The point is that it doesn't. This is why we don't have a system in place like this already, and that's why I made a post about it. I talked about it a bit with Tom94, who does the PP calculations and he says he's pretty much thought about everything I wrote about, as they are really obvious. The reason I made the post is to work with the community on what is GENERALLY hard, and what kinds of things should be implemented to find and represent how hard those things are. If we worried about the subjectivity of it, the game would be pointless, because some people are good at jumps, some are good at streams, both are rewarded, if we were worried about it only accounting for what everyone was good or bad at, then neither of those would be. That's why the point is to look at what types of different things are found difficult in general so that we can build systems to account for them. Nothing like that will be perfect first time around, and that shouldn't be the concern. The concern is building a system that can detect these difficulties and represent them in a statistical way, everything else is tuning.
Currently, the problems as I understand them are
A) Detection, while in theory it's easy, Tom said he didn't want to have detection take 20 parameters, and I figure that applies to the calculations and stuff as well.
and B) Implementation, the code needs to be written for detection and the algorithm for scaling things with this new information also need to be figured out. This means we need to work out what that would look like in a way that is transferrable to code, in as few variables as possible so that we don't have things everywhere. If we figure out how to make it work, then it can be at least looked into, as is, there are no realistic implementations.
This all takes a lot of time and data and again, that's why it's being posted here, not already implemented into the game.
I don't work with the code, or any of the people who are affiliated with Osu!, so I can't say anything concrete on the matter, and I don't have any hard information or code, and that means I can't directly write out anything, and neither can anyone in the community, however, together we can build pseudo-code or dummy functions to handle the issues at hand, or at least give ideas on what will be needed and what to do with it. That's why I provided the angularity example. Tom94 works on the pp code basically alone from what he told me, and that means if we want this sort of thing basically anytime, we need to work on it as a community thing, because with him having a life and keeping up in the game, he doesn't have that kind of time. Thus, it's much more effective to work together as a community to get the groundwork of a system like that, and hand it off to the devs to implement and tune.
If you still think that's a bad idea, that's fine, but this is how things have been handled in other games many times, where the community has brought major features to the game through modding (proof of concept) or direct suggestions.
As for note density: I think it should be worked into other systems like a system to detect streams (for variability) so that streams don't look like a huge note density to the game, because in reality, they're very easy to read.
Currently, the problems as I understand them are
A) Detection, while in theory it's easy, Tom said he didn't want to have detection take 20 parameters, and I figure that applies to the calculations and stuff as well.
and B) Implementation, the code needs to be written for detection and the algorithm for scaling things with this new information also need to be figured out. This means we need to work out what that would look like in a way that is transferrable to code, in as few variables as possible so that we don't have things everywhere. If we figure out how to make it work, then it can be at least looked into, as is, there are no realistic implementations.
This all takes a lot of time and data and again, that's why it's being posted here, not already implemented into the game.
I don't work with the code, or any of the people who are affiliated with Osu!, so I can't say anything concrete on the matter, and I don't have any hard information or code, and that means I can't directly write out anything, and neither can anyone in the community, however, together we can build pseudo-code or dummy functions to handle the issues at hand, or at least give ideas on what will be needed and what to do with it. That's why I provided the angularity example. Tom94 works on the pp code basically alone from what he told me, and that means if we want this sort of thing basically anytime, we need to work on it as a community thing, because with him having a life and keeping up in the game, he doesn't have that kind of time. Thus, it's much more effective to work together as a community to get the groundwork of a system like that, and hand it off to the devs to implement and tune.
If you still think that's a bad idea, that's fine, but this is how things have been handled in other games many times, where the community has brought major features to the game through modding (proof of concept) or direct suggestions.
As for note density: I think it should be worked into other systems like a system to detect streams (for variability) so that streams don't look like a huge note density to the game, because in reality, they're very easy to read.