Full support too, I hate seeing mapsets like Wintersun - I play mainly 7K and there's no 7K diff I can pass in it.
Agree.PyaKura wrote:
No, don't treat autoconverts as proper mania-maps. They suck.
The main reason for such a change is to keep things equal between 7K and other K players. The issuevright now is that people somehow consider 4K (or 5K or 6K) to be inferior to 7K, which I don't believe it is the case. I'm not asking for 15 diffs per mapset (heck, with 2 keycounts the minimum would 4 diffs... you can't consider this tons of work mapping-wise), but forcing mappers (yes I did say "force mappers") to do as suggested in the original post would be making things go forward towards the "minorities" of the mania-community. When I see Crack traxxx, I can tell that the mapper has the skills to make an Insane 4K and easier 7K diffs. You can't deny the fact thatthe current rules are simply not fair right now.xxbidiao wrote:
Actually I don't think this is a good idea.
The reason is simple.
"Hey, I can't make only 1 diff for 4k/7k/6k/whatsoever. I don't think I can do my best to make a full spread so just forget about making 4k/7k/6k/whatsoever."
This is extremely common, because high-rated mappers don't like to make two maps nearly the same (Maybe having the same object count) except for some keys re-placed into different columns. And they think making a distinguished map is hard enough that it doesn't meet their quality standard despite of their hardwork.
In one word, that would drive away the mappers to make multi-key maps.
Addition:
Yeah, from players' side, it would always be happy to see more diffs. I believe you want 15 diffs in every map.
However, when mappers have to make a perfunctory (to suit such criteria or something else), the map quality would shrink dramatically.
In another word, when mappers goes ranking for ranking, things would go to hell.
I have to warn that this is already happening in taiko, and I actually see trends in osu!mania ranking maps when making easy diffs.
Quality issues are not supposed to happen after receiving mods for your maps (as people currently do).Sadly this is what the reality contradicts ideal things most.
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.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.
When you try to look into everything with "LAZY" label, everything seems to have a "good" explanation.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)
I'm certain there as as many 4k mappers as 7k, but only the latter ones are going forward. I'm certain 5 and 6k mappers exist as well but never try at all. If you look closely you'll see many stepmania players (Xay, Samwais, kjwkjw, Staiain, Kommisar, Halogen- and me for example) who do play on FFR, some of them charting as well.xxbidiao wrote:
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.
so yeah, completely reasonable imo_Gezo_ wrote:
different keys doesn't mean a different difficulty, it's a different way to play
Ranked maps have more diff != Ranked maps are more interestingGarven wrote:
xxibi, all you have said is the exact same sentiment that is going on for all modes - this includes standard mode. "Unranked maps are more interesting than ranked maps." And guess what? You're free to make and play any map you choose. The only difference between a ranked map and an unranked map is the scoreboard. If you want your map ranked, then you'll need to adhere to some standards. One of those standards is that you need to have maps in your set that are inclusive for the broadest amount of players possible. This has been the norm for ALL play modes - what's wrong with bringing this mode in line with the rest of the game? People don't want to? That is a poor reason, and that is all that you've presented so far.
Sure, I can try. It will probably need a bit of rewording though.Garven wrote:
PyaKura, care to write up a formal wording to put into the criteria?
I don't think it's very clear though... Actually I have no idea how to word it without using an example (as the RC currently do) afterwards.RC wrote:
Diff Spread
- Each beatmap must have at least 2 difficulties and one of them must be Easy/Normal.
- When having two key amounts in a mapset, the number of difficulties and the difficulties themselves must be of equal level. This is to keep equality between players of different key amounts in a mapset featuring two or more key amounts. Single key amount beatmap sets are not suitable for this rule.
What about 4K EZ+NM and 7K NM+HD+MX ? It'd be rankable by your wording, but it's not fun at all for 4K players of high level.xxbidiao wrote:
My opinion is only adding "Each key amount must have at least 2 difficulties and one of them must be Easy/Normal.". That would be far more reasonable and deprive privileges that only one diff exists on one key amount being ranked in any circumstances.
The mapset must have a well-designed spread of difficulties, containing at least an Easy or a Normal difficulty (based on how the map feels): this is so that players of all levels of experience are able to enjoy maps of the songs they love. It's really hard to define how a specific spread could work in a specific song beforehand, but here's a list of things to consider: the difficulties in the mapset must be in a consecutive order and/or with a reasonable gap between them; there should be at least one difficulty around ~2.5/3 star difficulty level; if your mapset has two difficulties, one of them cannot be insane (this basically means that it's highly recommended to have 3 difficulties unless the song itself doesn't allow much variety); if your mapset has three difficulties, one of them should be about ~2.5/3 star difficulty level, and the second should not be Insane; if your map has four or more difficulties, at least two should be something other than Insane. The difficulty level of Taiko-specific difficulties must also follow a well-designed spread with no jumps in between difficulties, hence if you may include Normal/Hard/Insane, or Normal/Hard or Hard/Insane (only if it also has standard difficulties)Having this apply to the individual key levels per set sounds okay?
Yes, exactly I think.Garven wrote:
Keeping it similar to the current rules for other sets should be fine, so as long as you're including the easier level difficulties and in a spread that's fair, it should be okay to include a different spread in different key level maps if you wish.
