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[Proposal] Spread requirements based on song length

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Kibbleru
Forgive me if this has been discussed before;

Wouldn't this give people a loophole to create 1 diff maps without it being above 5 min? So think of this case;

4:40 song (proposal here states that the minimum diff must be an insane)
Couldn't you just make a single insane diff and rank that?

What about having a single hard diff? or single easy diff? lol
wouldn't that kind of encourage this kind of low effort shit?

Or... is the 2 diff rule still in place after this?


edit: ok we discussed this on discord




For non-osu! game modes in hybrid mapsets that feature osu! difficulties, the lowest difficulty cannot be harder than a Hard


I propose we do something more along the lines of


For non-osu! game modes in hybrid mapsets that feature osu! difficulties, the lowest difficulty must at least be one difficulty higher than the osu!std requirements


so if lowest diff is Normal on std, the minigames can be Hard
if its Hard on std, minigames can be Insane
etc.

I think this would provide more clarity since instead of being a category specific (only to songs below 3:30) it would simply apply across everything

in general it is better to avoid any category specific rules as it just causes confusion. that's like the equivalent of hard coding values to make something work
timemon
I find it a bit weird that this proposal at first was aimed to help longer maps that are not quite marathon length, but it ends up helping TV size and shorter maps as well. Some people were against this proposal at the start claiming it would limit how much the newbie audience could play.

I think shorter maps only requiring 1 difficulty minimum won't help them much because they are limited to Normal only. And people seem to enjoy playing Insane/Extra difficulties, so those mappers are forced to make the same spread as they are currently doing right now.

That said as a player/mapper, I would react very poorly to a 30 second ring tone sized ranked map that only has one difficulty. Such little amount of effort shouldn't be qualified or promoted to the ranked section.
Qnio
Just my humble opinion:
I don't think this change will encourage laziness and that there won't be a sudden influx of normal-only sets, because I believe that when someone decides to map a song, they do it because they like it. Maybe I'm just being sentimental or something, but I don't think many people would be willing to impoverish/underrepresent music they enjoy. There would, of course, be those who exploit the rules UC proposed, and I don't think much can be done to avoid it, but, as has already been mentioned several times in this thread, we've got people who map EZNM sets even now. The only difference is that there would be no EZ.

Plus, I honestly don't feel like there are that many songs over 4:15, and even less over 4:30 (at least in the genres I enjoy), so there won't be that many insane-only sets either. Not to mention that in many cases insane is not the top diff.

Honestly, I can't see this proposal as anything but helpful, especially for newbie mappers like myself, who not only need to put more time and effort into their maps than experienced mappers, but also often struggle with finding people willing to GD exactly because of their visible inexperience. And this is even more true in case of longer songs.

There, the token newbie post for you.
Ascendance

timemon wrote:

I find it a bit weird that this proposal at first was aimed to help longer maps that are not quite marathon length, but it ends up helping TV size and shorter maps as well. Some people were against this proposal at the start claiming it would limit how much the newbie audience could play.

I think shorter maps only requiring 1 difficulty minimum won't help them much because they are limited to Normal only. And people seem to enjoy playing Insane/Extra difficulties, so those mappers are forced to make the same spread as they are currently doing right now.

That said as a player/mapper, I would react very poorly to a 30 second ring tone sized ranked map that only has one difficulty. Such little amount of effort shouldn't be qualified or promoted to the ranked section.
Pretty much this. The thread has very much deviated from what I (and probably other people) were originally here to support. The one-diff thing doesn't really tickle my peaches
Kibbleru

timemon wrote:

I find it a bit weird that this proposal at first was aimed to help longer maps that are not quite marathon length, but it ends up helping TV size and shorter maps as well. Some people were against this proposal at the start claiming it would limit how much the newbie audience could play.

I think shorter maps only requiring 1 difficulty minimum won't help them much because they are limited to Normal only. And people seem to enjoy playing Insane/Extra difficulties, so those mappers are forced to make the same spread as they are currently doing right now.

That said as a player/mapper, I would react very poorly to a 30 second ring tone sized ranked map that only has one difficulty. Such little amount of effort shouldn't be qualified or promoted to the ranked section.


