05-12-2011, 07:36 PM | #3681 | |
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Re: Ingame Song Information
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Also, it's almost impossible to make a formula for pattern difficulties but I still want to consider technical factors as a measure of difficulties (subjectivity etc but still). |
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05-12-2011, 07:40 PM | #3682 |
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Re: Ingame Song Information
Is it possible to incorporate both ideas into one? I see pros and cons in the two ideas mentioned.
EDIT: If possible, can someone update the difficulties of the files with ?? in the 1-100 scale? I'm trying to figure out something using these values along with the ideas mentioned in this thread. Thanks! Last edited by iironiic; 05-12-2011 at 08:17 PM.. |
05-12-2011, 08:32 PM | #3683 | |
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Re: Ingame Song Information
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Completely irrelevant to my approach. Players who haven't played both of the files don't get counted. That's where it differs substantially from the "count AAAs/SDGs/FCs" idea - you're not comparing statistics, but individual scores.
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05-12-2011, 08:36 PM | #3684 |
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Re: Ingame Song Information
The only problem with that is when n is small. For something like Token Whore, nearly everyone who unlocks it will AAA. When someone doesn't AAA it, the difficulty might jump from 1 to 7 or something.
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05-12-2011, 09:18 PM | #3685 |
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Re: Ingame Song Information
No there're many problems other than that.
- It's still not easy to determine actual difficulty criteria, if you want to this completely objectively. - If we can't get enough players, we need to get some trustworthy and active players with various skill level as control. They always need to do their best on their scores (if scores aren't serious, this method is quite useless). - Basically we can't determine initial difficulties with that method. Last edited by jimerax; 05-12-2011 at 09:29 PM.. |
05-12-2011, 09:39 PM | #3686 | |||
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Re: Ingame Song Information
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I would actually say that you cannot usefully place borderline files just by subjectively guessing how hard people will find the patterns. You have to actually have people play them.
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05-13-2011, 10:21 AM | #3687 | |
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Re: Ingame Song Information
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1. pick all people (or some people) who have positive scores on both A and B? 2. compare average PA? Also, how do you deal with non-pass, non-FC, mash-FC scores (100 boo cutoff ?)? |
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05-13-2011, 01:58 PM | #3688 | |
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Re: Ingame Song Information
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- choose all players who have played file A and file B; - throw out players who haven't passed both files, or who have at least 100 boos on one (mashing is not representative of real difficulty); - for each remaining player, give one point to the file they have a better raw score on, in terms of points missing from the AAA (or do nothing if the two raw scores are equally close); - the file with more points is easier.
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05-13-2011, 02:11 PM | #3689 |
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Re: Ingame Song Information
emulord brings up a good point with Token Whore. Under qqwref's system, wouldn't TW be rated at a 1 since everyone who has unlocked it clearly has the potential to AAA, even though it's obviously harder than all the other 1s?
EDIT: lol there really needs to be a scorewipe on token songs for people who haven't earned the token (excluding vrofl of course because that was public for a day).
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Last edited by rushyrulz; 05-13-2011 at 02:15 PM.. |
05-13-2011, 02:15 PM | #3690 | |
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Re: Ingame Song Information
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Also, how are you going to consider raw scores that are something like 4-1-1-0, when that score is obviously not going to be recorded on the high score tables? Where will you find scores like that? Lastly, hypothetically speaking, if everyone were to improve overall, by what you are saying, will that lower the difficulty of a given file? EDIT: I also don't like the idea of determining the difficulty by the mechanics of the file. It brings to the same problem that people have different skills and weaknesses. Plus, what constitutes a file that's considered an 8 vs. a 9? I think the best way to determine the difficulty is to have a fixed file which marks the bounderies between two different difficulties, and relatively compare which one seems harder or not. However there are a few problems to consider with this approach. Again, we need to consider differences with skills and weaknesses, but I think this could be remedied if we have more input from the community claiming which file is harder. Another problem is, which files should be the "fixed file?" That is something we need to figure out, but it seems that we have a general idea on this already. EDIT2: I also see advantages in both approaches, so if necessary, we can consider both ideas and integrate them into one. Last edited by iironiic; 05-13-2011 at 02:26 PM.. |
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05-13-2011, 02:32 PM | #3691 | ||||
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Re: Ingame Song Information
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I agree. There are definitely some considerations to picking these files, though; they have to be popular and old (so we get lots of data) and they shouldn't be too biased towards one specific type of skill. So, we wouldn't want something like Starlight for the lowest-VC cutoff, because doing well on that song is entirely contingent on being able to do the jacks.
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05-13-2011, 02:35 PM | #3692 |
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Re: Ingame Song Information
I think we need to move far away from this objective formula.
