Gsun wrote:
I play these maps to get a challenge, not to impress anyone necessarily. But good tip.
And if you don't really care that you get less than 90% on a 4* map, all power to you. But I don't think it gives you any right to complain about it not being casual-friendly. That's not directed entirely at you, but at anyone 800K or higher who has their plays full of 3-4* maps around 85-95% and complains about the game being too hard or asking for help on how to improve or stuff like that. It sounds nonsensical because the main issue is your/their inability to play those maps, not the maps themselves inherently being "too hard".
Happy Satoko wrote:
Voidedosu wrote:
I am interested to know what advanced tech they're putting into 2-3* maps nowadays, though. More bursts/bigger jumps, or something else?
The most notable thing I notice is that compared to older maps, there are a lot more patterns that require slider cheesing to play comfortably. Which is easy once you've learned it, but many beginners haven't picked up on this yet and play every slider all the way through. In high 2* and 3*, more complex rhythm choices compared to older maps. These are things you learn eventually of course, but if I'd started playing the game with 2023 maps, I think I would have just concluded this is a genetics game and quit, because I wouldn't know enough to know what I'm doing wrong.
Unless you are referring to stuff after 2021-22, I have never seen anything in the 2* range that requires slider cheese (or really anything regarding sliders). Even in the 3* range that's still very rare and is only marginally more prominent in the high 3* range.
Biess4 wrote:
From a mapping perspective, not a community perspective:
it feels like there is an invisible barrier between 3 and 4 stars (aka between the noob zone and the just trash but at least close to decent zone), mappers are making bursts way too fast and hard which makes getting into them properly impossible leaving you with having to spam through it until you learn it. no wonder so many new players go for jump maps, they actually have a much more logical progression and how the difficulty rating works you can't really make it "too hard" because star diff will follow with it. Yet there are some absolutely unreal low 4 star and high 3 star burst/finger control maps that barely have FCs on the leaderboard. And there are very few maps with nice and slow bursts to get you into practicing them properly instead of spamming and ruining your hand (happened to me). Most 4 stars feel like "rest" maps for good players who can play higher star rating maps, approaching them from the bottom feels like trying to climb a grease covered mountain. (also they often have somewhat complex aim so it's doubly difficult to get into them)
3 years have passed so I already partly brute forced my way in, if I didn't love music so much I would've quit this game back in december of 2020.
Well, first of all, how about we stop calling 3* the "noob zone"? 1*'s should be the "noob zone" and 3* should be "trash but close to decent". (I know it's probably because of all the aforementioned high-ranked players with nothing but 3-4* maps at 85-95%, but still).
Secondly, while I know I have seen a few maps where bursts are probably a bit too fast for comfort, is it really that widespread in 3* maps? Inversely with slower bursts. I personally would argue that once you're above 3.6* slow bursts are kinda out the door except when the song itself dictates it, at least.
Do agree with the finger control maps somewhat, but at the same time it's high 3*/low 4* so that seems more excusable to me. They should be rarer at lower SRs (the main two I think of are Sakura's Fall and Henrietta (Goreshit remix).
aveil wrote:
Happy Satoko wrote:
Voidedosu wrote:
I am interested to know what advanced tech they're putting into 2-3* maps nowadays, though. More bursts/bigger jumps, or something else?
The most notable thing I notice is that compared to older maps, there are a lot more patterns that require slider cheesing to play comfortably. Which is easy once you've learned it, but many beginners haven't picked up on this yet and play every slider all the way through. In high 2* and 3*, more complex rhythm choices compared to older maps. These are things you learn eventually of course, but if I'd started playing the game with 2023 maps, I think I would have just concluded this is a genetics game and quit, because I wouldn't know enough to know what I'm doing wrong.
What do you consider older maps? Maps from around 2010 and earlier have much more complicated rhythms and were harder to play partly because of lower quality standards. I can think of many old 2 star maps which I still can't SS because of how hard they are, but there are no new 2 stars which have the same type of challenge - they're all pretty boring because mappers are just putting in the lowest diffs to their maps for the sake of having them to meet criteria. Older maps had 2 and 3 stars as the highest difficulty in the mapsets, so mappers actually put effort into making them interesting to play (for better or worse sometimes). I would say that there has been a trend of maps becoming more challenging to aim though, but not at or below 2 stars (maybe from high 2 stars, but definitely from 3 stars up).
That's...really sad, honestly. While I get the purpose of the SR spread criteria, if it's only going to encourage more cookie-cutter maps on the low end I don't really feel like it's doing a very good job. On the other hand, I can't think of a way to encourage mappers to spend more time there without making the playerbase itself put more emphasis on playing 2*/low 3* maps so that mappers have a reason to make them engaging and unique.
Gsun wrote:
Better than telling me, "Bro, you only play for the music? Why not the map?" Thanks!
Well, why not both?
Don't get me wrong, I totally understand how this is a fucking music content machine and I'm not hating on your or anyone who puts more emphasis on listening to music, but it's not like you can't try to enjoy the maps, too.
Some of my absolute favorite songs are not just because the music itself is good but because I feel like the map in question plays very much in sync with the music in question--The flow of the map, slider curvature, hitsounds, etc. all feel like they flow in unison. Fever Dream [Hard/Lunatic], Kodomo Live [Hard], Caramel Heaven [Insane] are a few personal examples.