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[osu!taiko] add additional BPM scaling rules

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Topic Starter
tatatat
Hi! I believe the current BPM scaling guidelines are too vague, and never enforced. I aim propose reasonable, enforceable BPM scaling rules/guidelines for speedcore beatmaps. I propose these be added to a separate paged linked to in the taiko ranking criteria so that the taiko ranking criteria doesn't get bloated.

At approximately 240 bpm or higher


Kantan:
Rules:
Patterns on snaps faster than 1/1 are disallowed. These patterns are too complex for beginner players.

Guidelines:
1/1 patterns should not be longer than five notes. Anything longer is likely to be too straining for beginners. Patterns like these should be followed by a rest moment.
Base Slider Velocity should be lowered to 1.2 or lower. The default speed is likely to be too fast for beginners.

Futsuu:
Rules:
Patterns on snaps faster than 1/2 are disallowed. These patterns are too complex for beginner players.

Guidelines:
1/2 patterns should not be longer than five notes. Anything longer is likely to be too straining for beginners.

Muzukashii:
Rules:
Patterns on snaps faster than 1/4 are disallowed. These patterns are too complex for the target audience of this difficulty level.

Guidelines:
1/4 patterns should not be longer than three notes. Anything longer is likely to be too straining for the target audience.

Oni:
Rules:
Patterns on snaps faster than 1/6 are disallowed. These patterns are too complex for the target audience of this difficulty level.

At approximately 270 bpm or higher



Kantan:
Rules:
Patterns on snaps faster than 1/1 are disallowed. These patterns are too complex for beginner players.

Guidelines:
1/1 patterns should not be longer than three notes. Anything longer is likely to be too straining for beginners. Patterns like these should be followed by a rest moment.
Base Slider Velocity should be lowered to 1.0 or lower. The default speed is likely to be too fast for beginners.
At least 1 rest moment that is 4/1 or longer should be inserted after 16/1 to 20/1 of continuous mapping. Using rest moments less frequently is acceptable if either the pace of the music makes rest moments counter-intuitive or if the continuously mapped part is overall more forgiving to the player.

Futsuu:
Rules:
Patterns on snaps faster than 1/2 are disallowed. These patterns are too complex for beginner players.

Guidelines:
1/2 patterns should not be longer than three notes. Anything longer is likely to be too straining for beginners.
Base Slider Velocity should be lowered to 1.2 or lower. The default speed is likely to be too fast for beginners.
At least 1 rest moment that is 3/1 or longer should be inserted after 16/1 to 20/1 of continuous mapping. Using rest moments less frequently is acceptable if either the pace of the music makes rest moments counter-intuitive or if the continuously mapped part is overall more forgiving to the player.

Muzukashii:
Rules:
Patterns on snaps faster than 1/4 are disallowed. These patterns are too complex for the target audience of this difficulty level.

Guidelines:
1/4 patterns should not be longer than three notes. Anything longer is likely to be too straining for the target audience. They should consist of one colour change at most which should take place at the start or the end of the pattern.
At least 1 rest moment that is 2/1 or longer should be inserted after 16/1 to 20/1 of continuous mapping. Using rest moments less frequently is acceptable if either the pace of the music makes rest moments counter-intuitive or if the continuously mapped part is overall more forgiving to the player.

Oni:
Rules:
Patterns on snaps faster than 1/4 are disallowed. These patterns are too complex for the target audience of this difficulty level.

Guidelines:
At least 1 rest moment that is 3/2 or longer should be inserted after 16/1 to 20/1 of continuous mapping. Using rest moments less frequently is acceptable if either the pace of the music makes rest moments counter-intuitive or if the continuously mapped part is overall more forgiving to the player.

At approximately 300 bpm or higher


Kantan:
Rules:
If a 1/1 pattern is used, the patterns must stay simplistic and be followed by a rest moment. Finisher notes must not be used in patterns as such.
Patterns on snaps faster than 1/1 are disallowed. These patterns are too complex for beginner players.

Guidelines:
2/1 patterns should not be longer than seven notes. Anything longer is likely to be too straining for beginners. Patterns like these should be followed by a rest moment.
Base Slider Velocity should be lowered to 0.8 or lower. The default speed is likely to be too fast for beginners.
At least 1 rest moment that is 4/1 or longer should be inserted after 16/1 to 20/1 of continuous mapping. Using rest moments less frequently is acceptable if either the pace of the music makes rest moments counter-intuitive or if the continuously mapped part is overall more forgiving to the player.

Futsuu:
Rules:
Patterns on snaps faster than 1/1 are disallowed. These patterns are too complex for beginner players.

