This feature would add a new badge system for players for passing a challenge.
What would it be?
First there would be a beatmap pack, then this collection could be promoted to challenger set. Playing a challenger set would start the map from the head, one by one, where each next map should be more and more difficult than the previous. This is to prevent tryhard tricksters to weasel out the whole set till the end.
If you fail any of the map in the set, you lose all. And if you survived to the end of the whole set, you get a challenger badge to flex in your profile in return.
Each challenger set are private at first, and can be submitted online to be reviewed by a team similar to BATs, for qualification and badge design.
By default, the health bar from the previous map should be inherited to the next map. To show some mercy for the challengers, the set maker could set a health regeneration if the challenger passed the map (for example, if the challenger passed the map, restore 50% health). However, it should be able to set it to not inherit health at all.
Why?
1. Challenges! You be flexing deez badges to yo homies.
2. Because of the existence of pp maps, the ranking system in osu is broken, unanimously speaking. Therefore it is hard to truly rate the player without some indirect qualifications.
Some may argue this is not going to work as well as players can also grind for the challenger maps, but those maps may not have the ludicrous pp at all. This is more like an alternative ways for players to be proven and serve as an incentive for players who can do good but are frustrated for the current pp system and meta.
3. Tournaments can leverage this to prevent smurfs from entering the lower bracket by requiring players to obtain at least X badges but not more than Y badges. Conversely, serving as a hard limit, this explicitly prevents low-skilled player to enter higher brackets as well.
It is known some 5-digits players deliberately derank to 6 digits to participate in those low ranking tournaments that is not only unfair but also defeated the whole purpose of competition, to have fun and to improve each other (because smurfs are very toxic in nature, just like league and valorant). This could force the smurfs to either multi (which is illegal) or keep their rank.
Inspirations:
1. Various arcade games such as Sound Voltex/Maimai/Taiko/Wacca/etc
https://maimai-intl.fandom.com/wiki/Dojo
https://wacca.fandom.com/wiki/Stage_Up
2. Private dan among mania players
3. Beatmap Challenge Packs. I didn't notice this at all but the challenger system could formalize this. And the play order for BCPs are unordered and not continuous.
4. map collections/fused maps/mashups:
beatmapsets?q=map%20collection
https://osu.ppy.sh/beatmapsets?q=mashup
But map collection have fixed difficulty
Related requests:
community/forums/topics/2902?n=1
https://osu.ppy.sh/community/forums/topics/188252?n=1
What would it be?
First there would be a beatmap pack, then this collection could be promoted to challenger set. Playing a challenger set would start the map from the head, one by one, where each next map should be more and more difficult than the previous. This is to prevent tryhard tricksters to weasel out the whole set till the end.
If you fail any of the map in the set, you lose all. And if you survived to the end of the whole set, you get a challenger badge to flex in your profile in return.
Each challenger set are private at first, and can be submitted online to be reviewed by a team similar to BATs, for qualification and badge design.
By default, the health bar from the previous map should be inherited to the next map. To show some mercy for the challengers, the set maker could set a health regeneration if the challenger passed the map (for example, if the challenger passed the map, restore 50% health). However, it should be able to set it to not inherit health at all.
Why?
1. Challenges! You be flexing deez badges to yo homies.
2. Because of the existence of pp maps, the ranking system in osu is broken, unanimously speaking. Therefore it is hard to truly rate the player without some indirect qualifications.
Some may argue this is not going to work as well as players can also grind for the challenger maps, but those maps may not have the ludicrous pp at all. This is more like an alternative ways for players to be proven and serve as an incentive for players who can do good but are frustrated for the current pp system and meta.
3. Tournaments can leverage this to prevent smurfs from entering the lower bracket by requiring players to obtain at least X badges but not more than Y badges. Conversely, serving as a hard limit, this explicitly prevents low-skilled player to enter higher brackets as well.
It is known some 5-digits players deliberately derank to 6 digits to participate in those low ranking tournaments that is not only unfair but also defeated the whole purpose of competition, to have fun and to improve each other (because smurfs are very toxic in nature, just like league and valorant). This could force the smurfs to either multi (which is illegal) or keep their rank.
Inspirations:
1. Various arcade games such as Sound Voltex/Maimai/Taiko/Wacca/etc
https://maimai-intl.fandom.com/wiki/Dojo
https://wacca.fandom.com/wiki/Stage_Up
2. Private dan among mania players
3. Beatmap Challenge Packs. I didn't notice this at all but the challenger system could formalize this. And the play order for BCPs are unordered and not continuous.
4. map collections/fused maps/mashups:
beatmapsets?q=map%20collection
https://osu.ppy.sh/beatmapsets?q=mashup
But map collection have fixed difficulty
Related requests:
community/forums/topics/2902?n=1
https://osu.ppy.sh/community/forums/topics/188252?n=1