So really the point here is; if the mapper intends to be stupid, they can do it already (just make EE spread or EN, NN, etc)

so removing that limitation would only be beneficial as it makes it better for really low bpm ambient stuff where cases you can really only map a normal as the max diff it would remove the requirement of having to map an EN
Izzywing
yeah, what kibb said. A lot of the abuse cases y'all describe can already happen.
AncuL
Hey, i want to bring up again what i said earlier

AncuL wrote:

  1. if the drain time is <4:00 your set's lowest diff must be normal or lower
  2. if the drain time is 4:00-5:00 your set's lowest diff must be hard or lower
  3. >5:00 can be anything

I'm thinking more like this. since H is way more accessible than N. IX only is just too small imo. Since we are having problems with 4:30 maps, we don't need to do anything with anything below 4:00


The goal of the spread rule restructure is to reduce the amount of people doing extensions to reach 5 minute mark. and because of that, there's no need to touch anything not nearing that borderline, which in this case are 3:59 and below maps
-Mo-
I would still rather 3:30/4:30/5:00. Similar reasons to what I posted about boosting normal to 4:00 before. https://osu.ppy.sh/community/forums/posts/6655799

Edit: I still stand by doing 4:00/4:30/5:00 but I guess I'm in the minority here.
CXu
fwiw I'm more of a 5:30 or 6:00 kind of guy for the 1 diff limit. With a more gradual cut off the 1 diff requirement doesn't really need to be at 5 min, since mapping 9-10 min total isn't really that much more than 7-8min, in comparison to what it used to be, with the potential difference being something like 20 min vs 5 min of required mapping.

I've always felt like 6 minutes fit better for marathon length.There are enough 5 min songs that the length doesn't feel long/special enough to be called a marathon, compared to the time when the marathon length limit was like 6 or 8 minutes or whatever and you only occasionally got a marathon ranked. Maybe that's just me though, and increasing the cut off might not be well received since it's kind of taking away something mappers have had, but since we're discussing cut-offs anyway and most seem to end at 5 min for marathon I figured I'd just throw that out there.
ZiRoX
Before tackling the removal of the 2-diff count rule

Kibbleru wrote:

For non-osu! game modes in hybrid mapsets that feature osu! difficulties, the lowest difficulty cannot be harder than a Hard
I propose we do something more along the lines of
For non-osu! game modes in hybrid mapsets that feature osu! difficulties, the lowest difficulty must at least be one difficulty higher than the osu!std requirements
I think it is really clear that converts, specially for mania and taiko, aren't good enough so that a standard H converts to a proper H in other modes. So having a ENH standard spread + an I taiko is something you won't find much agreement on, IMO. Even for catch, that was considered to have decent converts, we've been recently moving towards converted diffs being less valuable. A few years ago standard spreads + a catch X was rankable. A while back it was changed so you required at least an I catch difficulty. And just a couple months ago we made it so the lowest diff you can need in a hybrid mapset with standard difficulties is a H. This proposed change is a step back.

=======

Now, onto the 2-diff count rule.

UndeadCapulet wrote:

"single diff mapsets wouldnt feel like mapsets"
people are already well accustomed to single diff mapsets because marathon sets get ranked like every day, there will be no difference. its not like the average really think "mapset = a set of maps" anyway, they just play diffs they find, no reason to bar this from passing because of a weird pseudo-technicality
A single player will usually play a single diff from a mapset. But when you take a larger group of players, the same thing doesn't apply.

UndeadCapulet wrote:

"i could make just a 1 minute normal and rank it"
yeah and you can make a 1 minute EN set right now and rank that, there's basically 0 difference in effort or value. 2diff requirement doesn't keep people from making stupid sets, and it doesn't even discourage it. changing this to a single diff requirement will not encourage it any further because people don't really like to make stupid sets anyway, or else we'd see a lot more of them rn
This is assuming a couple things that are just wrong. First, you're calling EN spreads inherently effortless and stupid. From my experience in catch, not many people know how to make a really good N diff from the start (actually, N are the diff my mods are usually the longest). Is that diff effortless? I don't think so. Seconly, requiring only 1 diff won't stop those that want to pull "stupid" EE or EN in their attempt to be the next memelord. Those types of "meme" spreads won't be affected at all, yet it is one of the reasonings most of you have used in favor of removing the 2-diff count rule.

