- Why did my rating change when I didn't play?
- A map's weight and every place in its field come from each player's best. When somebody new clears it, sets a record or the field grows, the map is rescored for everyone holding a score on it, every 10 minutes.
- Does a slow run hurt me? Does grinding help?
- Neither. Only your best time on each map is scored, and the field is one best per player, so submitting more runs moves nothing. A slow clear can only add a map you hadn't scored yet.
- I'm the only one who has run a map. What do I get?
- A real score, not a jackpot. With one best on the map the field is 20% known, so your performance sits 80% on the baseline of 0.55; as more people clear it and you stay ahead, the same time is worth more.
- Why is my hardest clear worth so much more?
- The label is only the starting point. Long courses, courses where even the best runs carry falls, courses that need many jumps, courses with a wide spread of times and courses few attempts ever clear all weigh more. A solid time on an Insane course can outscore a record on an Easy one.
- What do falls, go-backs and restarts do?
- A quarter of the falls a good run takes on that map is free. Beyond that every slip costs more than the last (4% × (slips ÷ √segments)^1.3), deliberate go-backs to a checkpoint escalate faster (3% × go-backs^1.3: three cost about 12%, six about 31%), restarts cost 1% each, all down to a floor of 60%. A run with none of the three pays +3%. A cleaner run later replaces it.
- What are Perfect Jumps?
- The fewest jumps anyone needed on a fast run of the map. Taking more costs up to 10% of the score in proportion; matching the count pays +3%.
- What is Form?
- One number for how you play, multiplied onto your whole rating and never further than 5% from 1. Flawless clears, breadth across the ranked catalogue and jump efficiency raise it; a habit of quitting runs mid-way lowers it. Failing an attempt is not quitting, and running more never moves it on its own.
- What is a set pace?
- A prior for a map few people have run. A setter plays it 5 or more times in pace mode; those runs stay off the boards and give the map an expected record, a synthetic field and the falls and jumps a good run takes, worth up to 4 virtual players. Until real players fill the field, your best is measured against that pace instead of a flat baseline. The map page shows the pace when one is set.
- Do kits or mods count?
- Kits marked "assisted" never reach a board. Flat mods such as No Falls or Exact Jumps pay 40% of their multiplier, capped at ×1.2; random debuffs that fired on schedule take half their bonus off the rating clock instead. Everything together never pays more than ×1.2 of the map's weight.
- Where do I start?
- Unrated. There is no starting number: your first ranked clear scores one map, and that score, weighted in full, is your rating. Every further map adds to it.
Constants shown are the plugin's configured defaults (skyline-core config.yml, ranked section). The tier bands sit at roughly 8%, 25%, 50% and 75% of what holding every record on the 25 heaviest maps is worth; the names are placeholders until game design confirms them.