Replies: 19 comments 57 replies
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For what it's worth, I'm also playing with the idea of just summing pp by using a 1/n sum. (consider this a ppv3 proposal)
This would make it so your top scores are defined by 100% While at first this might sound like it would create the same problem where your top plays influence your overall rank too much, the difference with this situation and original ppv2 scaling is that every additional score will always help you. In the old system, where your pp can never be greater than 20*your top play, players are incentivized to tunnel vision and shoot for the highest scores they can get on the maps that are worth the most pp. This new system would still require players to improve their best scores to rank up, but that wouldn't be the only way. Instead of only being rewarded when you're playing your absolute best, players would also be able to gain rank by setting good scores on maps they don't already have good scores on. Playing new or previously failed maps and would be encouraged, even if the score wouldn't make it onto your top plays list. Every good score set, even if it's someone's 250th best, is a small improvement to their history of performances, and would contribute to their rank. As someone who used to play back during ppv1, I can't help but be reminded of that system. Not only is the top pp of players around 7000 using this system (unless you scale it), but the emphasis on requiring players to set good scores on a variety of maps is something that I'm very fond of. Perhaps it's not an idea that would be accepted by most, but it is definitely something that would bring in a breath of fresh air to the game. I'm sure I'm not the only person who has grown tired of the toxic system that always demands you play at your best to feel gain any meaningful sense of progression. TL;DR: Old system:
New system:
NOTE: It's also probably worth expressing that there may be a better algorithm such as using 3/(n+3), ie. 3/3, 3/4, 3,5 etc. i just went with this since it more closely mirrored live, but perhaps a split method could be used where the first 100 scores are weighted using some slightly less harsh fraction such as above and then the rate of decrease could increase to the 1/n used in this example. That way pp could be noticably more weighted by your top 100 than what is outside your top 100. either way the core rests on using y/x type sum. |
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After some more investigation using the concepts laid out in the previous reply, I wanted to explain my final proposal which was decided on by results as well as elegance in the mathematical solution. I also want to clarify some of the statements I made which probably are miss leading and might be confusing. Q&A Over Some Misunderstandings
With that out of the way: The final proposal Final ProposalAfter playing with some of the algorithms laid out previously, I arrived in a dilemma of wanting to weight scores in the top 1-100 region more than using log(1/x), but not wanting to use something like log(5/(x+5)) due to it having too high of weighting on scores outside of the top 100 (NOTE: when I refer to log here, its because the sum of your scores divided by the index of your score is the same curve as a log function). These two graphs can be visible here: For these: x = number of scores worth p performance points, y = your total profile pp. Some constants were used to keep the graphs somewhat similar. The black curve is old pp, the red is the new concept. Tail matters too much: https://www.desmos.com/calculator/fyz4yjmtg2 1-100 scores don't matter enough: https://www.desmos.com/calculator/wsdq9nzgv5 Because of this, I tried to come up with a mathematical way to combine them, and the result can be seen here: The Proposed Solution: https://www.desmos.com/calculator/5nnbpx0fjp Here, we have the same idea: x is the number of scores worth p performance points, y is the total profile pp. Black is the original curve, and red is the new proposal. This curve has some great properties.
Some additional curves can be seen here: https://www.desmos.com/calculator/tzbtwcf9jt This graph shows some extra data, specifically, the amount of pp awarded for each play. The black curve is the old system and the purple is the new. This helps me visual some of the differences, so I thought I'd include it. PP ValuesWebsite is available here. It uses the dataset dump from sept 1st so it only factors in scores set before September 1st, and it only includes the top 10k. If you're not in this group, you can't see your PP right now (sorry). https://pp.huismetbenen.nl/rankings/players/xexxar_total_pp Closing Comments:I kind of rambled more than I needed to throughout all three of these posts. I was sort of spitballing from the get-go and probably should have just spend more time theory crafting before posting, but the post itself was the jump start that launched into all of this in the first place. I think it's in a good place now and I hope people who may have shut down the idea initially will be willing to give it a more critical look with this final version. In a world where Mrekk is getting to the point where setting a 1k pp play has almost no effect on his overall performance, I hope people will see this more as a way to move forward rather than pushing us back. Thanks for reading, Xexxar NOTE: due to some sql bug, the actual constant to be suggested is 120, not 145. |
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This and bonus pp as a whole is fundamentally flawed. The pp system is meant to be an objective metric that measures difficulty. Adding features for the sake of incentivizing players to play more undermines that goal and causes it to lose it's already somewhat shaky value in the community's eyes for being able to perform its purpose in the global rankings. This incentivization can also backfire, as players will realize that they don't need to improve to progress through the global rankings, they just need to be able to repeatedly perform at their current skill level, thereby abusing the system even more than it already has. You also bring up some points which are ill-guided at best: One of the few good points brought up in this discussion is that bonus pp in its current state is a flawed and useless system. However, this is not the way to go about reworking or replacing it. It should instead be abolished, as it undermines the goal of and years of work that went into making an objective metric for difficulty. |
