diff --git a/wiki/Performance_points/en.md b/wiki/Performance_points/en.md index 742b85b5df60..7533da303ee5 100644 --- a/wiki/Performance_points/en.md +++ b/wiki/Performance_points/en.md @@ -6,26 +6,6 @@ It aims to shift the focus of skill progression from the amount of time played to an actual representation of the player's skill. This is attained by the calculation of a unique score known that is based on the difficulty of a beatmap and a player's performance on that [beatmap](/wiki/Beatmap). -## History - -The first initial implementation of such a score was revealed to the public during April 2012 and was known only as the mysterious *'???'* project, the enigmatic system eventually received its full name later on in the month. - -Known thereafter as "pp" (an abbreviation for "performance points"), this new system sought to change the previous standard of player performance from simply total [score](/wiki/Gameplay/Score) to something that accurately reflected skill. The new system was met to widespread acclaim among the player base at the time. - -Several months after its reveal, the 20120722-24 osu! release officially implemented the system to fully replace the old [Ranked](/wiki/Beatmap/Category#ranked) score system, with new scores being calculated every 30 minutes. Later on in August of the same year, the system was improved to update in real-time. - -It continued to exist in this capacity for more than a year of service until [Tom94](https://osu.ppy.sh/users/1857058), the creator of the *osu!tp* scoring metric, joined the [osu! team](/wiki/People/osu!_team) and implemented his design into the system. The resulting system was titled *ppv2*, and became live on January 27, 2014, therefore renaming the old system to *[ppv1](/wiki/Performance_points/ppv1)* - -On January 16, 2021, changes were made to the ppv2 system that aimed to more accurately award pp to more difficult aspects of maps. These changes were made in large part by the help of various individual members of the community such as [Xexxar](https://osu.ppy.sh/users/2773526) and [StanR](https://osu.ppy.sh/users/7217455). The specifics of the changes made are detailed in the [corresponding newspost](https://osu.ppy.sh/home/news/2021-01-14-performance-points-updates). Very briefly, the main points of interest in the update were as follows: - -- Introduce a scaling factor to the additional pp gain from approach rate 11 maps based on the length of a beatmap -- Introduce a scaling factor to the pp loss affected by the [No Fail](/wiki/Gameplay/Game_modifier/No_Fail) mod based on the number of misses in a play -- Introduce a scaling factor to the pp loss affected by the [Spun Out](/wiki/Gameplay/Game_modifier/Spun_Out) mod based on the number of spinners in a beatmap -- Adjust the rate of pp loss from misses to be more forgiving on longer maps with higher combo -- Punish lower [accuracy](/wiki/Gameplay/Accuracy) plays with less pp gain - -ppv2 