I do understand that there are some songs that are so calm/slow that you can't make a significant difference between two diffs and that those are affected by the 2-diff count rule. However, that's a really niche case and, as such, removing the rule as a whole is not necessary. I proposed a thing a while back that got swiftly ignored, and which was a pretty decent middleground, which I'll state again at the end of the post.

UndeadCapulet wrote:

"2 diffs promotes variety/appeals to more players"
except EE/NN/HH/II are all rankable and do not promote either of those things. in fact of all the listed sets the ones we have ranked right now are EE and NN....
As I said a couple paragraphs above, removing the 2-diff rule won't prevent EE/NN/HH/II from happening.

I also read that those who want to map more diffs, for whatever reason (they like the song, they want to cater to a larger playerbase, etc.) can do so. That will happen whether the 2-diff rule is there or not. So, basically, the removal of the 2-diff rule just caters to two groups of people: those mapping songs that are so slow/calm that making 2 noticeably different difficulties is hard or imposible, and those that are lazy. Personally I don't think we should cater to the second group. As for the first group, there is a simple solution:

MOVING THE 2-DIFF RULE TO GUIDELINES
MOVING THE 2-DIFF RULE TO GUIDELINES
MOVING THE 2-DIFF RULE TO GUIDELINES
MOVING THE 2-DIFF RULE TO GUIDELINES
MOVING THE 2-DIFF RULE TO GUIDELINES

If you can judge whether a EE or EN spread is stupid, as you so called them in your post, you're equally capable of judging whether a song really doesn't allow for a 2nd diff.
tatatat
I agree. Requiring at least 2 diffs is perfectly reasonable, thats what sets apart a marathon from a reasonable spread.
Mun
I don't see what the case is for exploitation of removal of the 2-diff rule is.

If you do not want to see stupid single-diff R3 music box ringtone size sets in ranked, then the solution isn't to outlaw them - it's to encourage the BNs and QATs who actually have the privilege and right to decide whether they get to ranked or not to stop the low-effort content that adds nothing from getting into the ranked section.

We shouldn't be disallowing content we don't like, that's exactly the wrong mentality to have. This is why I somewhat agree with ZiRoX on this one - move it to guidelines - although I disagree that it should only be allowed in clearly defined niche cases.

I'm more concerned that requiring 2 diffs encourages behavior like putting no effort into a secondary diff. Not requiring diffs that are generally unnecessary and don't fill any specific purpose means less work for mappers, less detritus in the ranked section, less work for BNs checking the maps, and quite likely more good content, and a greater variety of good content. Time that is not spent, but wasted on mapping or trying to find a GD for a second difficulty required for no good reason by RC could be better spent making more maps, modding other people's maps, or even just looking for BNs to check and nominate their single diff set.
ZiRoX
That's precisely why I'm suggesting that the rule is moved to guidelines instead. For those songs that it is really hard to make a difference between 2 diffs, which is a really edge and niche case, you're still allowed to rank 1-diff mapsets provided you can actually justify that. Allowing 1-diff sets for this sole reason is going completely overboard.
Ascendance
completely agree with zirox

btw, this spread idea has gone from the diff requirements at different lengths being adjusted, which i supported, to removing the two-diff rule and changing things with hybrids, which i really can't support at all. we're taking a step back with the additional proposals being made in my opinion, when we could easily be passing the changes to the length for lowest difficulties like it was originally intended.
Xinnoh
Regarding why we use minimum drain time, why not just replace it with minimum length
There's been plenty of cases where it would be preferable to have a break in a low intensity section, but having one prevents reaching the minimum drain. In some cases, it even feels overdone to map sounds for that section, but there's no way around it.

Imo all diffs should be allowed to use breaks since the player's total play time is unaffected,
Something like that would let marathons that are 5:01 give players recovery, 5 minutes without breaks is not fun for anyone and is just bad game design.

edit
ok so just have at least 80% of time must be mapped, problem solved?
tatatat
I don't agree Sinnoh. That could be abused to have less than 10 seconds of actual draintime, like a 1 minute map with 50 seconds of breaks. That'd be horrible. A minimum of 30 seconds of drain time is perfectly reasonable. Also there isn't much use for a break in a 30 second map. Its over very quickly. Also how could you reasonably measure length? From the start of the audio file to the end of it? From the first object to the end of the audio file? From the first sound to the last sound? What if at least 20% of the outro isn't mapped? What if the mapper decides to have 40% of the song be an unmapped intro to beef up the length? It seems abusable.


