Bobbias wrote:
Ranking criteria should NOT be based on whether some people with bad hardware can or can't play something.
Similarly, it's never a good idea to completely ban certain things just because they are extremely difficult for most players. This is a skill based game. If someone doesnt have the skill to pass a map, too bad; someone else quite possibly does. Just because I'm terrible at this map doesnt mean it should be made unrankable. Sure, it's full of jackhammers. In fact, the whole point of the map was jackhammer practice. The jackhammers still make sense, so it should be rankable. (Also, I'm just using that as an example, but the point is that there are plenty of times when extremely difficult sections or patterns just make sense, including mashes. While mashes should generally be frowned upon, and should only be allowed if the mapper can explain exactly why they want a mash, I do think that in limited cases mashes and extremely difficult patterns should be allowed.)
Yeah, I agree with you.
Most of the ranking criteria part should be guidelines - whenever a mapper can explain why there should be something(e.g. jackhammers, mashes, slider sea and many more), it should be OK.
Anyway, the point is that to prevent overuse of these styles, not to prevent using them at all.
And for another thing: the difficulty span.
wikipage wrote:
Each beatmap must have at least 2 difficulties and one of them must be Easy/Normal. You can raise the keyamount with increasing difficulty but not vica versa. Means:
if you have an Easy 4K, you can have a Hard 6K.
If you have an Easy 6K, you can not have a Hard 4K.
If you have an Easy 4K, you can have a Hard 4K (obvious).
The first question is: How easy is "easy/normal"?
Like some of the former member said, there were a great amount of insane "easy" charts in other games. They are insane, very very insane that even the easy diff is harder than most of "insane" diffs.
Now you may say, "Put a limitation on max difficulty on easy diff is OK." In my former post, I have pointed out that due to the o!m playing style, it's really pointless to make an easy-as-pie diff for a few songs.
I have a thought to change the rule to: "Each beatmap must have at least 2 difficulties and one of them must be visibilly easier than one of other diff." Which means that there should be at least one diff that is clearly easy to insane diff.(The diff may still be very hard, just like oni and inner-oni in taiko.)
The second question is: Why should we put limit on keyamount?
It's clear that high keyamount is not equal to high difficulty. And in many cases, especially in "normal" diffs, with the same note count, higher keyamout map is easier. 4key is hard for the density of notes in the map, and 7/8key is hard for taking care of every key. They all have different aspect on difficulty, so we can expect mapper to use that wisely. Furthermore, many mappers are willing to make a less-keyamount map as an addition to their existing 7key maps. If the rule is applied, they have to reduce the difficulty of their 4key map or to raise the difficulty of 7key maps(Making a map unreasonably harder is more unbearable than making easy thing and that's already in other modes' criteria!) just to satisfy the rule. Wouldn't that be silly?
So my suggestion is that to take away the keyamount rule.