Every time I create a top difficulty for a song that I know I want to put a lot of SV on, I face a dilemma. Either drench the map in the SV ideas I have in my head and make something I think is cool and a niche of people might enjoy, or use simple/no SV and have the map be played and enjoyed by a much larger group of people.
I think many others who enjoy making difficult SV maps for ranked share the same idea, and as someone who has mapped and ranked a LOT of SV-heavy maps of my own, and even more of others', I have been thinking about this compromise for a long time; is there really any reason why we can't do both?
The way I have thought to fix this issue of picking sides is to allow maps with top difficulties that have extreme SVs to have a little to no SV difficulty ranked alongside it; same notes, same colors, just the SV changed. This way, those who enjoy SV maps can play the one they want to, and those who do not enjoy SV maps have another way to play the same difficulty instead of being left with the next best thing (usually the difficulty below, which is too easy if they were going to play the top difficulty). This would eliminate the worry that your map will be inaccessible to many people and provide an option for people who prefer one style over the other, instead of a mapper being cornered into ranking one style of top difficulty.
With that, my proposal would be in the taiko ranking criteria, in the “Overall” subject, as a new guideline next to the other SV guidelines that reads:
Hopefully, I have provided a good explanation of why I think this guideline is necessary for the mode, and if I need to, I will elaborate in replies as to why I think this is an important thing to consider with the future of taiko. SV maps are pushing the limits more and more, and I would hate to see people who simply do not enjoy them to be left out of so many good songs and maps. I think many people appreciate simple maps, and it is understandable, so I do not want to block them from getting it because the mapper had to choose between making something niche that they thought was fun and making something more generally accessible that does not live up to their expectations.
As part of your consideration, please take this map as a reference to a practical application of this guideline: beatmapsets/1746556#taiko/3572483
I believe that this properly showcases what I mean when I say SV “dramatically alters” a map, and I think that anybody who plays these two difficulties would define them as uniquely different playing experiences, and that the SV map is much more difficult than the no-SV version (I go from 20x miss on the no-SV to 60x miss on the SV difficulty, as well as dropping 5% accuracy, and I literally mapped it). Under this guideline's acceptance, these difficulties would be viable to rank in a set.
Please respond with agreements and criticisms of this proposal and I will be happy to discuss it. I hope you can approach this idea with an open mind and consider the perspective of a SV-heavy mapper in this discussion, as I know this would not affect the majority of people ranking maps, which may cause others to think this is a useless change simply for that reason.
I think many others who enjoy making difficult SV maps for ranked share the same idea, and as someone who has mapped and ranked a LOT of SV-heavy maps of my own, and even more of others', I have been thinking about this compromise for a long time; is there really any reason why we can't do both?
The way I have thought to fix this issue of picking sides is to allow maps with top difficulties that have extreme SVs to have a little to no SV difficulty ranked alongside it; same notes, same colors, just the SV changed. This way, those who enjoy SV maps can play the one they want to, and those who do not enjoy SV maps have another way to play the same difficulty instead of being left with the next best thing (usually the difficulty below, which is too easy if they were going to play the top difficulty). This would eliminate the worry that your map will be inaccessible to many people and provide an option for people who prefer one style over the other, instead of a mapper being cornered into ranking one style of top difficulty.
With that, my proposal would be in the taiko ranking criteria, in the “Overall” subject, as a new guideline next to the other SV guidelines that reads:
If the hardest difficulty in a set uses slider velocities that dramatically alter the playing experience, an identical difficulty with extremely simplified slider velocities may be ranked alongside it. This is to offer more playing choices to the community without the risk of bloating content.It is not perfect, and honestly probably does not need to be added at all, but this is the best place to open discussion on this as opposed to forcing a map into rank under this idea and having it be veto'd/have a big argument on the thread like we usually do with questionable ranking practices.
Common concerns and my refutations (read before replying):
"PP Abuse"
(Made after replies were made regarding this point)
Regarding potential of pp abuse, if we were actually concerned about this issue, then anybody would have said anything about maps like...
This isn't to say those maps are devious, and we should not allow them to be ranked, it's to say that using pp abuse as an argument is dishonest when the same argument can be equally (or more than equally) applied to sets that are common in ranked. Even if you genuinely think you are preventing PP abuse by being against this proposal, I need you to consider this argument, as I have put a lot of thought into it and can find no real validity.
“How can you tell what qualifies as ‘dramatically altered’?”
Not many maps in the ranked section use dramatic SV in the first place, so I doubt this would be a commonly utilized idea in mapsets, so they would be handled on a case-by-case basis, like we do with other fringe-rankable issues. A map that is dramatically altered from its simple form is one that most people, when playing after they play the no SV version, perform substantially worse on or are obviously less comfortable playing than the simplified version. There are some people who are unnaturally great at SV maps, but that is an extremely fringe group and isn’t substantial enough to apply to the broader guidelines of the game.
“But this is bloating content, and that is against the general guidelines, right?”
I would argue that this is the opposite of bloating content if the map truly provides an alternative playing experience. You are producing content in two unique ways, and more people will have the chance to enjoy the thing you made because of it. The general guidelines state:
“Why don’t you just make another difficulty without the SV and with different notes?”