About the 2 diff rule, I still think it should stay. Even with simple r3 music box songs, its always possible to make at least two different diffs if the mapper actually tries. Its also not an issue in any other gamemode besides osu!std. There can be full 3-4 diff spreads out of a r3 music box song in taiko/ctb/mania. If the mapper actually tries to represent different rhythms in a song, they can easily make at least 2 diffs. One of you gave an example of a two diff r3 music box spread with only a 1 object difference between the two diffs. Thats just a bad spread because of the mapper.
Mun
oh come on tatatat stop saying the same thing over and over again and not even acknowledging anything that's been said to the contrary

"that could be abused," is not a usable argument, nor is "a mapper can make multiple diffs if they try!" and the reasons why this is have been explained for you several times.
Okoratu
for what it's worth i can see this work while requiring 2 diffs minimum because a spread doesnt work as a spread if there isnt anything to spread out

to the contrary i forgot updating the gist for the first post with the changes pertaining to what's been said so i'll do that sometime

REEE done


I think 'Reasonable Spread' shouldn't skip any levels from the difficulty you start at btw
because doing the optional easy if your normal is optional and then doing no normal is ????????????????????????????????
Topic Starter
UndeadCapulet
https://gist.github.com/Okorin/190bc363 ... 919eb8e1cf we made some further updates

tl;dr drain time scales linearly now as requested by a bunch of people. other than that we just further clarified some things
Mun
In response to oko:

I was afraid of this coming up. If it is required that a spread be "reasonable" (not clearly defined) and linear even in sections where the spread is not required at all, then we run the risk of depriving the game of content, because in this case it is possible that a mapset would be completely acceptable and rankable without a low diff, but then have spread problems when that low diff is added.

Now, I'm sure you are already fully aware of my relationship with reasonable spreads, but I genuinely think it would be counterproductive to strictly enforce spread rules on low difficulties that are not required at all in the context of the mapset.


On another note, I am also concerned at the challenge of, "what constitutes an acceptable bottom diff?" As it stands, many Normal difficulties are viewed as unacceptable as the lowest difficulty on a set not because of their star rating, but because of density and difficulty elements present in the map.

My main concern is that when we have challenging Hard or Insane difficulties, will these be at risk of being blocked from the ranked section due to the challenge they provide? As a side-effect of this, won't we just see people making sets that go one diff lower than the minimum required in order to have an acceptable lower diff, defeating the purpose of this amendment altogether?
LwL

Mun wrote:

My main concern is that when we have challenging Hard or Insane difficulties, will these be at risk of being blocked from the ranked section due to the challenge they provide? As a side-effect of this, won't we just see people making sets that go one diff lower than the minimum required in order to have an acceptable lower diff, defeating the purpose of this amendment altogether?


I don't think the majority of Hards will have a problem with this, and if they violate

proposal wrote:

Single-mode mapsets must form a reasonable spread. This spread must comply with its respective mode's difficulty-specific Ranking Criteria.
then I think it's entirely reasonable to require a normal or more appropriately mapped Hard. Star Rating is so broken that it should really not be used as the sole judge of whether something constitutes a reasonable spread, the difficulty-specific criteria exist for a reason and if there's concern about elements found in Hards that are not appropriate for players at that level, imo it would belong there rather than having anything to do with this proposal. Basically, if it's mapped like a Hard according to RC, it should count as a Hard, if it's mapped like an Insane, make another diff.
Okoratu

Mun wrote:

In response to oko:

I was afraid of this coming up. If it is required that a spread be "reasonable" (not clearly defined) and linear even in sections where the spread is not required at all, then we run the risk of depriving the game of content, because in this case it is possible that a mapset would be completely acceptable and rankable without a low diff, but then have spread problems when that low diff is added.

but we added a definition, did you read that lol it's pretty clear atm i just suggest it should be different from what it is atm

Mun wrote:

Now, I'm sure you are already fully aware of my relationship with reasonable spreads, but I genuinely think it would be counterproductive to strictly enforce spread rules on low difficulties that are not required at all in the context of the mapset.

most of these diffs we're talking about are going to be cases where someone includes the optional easy or normal, at that level people haven't really figured out why and what is going on for their own sake im suggesting this to avoid confusion among the players downloading a set

Mun wrote:

On another note, I am also concerned at the challenge of, "what constitutes an acceptable bottom diff?" As it stands, many Normal difficulties are viewed as unacceptable as the lowest difficulty on a set not because of their star rating, but because of density and difficulty elements present in the map.