is currently in active service, with updates in the form of news posts published by the [Performance Points Committee](/wiki/People/Performance_Points_Committee) whenever new changes are deployed. - ## Calculation Performance points are heavily based on calculated beatmap difficulty, which is determined by a unique algorithm constructed for each individual [game mode](/wiki/Game_mode). @@ -95,7 +75,7 @@ Consider the following tips: - Play efficiently and figure out which play style works best for you. - Focus on getting a handful of exceptional scores instead of "farming" hundreds of just okay scores. - Aim to improve your accuracy. Even 1% makes a massive difference. -- Aim for higher combos. Full combos (FC) or [SS](/wiki/Gameplay/Grade) scores give tremendous amounts of score. +- Aim for higher combos. [Full combos](/wiki/Gameplay/Full_combo) or [SS](/wiki/Gameplay/Grade) scores give tremendous amounts of score. ### Why didn't I gain the full amount of pp from a map I played? @@ -105,13 +85,13 @@ You can learn more about the weightage system [above](#weightage-system). ### How much bonus pp is awarded for having scores on ranked maps? -**Up to 416.6667 bonus pp is given for setting scores. This is attained at approximately 3640 scores, but 416 out of them can be attained by having only 1285 scores.** +**Up to 413.894 bonus pp is given for setting 1,000 scores.** -You can calculate the exact amount of this bonus by following [this formula](https://www.desmos.com/calculator/y5vy4vmxng), where `N` is the number of ranked maps with a score set: +You can calculate the exact amount of this bonus by following [this formula](https://www.desmos.com/calculator/ll2foxmgp3), where `N` is the number of ranked maps with a score set: -`416.6667 * (1 - 0.995 ^ N)` +`416.6667 * (1 - 0.995 ^ min(N, 1000))` -The median number of scores required to reach half of this bonus is roughly 209 scores. As you can see, the amount of scores required spikes sharply towards the upper end of the spectrum. +The median number of scores required to reach half of this bonus is roughly 137 scores, meaning the bonus pp increases rapidly in the early stages and slowly afterwards up until 1,000 scores. #### Is weighting the reason behind why I don't get any pp from playing easy maps any more? @@ -121,9 +101,9 @@ At that point however, you would've set some comparatively more impressive score ### Why did I lose pp for setting a new score? -**You might occasionally lose pp for setting a higher combo score with worse accuracy, or playing with mods with worse accuracy overall.** +**The pp algorithm is occasionally updated and scores are recalculated to reflect new changes, which may become visible as a sudden decrease or increase in total pp when you set a score during that process.