so what? o_o
http://osu.ppy.sh/s/95563Laurier wrote:
mapping(E N H I )/modding of 6 min is easy.
Right now the discussion is explicitly about Marathon... also like it or not, Approval and Marathon under current rules for it are pretty much the same. As mentioned that is for a different topic though.Loli Cjj wrote:
http://osu.ppy.sh/s/95563Laurier wrote:
mapping(E N H I )/modding of 6 min is easy.
Anyway
Are we talking about marathon length requirement or approval?
If both are same then this thing is getting hopeless time by time.
As what I believe is Approval =/= Marathon
That's why unranked maps are the best, well they always were but now it is more noticeable.HanzeR wrote:
If you want to see how badly the current approval rules are hurting mapping in osu, just take a look at the top maps from the best of 2012 voting
https://osu.ppy.sh/wiki/History_of_osu!/Best_of_2012
Half (5/10) of the maps in the top 10 of 2012 were approval sets, yet none would have been ranked under the current approval rules. Even going in to 2014 they remain some of the most memorable and influential maps in osu! history.
Other fun fact: In 2013 there were more beatmaps submitted to the BSS than the previous 5 years of osu! combined, yet in 2012 there were about twice as many osu!standard maps ranked under the approved category than there were in 2013.
I always wanted to do that with my first map.Soaprman wrote:
Ah, the glory days when lowering the tick rate to fall from approval into ranked was common enough that a mention was actually written into the ranking criteria not to do it.
For applying this, these Hards should be Singletappable with a regular mouse; otherwise, a Normal diff must be provided. Because the most of us aim entertainment and fun, not (necessarily) challenge and lustful proudness on human strength.neonat wrote:
A Hard or above difficult mapset for songs above 4mins? Making a difficulty so simple for long songs might not be too entertaining, but if there are a few difficulties, starting from Hard, I think it might be better.
we can simply made guidelines/rules against that.Garven wrote:
it led to bad design decisions because of the score requirements to avoid making a hybrid approval/rank set.
what o_oAlarido wrote:
For applying this, these Hards should be Singletappable with a regular mouse; otherwise, a Normal diff must be provided.
We're using draining time here, right?lolcubes wrote:
To be honest, we could just make a compromise.
For example:
Below 4 minutes, you need a full set (includes Easy though).
Between 4 and 5 minutes, Easy is not required, but a normal is.
Above 5 minutes only Hard and Insane are required (or a Hard and another difficulty which goes either way), because playing normals for 5 minutes is not challenging for almost anyone. It gets tedious (same with Easy for 4+ mins).
Above 6 minutes, we leave it as it is.
This way we still go towards somewhere and it's not too sudden.
Ah, I remember that! That was when I was just a newbie. I was also there for the hilarious day of 1.18x Flashlight.Kodora wrote:
http://osu.ppy.sh/forum/t/4936
Just leaving it here. Actual reason why approval category exist.
Fully agree as a minimum required for Ranking since people ask me for map the Hard GD for +5 min songs (:lolcubes wrote:
To be honest, we could just make a compromise.
For example:
Below 4 minutes, you need a full set (includes Easy though).
Between 4 and 5 minutes, Easy is not required, but a normal is.
Above 5 minutes only Hard and Insane are required (or a Hard and another difficulty which goes either way), because playing normals for 5 minutes is not challenging for almost anyone. It gets tedious (same with Easy for 4+ mins).
Above 6 minutes, we leave it as it is.
This way we still go towards somewhere and it's not too sudden.
I agree on this too, as we'll be able to see better spreads in <4 min song, so yeah.Blue Dragon wrote:
We're using draining time here, right?lolcubes wrote:
To be honest, we could just make a compromise.
For example:
Below 4 minutes, you need a full set (includes Easy though).
Between 4 and 5 minutes, Easy is not required, but a normal is.
Above 5 minutes only Hard and Insane are required (or a Hard and another difficulty which goes either way), because playing normals for 5 minutes is not challenging for almost anyone. It gets tedious (same with Easy for 4+ mins).