Guidelines:
1/1 patterns should not be longer than seven notes. Anything longer is likely to be too straining for beginners.
Base Slider Velocity should be lowered to 1.2 or lower. The default speed is likely to be too fast for beginners.
At least 1 rest moment that is 3/1 or longer should be inserted after 16/1 to 20/1 of continuous mapping. Using rest moments less frequently is acceptable if either the pace of the music makes rest moments counter-intuitive or if the continuously mapped part is overall more forgiving to the player.

Muzukashii:
Rules:
Patterns on snaps faster than 1/2 are disallowed. These patterns are too complex for the target audience of this difficulty level. For songs that follow a swing beat, this limit is 1/3.

Guidelines:
1/2 patterns should not be longer than five notes. Anything longer is likely to be too straining for the target audience.
At least 1 rest moment that is 2/1 or longer should be inserted after 16/1 to 20/1 of continuous mapping. Using rest moments less frequently is acceptable if either the pace of the music makes rest moments counter-intuitive or if the continuously mapped part is overall more forgiving to the player.
1/2 patterns with one or more colour changes should be used sparingly. They should be avoided in conjunction with other patterns of this nature because the target audience of this difficulty level is not used to patterns of this complexity.
1/2 patterns which are longer than three notes should consist of one colour change at most which should take place at the start or the end of the pattern. Patterns more complex than that would be too demanding for intermediate players. These patterns should be followed by a rest moment.

Oni:
Rules:
Patterns on snaps faster than 1/4 are disallowed. These patterns are too complex for the target audience of this difficulty level.
Finisher notes must not be used in any 1/4 patterns or faster in this difficulty. The finisher usage on these patterns is too complicated for the audience at this level.

Guidelines:
At least 1 rest moment that is 3/2 or longer should be inserted after 16/1 to 20/1 of continuous mapping. Using rest moments less frequently is acceptable if either the pace of the music makes rest moments counter-intuitive or if the continuously mapped part is overall more forgiving to the player.
1/4 patterns should not be longer than five notes. Anything longer is likely to be too straining for intermediate players.
1/4 patterns which are longer than three notes should consist of one colour change at most which should take place at the start or the end of the pattern. Patterns more complex than that would be too demanding for the target audience. These patterns should be followed by a rest moment.
Noffy
From reading through this, it's not really clear to me what of this is not logically covered already by the BPM scaling article which can be found here (and is linked from the taiko specific RC!)
https://osu.ppy.sh/help/wiki/Ranking_Criteria/Scaling_BPM

What seems to be taiko-specific that's missing to me is the SV points for lower difficulties at high BPM, which I think would be reasonable to address as its own guideline for the affected lower difficulties and not necessitate a whole new page. Is there anything else I'm not noticing here?
Topic Starter
tatatat
Nobody actually follows the bpm scaling. Thats the problem. Also iirc its a bpm scaling GUIDELINE. not rule.

Another thing is that this gives exact numbers of notes and snappings. No guessing needed for nominators or mappers.

My proposal does loosely follow the scaling guidelines.
However: If there isnt exact numbers, people wont follow it.


Because the scaling guide is too vague that vagueness enables people to ignore it, or say it doesn't apply to their map. The conciseness and shortness of the bpm scaling guideline is great. But its too vague and broad to be enforceable.

Also the BPM scaling guide says that rhythm should half above 240BPM, but thats not how it works in taiko. Rhythm usually halves at above 260-280 BPM. Taiko rhythm seems to just be more intensed compared to standard, which I assume the guide was written with in mind.

I think the best system to implement my proposal would be to have separate linked pages for separate BPMs.
Noffy
I'm still not sure writing out individual guidelines for each bpm set would be the best approach, as that ends up a lot to read for information that could be systematically applied (i.e. what the current bpm scaling guide tries at doing)
but if it's true that taiko is having issues enforcing as is, particularly due to the current bpm scaling guide not quite fitting for taiko's standards, let's look into that! and maybe more specific numbers after that if it's still needed.

Time to throw this at people.

aka @taiko

@taiko
@taiko
pishifat
writing out explanations for every BPM range is not happening. far too much repeated content that can be interpreted effectively by those reading the RC

if you want scaling more strictly enforced, enforcing it is the way to go here, not adding the stuff you've listed

if you want clearer rules on scaling in general, updating the Scaling BPM page on the wiki with more details could work (like taking an example guideline and writing out what's acceptable within each BPM range). this gives people something to work from when interpreting other guidelines
Topic Starter
tatatat
Hmm.. so are you saying it might be better to write up taiko specific examples for the scaling guide?
pishifat
yes
Topic Starter
tatatat
Can I do that in this thread, or should I do another?
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