B1rd wrote:
The only explanation Tom has given for why he hasn't done this is that it would 'make repeat sliders OP' without giving any further explanation about why this is the case.
I wouldnt think this actually needs any further explaination, but okay, ill give you a few examples and explain.
Using extetreme slidervelocity as example. x3.5 for both sliders.
Okay we have a looong and weird slider and a repeatslider which is just as long but you can hold it comfortably at the middle.
The black line is how actual gameplay might look.
The blue line is the current algorythm, assume minimal movement.
As you can see, the first weird slider more or less plays like a circle for this algorythm, which underrates it greathly. However the Movement for the repeat slider matches the movement from actual gameplay almost perfectly, as it should.
The other extreme, "perfect" movement is exactly as the slider is mapped, in green.
Look at the long slider, its great! The algorythm sees that this slider is hard as f, overrates it a bit though. Then... oh... my... god. The repeat slider seems just as hard for this algorythm, overrating it to space and beyond. It seems several magnitudes harder than it actually plays.
Then the last line in orange assumes some medium. (i assumed medium as half of the current slider followcircle diameter, and then used shortest movement possible on that, which is how a program could do it)
The long slider looks okay. Gets close to actual gameplay. However the repeat slider still seems several magnitudes harder than what it plays like. Whats worse, it actually might seem harder than the long slider to the algorythm, absoulutely unacceptable.
Now you might think, what if we assume minimal movement if there are repeats present and else use medium movement... well that would solve this situation but got other problems in itself, not all sliders with repeats are like those hold sliders, which would mean we just pushed the problem to other sliders instead of solving it.