Above 6 minutes, we leave it as it is.
This way we still go towards somewhere and it's not too sudden.
In that case, I agree completely with this.
It's not currently. But my version of the rule would change that. The reason is people actually map easier normals as much as possible which creates a gap between a normal and a hard which is hard to close in. I'd call it "cheesing the difficulty" just to make the mapset rankable.Tidek wrote:
I thought that easy isnt necessary when normal has around 3,0 star difficulty, lol.
I'm completely okay with this actuallylolcubes wrote:
To be honest, we could just make a compromise.
For example:
Below 4 minutes, you need a full set (includes Easy though).
Between 4 and 5 minutes, Easy is not required, but a normal is.
Above 5 minutes only Hard and Insane are required (or a Hard and another difficulty which goes either way), because playing normals for 5 minutes is not challenging for almost anyone. It gets tedious (same with Easy for 4+ mins).
Above 6 minutes, we leave it as it is.
This way we still go towards somewhere and it's not too sudden.
I agree totally ♡Mr Color wrote:
Good idea. We need to make sure the Hard is sensibly easier than the other difficulty, though.
AKA not have a big jump every 2 notes throughout the entire fucking map for no fucking reason.Mr Color wrote:
Good idea. We need to make sure the Hard is sensibly easier than the other difficulty, though.
What about using tp stars to determine difficulty? t/164057&start=0 They have much more range and seem more accurate than eyupStars.RatedNC17 wrote:
so have we come to an agreement here? also i think that a hard should actually be a hard and not just to be another insane with a different name...
Maybe I'll provide a proper spread for this song. I'll be very glad of doing it ♡Garven wrote:
How are we going to determine the level of "Hard" that would be acceptable though? I've seen some pretty huge variances in the level of Hard difficulties, and if this is a pass to the whole giving more players an opportunity to enjoy the song, should we leave it at an actual Hard level to the point of if there's a batshit-Insane level map here, there will need to be 3 maps, a Hard, Insane, then the batshit-Insane?
An example of what I mean as far as what would be acceptable under this compromise here:
https://osu.ppy.sh/s/28705
neonat, I love you too ♡ (without dismissing jlfj coz he is my main ♥)neonat wrote:
Something like this one? https://osu.ppy.sh/s/13223
Disagreed. The difficulty just has to be considerably easier than your insane diff and play like a Hard normally would. I am pretty sure that if you see AR from 6 to 8 (and OD) and the map not being too dense on the timeline you could consider it a hard. You don't need silly math to do that for you. It would also make things more simple. Since you already have BATs checking the mapsets before they are ranked (or just unranking the qualified mapsets) I think it's pretty safe to leave it that way.Full Tablet wrote:
What about using tp stars to determine difficulty? http://osu.ppy.sh/forum/t/164057&start=0 They have much more range and seem more accurate than eyupStars.RatedNC17 wrote:
so have we come to an agreement here? also i think that a hard should actually be a hard and not just to be another insane with a different name...
Something like this, for example (numbers can be fine-tuned):
- 0.0-1.2 Stars: Easy
- 1.0-1.8 Stars: Normal
- 1.6-2.3 Stars: Hard
- 2.1-3.6 Stars: Insane
- 3.4-4.0 Stars: Extra
- 3.8 or more: Extra+
That's really situational. To avoid drama, I'd rather have a proper hard and then an insane (can be batshit insane, I mean just look at towa yori ;D ) than create more issues within this issue we're trying to solve or find a compromise for. In most cases if the diff fits the song, all is well. If it's a bunch of crazy overmap, then the diff is bad and should get changed to reflect the song more instead.Garven wrote:
How are we going to determine the level of "Hard" that would be acceptable though? I've seen some pretty huge variances in the level of Hard difficulties, and if this is a pass to the whole giving more players an opportunity to enjoy the song, should we leave it at an actual Hard level to the point of if there's a batshit-Insane level map here, there will need to be 3 maps, a Hard, Insane, then the batshit-Insane?
An example of what I mean as far as what would be acceptable under this compromise here:
https://osu.ppy.sh/s/28705