** -Total score is still important to individual map rankings, and this may produce unusual circumstances where a higher overall score with lower accuracy or mod use factored in will produce a "better" result that still ultimately loses you pp. +Updates to performance point systems are accompanied by announcements in-game and on the website, which contain more information about the recalculation process and the changes themselves. ### Some mods feel very overweighted/underweighted. Why is this? @@ -132,3 +112,39 @@ Total score is still important to individual map rankings, and this may produce No system is completely perfect, and performance point totals will certainly vary between mapsets and certain mod combinations, even when the subjective difficulty of those plays may be lower than a more difficult map. Overall, the current performance points system has been engineered to be as fair as possible under the constraints of its model. + +## History + +The initial implementation of performance points was revealed to the public in April 2012 and was then known only as the mysterious *"???"* project. + +With the full name revealed later on in the month, this new system sought to change the previous standard of player performance from simply total [score](/wiki/Gameplay/Score) to something that accurately reflected skill. The new system was met with widespread acclaim among the player base at the time. + +Several months after its reveal, the 20120722-24 osu! release officially implemented the system to fully replace the old [Ranked](/wiki/Beatmap/Category#ranked) score system, with new scores being calculated every 30 minutes. Later on, in August of the same year, the system was improved to update in real-time. + +It continued to exist in this capacity for more than a year of service until [Tom94](https://osu.ppy.sh/users/1857058), the creator of the *osu!tp* scoring metric, joined the [osu! team](/wiki/People/osu!_team) and implemented his design into the system. The resulting system was titled *ppv2*, and became live on January 27, 2014, therefore renaming the old system to *[ppv1](/wiki/Performance_points/ppv1)*. Since then, the system was continuously maintained, but no major updates were made. + +On January 16, 2021, changes were made to the ppv2 system that aimed to more accurately award pp to more difficult aspects of maps. These changes were made in large part with the help of various individual members of the community such as [Xexxar](https://osu.ppy.sh/users/2773526) and [StanR](https://osu.ppy.sh/users/7217455). The specifics of the changes made are detailed in the [corresponding news post](https://osu.ppy.sh/home/news/2021-01-14-performance-points-updates). Very briefly, the main points of interest in the update were as follows: + +- Introduce a scaling factor to the additional pp gain from approach rate 11 maps based on the length of a beatmap +- Introduce a scaling factor to the pp loss affected by the [No Fail](/wiki/Gameplay/Game_modifier/No_Fail) mod based on the number of misses in a play +- Introduce a scaling factor to the pp loss