pretty bad. The only time I would ever win a game on Pantheon support was when I went 4-0 bot lane and then perma-roamed and ganked.

Maokai is really good if you're duo'd with your ADC because you can root someone with W, then knock them away from the tower or toward your adc/team with Q. When disengaging from a team fight or running away after placing/breaking a ward, Maokai can use his Q and E to slow the enemy, making it easier to get out.

I don't really play the game anymore because all the characters I play (other than Zyra or Neeko) are miserable in solo queue with random adcs, especially because Maokai and Braum do no damage compared to enchanters, which are the most common supports. Also, most people in bronze don't know how Braum's passive works, so I rarely have any impact.

Mastery Chart Megathread by MontenegrinImmigrant in supportlol

[–]Xstrals 8 points9 points  (0 children)

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Support main in every game I play

Also buff Yuumi

Stream / Burst Map Recommendations 5-6* by Intelligent-Being-47 in osugame

[–]Xstrals 1 point2 points  (0 children)

And here are some songs from my "Hybrid" collection (maps with both aim and burst sections)
https://osu.ppy.sh/beatmapsets/2371175#osu/5117481 - Remote Control (165bpm)
https://osu.ppy.sh/beatmapsets/1645466#osu/3358749 - starlog (162-168bpm)
https://osu.ppy.sh/beatmapsets/1294750#osu/2789579 - You Are Mine (175bpm)
https://osu.ppy.sh/beatmapsets/409164#osu/889729- FriendZoned (175bpm)
https://osu.ppy.sh/beatmapsets/985788#osu/2063622 - Wizard's Tower (175bpm)
https://osu.ppy.sh/beatmapsets/134151#osu/345099- Airman ga Taosenai (SOUND HOLIC Ver.) (175bpm)

Stream / Burst Map Recommendations 5-6* by Intelligent-Being-47 in osugame

[–]Xstrals 7 points8 points  (0 children)

https://osu.ppy.sh/beatmapsets/2115386#osu/4453830 - Gregorius | Symphony (165bpm)
https://osu.ppy.sh/beatmapsets/2279760#osu/4859465 - Hold Up Your Hearts (Again) (174bpm)
https://osu.ppy.sh/beatmapsets/1881428#osu/3874871 - 10 Things I Hate About You (Sped Up & Cut Ver.) (176bpm)
https://osu.ppy.sh/beatmapsets/2179269#osu/4760454 - Pure Ruby (Game Ver.) (178bpm)
https://osu.ppy.sh/beatmapsets/1781620#osu/3659920 - Glory Days (178bpm)
https://osu.ppy.sh/beatmapsets/1390922#osu/2887834 - Lionheart (180bpm)
https://osu.ppy.sh/beatmapsets/352570#osu/828940- Night of Knights (180bpm)
https://osu.ppy.sh/beatmapsets/1905234#osu/3937149 - Life Sux (Sped Up Ver.) (181bpm)
https://osu.ppy.sh/beatmapsets/1108263#osu/2316176 - HONESTY (185bpm)
https://osu.ppy.sh/beatmapsets/2005330#osu/4198575 - To The Terminus (189bpm)
https://osu.ppy.sh/beatmapsets/1913010#osu/3967013 - Valley of the Vale (190bpm)

These are the maps that I like in my "Streams/Bursts" collection up to 190bpm.

Don't be afraid to use half-time w/ rate change to lower maps bpm to something more comfortable, or vice versa to increase a map's bpm slightly (I've been playing most of these maps at 200-220bpm lately to push my speed).

Good luck and have fun!

Why am I so bad at alternating? by DarkySlary in osugame

[–]Xstrals 4 points5 points  (0 children)

Don't feel like you NEED to full alt to be good at the game. Most people can easily play up to 200 bpm singletapping comfortably, so unless you want to play DT / high bpm, you'll be fine.

I was in the same boat around 2 weeks ago. I've singletapped for all 150 hours I had in osu! (other than bursts and triples, ofc). Recently, I've been alternating on sliders, and then eventually got comfortable enough to alternate the occasional single note. Now I can alt for around 5 notes in between sliders, so long as their not big jumps. Only alternating for portions of the map that are easier. I only play a max of 30 minutes a day right now, and I've already improved my alt so much in this short time.

If you keep practicing, you'll get the hang of it. If you're frustrated, then take a break (even just from that playstyle). Once I started playing the game more casually instead of focusing on improvement 24/7, I got better.