Current RC
Currently the difficulty Guidelines for Expert(+) look like this:
Looking back through the RC's github history these predate 2017 other than the CS guideline which was added here. With the recently disqualified HP0 map some of us, including me, took note of how these are only rarely enforced and mostly ignored.Ranking Critera wrote:
Difficulty setting guidelines
- Approach rate / Overall difficulty should be 8 or higher.
- HP drain rate should be 5 or higher.
- Circle size should be 7 or lower.
Thus it'd be worth revisiting these archaic guidelines.
Proposed Changes
Here is what I propose for a baseline of discussion, I may edit this along the way to keep it up to date with where discussion is at.
For anyone unfamiliar: "Guidelines" are to be seen as "Rules with exceptions" when it comes to the Ranking Criteria. In other words, above is what I'd propose to always be true unless there's a very good reason for it.Proposed guideline wrote:
- Overall Difficulty should be 8 or higher.
- HP drain rate should be 3 or higher
For Approach Rate we've seen pretty much the entire spectrum at this point. Approach Rate shouldn't be unrankable by itself for Expert(+), so it should be removed.
We've also had some CS8 through 10 maps come up, similarly those were accepted by the mapping community (as far as I know). So, it also makes sense to remove it in hindsight.
Overall Difficulty seems a given, anything below 8 should be too lenient at this difficulty level.
HP drain rate
HP drain rate is a more contentious topic, given by the thread on the previously mentioned map, so the value I put is a placeholder.
For the main reasoning behind this proposed change, I'd like to refer to a reasoning provided on the thread.
For HP systems I found this to be the most relevant support of setting a baseline at all. Discuss whether you support setting a baseline and if so, what value it should be.HP Reasoning wrote:
From a game design perspective, having an HP system at all means there is intent for proper fail and pass states/conditions.
In rhythm games specifically, getting your first "clear" on a chart or difficulty level can be fairly special, in osu's case it's what allows you to set a score to begin with.
So from that pov, unnecessarily low HP does the polar opposite and devalues the entire intent of these systems.
Reminder that as a guideline, this could still be broken based on very specific map designs after proper discussion.
---------
Since this is technically about multiple topics, please don't just +1 without mentioning what you're referring to.
Ideally keep your posts to the point.
The map linked is an example but not the topic of discussion thank you very much.