Kyou-kun wrote:
but oranges do taste better, especially the juice that comes from them
I can confirm this
Railander wrote:
Kyou-kun wrote:
I wonder if I would actually get pp for DTing maps which I think are hard if the system actually distinguished between aim/speed/accuracy pp like it should
one thing i have no idea how could be made properly is weighting difficulty categories against each other.
for instance, when does X speed become harder (worth more) than Y aim/acc?
Once we figure that out there's still the major issue with comparing FL to pretty much anything else
When it comes to aim/speed/accuracy though, using your oranges to apples analogy, you just need to find some common ground between the fruits to compare them to each other. For example; The orange may not be tastier than the apple, but its color is most certainly more intense - that's objective, so if you're looking for the fruit with the "warmest" color, the orange wins. If you're looking for the least acidic fruit, the apple wins. We can apply the same to the three basic skills required to play this game. The common ground between aim, accuracy and speed is
strain.
So, what you'd like to know is the amount of strain each category gives you within each map. A 150BPM OD10 map with lots of streams but no jumps obviously gives more strain in terms of staying accurate than in terms of aim or speed (it's easy to fc the map, but harder to ss it). If it's high BPM but pretty much only 1/2 and highly spaced at OD7 CS5, then aim is clearly the leading factor. Lastly, high BPM and note density with low spacing and OD makes speed the most straining attribute of that map.
Now, not all maps are this straightforward, but this does give us some guidelines to look for - accuracy is basically OD + amount of hit circles. The higher those two values are, the higher your accuracy pp value should be. Aim is BPM, spacing, and circle size, as well as awkward angles but pp doesn't really take that into account yet. And speed is BPM + note density. So, a map such as Freedom Dive [FOUR DIMENSIONS] will give lots of pp, even if you don't ss it, because there are high values in all three attributes - there's a shitton of notes, it's OD8, there's lots of streams at a high bpm and the streams are spaced, as well as matched by some tricky jumps - in short, the strain this map puts on a player is very high. I wouldn't be surprised if 99% with HR on that map would give over 700pp.
In short, all we need to do to compare skills is by finding some common ground between them. Which is why it's so hard to give a proper value to FL because it has no common ground with anything. There's no physical strain for FL, it is purely mental strain, and the other skills simply don't take mental strain into account yet. Giving it a value will probably be more possible once pattern complexity and reading difficulty are taken into account for pp. By that point we'd have 2 types of strain, physical and mental, which can be compared to each other as wholes because they're both "strain", but the individual aspects that makes up each of those 2 types (aim, speed and accuracy for physical, and pattern complexity, approach rate and reading mods for mental) can not really, since you can't weigh the strain of aiming a map against reading it, since the two go hand in hand.
It's a bit of a tricky issue but we'll find an answer at some point.