clayton wrote:
for the "Lowering the approximate rhythm guideline BPMs as the keycount gets higher" suggestion:
I think this makes RC too complicated, because the person reading the RC has to remember to interpret each of these rhythm rules with a different approximate BPM in mind--- meaning that something like "1/2 of a beat" can mean a different thing depending on where you read it. that just seems confusing to me. The whole point of having 180 BPM rhythm guidelines on the RC is so that it's easier to make sense of, because 180 is a decent average for osu! maps where people can intuitively understand the length of "1/2" or "1/4" etc.
and fwiw this makes "Scaling BPM on the Ranking Criteria" invalid
so, while I understand the point of this change, I think you need to change the actual rhythm guidelines instead of the BPM they are based on
I agree that it would make it slightly more confusing for the mappers/modders or any other people reading the RC, but I believe this won't be a problem because people will get used to it with time. And also I do understand the 180bpm rhythm guideline is a decent average for maps to start with. This is true to almost all cases but considering each keymodes play super differently due to its exponential increase in difficulty as the keycount gets higher (main reason being the level of finger independence increases significantly, next being the density, and lastly different combination of keys from that requires longer time to build up the muscle memory).
One of the reasons that I proposed the change to the approximate rhythm guideline BPM is because with this 180bpm, the rhythm density allowed on the current RC makes it overwhelmingly hard for intermediate players when it reaches the Insane difficulty level. I've had players telling me that the jump from a Hard to an Insane is too huge to be considered a linear increase in difficulty, even when the density is being followed perfectly according to the guidelines provided.
That leads me to think what could possibly be the root of this problem, and after a considerable amount of time of reviewing the RC, I've come to the conclusion that the players aren't getting good basics foundation in lower difficulties of mapsets. The easier difficulties in a mapset are too easy while the harder difficulties are too hard, that's really the main problem from what I've seen. The main goal of these RCs is to adjust the difficulty level across the difficulties, by allowing more notes being used in higher keymodes, this will ensure the full utilization of all the keys being used, which is essential for players building up their foundation in skills and reading. (Take this for an example, a 9K Easy map that follows its current difficulty guideline, which states that you can only use up to 5 consecutive 1/2 rhythm, that means that 4 columns will be left empty for an amount time before it can be used, which makes it less than ideal for learning the keymode efficiently.) So I think all of these should be accounted for.
Next one here is just purely my opinion; in case if people asked me why Insane's guidelines couldn't be nerfed, the biggest problem that I could think of is that there are no limitations as to what you can map in Expert difficulties. Of course you can also have lower level of Expert difficulties to make up the spread in case you have a super high difficulty of an Expert, but to ensure that Insane difficulty can progress more linearly to lower Expert territory, the current Insane guidelines cannot be changed.
That being said, I'm okay with making all the approximate rhythm BPMs the same, however I think 180 is still a tad bit too high for me, so a lower value would be better in my opinion. Or just go with my alternative lol