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One property of the current method that could be nice to preserve is the linearity of overall pp. For instance, if I double the pp of all my scores, then it would be intuitive if my overall pp would also double. Just replacing the Testing choosing |
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The change here is certainly contentious as I think we've all found out. If the developers are interested in this direction, then I would recommend getting input from the pp committee for each respective gamemode: holding a discussion and a vote or something like that. I'm assuming that was going to be the plan anyways, but just putting it out there. My current thoughts are that after setting enough XXXpp plays, setting another play of the same value or below becomes effortless and unequivocably free. This doesn't seem to line up with representing skill nor player accomplishment. This sentiment has been echoed by multiple players to be clear in the pp dev discord, where the discussion has been... ongoing |
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I implemented a new curve based on feedback that weights the top plays we're a little too weak, and that tail end weights were a little too strong. You can find that version now on the website and the graph for this new version here: https://www.desmos.com/calculator/4qwnj8v4jk It should be labeled appropriately. Hope people think this looks better. Website is updated at https://pp.huismetbenen.nl/rankings/players/xexxar_total_pp |
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Total pp is a representation of how good you are at getting pp. While setting pp plays take skill, it is skill mostly only relevant to solo gameplay. Say the top 200 and the top 400 were to 1v1. The first is above, but the second could win just as well. I believe what Xexxar has in mind is for total pp to represent how skilled you are against other players, because if his changes come to be, users will be incentivized to play a lot more maps (and by extension, a greater variety of maps), therefore broadening their skillset. Someone that has two thousand 500 pp plays is probably way more versatile than someone with a hundred 500's and a couple 600's, and well rounded players are more likely to win in a match, assuming the usual tourney map pool, which grades many different skillsets. Thus it is a battle between "rankings should represent who is better at player vs player" vs "rankings should represent who can get the highest pp plays" Perhaps in the future we could have an elo system to measure pvp skill, but keep pp around as it is to measure who is better at breaking limits. |
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maybe name the pp gained from this method "consistency pp" or something like that? the name would communicate its purpose |
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I'm going to appeal again to devs as this will never be a decision that can be concluded without developer insight. All that needs to be answered is: what do performance points represent and what is the purpose of the pp system in osu? I know smoogi said they don't intend to comment and instead they will leave it up to us. If that's the case it'd probably just be best to close the discussion, as I cannot see anything beneficial coming from it. Arguing over definitions will get us nowhere. Fwiw: the wiki definition:
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Had a small discussion on the pp dev discord regarding this change and was asked to put my thoughts here. My apologies if some points were reiterated already. Right off the bat, I do not think that a sum of the player's performances that grows logarithmically is appropriate for total performance. More generally, any summation of a player's performances that grows to infinity is not appropriate. The primary reason is because if a player repeatedly sets scores that are worth at most If your definition of total performance is different, then the meaning behind total performance is now further detached from individual performances, despite total performance being directly made up of individual performances. Not a good direction forward. The existence of bonus pp has already detached the two to some extent, and an unbounded sum worsens it. One of the counterarguments I heard is that a geometric sum for the aim skill is a bad idea, so the geometric sum for individual performances is a bad idea. This is a false equivalence between the two. Let's say we have a map that is On the other hand, let's say the player's goal is to set It's kind of like if the player misses a note, and the game allows them to go back and try again until they can hit the note. The circumstances are clearly different. Therefore, a geometric sum of individual performances is much more appropriate here, and an unbounded sum is not. Summary of this countercounterargument. Additionally, when dealing with the shortcomings of this proposed system, I've heard the excuse "just play more maps" and that is a bad excuse. Shortcomings should be fixed with a better system. If players that have a few high-pp scores become underranked, it should be fixed, not chalked up to "just set more scores to really prove yourself." |
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To give my input, even if its not very high brain usage: I like the idea of deatching bonuspp from unique submits (which also virtually infinitly scales because of deminishing returns) and instead attach it to actually trying to set good scores. How i see it, it moves "bonus pp farm" (if that even is a thing) from spamming random low diffs for that extra 1-2pp depending on unique scores to playing at a constant higher level. I am aware nobody actually does this, but with enough tweaking this can be tuned to factually not affect anyone that plays semi-regularly. The only people getting fucked by this are people that have relatively low unique scores for their total pp (mainly "peak" pp farmers or banned/reset accounts). Anyone else gains the ability to have an incentive to actually play the game more and enjoy themselves, being able to play slightly lower maps and still have a small but visible chance to get pp when you play well. This rework in total would give less pp than any other difficulty or map related reworks usually do. I dont get why people are upset about this. Everyone except a small subset of people have everything to gain. |
