Well you seem to be mainly focused on mania in this context, where people mostly play other mania-like games because the mania competitive scene is just koreans getting free money and it's really hard to get better at mania without playing other games. Just because there's little to no variety in ranked maps in the higher star difficulties. So the only time ranks really shift are when new pp maps are made. And the majority of mania players love to shit on mania for this and the overall "pp system". Many even going so far as to make their own knockoff versions where they implement their own competitive scene (look at Quaver) or creating/playing private servers where a lot more high star maps are "ranked". Combine that with making it hard to really get in between the few mania beatmap nominators that exist:
community/forums/topics/298689 spoiler: there's about 10 of them
There's no incentive to start mapping mania because of this. The same people crying about the pp system being broken cry about the ranking criteria being too strict. Now I haven't delved into the mapping scene too much, but it definitely could use more incentive / help to bring newcomers into it. I honestly forgot about the whole mentorship thing as well, since that got "full" really fast and I have no clue what even became of the people that got picked to be mentored. Especially seeing how empty the BN list really is.
You can check the current qualified maps right now:
beatmapsets?s=qualified and sort them by gamemode.
You'll see catch is completely empty and mania has about 5, so only looking at this metric you can sort of tell that both catch and mania are dead/dying. Comparing it to the...35 taiko qualified maps and 35 osu-standard qualified maps.
So no I wouldn't say osu or even taiko are really dying, the player count on the front page is still climbing and increasing, it used to be 16k peaks, now there's 16k lows:
But the other 2 gamemodes are probably shrinking unless some big changes came around.
Some changes I would think of would be:
- Add ratechangers between the HalfTime (x0.75) and DoubleTime (x1.5) measurements to increase the amount of maps people can potentially play / get better with.
*Being able to play a map at x1.2 speed for example, being put under the DoubleTime leaderboard with slight reduced scoring.
*Being able to play a map at x0.8 speed for example, being put under the HalfTime leaderboard with slight increased score compared to regular HalfTime (x0.75)
- Add a money incentive to mania and catch mapping
- Make HardRock rankable and give a SLIGHT pp bonus (in mania)
- Rank more maps
- More elaborate mentorship program focused specifically on these struggling modes.
- Rank more maps
- Create a matchmaking system that let's you queue for a matchup and you get matched with someone that is also in queue around the same rank or skillset and a random map of that skillset will be started between the two. Winner gets bragging rights.
Some ideas other people mentioned:
- Add seperate leaderboards for key counts, this in turn could possibly make 10k ranked as well
Edit 1: Feature request for making 10k ranked:
community/forums/topics/379786
- More Cosmetic rewards to spicen up your profile on the website AND in-game (for example a better border around your profile card when you press F9 to see players online) This could be tied with match-making as well.
Edit 2:
- Full long note / Inverse Mods that basically invert the map
- Proper dual scratch support (putting 2 keybinds on the 8th key for 7k+1, seperating from regular 8k)
- Being able to see unstable rate in multiplayer
- And if HardRock became ranked, customizable early/late hit settings for unstable rate between Easy mod and HardRock, same as with speed rating between HalfTime and DoubleTIme.
I probably forgot some things, but here's some of my intake on it