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osu!mania star difficulty improvements #2553
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This issue alone is relatively pointless in its current state as you are just pointing out very obvious heuristics without adding anything of value. Will leave it open to encourage further conversation, for now. |
I don't think it makes sense to remove the pause feature from osu! not only because it would be odd to have one gamemode without pausing/one gamemode influence all of them, but what are you doing with the scores that include pausing? There's no way we can tell a replay has been paused as osu! doesn't keep track of that. This means that we cannot differentiate the "legit" plays from the "illegitimate". Even if we could it would be very unsatisfying and punishing for people who are competitive, and I am sure that would turn many people away from the game. How would we measure repetition? A mapper would just make cheezable 1/16th rolls that vary in patterning. If we made a system that could measure that, then surely other patterns would become wrongly judged or seriously underrated. Also with the proposal you make about density, that's the biggest problem with star rating, and here mash and vibro would end up becoming still overrated. However the "per column" part would help with jackhammers being seriously underrated. |
I can say that pause will not be removed ever. |
Definitely a counter of time or count pauses is something I could get behind. |
While I am not sure if this is a good idea, would a no-pause mod be acceptable? It would allow leaderboards of players that were actually unable to pause, it would allow players on a more even playing field when comparing each other's scores and it would also solidify dan runs for ones that don't allow pausing. Obviously this mod should act like Hidden in that it's submittable but doesn't give extra pp/score/etc. |
This will only ever happen in multiplayer. |
Do you mean that you could enable/disable pausing in multiplayer (when lazer comes out)? Or just that multiplayer strictly disallows pausing? |
You cannot pause in multiplayer, correct. |
Since we are talking about star rating, I want to propose a few goals I would like the new system to achieve. This is based on personal experience, so if you don't agree that's understandable. The current star rating fails in 2 aspects, and I would like the successor to address those.
In response to the op, I don't think reading (seeing the notes in time) should be part of the calculation at all since we really can't track it, and the all users have different scrolling speeds and visual mods. I would rather focus on the actual physical movement required to press different patterns, and look at each hand independently. By checking how many fingers have to move to press the following note or notes we could get an accurate difficulty system. Any new system should also seriously reconsider long notes, since seeing hit and release as just 2 notes is EXTREMELY inaccurate to the actual difficulty, and holding down notes should give a diff multiplies to notes being pressed normally while holding ln notes. Sorry for long post! |
I don't think extending the star rating would be easy or necessary, one of the main things the recent pp nerf has done was aligning it to the other game modes more. I don't think that going out of line with much higher star maps would be acceptable, especially because 7k already does a good job have high star rated maps. However I do admit that 4k can be underrated compared to 7k equivalents, and there is no better example then stamina maps - a map in 4k that's very dense (notes per second per column) could have the same amount of stars than one that's way less dense because of the extra keys. I am not sure how the game would be less linear in SR, as this will lead to the exponential problem where harder maps would give ridiculous amounts of pp. I do agree with Tripp1n when he says that SR should be calculated from objective difficulty (speed, stamina, etc) rather than subjective difficulty (reading, finger control, etc) especially because it's significantly easier to implement objectivity. |
You’re saying changing star rating affects pp. I thought they were independant? |
Beatmap difficulty affects star rating. SR is a very simple calculation that's just a combination of the individual components of the beatmap's difficulty, so it's generally described as the beatmap difficulty itself. But OP wants to affect beatmap difficulty, which changes both pp and sr. |
Are the difficulty calculations currently in lazer? Or can we look at how osu currently handles it in stable? |
osu! and osu!mania difficulty calculations are currently in lazer. osu!taiko and osu!catch will come soon. Check out https://github.com/ppy/osu-tools/tree/master/PerformanceCalculator which directly uses lazer to compute difficulty/performance, along with: osu!: https://github.com/ppy/osu/blob/master/osu.Game.Rulesets.Osu/Difficulty/OsuDifficultyCalculator.cs |
Having a lot of experience with 4K, I can confirm that the SR for 4K is underrating maps. I found a huge struggle to move from 2.5* to 3* maps, when moving from any difficulty lower than that to a slightly better was a standard procedure. Also, many 3* maps may differ in actual difficulty themselves. A great example would be Flashes which seems to me quite challenging compared to other maps of the same SR. And that's for two reasons:
What I'm saying is no different than what has been said already, but regarding the implementation of the "subjective" factors, I think it's not that much of an issue, since players are not just robots whose performance has to solely depend on the objective factors. Specifically, reading has to be calculated since to pass a map the player has to read the notes. Failure to do so will result in poorer performance, yet not accounting for it will cause confusion/frustration. There are different ways to read a map, making other maps easier or harder than what others think. I'm not asking for something crazy like understanding the current reading method of the player using AI, but at least implementing something that interprets more (objectively) complex patterns as harder. Their repetition would not add up, whereas the variety of complex patterns would increase the SR by a significant amount. Finger control is not to be measured in SR since that's a prerequisite for playing in the set of keys the map is made in. A 7K map would seem like hell for a 4K player like me, whereas the opposite would happen for a 7K player since they're used to the controls. |
