It still seems like too much of a single-dimension approach in my opinion. There's many instances of maps with insanely lower density, which won't build up the strain values, that are much harder than high density because of how awkward the correlations between the patterns are with each other. In many cases maps show to be more of a confusing layout to play rather than a physical challenge.
I actually believe the physical side to difficulty to be a little less relevant since in most cases when a player reaches the reading skill required to play high speed maps that would require good stamina, he would of also have indirectly trained the physical abilities to do so.
I don't believe it's possible to algorithmically solve for a strain or difficulty value of patterns when even pro players encounter pattern that to their disbelief is much harder than they thought it'd be. Especially when, no offense, yourself and a big chunk and or your help and feedback (including myself) are players not experienced enough to accurately depict the exact dimensions of what makes a map more difficult than others. It also doesn't help that concept itself is a mostly abstract one either.
A good example of this is how the very same map can become much harder or much easier just by switching the lanes around, aka using random. I'm not joking when I say that some instances of random can have ridiculous effects on a song's difficulty. Yet both maps will the same per-lane strains, the same density, the same length and the same speed.
I actually believe the physical side to difficulty to be a little less relevant since in most cases when a player reaches the reading skill required to play high speed maps that would require good stamina, he would of also have indirectly trained the physical abilities to do so.
I don't believe it's possible to algorithmically solve for a strain or difficulty value of patterns when even pro players encounter pattern that to their disbelief is much harder than they thought it'd be. Especially when, no offense, yourself and a big chunk and or your help and feedback (including myself) are players not experienced enough to accurately depict the exact dimensions of what makes a map more difficult than others. It also doesn't help that concept itself is a mostly abstract one either.
A good example of this is how the very same map can become much harder or much easier just by switching the lanes around, aka using random. I'm not joking when I say that some instances of random can have ridiculous effects on a song's difficulty. Yet both maps will the same per-lane strains, the same density, the same length and the same speed.