Evening wrote:
if they would be to be separated, they shouldn't fall under the same unit/graph/plane, different keys have different ways to calculate difficulty. Taking taiko and ctb for example, you can't really say that the #1 player of Taiko plays better than the #1 player of CTB, vice versa. Basically you will have to treat them as separate game modes if you were to calculate them, there's no general consensus that [x]k is harder than [y]k
if you're going to link them somehow using stamina/flexibility relationship good luck lol, i find that only 0.1% of the maps i play in 7k made my whole arm tired and 0.1% of the maps i play in 4k felt awkward to play
This, basically.
When it comes to speed in rhythm games, difficulty in keymodes is divided into two distinct categories: reading difficulty and physical difficulty. Doesn't really take a rocket scientist to find out which key mode is harder in terms of reading difficulty. In a combination of 4 1/4 intervals, there are exponentially exponentially more combinations present in 7K than 4K. Likewise, there are more combinations present in 12K than 7K. So theoretically speaking, if the overall skill level of a 4K and a 10K player are the same (and you somehow manage to measure the holistic skill level of a player through voodoo), you would expect the 10K player's reading skill to be far far better than the 4K player.
That's also another thing I want to emphasise though, reading difficulty of a higher key mode will only be ultra prevalent in high levels. At skill level 0, no key mode is harder than the other. Therefore you can say that with higher key modes, the
potential reading difficulty will be higher. Direct relationship.
As for physical ability, given that a person is using a conventional one finger to one key setup, the lower the keymode, the higher the
potential physical ability demanded - inverse relationship. To give an example - take a 180 BPM stream in any key mode. In 4K, if no minijacks are created, each finger is hitting notes at 3 notes per second (180BPM / (60sec * 4 beats) / 4 fingers), equivalent of 45BPM jacks - it could potentially be higher, but it's unlikely to reach something like 7-8 notes per second for one finger. As for 1K, you cannot spread out the notes in any way, so you will be doing 12 notes per second on a single finger for a sustained period. While that is definitely within human capability by a decent margin, it's still much much harder to do physically than what most streams in 4K expect you to do.
The reason why key modes can't be compared is because you cannot meaningfully compare and quantify "reading difficulty" and "physical difficulty" in the same type of measurement. Any claim of saying that a keymode is harder than the other is irrational because people are unable to measure their
absolute skill level in a certain key mode. Yes, this also means that relative comparison is not a good measurement either. There are certain keymodes where are played more often than others, so the perceived "best player" in a particular keymode (say 3K) might be, in reality, not all that great if 4K players decide to play 3K, since there's a high possibility that there's a better "3K" player in the 4K community since so many people have played 4K.
I don't think there's necessarily a key mode that's harder than any other when it comes to speed, at least. The difficulty of any chart can reach infinity, regardless of keymode.
Other than reading difficulty however, I would say that accuracy is the only other thing that is objectively harder in higher keymodes. You build much more muscle memory in higher keymodes with different fingers, and as a result there's a much higher chance of making timing errors with keymodes that require more fingers. In addition to this, the average strength and flexibility of a finger in a higher key mode (e.g. 9K) is much lower than say, 4K. This also creates a higher chance for more timing errors.
If you want to measure difficulty of any keymode, it's best to keep them separate and ensure that they have their own scale of difficulty. Creating a difficulty system is a completely new can of worms altogether, and I don't think it'd be a good idea to post about how to measure difficulty in a certain key mode accurately because it'd take eons to write and a million factors to account for.
You also have to remember that a difficulty scale can only be so flexible and robust. It is not possible to create a perfect difficulty system, the best thing you can create is a difficulty scale that exceeds human perception bias (i.e. 10/12 people will say something like "this chart is definitely overrated") and for one particular playstyle. You would need completely different variables for unconventional playstyles (e.g. 2 fingers for one key in 2K, hello taiko) and as a result the realistic endgoal is to make a difficulty scale for the most common/conventional playstyle.
Hope this helps somewhat.