Yes, exactly. We would have a hard time upon initial release...Xcrypt wrote:
Yeah I agree xxbidiao, to some extent.
With the example of stairs vs random hits. It really depends on the player, I am mainly a RD user so patterns like stairs are not my best thing.
But if we calculate it according to the average of all players, I think this is the best we can do. Ofcourse, we'll have to guess a bit here and there, but let's say stairs vs random hits, they weigh exactly the same? For example.
Maybe only weigh things that are clearly harder for the majority of the playerbase, like density, LN, jacks etc.
In all honesty this is painful guesswork right now. We'll just have to see at the first release of the new scoring system and then we will be able to pinpoint some flaws I think.
And all players average? That doesn't work either, because players of osu!mania is not all the humankind.
Just use 4key vs 7key as example.
We all know that 4key and 7key are difficult to play in different ways. 4K players play 4K insane maps and say 4key is hard; 7K players play 7k insane maps and say 7key is hard. (Please reference to earlier posts on 4key and 7key discussions.)
If you try to average all players, you will most probably get the answer that 7key is harder, because there are more 7key players than 4key ones (Edit: on osu!mania, who can play at least 4k/7k expert maps). But is that the truth?
My point is that don't hope that the ranking system would be 100% accurate (or to say, reliable) - even 10% accurate is nearly impossible to guarantee.
(Edit: Instead of making a complex system that is hard to understand), It would be a good idea to make the algorithm simple and quick enough, even possible to completely substitute star difficulty, regardless of its reliability. Everyone just want to know that 10 star map is harder than 7 star map, doesn't it?
(Actually, woc had considered improvements on star difficulty, but he gave up when finding osu! just lost its response for tens of seconds just calculating every map's SD)