I don't think the current system of subjective rating is bad at all. The only thing I think it needs is some sort of panel of "experts" (not necessarily all the best players, but rather players of varying skill levels who play the game enough to give consistent feedback). Having 1 or 2 people rate the files, while relatively effective, I think is kinda giving the cold shoulder to the community. For example, Club is an 87 for me and a 75 for others. If I and someone else who sucks at jacking rate it, is would cause an outrage. Tldr; Same system, just with more judges.
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05-13-2011, 02:39 PM | #3693 |
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Re: Ingame Song Information
How is 101 Kittens a 9 and Mute City a 10?
Something is wrong with this system lol
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05-13-2011, 02:44 PM | #3694 |
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Re: Ingame Song Information
This is why I don't like our current system. We are basing two different difficulty scales on two different files, and are now getting absurb ratings like this. That's why I think it's best to fix a file emphasizing a variety of patterns (like what qqwref is saying) to determine whether something is a 9 or a 10. Without looking at the songs list, I am willing to bet that Mute City Remix was an older file than 101 Kittens.
EDIT: 101 Kittens was released on 02-24-08; Mute City Remix was released on 08-24-07. Clearly, we see that between these two dates, people have been improving to the point that something that used to be a 10 should now be a 9. We still observe this today. Last edited by iironiic; 05-13-2011 at 02:47 PM.. |
05-13-2011, 02:50 PM | #3695 |
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Re: Ingame Song Information
Not only are the patterns similar, but in 101 Kittens the 24ths are faster(?) and trickier(!), the jump sections are more difficult, and the song is longer.
IMO, 101K needs to be moved up, not Mute City moved down. The whole difficulty of n migrating into n+1 territory thing never should have happened. Back before I got oni I kept saying that I was never going to get it because the difficulties of songs kept getting bumped up and 11s were becoming harder and harder.
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Last edited by rushyrulz; 05-13-2011 at 02:52 PM.. |
05-13-2011, 05:34 PM | #3696 |
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Re: Ingame Song Information
criticisms without showing suggestion for improvement (like "this system is wrong lol") won't help anything.
obviously we aren't comparing difficulties of all 1000+ songs there might be flaw on this system. so this thread exists for reporting suspicious ones. 101 kitttens is long/hard to PA, yet doesn't require speed/stamina. 10 worthy overall, though. |
05-13-2011, 06:12 PM | #3697 | |
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Re: Ingame Song Information
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process 3 - which parameters do you use for the calculation (total score or just good/ave)? I think calculation like this is technically possible, we need to do this for either "all players (statistically, requires large # of n)" or "selected players (can be biased but consistent)". |
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05-13-2011, 06:47 PM | #3698 |
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Re: Ingame Song Information
JX actually raises a valid point for process 3. Goods and avs impact raw and total score the same as percentage of points scored for getting a perfect (good is 50%, av is 10%). This is before combo is factored in, of course. However, while 11 boos = 0.8 goods in total score, 5 boos = 1 good in raw score.
Still, I like this idea, but to reduce server load and to exclude fluke runs, perhaps the sample should be all players who have played both songs at least 10 times each. Not good enough to give feedback on process 2, though. |
05-13-2011, 07:19 PM | #3699 | |||
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Re: Ingame Song Information
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If the players get better, make harder songs that still fit into the set difficulty system, don't call an obvoius 10 a 9 (Yes Gene Gadget Zone, I'm looking at you) with the idea that you're making the game harder because in fact, the difficulty placement of some songs are just wrong (and I know this is still a w.i.p. and everyone's trying their hardest, especially jx). Or just let the players get better without tampering with the difficulty system. What's happening is that new songs are being introduced at a lower difficulty than they should be and they become the new high standard for that difficulty. After that, more difficult songs get added to that difficulty and they become the standard. After repeating this process a few times, n+1 is the new n which just discourages players who are trying to get better and anyone who uses the difficulty system as a reference. --------------------THAT BEING SAID------------------ I didn't really post much of a suggestion to the solution of the problem because I forgot to mention that I support qqwref's idea assuming all the problems and exceptions can be worked out. He seems fairly confident and educated on the topic and I think he believes that his system can be successful. +1 qq. EDIT: Quote:
Also, Mute City is listed as a 9 in the OP lol.
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05-13-2011, 08:02 PM | #3700 | ||
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Re: Ingame Song Information
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Don't forget, this method is not for microdifficulties (1-99 scale), it's designed for the integer 1-13 scale. It won't give an exact value for how tough a chart is, but it will group files into the 13 difficulty bins in a consistent, objective, and useful way. Quote:
As for 101 kittens: I could definitely see this as VC, in terms of PA and AAA difficulty. It doesn't require a huge amount of physical stamina, but it definitely requires a lot of mental stamina to do well on because of the length and trickiness, compared to other 9s.
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