It's still possible to take the average of the opinions of multiple people.October Scream wrote:
This is like what you said to me about opinions. For some people, they find jackhammers incredibly easy, but stairs hard, vice versa.Tom94 wrote:
Of course nothing stops you or anyone from providing a list of easy and hard patterns.

And yeah, a ranking system is inherently based on opinions. There will always be someone who completely disagrees with it, and that's completely valid.
What exactly do you mean by that. What did you want to avoid? I've always wanted equal treatment of maps in regards to the difficulty constraints.October Scream wrote:
Weren't we trying to avoid something like that before? Pretty soon, some people will start saying that what you're using is broken as well.Tom94 wrote:
Everything is done automatically, which ensures, that every map gets the exact same treatment.
It'd be impossible for me to manage the team itself, due to having only limited time and lack of knowledge about the gamemode.October Scream wrote:
^ Get it started sooner and it will work easily. There should be multiple rules for applying though, like being above rank #200, skill in modding, have made a map, and/or are a BAT member. Even some low rank people could help by testing out easy maps and such. How a process could work is first, the map should be qualified. Once that happens, about 7 users should play each diff (not all having to be the same players each diff) with no mods, a vision mod, or hard rock (No key mods, random, or easy mods), and should get a C or greater. They would use a forum to fill out that would judge by a scale of 1-25 or any other number on things such as patterns, note frequency, chords, freezes, etc. They'd submit their opinion to Tom94 (Since he's running it mostly ATM) and then a simple math equation could be done to find an average of everyone's submitted fourm.Drace wrote:
Also a difficulty rating team won't be hard to run and manage at all. The only thing is it might be slightly challenging to get it started. It'd just be an extra step between bubble and rank, it will more accurate than any algorith, and a number of members will make it not biased. There's also no reason for this to take months haha
But it would be great, if you guys could set something like this up. As long as the difficulty lists are incomplete it can be used as reference for the algorithm and if you actually manage to provide reliable and complete (all ranked maps, including converts for the beginning; _all_ uploaded maps in the end for the star rating) difficulty values that make a great ranking system, then I'm sure you can convince us to use it. That'd be an incredible feat, though.
There definitely needs to be something done with DT, and removing the pp bonus of it is one possibility that's not unlikely to happen. I completely agree, that the current situation where DT and nomod share the same leaderboard and even the same score range is bad if DT is taken into consideration for pp.xxbidiao wrote:
I believe other people like Drace said what I just want to said below.Tom94 wrote:
There won't be any rating team, due to the immense amount of time that'd be required to manage it, sorry. Give the algorithm chances, write which maps you think are rated wrong as some others already did.
I already have ideas on how to circumvent those high-density patterns from being weighted too much.
I'm not saying the algorithm is "wrong". It's always "correct" and reflect one kind of difficulty - based on a certain norm.
Actually, we everyone have a norm. For example, when I say thatI implied thatxxbidiao wrote:
Imperishable night 2006 is underrated. Its later half is crazy.You should get what I mean - It's nonsense at all to the community, because other people may find it easy or even harder - in one word, have different thoughts. And it's all about the norm we set up during our years of rhythm gaming experience.xxbidiao's thought wrote:
Imperishable night 2006 is underrated. Its later half is crazy. That's why I can't get good score on this song amongst other song of same "difficulty".
For instance, I started rhythm gaming on Taiko no Tatsujin and DJMAX / DDR, which is all note-biased. Without good experience on slider-style song, I'm good on IIDX style songs, but poor at O2-style songs.
However, Fate_Yakumo, another player who is of O2Jam expert, find these slider songs easy - He can S a song of O2Jam style that I can't pass. When coming to IIDX songs, instead of one-side winning, we are just at the same level, something 70% vs 30%.
You guess what? I always overrate slider-biased song, and he always overrate note-biased ones.
This example reflect 2 common norm in 7/8K: IIDX norm and O2Jam norm. There are also many more, and every key amount have multiple norms. Sadly they are not enough compact with each other. And whether you admit it or not, you are setting up your own norm.
Just like what you have said,You implied that "I'll degrade these players who is good at high-density pattern playing" (To some extent moving away from IIDX norm to O2Jam norm).Tom94 wrote:
I already have ideas on how to circumvent those high-density patterns from being weighted too much
So this is why I keep saying that "This difficulty number does nothing with actual difficulty at all" and "We should try to admit there are weighted songs".
Considering the diversity of mania players, however you modify your algorithm, there are always some people winning, and some people losing.
My suggestion is, however hard it is, and however offence you made, a certain norm should be set up. Whether you choose BMS norm (note biased, density and jackhammers counts ) or O2Jam norm (slider biased, coordination counts) or even DDR norm (hand speed counts) or a mixture of them, Don't hesitate to say that "I mean to hurt you" because what norm you choose you hurt some people who have ability that the norm doesn't emphasize on. What's more, the process of letting players finding their weighted song is fun, isn't it?
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For the DT stuff, I actually have more to say.
Why do people come here to protest about DT score problem?
Actually it's not about scoring at all (People can play DT on the first run).
DT getting higher weight neglects the design of the osu!mania system.
You may have noticed that osu!mania has the most strict judgment with MAX even on OD0 (Actually OD0 and OD10 has no difference on timing of MAX). This is intended because most people agree that osu!mania should be different to other modes by having judgment emphasized, not combo. (o!m once calculate score just like o!standard and current scoring system is later decided.) The philosophy inside is that 1 more MAX is good.
However having DT heavier weighted, though completely reasonable, is going against this. People may achieve a just-so-so S score to win more PP then a SS with 90% MAX ratio. This put osu!mania far away from it's emphasize on judgment, to the extent that people just DTing every song regardless of judgment, and people no longer care about MAX ratio. This is surely what people don't want to see. (Feature requests on DT bonus score has been rejected multiple times both by faculty and players)
So unless ppy somewhat change the mechanism to make DT version of the beatmap a whole new one and have its separate scoreboard, I suggest no bonus for DT for now.
Regarding what you said about norms: What speaks against rating multiple norms? Like "aim" and "speed" in standard. Sure, in the end someone will always be degraded, but it can't hurt to find a combination of norms that makes most people happy.

Long way to go, till the algorithm is refined enough for that, though. I wish I had more time at my disposal to work on it more, I apologize for the slow changes. :/