Garven wrote:
This feels similar to the spirit of the osu! standard rule concerning difficulty spread, and xxbidiao's reply kind of mirrors what's going on in the approval length requirement: It's too much work, and mappers don't want to do it. To me, this is a poor counter-argument compared to giving the focus of a map set the light via ranking if it at least shows that it is trying to include as many different players as possible. The opening post has pretty much set down -why- this is a problem. If you're having that much difficulty giving yourself the motivation to see your mapset to the end for ranking, try asking others for help. It's nothing new to outsource difficulties in the other modes, and I've seen guest maps make it into osu!m maps as well.
I guess you will say "mappers are TOO LAZY to do XXX" - That's what I have foreseen, and I have just explained in my posts.
xxbidiao wrote:
(I'll have to point out that this is NOT mappers being LAZY, in some cases they just need a reshuffle which can be finished in no time)
When you try to look into everything with "LAZY" label, everything seems to have a "good" explanation.
But I suggest you throw out the "LAZY" colored glass and look into some other aspects of the community, which I would warn you later.
Mappers are never TOO LAZY. When they consider ranking, they are ready to make their maps best and put considerable effort on it - but putting such rules doesn't help making their maps better.
If you even try to dig into the taiko community, you would know an interesting fact: people tend to play unranked maps rather than ranked ones, leaving the leaderboard full of map reciters and DS cheaters. But why?
When talking to many high-tier taiko mappers and players, I finally realized why they prefer unranked maps far more than ranked ones.
Because of the "conservative" ranking system (That's the exact word I have heard from some mappers), they will have to throw their creative mind away and do blotters instead. They just copy and paste their patterns, making repeatable patterns, and make a map that suits everything. Guess what happens next? "Wow the song is good! The map is reasonable I think it will go rank in no time." Players are happy because they have a map that is not identical and are easy for them to recite and to HD+FL them, mappers are happy because they have their map ranked. And no one cares about quality of maps. The results is although osu!taiko seems to have a lot of maps, but their overall quality is lower than community like Taiko Jiro emulator charts, which have nearly no moderation at all, according to many player's critic.
And yeah, this is already happening in osu!mania. Many mappers already regard osu!mania overall mapping quality as "dull" - Only the songs are good, the maps are of lower quality than expected.
Back to this topic, why do I say this would not benefit osu!mania so much, to an extent that you expect?
Yes, exactly - blotter.
I have explained how trend of blotter (or to say, perfunctory) would ruin the community in the former post.
Now it's a simple question: Would you like to enforce mappers to make a bunch of "maps between unplayable and playable" to "suit everyone's need" regardless of quality, or to let them concentrate on how they can make better maps?
Addition: Regarding the need of more maps in different key amounts, Actually there are already far more 7key mappers than 4key ones. Not regarding these new-born ones, but actually the old ones who have experience on other music game chart making. This is a historical problem, maybe caused by conversions more biased in 7key. But to force mappers make more maps is definitely not a good idea when overall map quality would drop.
And actually, 10~20 great maps can leave a player play a certain music game, but a bunch of average ones can't. When players want to practice themselves and find that every map is the same boring as others because of blotters, it would be sad.