My main concern is that when we have challenging Hard or Insane difficulties, will these be at risk of being blocked from the ranked section due to the challenge they provide? As a side-effect of this, won't we just see people making sets that go one diff lower than the minimum required in order to have an acceptable lower diff, defeating the purpose of this amendment altogether?


That was on my agenda for all the modes already - we will need to define what and if we need additional guidelines the same way we have them for normals as the lowest difficulty right now because i think these work.

@LwL there's a definition of the term reasonable spread in the glossary which probably explains whatever you were suggesting already
LwL

Okoratu wrote:

Mun wrote:

On another note, I am also concerned at the challenge of, "what constitutes an acceptable bottom diff?" As it stands, many Normal difficulties are viewed as unacceptable as the lowest difficulty on a set not because of their star rating, but because of density and difficulty elements present in the map.

My main concern is that when we have challenging Hard or Insane difficulties, will these be at risk of being blocked from the ranked section due to the challenge they provide? As a side-effect of this, won't we just see people making sets that go one diff lower than the minimum required in order to have an acceptable lower diff, defeating the purpose of this amendment altogether?


That was on my agenda for all the modes already - we will need to define what and if we need additional guidelines the same way we have them for normals as the lowest difficulty right now because i think these work.

@LwL there's a definition of the term reasonable spread in the glossary which probably explains whatever you were suggesting already


The idea was the same as what you said, though I never believed that it should be particularly needed. What I was trying to argue was that a Hard diff following the current difficulty guidelines should be able to fulfill the purpose of being the lowest difficulty if the spread can end at a hard, it shouldn't be different from how it is now. If you had an N-H-I spread currently, and the Hard would be way out there in terms of playability, that brings up the same issue as having H-I-X after this proposal with a challenging Hard, as the spread doesn't work as intended for a spread. For that reason any issues arising in this regard would not be exclusive to this proposal, but rather still be an issue with the current RC, and therefore should be discussed seperately.

I did forget about the current rule regarding bottom diff Normals though, but if I understood it correctly Muns concern was that the existence of such a rule (or a common perception that the principle should be followed) would lead to a significant amount of sets ultimately mapping a Normal or a very easy hard to avoid any problems, and then end up with the same number of difficulties as now. I think it's a valid concern, but for above stated reason it should be enough for this to maybe clarify that a bottom diff Hard or Insane has to strictly follow the difficulty guidelines (basically turning the Guideline part into additional rules, while staying relative to song speed of course), without a need to follow anything further than that as that would partially defeat the point of the change.
Okoratu
Nah it just means we need to define how easy we expect a hard to be rather than taking sets down for it so that we're all on the same page
pishifat
If the drain time of a song is lower than 3:30, the lowest difficulty of each included game mode cannot be harder than a Normal.


Difficulties lower than Insane can use their play time as a metric instead of drain time, but their drain time must be equal to at least 80% of their play time.


so if you've got a set with only a hard, minimum drain required is 2:48 for 3:30 songs? from a talk with oko, the play time thing was added so additional lower diffs dont need to force non-stop gameplay to meet minimum drain requirements, but having it apply to lowest diff hards like this seems to make it more lenient htan intended (and plain weird because fully mapped songs between 2:48 and 3:30 arent rankable).

may make more sense to apply the play time thing to diffs below the highest
Topic Starter
UndeadCapulet
i like that idea a lot
SparkNights
I think low diffs can be mapped by computer AI rather than by mapper. Since low diffs are rigid and people always want computer to do those rigid things. You can map high diff first and have it hitsounded, then computer can map low diff with modelling high diff's hitsound after.
defiance
haven't checked this in a while but i completely support this and i have no complaints :) i literally already mapped a 4:30 set for these new additions
SparkNights
I would increase the workload of mapping TV-size maps rather than only reduce 4+min maps.
Kurokami
Stupidity and laziness level intensifies

UndeadCapulet wrote:

  1. if the drain time is 4:15 - 5min your set's lowest diff must be insane or lower


While I do agree with the question at hand I do not get why there is no need for a middleground (Hard) level above 4:15. You are technically closing out a huge number of players with this step since no one will ever map a Hard if a standalone Insane is enough. We are talking about 30-50k people whose will be able to play these maps while the rest has to skip them because of the unreachable difficulty level.

