Alright. Let's talk about difficulty. The first thing I would like to note is that bullets would generally land on the player at the same time a hitcircle would be clicked, and each hitcircle would equal one bullet to dodge. This is pretty good until we get into streams, where it would become TOO hard to read patterns while constantly moving every 16th note. If we can translate streams (but not short 3-5 note long streams) into another kind of bullet or pattern that gives a similar feel to it without being too difficult, we will be in good shape. Any suggestions are welcome on how we can do that are welcome, because I'm a bit stumped. I guess we could make it so it's just a steady stream of bullets that follows you with it changing direction every quarter or eighth note. Ideas are welcome.
I don't see how it would be dead-easy in harder translations. We bring up the approach rate and the more complex rhythms and bullet patterns that come with hard and insane maps will scale the difficulty themselves. Normal and Easy Difficulties will be easy, sure. We just limit some certain bullets from easy and we introduce them in normals if they get out of hand.
I don't see how it would be dead-easy in harder translations. We bring up the approach rate and the more complex rhythms and bullet patterns that come with hard and insane maps will scale the difficulty themselves. Normal and Easy Difficulties will be easy, sure. We just limit some certain bullets from easy and we introduce them in normals if they get out of hand.