Riince wrote:
and who decides what 'patterns' are objectively hard? it varies massively from player to player. hard to make a system that includes everyone single those patterns out.
Physics and physiology?
Certain angles are harder to make depending on the momentum from the previous patterns than others. Also, there's a big connection between rhythm and aim pressure. As pressure on either increases, so does the "energy distribution" (which is more of attention) between both, and that means that the other half would undeniably increase in pressure as well.
In other words, let's say I have a map with a really long stream, like 2 minutes. And let's assume I'm not that fast a streamer, but the map is only 160bpm, and the stream starts out with stack spacing, and gradually increases to 1.3x spacing. Now, at fist, streaming this would be easy peasy. However, the longer I stream, the more strain is put on my left hand. Even though the streaming is constant 160bpm, it will take more and more effort to continue streaming uninterruptedly. Now my aim hand has more stamina than my stream hand, but since the stream keeps spacing itself out gradually, I'll experience a roughly equal stamina loss in
both hands rather than just my streaming hand.
That's one thing, the affecting of rhythm on aim and vice versa. It'd also work if I had lots of fast jumps - my tapping hand gets a lot more tired playing Nyan Nyan Drive (which I alt) than a map that's 30bpm higher and has mostly alt singles. It's something I call
mutual strain. I also find it best to approach mapping under the assumption that the player will use two hands as opposed to mouse-only because that's just the majority of the game.
Another difficulty aspect is
angle. And angle is always directly tied to momentum, which is always tied to pressure, which is always tied to the strain caused on the player. I've found that with small momentum any angle seems to work except weird stuff like a 270° turn coming from the bottom right at low speed. Basically, in my experience, I've found that other players (and myself) have more ease with what I call "conventional angles" (mainly 90°, 45°, 120° and 180° turns) and "unconventional angles" which, even if they work as a map, are just not seen commonly. Some popular users of these angles would be Amamiya Yuko, or HanzeR. fanzhen seems to combine conventional angles with unconventional ones in a creative way so he'd kind of fall in a league of his own, in this respect.
I don't know precisely which kinds of angles are preferred on average but it wouldn't be hard to figure that out with some sort of poll. And then it wouldn't be hard (I assume) to determine that x angle at y momentum has z difficulty value (for aim). Momentum is simply the combination of spacing + aim + previous angle. "previous angle" would be same direction the followpoints take (clockwise). So, let's say I make a 4.0x jump at a 90° angle at 220bpm, and the next jump is a 2.0x jump at yet another 90° turn - this jump's difficulty would feel more like a 4.0x jump followed by a 1.0x jump, due to the massive speed you've gained from the initial jump. Whereas if the pattern was reversed, the second jump would feel like a 5.0x jump because the initial jump didn't give much power and then you have to add extra force to make up for the sharp angle too.
These are just two takes on difficulty that I haven't seen yet but they seem pretty relevant to me. I mean, the laws of motion are a thing, they don't hold exemptions for circle clickers.