Well I see now, but I don't think that the problem is that hard to solve. I mean, now Tom's talking about making some sort of algorithm for calculating pattern difficulty, but balancing repeat sliders is too hard?
I haven't done any tests, but I can't imagine them being too OP when I think a slightly closer path would look something more like this..
But really the issue isn't fast repeat sliders or the rare high velocity sliders with weird patterns, it's shorter jumpy sliders at higher BPMs where the sliders add way more difficulty to aim and especially reading compared to circles. So I don't care about how the the algorithm calculates the movement within the slider, which isn't a big factor in gameplay, it can stay the same. What I care about is how early the algorithm releases the slider and moves to the next object. This is an example of what I'm thinking of:
Currently slider patterns like the one above give barely any difficulty increase according to the algorithm than circles would. As an example I did a test- I deleted everything except the starting section of Scarlet Rose and replaced all sliders with circles. The star difficulty went from 4.13 to 4.14... wtf!?
So with the change like the once above it wouldn't affect repeat sliders, it would just keep to the slider's path slightly longer. While a small increase, this would greatly amplify the speed of the jumps between high BPM fast slider patterns like the one above to properly reflect the difficulty.
I haven't done any tests, but I can't imagine them being too OP when I think a slightly closer path would look something more like this..
But really the issue isn't fast repeat sliders or the rare high velocity sliders with weird patterns, it's shorter jumpy sliders at higher BPMs where the sliders add way more difficulty to aim and especially reading compared to circles. So I don't care about how the the algorithm calculates the movement within the slider, which isn't a big factor in gameplay, it can stay the same. What I care about is how early the algorithm releases the slider and moves to the next object. This is an example of what I'm thinking of:
Currently slider patterns like the one above give barely any difficulty increase according to the algorithm than circles would. As an example I did a test- I deleted everything except the starting section of Scarlet Rose and replaced all sliders with circles. The star difficulty went from 4.13 to 4.14... wtf!?
So with the change like the once above it wouldn't affect repeat sliders, it would just keep to the slider's path slightly longer. While a small increase, this would greatly amplify the speed of the jumps between high BPM fast slider patterns like the one above to properly reflect the difficulty.