1. That's not a big concern of the ranking system. The default mode of a particular map is to be weighted the most. If the amount of hitobjects (and also type, holds and normals that is) stays the same, then they might even be able to get equal treatment.xxbidiao wrote:
1. 4K or 7K, which one is harder? (How do you weight 4k/7k?)
2. Maps which is full of hits or maps which is full of holds, which one is harder? (How do you weight holds?)
3. Stairs or random hits, which is harder?
4. What is the definition of "Hard", anyway?
2. I plan on using per-hand strain values with per-finger strainvalues on top of those. Anyone not familiar with the concept of strain values can check out how tp does it for standard currently. While holds are active other button presses with the same hand give more strain, fingers directly next to the hold even more.
3. I'd say random hits are harder to read while stairs are harder to execute due to the used fingers often being near to each other. But since I'm not a very good mania player that's probably not a very valid opinion.
4. Subjective as fuck, but there is always a way to satisfy most people. If it comes to which maps are the hardest you all pretty much agree, don't you? An algorithm simply needs to find the same maps in about the same order.
These plans don't involve any patterns (yet).
I'm aware, that what I'm proposing might not work out very well (or at all), but as soon as I have something done I'll present you with results. You can then proceed to tell me how good / bad the whole thing is.