I'm posting this for knowledge sake, as until just recently (24 hours ago or so) I was oblivious to the fact that there was a constant verbal battlefield amongst the forums about "Auto Converts" and "Mania" maps. I've always just played the game picking and choosing songs that peeked my interest song wise, and not difficulty wise. No, I didn't just play the easiest difficulty, but I also didn't beat myself up about not hitting 99%.
So my first question involves the quote below.
I can't stress enough that I've only just started learning about the PP and PPv2 system today, so any or all of this could be complete off base.
So my first question involves the quote below.
If this was implemented wouldn't this fix the whole "AC's are garbage and so are the players who play them" argument? It would assess songs and give PP according to their difficulty. Because of this, Mania songs which are made for Mania and thus, harder, would allocate more PP, and AC's that are extremely easy and slow would allocate less. If this is true, it's better than tossing AC's out the side completely due to the fact that you could find a much harder AC song vs a low level Mania song. There may be few among many, but they are there. This couples with the fact that Mania-specific songs do exist, but creating a whole scoring system solely off of the few that are out there (versus Osu! Standard) would limit the amount of songs available to the players (Ranked wise).Tom94 wrote:
Beatmap difficulty:
This is were you all can help the most. My current concept is somewhere along the following: Similarly to how tp works with osu! standard maps I would like to instroduce strain values to measure how hard it is to play a certain map. This essentially means, that a higher note density will also be considered harder, while the algorithm is aware, that using a single hand or finger multiple times in a row is more demanding than simply alternating.
For mods the map will simply be transformed accordingly to what standard does in the moment. HR will increase OD, DT the speed at which the map plays back, etc.
I have not yet gone in-depth and it would be great if you could give me hints of what the hardest patterns are and how to rate difficulty. Any X-key feedback is welcome!
I can't stress enough that I've only just started learning about the PP and PPv2 system today, so any or all of this could be complete off base.