I would lower the requirement to Hard. That is a far more acceptable difficulty level and can actually reach over 100k people which is double the size of the current number.
Monstrata

Kurokami wrote:

Stupidity and laziness level intensifies

UndeadCapulet wrote:

  1. if the drain time is 4:15 - 5min your set's lowest diff must be insane or lower
While I do agree with the question at hand I do not get why there is no need for a middle ground (Hard) level above 4:15. You are technically closing out a huge number of players with this step since no one will ever map a Hard if a standalone Insane is enough. We are talking about 30-50k people whose will be able to play these maps while the rest has to skip them because of the unreachable difficulty level.

I would lower the requirement to Hard. That is a far more acceptable difficulty level and can actually reach over 100k people which is double the size of the current number.
A lot of things wrong with this comment. //Stupidity and laziness level intensifies// (I am merely quoting an ex-QAT).

1. Hard level is also worked into the proposal, being specifically for songs 3:30 and above. The proposal is effectively scaling time-length with difficulty.

2. Hard is not a middle ground, it would be the lower limit.

3. A "huge number of players" is just rhetorical nonsense... Where did you get your numbers from?

4. As someone who is over 50k, I can assure you that I can very easily play "Insane" level maps.

5. I can assure you that many 250-300k players can play Insanes. Where am I getting my statistics? From places like: https://osu.ppy.sh/p/pp/?c=GB&m=0&s=3&o=1&f=0&page=150 . A simple review of random players' top scores show the majority of them are Insane maps. Even random 300k+'s https://osu.ppy.sh/p/pp/?c=GB&m=0&s=3&o=1&f=0&page=200 ...
Krfawy

Okoratu wrote:

we need to define how easy we expect a hard to be rather than taking sets down for it so that we're all on the same page
Oh, I know! No idea how to word it but as an example: the Hard difficulty to be the lowest one in the set should be as easy as Oko's Normal (that actually is and works as an Advanced/a Hard): https://osu.ppy.sh/beatmapsets/450762#osu/1629268

BUT it mustn't be as hard as Reiji's Hard here: https://osu.ppy.sh/beatmapsets/666566#osu/1418862

I mean, the hard-to-read stacks not being allowed, high density and high spacings forbidden, not too many triples/streams in a row, something like that would be defined in such a kind of hard and it wouldn't hurt to add a guideline saying "you might want to keep it as simplistic in some terms as Normals" or should I say when you make a Normal it is suggested we should follow guidelines from a difficulty below the Normal, then why not using something similar for a Hard?

EDIT: In this case I REALLY think star rating would be helpful here. If a Hard has an Insane icon, you know for sure it is NOT easy enough.
VINXIS
kurokami 6 digits are faming Tons of low end 4 stars
Wutever
i had my first 5* FC when i was 45k.....a year ago. and thats late to have that. most people i see get their first 5* FC well before 50k. some asspull it while still 6 digit now
Meia

Wutever wrote:

i had my first 5* FC when i was 45k.....a year ago. and thats late to have that. most people i see get their first 5* FC well before 50k. some asspull it while still 6 digit now


Yeah lol I fc'd shiori with some luck when I was still 110k or something
LwL
Yeah I had a 4.83* fc as my top play when I was 30k. That was over three years ago with less than 2k pp total. Most highish 6 digits will be able to play mid-4* nowadays, quite a few players between 100k and 200k are in 5*+ multi lobbies even.

Aside from that, I definitely agree with Krfawy that SR for the lowest end difficulty should be within whatever the icon for that difficulty is.