Finger controll is not a prerequisite. Higher skill levels very much require very fast movement and jack skill. That should definitely be represented in SR. You otherwise have some valid points about reading. |
How would you measure something like reading or repetition? With repetition you could easily work around by using patterns that resemble the original and switch between them and if there was a system that was more dynamic, then I feel it could misjudge tons of maps. With reading, how would you judge that? Unlike jacks or speed where we can easily see which map is harder, I don't think we can create a system that accurately judges reading. Even then how would you reward players anyway? I don't think we can set an arbitrary amount of bonus SR because a map is hard to read. |
@DDMythical Unfortunately while I would love to just copy paste MSD into o!m, the fact is there are more key modes than just 4k, so if we are to design a system it must work for all key modes. This may mean a less accurate system overall but since we have opened this Pandora's box once we can patch in new things in a later revision. |
@Emik03 My idea to test for repetition in patterning is to partition each measure in the song (variably if possible) and compare each partition with all others in the song. So rather than defining a bank of patterns doubles triples jumpstream etc. it would compare using raw patterns that are in the song. Yes this would allow minor variations as a loophole but i also think that it allows for more creative freedom for mappers. |
@DDMythical please take your attitude of having-to-be-top-10000-to-be-experienced-enough-to-comment away. Star rating is supposed to be something all players can use, not just the top 1%. Everyone's feedback is valued. |
@DDMythical while I do agree with most of your points, peppy has made it clear that he isn't going to remove pausing from the game. |
I don't understand how SR and pausing the game are related. One shows a theoretical difficulty and the other pauses the game. |
But how do you intent to calculate a value that is presented when not playing for something a user may do when playing? |
Pausing should not be considered for SR calculations. Assume that the player does not pause during gameplay. |
@DDMythical You say density is not a judgement for difficulty, is per column density a better solution or would you rather there be a bank of patterns to identify everything with? Because if so this may take a lot of work and it would require imput from players from all key modes. Also you mentioned wristjacking, how should I account for that when you've made it clear that single hand Jack's and trills are a lot harder than double hand Jack's and trills? |
@DDMythical I see your point, unfortunately the key binds and player choice for hitting the middle key renders a per hand approach unfeasible as an universal approach. Do you want to try splitting it up into the multiple key modes as separate difficulty calculations then? If so, I will need a lot of input from players because I mainly play 4K and am not familiar with the other key modes. |
@DDMythical maybe this system could be released after the pause timer is installed and a part of the game, because while I do agree that a pause system should exist, I also recognize that it lowers the difficulty of a song drastically. |
apologies for the incredibly long post (preface: this is from mostly a 4k pov) I agree with @BrokenGale that the mania difficulty calculation could use some improvements. The two points I'd like to address are:
Column-dependent DensityRationaleI think the most feasible improvements concerns difficulty changes that take both hands into account. eg. as others have mentioned, [1] [2] trills are more physically demanding than [1] [4] trills because the former puts more stress on one hand. Likewise, consecutive 1/4 notes on [1] are harder to play than 1/4 notes between [1] [2] Suggested ImprovementsFirst, a proposed hierarchy of difficulty (from easiest to hardest):
(Note: I'm assuming that the 'density/stress of a note' is determined per-note based on the distance from the note that precedes it) Using this hierarchy, the density/stress of a note can be weighed by some constant based on the relative column of the preceding note. eg. [1] followed by [2] would be more dense/stressful than [1] followed by [4] since the former falls under category 2 (notes that share a hand), and the latter falls under category 1 (notes that are split between hands). The density/stress of these notes would be multiplied by the appropriate constant. ReadingRationaleA random assortment of notes is harder to play than a consistent pattern. Neither regular density nor the proposed column-dependent density address this issue. To play devil's advocate, osu! standard doesn't account for reading difficulty either (as far as I know). Suggested ImprovementsNone really. Dynamic pattern recognition relies on either a specialized algorithm or devolves into a problem similar to pattern recognition in character strings and is likely infeasible. Static pattern recognition relies on community feedback and would likely change over time. closing note: |
Not sure if this was discussed above or not (conversation is really long) but I would suggest instead of taking away pause menu (which I am pretty sure will never happen) that you can not set a ranked score if you pause the map, this is the same dynamic that applies in quaver (another rythm game), if you are playing a ranked map and you pause in the middle of it, you lose the ability to set your score on the leaderboards, I think that's fair for everyone. |
@Gonzalo-Bruna you're posting this in the wrong place. you're looking for #10202 most likely. we may add a mod to limit pause count which can be applied to specific leaderboards (aka timeshift right now), but removing pause from default gameplay is anti-user in a single player game. |
Sorry I was commenting because I saw this comment above
I thought It was somehow related, sorry. |
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While I currently have no time, I was considering augmenting the star rating system for mania.
Currently the star rating system is based on the density of notes and the number of objects in the song.
The star rating system I am proposing will be based on:
-Density of notes per column (Both immediate and over time)
-The timing of notes both on pressing and releasing (Timing windows)
-Reading or rather the lack of repetition in patterning
-A multiplicative stamina system based on both length of song and reading [See above] {suggested removal}
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