affected by the [Spun Out](/wiki/Gameplay/Game_modifier/Spun_Out) mod based on the number of spinners in a beatmap +- Adjust the rate of pp loss from misses to be more forgiving on longer maps with higher combo +- Punish lower [accuracy](/wiki/Gameplay/Accuracy) plays with less pp gain + +On October 28, 2024, more changes were deployed. The specifics of the changes made are detailed in the [corresponding news post](https://osu.ppy.sh/home/news/2024-10-28-performance-points-star-rating-updates). The main points of interest in the update were as follows: + +- osu! + - Remove combo scaling + - Improve rhythm complexity + - Adjust fast flow aim + - Sliders now contribute to accuracy pp for scores using slider head accuracy +- osu!taiko + - Consider TL-tapping in the stamina component of star rating + - Adjust [Hidden](/wiki/Gameplay/Game_modifier/Hidden) and [Flashlight](/wiki/Gameplay/Game_modifier/Flashlight) bonus in the accuracy component of pp calculation + - Adjust accuracy scaling +- osu!catch + - Introduce a scaling factor to the pp loss affected by the [No Fail](/wiki/Gameplay/Game_modifier/No_Fail) mod based on the number of misses in a play +- osu!mania + - Adjust LN value scaling to address overweighted LN maps + +ppv2 is currently in active service, with updates in the form of news posts published by the [Performance Points Committee](/wiki/People/Performance_Points_Committee) whenever new changes are deployed. diff --git a/wiki/Performance_points/es.md b/wiki/Performance_points/es.md index e8156d46f8ee..6a9609b9fcb1 100644 --- a/wiki/Performance_points/es.md +++ b/wiki/Performance_points/es.md @@ -1,3 +1,8 @@ +--- +outdated_since: 6764d34c29c0eac7037a091e314d7376d1829d9d +outdated_translation: true +--- + # Puntos de rendimiento Los **puntos de rendimiento** (o **pp** para abreviar) son una forma de clasificación que pretende ser más contextualmente relevante para la progresión de un jugador en osu!. diff --git a/wiki/Performance_points/fr.md b/wiki/Performance_points/fr.md index fb871b77db2a..2fe2c33c9f9a 100644 --- a/wiki/Performance_points/fr.md +++ b/wiki/Performance_points/fr.md @@ -1,3 +1,8 @@ +--- +outdated_since: 6764d34c29c0eac7037a091e314d7376d1829d9d +outdated_translation: true +--- + # Points de performance Les **points de performance** (abrégé en **pp**) sont une mesure de classement qui vise à être plus contextuellement pertinente pour la progression d'un joueur sur osu!. diff --git a/wiki/Performance_points/pt-br.md b/wiki/Performance_points/pt-br.md index 5bee675950f3..319bbf6184b9 100644 --- a/wiki/Performance_points/pt-br.md +++ b/wiki/Performance_points/pt-br.md @@ -1,4 +1,6 @@ --- +outdated_since: 6764d34c29c0eac7037a091e314d7376d1829d9d +outdated_translation: true no_native_review: true --- diff --git a/wiki/Performance_points/ru.md b/wiki/Performance_points/ru.md index c2a65271a59c..00691aaeb1d1 100644 --- a/wiki/Performance_points/ru.md +++ b/wiki/Performance_points/ru.md @@ -1,4 +1,6 @@ --- +outdated_since: 6764d34c29c0eac7037a091e314d7376d1829d9d +outdated_translation: true tags: - пп - pp diff --git a/wiki/Performance_points/zh.md b/wiki/Performance_points/zh.md index 138b43829a14..20a3e1e8f7dc 100644 --- a/wiki/Performance_points/zh.md +++ b/wiki/Performance_points/zh.md @@ -1,37 +1,12 @@ ---- -outdated_since: afae0bf730ed465b67163533b3ab560174b44c1d -outdated_translation: true ---- - # 表现分 (Performance points) **表现分 (Performance points)** 又简称为 **pp**,是 osu! 内致力于准确量化玩家实力的指标。 这个指标主要是为了把曾用来代表玩家水平的游玩时长指标,转变为玩家的真实游戏技巧实力。同时,这个指标的工作方式是通过将[谱面](/wiki/Beatmap)的客观难度与玩家的成绩表现相结合,计算出一个独立的分数从而量化玩家的实力。 -## 历史 - -表现分的雏形出现于 2012 年 4 月,当时它还是一个神秘的 `???` 项目,随后不久,它在月内获得了全名。 - -此后,这个系统被叫做 pp(表现分的缩写),并将之前简单地统计玩家在上架谱面中获得的[总分](/wiki/Gameplay/Score)之和,更改为能准确反映玩家游戏技巧的算法。当时,这个新系统一经推出就广受玩家好评。 - -系统推出了几个月后,发布的 20120722-24 osu! 版本正式上线这个系统,取代了旧版的[上架谱面](/wiki/Beatmap/Category#ranked)分数系统。这个系统原定为每 30 分钟更新一次,同年 8 月时,系统升级为实时更新。 - -系统继续运行了大约一年多,直到 *osu!tp* 计分系统的创建者,[Tom94](https://osu.ppy.sh/users/1857058) 加入 osu! 团队并将设计更新到表现分数系统时,这个系统更名为 *ppv2*,并于 2014 年 1 月 27 日上线。为便于区分,旧版的系统叫做 [ppv1](/wiki/Performance_points/ppv1)。 - -2021 年 1 月 16 日,为了更加精准地确定谱面难度,并将更多的奖励分配给谱面中更困难的部分,ppv2 系统进行了一次比较大的修改。这次修改的大部分工作,是一些社区成员做的,例如 [Xexxar](https://osu.ppy.sh/users/2773526) 和 [StanR](https://osu.ppy.sh/users/7217455) 等。修改方案的细节参见[这个新闻帖](https://osu.ppy.sh/home/news/2021-01-14-performance-points-updates)。简而言之,更新的主要内容如下: - -- 根据谱面长度,引入比例因数,增加游玩时 AR 接近 11 的谱面的 pp 加成。 -- 减少开启 [No Fail](/wiki/Gameplay/Game_modifier/No_Fail) 模组时损失的 pp,并根据失误数量,引入比例因数来量化这一损失的 pp。 -- 减少开启 [Spun Out](/wiki/Gameplay/Game_modifier/Spun_Out) 模组时损失的 pp,并根据谱面转盘数量,引入比例因数来量化这一损失的 pp。 -- 减少因失误而损失的 pp,在含有大量物件的长谱面上损失更少。 -- 减少低[准确率](/wiki/Gameplay/Accuracy)时获取的 pp。 - -ppv2 目前仍在提供服务,当 ppv2 更新时,[表现分 (pp) 委员会](/wiki/People/Performance_Points_Committee)将会发布新帖子来告知更新信息。 - ## 计算 -玩家获得的表现分 (Performance points),与系统计算出的谱面难度正相关。谱面难度由各个[游戏模式](/wiki/Game_mode)独立的算法决定。 +玩家获得的表现分,与系统计算出的谱面难度正相关。谱面难度由各个[游戏模式](/wiki/Game_mode)独立的算法决定。 玩家所游玩的谱面难度决定了表现分上限。表现分计算主要分为 4 块:**[精准 (aim)](#精准-(aim))**、**[速度 (speed)](#速度-(speed))**、**[精确 (accuracy)](#精确-(accuracy))**、**[耐力 (strain)](#耐力-(strain))**。这 4 个值按照不同的权重组合在一起,得出谱面中不同[难度](/wiki/Beatmap/Difficulty)的星数,以及玩家在该谱面上获得的表现分。 @@ -79,15 +54,15 @@ ppv2 目前仍在提供服务,当 ppv2 更新时,[表现分 (pp) 委员会]( ## 常见问题 (FAQ) -### 在哪里能看到表现分 (pp) 排行榜? +### 在哪里能看到表现分排行榜? **你可以在[表现分排行榜界面](https://osu.ppy.sh/p/pp)看到所有玩家的排行榜。** 你也能在旧版网页内,点击 `ranking` 下拉菜单里的 `performance` 按钮看到排行榜。 -### 怎样提升自己的表现分 (pp) 和排名? +### 怎样提升自己的表现分和排名? -**你的表现分 (pp) 主要取决于你游玩谱面后获得的成绩。** +**你的表现分主要取决于你游玩谱面后获得的成绩。** 提升的最好方法是在较困难的谱面中获得好看的成绩,或者是游玩各种各样的谱面(多练)。 @@ -96,7 +71,7 @@ ppv2 目前仍在提供服务,当 ppv2 更新时,[表现分 (pp) 委员会]( - 多练,找出最适合自己的游玩风格。 - 尽量打出高连击、高准确率的成绩,而不是一味地刷 pp 图 (farming),或者只想着糊图。 - 提升你的准确率,即使是 1% 差别的成绩,表现分差距也可能是天壤之别。 -- 提升你的连击数。全连 (FC) 或者 [SS](/wiki/Gameplay/Grade) 的成绩能拿到大量表现分。 +- 提升你的连击数。[全连](/wiki/Gameplay/Full_combo)或者 [SS](/wiki/Gameplay/Grade) 的成绩能拿到大量表现分。 ### 为什么我不能获得一张谱面的所有表现分 (pp)? @@ -106,30 +81,64 @@ ppv2 目前仍在提供服务,当 ppv2 更新时,[表现分 (pp) 委员会]( ### 我能在已上架谱面中获得多少奖励表现分 (bonus pp)? -**你能获得的奖励表现分最多为 416.6667 pp。要获得几乎所有奖励表现分,你需要游玩 25397 张不同的已上架谱面。** +**你能在不同的已上架谱面内获取 1000 个成绩,同时最多获得 413.897 pp。** 你能通过以下公式计算你的奖励表现分。`N` 是你游玩的已上架谱面数量。 -`416.6667 * (1 - 0.9994 ^ N)` +`416.6667 * (1 - 0.9994 ^ min(N, 1000))` -要获得一半奖励表现分,需要大约 1155 个成绩。显然,越往后,需要的成绩数量越多。 +要获得一半奖励表现分,需要大约 137 个成绩。显然,奖励表现分在前期快速上升,在获得 1000 个成绩后达到最高。 -### 我玩简单的谱面无法增长表现分 (pp),都是因为权重系统吗? +### 我玩简单的谱面无法增长表现分,都是因为权重系统吗? **上述可得,旧成绩因为表现分排名靠后,它的权重也会逐渐降低到 1% 以下。由于你实力的进步,它们将几乎不算在你的总表现分内。** -然而此时,你已经能取得一些更牛逼的成绩。这些成绩的表现分将会超过旧成绩,并取代它。 - -### 为什么我得到新成绩后,表现分 (pp) 变少了? +然而此时,你已经能取得一些更厉害的成绩。这些成绩的表现分将会超过旧成绩,并取代它。 -**如果你的新成绩相比于旧成绩,有更高的连击,或者挂模组后,准确率一塌糊涂时,它就会顶掉你的旧成绩,从而影响你的总表现分(俗称倒刷)。** +### 为什么我得到新成绩后,表现分变少了? -单张谱面上,成绩的分数排名也仍然很重要。游戏只计算你这张谱面上最高分的成绩的表现分。这就造成了你偶尔会丢失表现分 (pp) 的情况。 +**即使现在已经不会出现诸如“你的新成绩相比于旧成绩,有更高的连击;或者添加模组后的准确率一塌糊涂时,你的旧成绩被覆盖掉(俗称倒刷)”这种情况,你偶尔也可能会因为表现分系统更新,而失去一部分原有的表现分。** ### 我认为有些模组的加成太多或太少? **这很可能是你的主观感觉。** -没有完美的表现分系统。不同谱面,开启不同模组时,获得的表现分也会不同。即使某些实际难度更低的谱面,开启模组后,它的星数也会与一些不开启模组的谱面相当。 +没有完美的表现分系统。不同谱面,开启不同模组时,获得的表现分也会不同。尽管某些谱面开启模组后的星数与一些不开启模组的谱面相同,相比之下实际体感难度却更加简单。 总的来说,目前的表现分系统受限于模型和历史限制,已经尽可能的公平了。 + +## 历史 + +表现分的雏形出现于 2012 年 4 月,当时它还是一个神秘的 `???` 项目,随后不久,它在月内获得了全名。 + +此后,这个系统被叫做 pp(英文表现分的缩写),并将之前简单地统计玩家在上架谱面中获得的[总分](/wiki/Gameplay/Score)之和,更改为能准确反映玩家游戏技巧的算法。当时,这个新系统一经推出就广受玩家好评。 + +系统推出了几个月后,发布的 20120722-24 osu! 版本正式上线这个系统,取代了旧版的[上架谱面](/wiki/Beatmap/Category#ranked)分数系统。这个系统原定为每 30 分钟更新一次,同年 8 月时,系统升级为实时更新。 + +系统继续运行了大约一年多,直到 *osu!tp* 计分系统的创建者,[Tom94](https://osu.ppy.sh/users/1857058) 加入 osu! 团队并将设计更新到表现分数系统时,这个系统更名为 *ppv2*,并于 2014 年 1 月 27 日上线。为便于区分,旧版的系统叫做 [ppv1](/wiki/Performance_points/ppv1)。在此以后,系统一直在维护,但没有重大的更新。 + +2021 年 1 月 16 日,为了更加精准地确定谱面难度,并将更多的奖励分配给谱面中更困难的部分,ppv2 系统进行了一次比较大的修改。这次修改的大部分工作,是由一些社区成员做的,例如 [Xexxar](https://osu.ppy.sh/users/2773526) 和 [StanR](https://osu.ppy.sh/users/7217455) 等。修改方案的细节参见[这条新闻贴](https://osu.ppy.sh/home/news/2021-01-14-performance-points-updates)。简而言之,更新的主要内容如下: + +- 根据谱面长度,引入比例因数,增加游玩时 AR 接近 11 的谱面的表现分加成。 +- 减少开启 [No Fail](/wiki/Gameplay/Game_modifier/No_Fail) 模组时损失的表现分,并根据失误数量,引入比例因数来量化这一损失的表现分。 +- 减少开启 [Spun Out](/wiki/Gameplay/Game_modifier/Spun_Out) 模组时损失的表现分,并根据谱面转盘数量,引入比例因数来量化这一损失的表现分。 +- 减少因失误而损失的表现分,在含有大量物件的长谱面上损失更少。 +- 减少低[准确率](/wiki/Gameplay/Accuracy)时获取的表现分。 + +2024 年 10 月 28 日,新更新已实装。修改方案的细节参见[这条新闻贴](https://osu.ppy.sh/home/news/2024-10-28-performance-points-star-rating-updates)。简而言之,更新的主要内容如下: + +- osu! + - 移除连击缩放因子 + - 提高复杂节奏带来的星级提升 + - 调整高速移动串图的精准难度计算 + - 滑条与精准度 pp 相关 +- osu!taiko + - 在耐力计算中考虑 TL-tapping(削弱高速同色) + - 在精度计算中调整 [Hidden](/wiki/Gameplay/Game_modifier/Hidden) 和 [Flashlight](/wiki/Gameplay/Game_modifier/Flashlight) 的奖励分 + - 调整精度缩放因子 +- osu!catch + - 减少开启 [No Fail](/wiki/Gameplay/Game_modifier/No_Fail) 模组时损失的表现分,并根据失误数量,引入比例因数来量化这一损失的表现分。 +- osu!mania + - 调整长键值缩放,来削弱高估的长键谱面 + +ppv2 目前仍在提供服务,当 ppv2 更新时,[表现分委员会](/wiki/People/Performance_Points_Committee)将会发布新帖子来告知更新信息。