KEEP IN MIND THAT THIS POST HEAVILY EMPHASIZE ON SINGLE DIFF SPREAD
In the RC, there is a rule regarding specific drain time which allows certain difficulty to be the lowest difficulty in a spread.
With this rule, this technically allows a single diff to be rankable if it follows all the criteria corresponding to the difficulty's rules and guidelines. This may look fine and all at first glance, but the problem arises when higher keymodes ( for example we use 6K and 7K as they're the most played higher keymodes) were to follow the current rules and guideline.
This can be clearly seen when you compare a single diff Insane with an Expert. In an Insane diff, the written guideline for it is as follows:
Following the guidelines above, this is the highest density you can get from a chordstream :
Whereas for an Expert diff, there are no restrictions or any limitation imposed on it, that means you can do whatever with it if it exceeds the 5:00 minute mark. An example of this would be:
A little bit of exaggeration but you get what I mean. The difficulty gap between these 2 are too wide when you look at it from single diff spread standpoint.
So what I'm going to suggest here is that, a level of difficulty should be added in between Insane and Expert.
A difficulty that serves to bridge the gap between Insane and Expert. I have yet to decide on a name for this particular difficulty, but let's call it "Light Expert" for now.
With a "Light Expert" the gap can narrowed down by quite a margin, something like this:
This would feel more of a proper progression.
The thing is that this has to be ONLY exclusive to 6K and above keymodes.
Why exclusive only to these keymodes?
The answer is simple. The general density of higher keymodes in a map will always be a lot denser than that of a 4K map (as in note counts). There is actually no point to map a 6K/7K map if people are going to just map it with the density of a 4K map. A 2000 notes in a 2 minutes of 4K map would be pretty dense, whereas a 2000 notes in 6K/7K map would actually feel pretty light because of the number of columns that can be utilized.
Where would this "Light Expert" fit in the drain time rule?
I've given myself quite some time to think about this, and this is what I came up with:
If the drain time of each difficulty is…
...lower than 3:30, the lowest difficulty of each included game mode cannot be harder than a Normal.
...between 3:30 and 4:00, the lowest difficulty of each included game mode cannot be harder than a Hard.
...between 4:00 and 4:30, the lowest difficulty of each included game mode cannot be harder than an Insane.
...between 4:30 and 5:00, the lowest difficulty of each included game mode cannot be harder than a "Light Expert".
...anything higher, the beatmap set is exempt from reasonable spread rules.
I've mentioned about this being heavily emphasized on single diff spread, but this can actually also be applied to full spread if needed.
Not to mention the current rules and guidelines need some amendments as well, that's why I came up with a new RC draft for 7K (for now). The purpose of this new RC draft is to fix and gives a better difficulty progression in a spread. A lot of the guidelines are reused from the current RC, but I've added more specific guidelines for mappers to let them know the things they need to know such as usage of patterning.
Here's the link to the draft: https://pastebin.com/QAY9Efr2
Any feedback would be much appreciated!
In the RC, there is a rule regarding specific drain time which allows certain difficulty to be the lowest difficulty in a spread.
RC wrote:
If the drain time of each difficulty is...
...lower than 3:30, the lowest difficulty of each included game mode cannot be harder than a Normal.
...between 3:30 and 4:15, the lowest difficulty of each included game mode cannot be harder than a Hard.
...between 4:15 and 5:00, the lowest difficulty of each included game mode cannot be harder than an Insane.
...anything higher, the beatmapset is exempt from reasonable spread rules.
With this rule, this technically allows a single diff to be rankable if it follows all the criteria corresponding to the difficulty's rules and guidelines. This may look fine and all at first glance, but the problem arises when higher keymodes ( for example we use 6K and 7K as they're the most played higher keymodes) were to follow the current rules and guideline.
This can be clearly seen when you compare a single diff Insane with an Expert. In an Insane diff, the written guideline for it is as follows:
RC wrote:
Additional guidelines for 7 key Insane difficulties:
Avoid using 1/4 jacks with 3+ notes in the middle of chordstream. These require finger independence that is too difficult for players at this level.
In the middle of a long chord stream with a chord every...
...1/1, there should not be more than 3 notes, except at the beginning/end of a stream, when 4 is acceptable.
...1/2, there should not be more than 2 notes.
...1/4, it's recommended to use a single note instead unless there is extremely clear musical justification.
Following the guidelines above, this is the highest density you can get from a chordstream :
Whereas for an Expert diff, there are no restrictions or any limitation imposed on it, that means you can do whatever with it if it exceeds the 5:00 minute mark. An example of this would be:
A little bit of exaggeration but you get what I mean. The difficulty gap between these 2 are too wide when you look at it from single diff spread standpoint.
So what I'm going to suggest here is that, a level of difficulty should be added in between Insane and Expert.
A difficulty that serves to bridge the gap between Insane and Expert. I have yet to decide on a name for this particular difficulty, but let's call it "Light Expert" for now.
With a "Light Expert" the gap can narrowed down by quite a margin, something like this:
This would feel more of a proper progression.
The thing is that this has to be ONLY exclusive to 6K and above keymodes.
Why exclusive only to these keymodes?
The answer is simple. The general density of higher keymodes in a map will always be a lot denser than that of a 4K map (as in note counts). There is actually no point to map a 6K/7K map if people are going to just map it with the density of a 4K map. A 2000 notes in a 2 minutes of 4K map would be pretty dense, whereas a 2000 notes in 6K/7K map would actually feel pretty light because of the number of columns that can be utilized.
Where would this "Light Expert" fit in the drain time rule?
I've given myself quite some time to think about this, and this is what I came up with:
If the drain time of each difficulty is…
...lower than 3:30, the lowest difficulty of each included game mode cannot be harder than a Normal.
...between 3:30 and 4:00, the lowest difficulty of each included game mode cannot be harder than a Hard.
...between 4:00 and 4:30, the lowest difficulty of each included game mode cannot be harder than an Insane.
...between 4:30 and 5:00, the lowest difficulty of each included game mode cannot be harder than a "Light Expert".
...anything higher, the beatmap set is exempt from reasonable spread rules.
I've mentioned about this being heavily emphasized on single diff spread, but this can actually also be applied to full spread if needed.
Not to mention the current rules and guidelines need some amendments as well, that's why I came up with a new RC draft for 7K (for now). The purpose of this new RC draft is to fix and gives a better difficulty progression in a spread. A lot of the guidelines are reused from the current RC, but I've added more specific guidelines for mappers to let them know the things they need to know such as usage of patterning.
Here's the link to the draft: https://pastebin.com/QAY9Efr2
Any feedback would be much appreciated!