Regarding more specific guidelines, I still don't think too much is needed. Others would need to weigh in on this but imo all the spacing stuff would be covered by the SR limit usually, so what might be needed to add would be reading and stamina related things. Therefore, just taking guidelines that currently apply to normals I would propose adding to lowest diff hards I'd suggest the following - I'm basing this on the goal of making these difficulties not frustrating to play as a whole, this is again based on personal experience but if there was one part I couldn't play that never felt like much of an issue, if the entire map was out of my level it just felt bad. (personal annotations in blue)

Avoid long chains of active hit objects with 1/2 gaps. Too many consecutive clicks can be exhausting for new players. - in my experience most hard diffs of decently fast songs do this already anyway so it shouldn't be an issue, and would ensure playability

avoid switching between 1/1, 1/2 and 1/4 stacks repeatedly. This may cause reading issues for new players, since two different rhythms are visually the same. - especially if someone is already challenged by the general speed of a map, having to switch up the rhythm on visually similar patterns can be hard


In addition to that, for lowest diff Insanes:

Avoid frequent streams made of more than 5 notes. Short reversing sliders can be used in exchange for these when the song supports it. - stamina is an issue, and while a single longer stream is just a problem on that stream, having many of them can make the entire map frustrating
Okoratu
not the right place to suggest osu specific guidelines, a thread for that will follow.

this draft is now applied

Note: the QAT reserves the right to reevaluate if this approach made the quality of spreads that end up in the Ranked section significantly worse within the next 6 months of this being applied in case this proposal spectacularly falls flat on its face

The wiki pache is cached and can take up to 3 hours to refresh with the new information
Okoratu
OK so here's clarification:

- The guideline about beatmaps should have 2 difficulties was not added to the final draft, because the exhaustive reasoning required to ignore such a guideline would be "nope, i dont want to"

I forgot mentioning this on the thread, sry

If you think this should be added, please bring forth arguments and how you would evaluate such a guideline under the definition of what a guideline is

moving the thread back to RC proposals
Loctav
ah, this entire "all or nothing" attitude is horrible. So the only solution you guys managed to find was to draw shitty red lines of where stuff is either "too long to have an beginner difficulty at all" or "not long enough so map a full beginner difficulty".

I'd like to repeat what I repeated on other places already, but please somebody explain me why you guys think that "all or nothing" is the only approach that you actually were able to go with?

You say "Hey, look, we get it, mapping a 5 minutes Easy is awful and boring to everybody, it's stale and uninteresting" and then you deduct "SO DON'T MAKE THEM AT ALL!" instead of "Make an Easy that has a 1 minute of drain time, that's enough!"

It doesn't make sense. Sure, for some shitty reason or another, making beatmap sets with varying drain times between difficulties is frowned upon to heavens. (I don't know why, but ok). Also there is this one rule that prohibits you to use less than 80% of the song or something. Fair enough, but why must this be adhered to in all difficulties? Why does the rule not say "If you never use more than 80% of the song in any of the difficulties, then you can't rank it, because you should cut the song, since you never use a huge chunk of the song in any of your difficulties, but if you use 80%+ of the song in at least one or two or whatever amount of difficulites and you can do whatever length on the easier ones, then be my guest".

What I am proposing instead is to keep beginner difficulties mandatory as prior the change and as we are used to it, however, allow people to map easier difficulties of shorter drain time, so they keep getting created for beginners to enjoy, but still don't make mappers vomit the same copypaste pattern into a 5 minute map, where even the untrained monkey from the basement would fall asleep at playing it.
Naxess

Ranking Criteria wrote:

Difficulties lower than the hardest difficulty of a beatmapset can use their play time as a metric instead of drain time, but their drain time must be equal to at least 80% of their play time. (Not applicable to difficulties below 30 seconds of drain time.)

From what I can tell this basically just wants to accomplish allowing breaks in lower difficulties, but along with that it also implies that only the top difficulty can have less than 80% of play time as drain time, which seems a bit strange.

In order to allow lower difficulties to have breaks and stuff, you could instead base the drain time used in judging spread on the top difficulty, rather than each and every difficulty individually with an 80% play time exception on all difficulties but the highest. So rather than saying "If the drain time of a beatmap is...", it would probably be better if it said "If the drain time of the highest difficulty within a beatmapset is..." (or something similar).
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