I think there's a pretty strong case for this as is.
I'm sure we've all seen -GN, Mafham, MillhioreF, or Ekoro pull off some crazy shit with EZ mod.
There's a problem though, EZ makes most high level maps really dense and hard to read. But on the flipside, it can make lower difficulties easier to play (as the mod name might suggest).
But I have a solution to both these problems. Make the EZ score reduction "fluid" so to speak.
Basically, it puts the map through an algorithm that tests for Note Density and Notes Per Second, after which, it grabs the star rating for the map and puts these values into a formula.
So for example,
(I don't claim these numbers or values to be correct or entirely balanced by any means, I'm just giving numbers to provide an example)
Let's say that EZ mod gives the normal -0.50x multiplier for a map like this (which is slow, simple, and easy to read): https://osu.ppy.sh/b/20382
Then logically, this map https://osu.ppy.sh/b/104229 would lower the negative multiplier a good bit, but not fully, as the average note density is pretty low (the map being composed primarily of 1/2 jumps makes it relatively simple to read), so, with that in mind, let's say it reduces it to around 0.40x.
But for a quick paced jump map like this ( https://osu.ppy.sh/b/1344602&m=0 ), it would lower the negative multiplier significantly more, as it uses 1/4 jumps and more complex patterns, so maybe about 0.30x for this one.
But that's just scratching the surface. Low AR gimmick maps with more complex patterns and higher note densities might reduce the negative multiplier even further, such as Oddloop or Spelunker.
I think this could work if it's executed correctly. Mcosu already has a function to detect note density and notes per second so obviously it's not impossible to code.
I'm sure we've all seen -GN, Mafham, MillhioreF, or Ekoro pull off some crazy shit with EZ mod.
There's a problem though, EZ makes most high level maps really dense and hard to read. But on the flipside, it can make lower difficulties easier to play (as the mod name might suggest).
But I have a solution to both these problems. Make the EZ score reduction "fluid" so to speak.
Basically, it puts the map through an algorithm that tests for Note Density and Notes Per Second, after which, it grabs the star rating for the map and puts these values into a formula.
So for example,
(I don't claim these numbers or values to be correct or entirely balanced by any means, I'm just giving numbers to provide an example)
Let's say that EZ mod gives the normal -0.50x multiplier for a map like this (which is slow, simple, and easy to read): https://osu.ppy.sh/b/20382
Then logically, this map https://osu.ppy.sh/b/104229 would lower the negative multiplier a good bit, but not fully, as the average note density is pretty low (the map being composed primarily of 1/2 jumps makes it relatively simple to read), so, with that in mind, let's say it reduces it to around 0.40x.
But for a quick paced jump map like this ( https://osu.ppy.sh/b/1344602&m=0 ), it would lower the negative multiplier significantly more, as it uses 1/4 jumps and more complex patterns, so maybe about 0.30x for this one.
But that's just scratching the surface. Low AR gimmick maps with more complex patterns and higher note densities might reduce the negative multiplier even further, such as Oddloop or Spelunker.
I think this could work if it's executed correctly. Mcosu already has a function to detect note density and notes per second so obviously it's not impossible to code.