It's good practice for sliders, especially in easier difficulties, which have loads of them.
I honestly hadn't thought of that one. Usually when people refer to "old mapping styles" it's in regards to Osu standard. I don't think I realized that the mapping styles in Taiko had changed that drastically.
OnosakiHito wrote:As for the mapping aspect, people who play converts and later convert to Taiko mapping have a poor idea of how Taiko Mapping is actually working since they had not enough proper examples. Additionally, you are having a hard time getting a hang of the actual taiko mapping since you are used to converts. Some of the older mappers (me as well) had this problem in the past being influenced a lot by converts with patterns which are in taiko normaly not in use.
I think I mentioned this somewhere before, but converts are a relic of the past when there were no taiko difficulties and Taiko just an additional Mod like Hidden or HardRock nowadays is. Converts are not really a part of this game and were just "the end justifies the means". However, converts could have been removed since years already but weren't, as it impacts the ranking process: Removing coverts bears the consequence of forcing GD-Mapper making a full spread since there wouldn't be a lower converted difficulty anymore which would replace the missing Futsuu. Hence, M+O spreads wouldn't be anymore possible and requiere a lower difficulty.
Swerro wrote:Just wondering: what arguments could one use to unrank autoconverts, vs what one could argue to have them stay ranked?
not in the foreseeable future i have to say. converts are here because we'd kill the mode by removing them, once taiko gets stable enough to justify the removal (by stable i mean ACTUALLY stable like it can sustain itself well enough, which is very far from being the case right now due to various reasons) it will happen. taht's all.
OnosakiHito wrote:That means, it is very possible that in the future converts might be removed.