Take the current main criteria on the wiki about this:The mapset must have a well-designed spread of difficulties, containing at least an Easy or a Normal difficulty (based on how the map feels): this is so that players of all levels of experience are able to enjoy maps of the songs they love. It's really hard to define how a specific spread could work in a specific song beforehand, but here's a list of things to consider: the difficulties in the mapset must be in a consecutive order and/or with a reasonable gap between them; there should be at least one difficulty around ~2.5/3 star difficulty level; if your mapset has two difficulties, one of them cannot be insane (this basically means that it's highly recommended to have 3 difficulties unless the song itself doesn't allow much variety); if your mapset has three difficulties, one of them should be about ~2.5/3 star difficulty level, and the second should not be Insane; if your map has four or more difficulties, at least two should be something other than Insane. The difficulty level of Taiko-specific difficulties must also follow a well-designed spread with no jumps in between difficulties, hence if you may include Normal/Hard/Insane, or Normal/Hard or Hard/Insane (only if it also has standard difficulties)Having this apply to the individual key levels per set sounds okay?
Treat each K as a game mode regarding the number of difficulties per mapset. Guest Difficulties are no exception to this rule.With a well-designed spread (For each K), all of what OP want is achieved (Suitable for all players, Making 4K Hard enough that is no longer ignored...). And how it is achieved, I believe, is to use easy/normal and 2-diff clause. With another clear guideline to emphasize well-designed diff spread (It do exist now!), I don't think "4k overall easy + 7key overall hard" would be a problem.
Thoughts ?RC wrote:
Each key amount must have at least 2 difficulties and one of them must be Easy/Normal. Furthermore, each key amount must have a similar diffspread. This means that a mapset including two key amounts must have equal difficulties for each of them.
I believe this kind of diffspread is already allowed by the general RC (several mapsets, especially those which are mainly std with mania GDs feature a NM + MX diffspread.). In any case, I had asked for a rule change about this as well a while ago : t/160106. But it didn't get much love.Garven wrote:
Should mention that the difficulties should be in a consecutive order of difficulty, so no Easy -> Hard gaps in difficulty for each key set.
Different key amounts within a mapset must be treated as different gamemodes regarding the number of difficulties.Then, making a new, strong guideline :
Different key amounts should have similar difficulties. This is to keep parity between different key amounts and satisfy different key amount players.Not sure about the guideline, but to me it does seem like a good idea to add it.
I completely agree with you, and this is another issue which has been (or is being adressed ?) during the past few weeks, but it seems it is unlikely to change.Scarhand wrote:
I think that each key mode should be ranked individually. You cannot compare a 7K player to a 4K player and vice-versa. Each mode requires a different focus and trying to amalgamate them into one ranking system makes no sense. Currently, with the small amount of 4K ranked maps (HD/MX), getting to the top of the PP leaderboards is nigh impossible. You would have to play 7K maps in combination with 4K maps to amass a high enough PP count to get anywhere. For me at least, it just feels like there is a relative limit to how far you can get in 4K ranked.
Some experienced stepartists from Stepmania and FFR have moved their way to osu!mania and have started to work on maps to try and get them ranked. It's not really about the time it takes for 4K to get big in osu!mania, it's about how the ranking system can be adjusted while the 4K community continues to grow. Hopefully we can get large enough to garner support from some 7K steppers willing to apply their knowledge making 4K maps.PyaKura wrote:
I completely agree with you, and this is another issue which has been (or is being adressed ?) during the past few weeks, but it seems it is unlikely to change.
The keycount parity is something we should give more attention to, starting out with fair rules mapping-wise. You can't obviously expect the community to map as much 7K or 4K as the other Ks, but this is a step towards a "balance" between different keycount players for future mapsets.
That's good to know. What about the guideline saying that different keycounts should have similar diffs ?Loctav wrote:
Seems like there were no real objections or doubts in this rule change. Moreover I support this rule and after this has stood for debate a long while already, I'd like to push this forward.
Bubbled. You get 7 days to bring up serious objections until I amend this. Even more since woc is gone, it's yet more our everyone's task to keep mania fresh and vital.
in other word, if you have 7K Hard 7K Normal 7K Easy and want to add another keyset , then it should be 5K Hard 5K Normal 5K Easy ?Loctav wrote:
Amended
New rule (slightly reworded, same content):Different key amounts within a mapset must be treated as different gamemodes and require an respective independent difficulty spread. Therefore each key amount must have an independent difficulty spread. For example if you want to add a 7K difficulty to your set, you must design a whole 7K spread. If you want to add an additional 4k difficulty to your set, you must also desgin a whole 4K spread.
New guideline (slightly reworded, same content):Different key amounts within a mapset should have a similiar difficulty spread. This is to keep parity between different key amounts and satisfy different key amount players.
Also reworded some rules to make them fit with the RC standards we have across all difficulties. Their content havn't changed, just their appearance and wording.
Similar difficulty spread is the guideline. Nothing prevents you to rank 7K EZ, 7K NM, 7K HD and 4K NM, 4K MX.Reikosaka wrote:
in other word, if you have 7K Hard 7K Normal 7K Easy and want to add another keyset , then it should be 5K Hard 5K Normal 5K Easy ?Loctav wrote:
Amended
New rule (slightly reworded, same content):Different key amounts within a mapset must be treated as different gamemodes and require an respective independent difficulty spread. Therefore each key amount must have an independent difficulty spread. For example if you want to add a 7K difficulty to your set, you must design a whole 7K spread. If you want to add an additional 4k difficulty to your set, you must also desgin a whole 4K spread.
New guideline (slightly reworded, same content):Different key amounts within a mapset should have a similiar difficulty spread. This is to keep parity between different key amounts and satisfy different key amount players.
Also reworded some rules to make them fit with the RC standards we have across all difficulties. Their content havn't changed, just their appearance and wording.
okay i'm good with this set. making balance to other specific player