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Helix has updated the website with two bugfixes:
Again you can see this at: https://pp.huismetbenen.nl/rankings/players/xexxar_total_pp |
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What the hell is this whole discussion... damn! So let's get this stupid argument 'bout hundred 600pp and 1237 500pp giving the same pp and think a little. Anyway. I want to click circles with maps that i enjoy the most. Also i like the term "Consistency Bonus" Where should i sign for this being added to game? |
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I like this change and this is actually could be breath of fresh air for some players. These changes are minor and won't affect many players, but it's a nice bonus for score and not PP farmers. I see only 1 downside of this - an even bigger difference between top nomod/hr and dt players. Even now we have 5x less (and even more FARM) nomod/hr 700+pp maps compare to dt and i think with this change it would be much easier for dt players to go for many scores. I understand this is not a problem of this specific change, but a problem of the established meta but still i see someone like mathi for example can easily go for another +100pp(total) by playing and someone like rupertion can't, because there are just 0 maps for him on this range. |
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Any updates on this? It seems that conversation has died. Would love to get more feedback if theres anyway this can be improved further. |
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Hate to just bump always but it's worth a shot since it's been over a month. Hopefully things aren't as busy. |
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I think this would be healthy for the game and I don't think it's nearly as controversial as people make it out to be. Of course initially the rankings might seem somewhat imbalanced, but very few people are going to have a profile that's optimized for a system that hasn't been implemented. I don't think PP committee should be the deciding factor in whether or not it's implemented, because it's more of a decision surrounding the future direction of the game and community. If the community agrees with this direction, but the initial rankings change is too steep, I don't see why you couldn't just implement it gradually over a longer time period (Calculate top 150 plays, then top 200 etc.) to allow for players to adjust to the new "meta". Allow ordinary, intermediate players to easily see what their and their friends' profiles would look like and I think you would get some valuable feedback. Perhaps something that would make it more easily understandable for players and make it easier for them to give feedback is a standard calculator, "In order to reach X rank, you would need to set Y plays worth Z PP." Then it's less of a theoretical for people and they have the hard numbers right in front of them. |
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Hello!
NOTE: IF YOU ARE SEEING THIS FOR THE FIRST TIME, UNLESS YOU LIKE READING, GO TO THE THIRD POST, AS IT CONTAINS THE LATEST INFORMATION ABOUT THIS SUGGESTION. THE FIRST TWO POSTS ARE BEING LEFT IN TACT FOR RECORD KEEPING AND TRANSPARENCY
Introduction:
A thread was posted on Reddit recently on the topic of bonus pp and whether or not it was time or change it or outright remove it. I have had ideas on this subject for a while and thought it was time to formally present the idea with documentation. The core purpose of bonus_pp is to incentivize new players to play more maps. Unfortunately, as evidenced by many of the comments on the thread: lots of people, especially new players, don't even know of it's existence. The value is exceedingly small for each score, and as a result: it serves little to no purpose and it's existence is nearly completely disregarded by the community.
But it doesn't have to be this way. At it's core, the idea of a system that incentivizes players to play more maps and different songs is one that keeps the health of the game alive. It is for this reason that I am proposing a change to the way pp is calculated in an effort to improve the game and the system as a whole.
Current System
The current system is quite simple, a users total pp is defined with the following formula:
While this system does have advantages, there are also a number of disadvantages that I want to highlight:
Proposed System
The core of my new solution revolves around combining the desire of incentivizing people to play new maps as well as work to set top scores. Performance points are a measure of what you have accomplished, so why would a player who has set a lot of good plays be outranked by someone who's set only a few marginally better plays. My solution attempts to address this is as follows:
Here is a desmos that illustrates the base concept with a slight re-balance, halving the default bonus ratio:
https://www.desmos.com/calculator/ghzb14pqqr
NOTE: this is just a test build and balancing can be worked out with assistance from community feedback and pp committee.
For those who really want to tinker, here is a way to play with balancing using a and b as constants: https://www.desmos.com/calculator/dqq51rhdxs
Conclusions
The advantages of this system are numerous:
Many people have expressed a dissatisfaction with the idea of a player being able to out rank another player just based on the fact that they have set more scores than the other. Obviously though, this has its limits. Even Momo, the number one score farmer, would only see to gain 1100 pp with this current implementation, subject to balancing. As such, this isn't really an issue, rather, it's the point. It takes skill and dedication to set scores on a variety of maps, and having a way to reward players who do play more in the game's competitive scene is of the same idea as to why bonus pp was added in the first place. This system de-emphasizes setting only top plays, and instead brings a great harmony between trying to set top plays as well as just setting good scores in the first place.
As far as implementation is concerned, all that is needed is that we add total PP as a database value that updates properly when scores are set, as well as the small additional calculation overhead for the logs in the equation. As it stands, it has very few draw backs to me and lots of benefit.
Thanks for reading,
Xexxar
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