This just seems like a weird and arbitrary workaround that solves problems that do not exist (addressed in the former concerns). It is a lot of work to recreate a map of the same difficulty, and when I make a difficulty at a certain level, I make it the best I can the first time. If I need to map the same difficulty level in a substantially different way, it is just going to be the second-rate version of the first time I mapped it, and nobody wants to put something in ranked that they know is not the best version of what they made (more importantly, nobody wants to play a second-rate map). The best way to produce the highest quality map that can be enjoyed by more people is to remove the SV and keep all the same patterns and rhythms.
“If a map has the same rhythms and notes, having a no SV version will encourage cheating.”
Cheaters were always gonna cheat
(Made after replies were made regarding this point)
Regarding potential of pp abuse, if we were actually concerned about this issue, then anybody would have said anything about maps like...
- Horiiizon's Period (top diffs have 0.1* difference, both can be easily farmed with dt)
- Rhytoly's Shukusai no Elementalia (3 diffs very close together in difficulty)
- Hivie's Hachigatsu (0.06* between top diffs, only 10 more notes in the topdiff than the gd)
- -Sh1ni-'s ADAMAS (6 difficulties within 0.4* of each other)
- gaston_2199's Romance ga Ariamasu (3:30 long song with 26 note difference from gd to topdiff).
- eiri-'s Diminitive (every difficulty has a gd diff, most of them with only 10-20 note difference)
- Ulqui's Lost Umbrella, (7 notes between the two topdiffs, over 3 min long)
- More as time moves on, I'm not nitpicking old maps, this really is a common occurrence
This isn't to say those maps are devious, and we should not allow them to be ranked, it's to say that using pp abuse as an argument is dishonest when the same argument can be equally (or more than equally) applied to sets that are common in ranked. Even if you genuinely think you are preventing PP abuse by being against this proposal, I need you to consider this argument, as I have put a lot of thought into it and can find no real validity.
“How can you tell what qualifies as ‘dramatically altered’?”
Not many maps in the ranked section use dramatic SV in the first place, so I doubt this would be a commonly utilized idea in mapsets, so they would be handled on a case-by-case basis, like we do with other fringe-rankable issues. A map that is dramatically altered from its simple form is one that most people, when playing after they play the no SV version, perform substantially worse on or are obviously less comfortable playing than the simplified version. There are some people who are unnaturally great at SV maps, but that is an extremely fringe group and isn’t substantial enough to apply to the broader guidelines of the game.
“But this is bloating content, and that is against the general guidelines, right?”
I would argue that this is the opposite of bloating content if the map truly provides an alternative playing experience. You are producing content in two unique ways, and more people will have the chance to enjoy the thing you made because of it. The general guidelines state:
Directly re-using your own Ranked difficulties in other Ranked beatmaps is discouraged. This is to avoid unnecessary bloating of Ranked content.I believe that my proposal is not in violation of this guideline as it is primarily targeted towards taking guest difficulties and re-ranking them, meaning that two of the exact same map are ranked with the same playing experience. This is intentionally bloating content. Making a no-SV difficulty is what someone may want to do to provide a different experience to players; content bloat is not the intention, and the enforcement of the guideline is crucial to making sure it never becomes that.
“Why don’t you just make another difficulty without the SV and with different notes?”
This just seems like a weird and arbitrary workaround that solves problems that do not exist (addressed in the former concerns). It is a lot of work to recreate a map of the same difficulty, and when I make a difficulty at a certain level, I make it the best I can the first time. If I need to map the same difficulty level in a substantially different way, it is just going to be the second-rate version of the first time I mapped it, and nobody wants to put something in ranked that they know is not the best version of what they made (more importantly, nobody wants to play a second-rate map). The best way to produce the highest quality map that can be enjoyed by more people is to remove the SV and keep all the same patterns and rhythms.
“If a map has the same rhythms and notes, having a no SV version will encourage cheating.”
Cheaters were always gonna cheat
Hopefully, I have provided a good explanation of why I think this guideline is necessary for the mode, and if I need to, I will elaborate in replies as to why I think this is an important thing to consider with the future of taiko. SV maps are pushing the limits more and more, and I would hate to see people who simply do not enjoy them to be left out of so many good songs and maps. I think many people appreciate simple maps, and it is understandable, so I do not want to block them from getting it because the mapper had to choose between making something niche that they thought was fun and making something more generally accessible that does not live up to their expectations.
As part of your consideration, please take this map as a reference to a practical application of this guideline: beatmapsets/1746556#taiko/3572483
I believe that this properly showcases what I mean when I say SV “dramatically alters” a map, and I think that anybody who plays these two difficulties would define them as uniquely different playing experiences, and that the SV map is much more difficult than the no-SV version (I go from 20x miss on the no-SV to 60x miss on the SV difficulty, as well as dropping 5% accuracy, and I literally mapped it). Under this guideline's acceptance, these difficulties would be viable to rank in a set.
Please respond with agreements and criticisms of this proposal and I will be happy to discuss it. I hope you can approach this idea with an open mind and consider the perspective of a SV-heavy mapper in this discussion, as I know this would not affect the majority of people ranking maps, which may cause others to think this is a useless change simply for that reason.