[Dellirium] wrote:
But since spinner fruits are bananas maybe there is no need in this rule anymore?
The problem is about ryuuta placement in the end of spinner. Spinners have "patterns" and in the end of a spinner you can be leaded to the right side of the screen for example, if you have a fruit 1/4 in the left side of the screen you're going to miss it a lot of time, you'll pretty much have to learn it to don't miss it.
To explain better why this have nothing to do with bananas. It's like saying in standard : "Don't spin the end of your spinner cause you have to start moving now if you want to hit the next object".
We could add something like : "If your next fruit is at 1/4 in the exit point of the spinner it would be acceptable", but since each players read the spinners their own way it's very hard to say what's the exit point of each possible spinners (according the exit point isn't the last fruit of spinner but where the spinner's patterns leads your ryuuta in the end).
Deif wrote:
It's probably time to discuss and state the differences between the levels of difficulty, and the recommended difficulty settings for each.
My thought about ARs and jump difficulty (this is only my opinion so please discuss) :
Cup : AR6 with no big jumps, easy and rare hyperdashes allowed to introduce them to new players. (I think a Cup could be HR'd by most players so AR7 will be a bit fast)
Salad : AR7 or 8 with rare big jumps (not more than one or two), easy and some hyperdashes allowed.
Platter : AR8 or 9 with some big jumps in AR8 and rare big jumps in AR9, hyperdashes are pretty free but not allowed to chain them in different directions.
Rain : AR8 or 9 with big jumps in AR8 and some big jumps in AR9, hyperdashes are free until they respect rules/guidelines ofc.
Overdose : AR9 no limit until it respect rules/etc... Just keep in mind that ALL jumps and hyperdashes have to make sense in the song (this is obvious but some mappers seems to forget that).
Deluge : AR10. My opinion on AR10 mapping is to avoid all not sightreadable jumps but since there's no example of this kind of mapping it's really hard to say what could be allowed/banned from AR10 maping.
When I say easy hyperdashes I'm talking about the timeline and the spacing. A 1/4 hyperdash isn't considered as easy due to instability of ryuuta. If in your map settings the hyperdash is triggered at x2.00 h-spacing the hyperdash is considered as easy if you put it at max x2.10 , imo.
When I say big jump I'm talking about spacing : If your hyperdash is triggered at x2.00 h-spacing placing it at min x1.80 makes it huge, again imo.If you have two or more difficulties in the mapset for example Platter and Rain you can't do Platter AR9 and Rain AR8. Only AR8 AR8 / AR9 AR9 / AR8 AR9 would be allowed.
I still think an AR9 cup is possible but this would make the rule very hard to build. <- This is a different approach of the diff spread wich consist of learning to play certain AR instead of certain patterns.