I'm rather neutral to this but have to agree with Nashmun when considering the facts we have. Our gamemode is well established with its specific maps and could work even without the converted maps. Moreover would it be pretty hard to state what converted map is hard or easy. The times when Taiko was only a mod for farming points is over, so should be probably the pp for converted maps, I think. We can keep it for fun, but have it for ranking is rather questionable... again, we have specific maps and even sets now. Kantan/Futsuu can take over the job of the converted osu-taiko maps.
Currently the ranking is better than before I would say. It seems that taiko specific difficulties give a higher amount of pp than converted osu-taiko maps, which is good. In most cases specific diffs are harder anyway. - It is obvious that we have people who would deserv higher ranks in the ranking, but these people mostly play offline maps and have only here and there some awesome ranks which can't conver the amount of ranks of a player who played mostly all taiko maps in this community.
That's the reason why I would say that current rank from kanopu #1, Gezo #6, Nashmun #8 or me #16 is -somewhat- right, since probably all of us played all these years mostly specific taiko difficulties, not converted. I can't tell about the others for sure, but in my case it would apply in this way.
The slower the song, the less pp you gain.
The faster the song, the more pp you gain.
Hidden
The slower the song, the more pp you gain because, you have to remember more notes for some periode of time.
The faster the song, the less pp you gain because, you have to remember less notes for some periode of time.
HardRock
The slower the song, the less pp you gain because, density becomes higher and notes are less clustered. Easier readable.
The faster the song, the more pp you gain because, the density becomes really high and hard to read.
Flashlight
Should be disabled or give no points. Too often there was a problem with this mod.
Most people do not play it and it has been often abused (HD+FL+HR). That's my opinion.
Of course, we have to take care of OD and SV here.
Generally the difficulty of Taiko maps is determined by following factors:
I see, Loctav and Luna posted something already, so lets give this a read first? Maybe they covered already what I wanted to say.
Also I have something else to add here which could help in some way. I'm not sure how you want to make the new pp system for taiko, but I always thought that it is important to know what difficulty patterns have, and how their diff. rise when putting them together to a stream or something else. As gezo said, Lunatic made a programm which contains these factors and more. Maybe you wanna give it a read (t/177867), but for now have these links which contain my ideas from the past (Rokodo was so nice to write it down):
http://puu.sh/4e0d9.png (graph)
http://puu.sh/4e0hg.png (graph)
http://puu.sh/4dZLK.png (Star System pic)
http://puu.sh/4eB03.pdf (Star System explanation)
@EBAWER123: HD is mostly equal to HR. It only depends of the map's BPM which makes one of the mods harder/easier. You can say that HR makes OD harder, but for that you gain more points for spinners.
*moved topic to Announcements
Currently the ranking is better than before I would say. It seems that taiko specific difficulties give a higher amount of pp than converted osu-taiko maps, which is good. In most cases specific diffs are harder anyway. - It is obvious that we have people who would deserv higher ranks in the ranking, but these people mostly play offline maps and have only here and there some awesome ranks which can't conver the amount of ranks of a player who played mostly all taiko maps in this community.
That's the reason why I would say that current rank from kanopu #1, Gezo #6, Nashmun #8 or me #16 is -somewhat- right, since probably all of us played all these years mostly specific taiko difficulties, not converted. I can't tell about the others for sure, but in my case it would apply in this way.
Mods
DoubletimeThe slower the song, the less pp you gain.
The faster the song, the more pp you gain.
Hidden
The slower the song, the more pp you gain because, you have to remember more notes for some periode of time.
The faster the song, the less pp you gain because, you have to remember less notes for some periode of time.
HardRock
The slower the song, the less pp you gain because, density becomes higher and notes are less clustered. Easier readable.
The faster the song, the more pp you gain because, the density becomes really high and hard to read.
Flashlight
Should be disabled or give no points. Too often there was a problem with this mod.
Most people do not play it and it has been often abused (HD+FL+HR). That's my opinion.
Of course, we have to take care of OD and SV here.
Patterns
Generally the difficulty of Taiko maps is determined by following factors:
- Note density
- Pattern complexity
- SV
+ the standart factors of course - BPM
- OD / HP
I see, Loctav and Luna posted something already, so lets give this a read first? Maybe they covered already what I wanted to say.
Also I have something else to add here which could help in some way. I'm not sure how you want to make the new pp system for taiko, but I always thought that it is important to know what difficulty patterns have, and how their diff. rise when putting them together to a stream or something else. As gezo said, Lunatic made a programm which contains these factors and more. Maybe you wanna give it a read (t/177867), but for now have these links which contain my ideas from the past (Rokodo was so nice to write it down):
http://puu.sh/4e0d9.png (graph)
http://puu.sh/4e0hg.png (graph)
http://puu.sh/4dZLK.png (Star System pic)
http://puu.sh/4eB03.pdf (Star System explanation)
@EBAWER123: HD is mostly equal to HR. It only depends of the map's BPM which makes one of the mods harder/easier. You can say that HR makes OD harder, but for that you gain more points for spinners.
*moved topic to Announcements