{"content":"\n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n Hoshimegu Mio<\/a>\n\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 1,101 posts\n <\/a>\n <\/div>\n\n \n ed July 2020<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Hoshimegu Mio<\/a>\n\n \n 2024-02-06T13:50:28+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n This should just be in all modes honestly.<\/div>\n <\/div>\n <\/div>\n\n \n \n Why do humans exist<\/span><\/em><\/strong><\/span><\/center><\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n Nao Tomori<\/a>\n\n \n osu! Alumni\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 3,078 posts\n <\/a>\n <\/div>\n\n \n ed December 2014<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Nao Tomori<\/a>\n\n \n 2024-02-06T13:53:22+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I disagree with the proposal. 1. A material percentage of plays on higher difficulty maps come from the low difficulty spread. 2. The total amount of plays on any given map is already quite low nowadays. 3. People generally do not voluntarily make non required low difficulties for their difficult spreads.Given these three points, I don't think it's a good idea to further reduce the amount of intermediate level maps coming into the game.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n Riana<\/a>\n\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 1,286 posts\n <\/a>\n <\/div>\n\n \n ed October 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Topic Starter\n <\/span>\n <\/div>\n \n \n Riana<\/a>\n\n \n 2024-02-06T14:16:00+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n YyottaCat wrote:<\/h4>This should just be in all modes honestly.<\/blockquote>I'm not sure how much demand exists in other modes so I limited it to std, if it is needed for other modes separate proposal could handle itNao Tomori wrote:<\/h4>I disagree with the proposal. 1. A material percentage of plays on higher difficulty maps come from the low difficulty spread. 2. The total amount of plays on any given map is already quite low nowadays. 3. People generally do not voluntarily make non required low difficulties for their difficult spreads.Given these three points, I don't think it's a good idea to further reduce the amount of intermediate level maps coming into the game.<\/blockquote>it is true that lower diffs have more ppl to play, but it doesn't mean they need even more maps. the problem is that higher diff players have few alternatives to play, while lower diff players can enjoy other mapsThe part of the reason for 2 could rather be a lot of supplies and abundance of existing beatmaps. Providing more maps won't help adding more plays to new mapsIn my personal experience, I could simply dl a lot of old maps to play with dt (which is like 5*ish) which I found enjoyable. I rarely play new maps for that just because there is no need to play new maps, unless it is mapped for a recent popular song I want to play.For higher difficulty nm maps, even if I dl all the old maps it's difficult to enjoy a lot of different maps that I'd specifically enjoy since overall number of maps are very small<\/div>\n <\/div>\n <\/div>\n\n \n Last edited by Riana<\/a> 2024-02-06T14:17:22+00:00<\/time>, edited 2 times in total.\n <\/div>\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n SupaV<\/a>\n\n \n Beatmap Nominator\n <\/div>\n \n \n \n \n <\/i>\n <\/div>\n <\/a>\n\n \n <\/i>\n <\/div>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 498 posts\n <\/a>\n <\/div>\n\n \n ed November 2020<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n SupaV<\/a>\n\n \n 2024-02-06T15:16:45+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I don't necessarily agree with the wording nor usage of \"proper spread containing at least X difficulties\"<\/strong>, main issue being the definition of spread varies between maps and just may end up being cheesed. For example, 4 similar extra diffs that are gradually more difficult from one to another still counts as a spread with the way that the proposal's currently worded.Nao Tomori wrote:<\/h4>1. A material percentage of plays on higher difficulty maps come from the low difficulty spread.<\/blockquote>This only applies to stuff that are Insane and above, as most of the playerbase's skill level averages around the 4*-6* area, anything below Insane doesn't neccessarily have lots of playcounts from what I find basing off N-X fullspreads like R3m's maps for example.And thus, I would rather have an approach similar to ctb and mania in which the actual drain time is reduced instead, that way we can still make sure Insane\/Extra lower difficulties can still be made instead of having the spread being cheeseable based on your wording above.<\/div>\n <\/div>\n <\/div>\n\n \n Last edited by SupaV<\/a> 2024-02-06T15:18:01+00:00<\/time>, edited 1 time in total.\n <\/div>\n \n \n <\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/span>\n <\/div>\n \n captin1<\/a>\n\n \n osu! Alumni\n <\/div>\n \n \n \n <\/a>\n\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 2,608 posts\n <\/a>\n <\/div>\n\n \n ed February 2011<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n captin1<\/a>\n\n \n 2024-02-06T15:31:38+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Riana wrote:<\/h4>In my personal experience, I could simply dl a lot of old maps to play with dt (which is like 5*ish) which I found enjoyable. I rarely play new maps for that just because there is no need to play new maps, unless it is mapped for a recent popular song I want to play.For higher difficulty nm maps, even if I dl all the old maps it's difficult to enjoy a lot of different maps that I'd specifically enjoy since overall number of maps are very small<\/blockquote>full for this reason. high difficulty but short length maps are prohibitively difficult to push for ranked for asinine reasons that are entirely unrelated to their quality.there should be something done because the current system is extremely discouraging for anyone mapping these unless you have an excess of free time to deal with the bloated set requirements.<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/span>\n <\/div>\n \n Riana<\/a>\n\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 1,286 posts\n <\/a>\n <\/div>\n\n \n ed October 2012<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Topic Starter\n <\/span>\n <\/div>\n \n \n Riana<\/a>\n\n \n 2024-02-06T16:29:48+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n SupaV wrote:<\/h4>I don't necessarily agree with the wording nor usage of \"proper spread containing at least X difficulties\"<\/strong>, main issue being the definition of spread varies between maps and just may end up being cheesed. For example, 4 similar extra diffs that are gradually more difficult from one to another still counts as a spread with the way that the proposal's currently worded.<\/blockquote>mania's RC defines \"proper\" spread as this:A \"proper\" spread for difficulties Insane and harder is defined as a spread with gaps in difficulty similar to those between lower difficulty levels as specified in the difficulty-specific criteria.<\/blockquote>the spread has always been a subjective matter. such definition will make it possible to prevent using multiple similar difficulties for spread with bns' own judgement, just like how too large gaps in the spread has been prevented.SupaV wrote:<\/h4>And thus, I would rather have an approach similar to ctb and mania in which the actual drain time is reduced instead, that way we can still make sure Insane\/Extra lower difficulties can still be made instead of having the spread being cheeseable based on your wording above.<\/blockquote>I don't disagree with reducing the drain requirement itself, but it impacts more mapsets that don't have difficult maps while very high diffs would still require a pretty large spread. thus I thought the proposed solution would be better for solving the problem<\/div>\n <\/div>\n <\/div>\n\n \n Last edited by Riana<\/a> 2024-02-06T17:14:11+00:00<\/time>, edited 4 times in total.\n <\/div>\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/div>\n \n UberFazz<\/a>\n\n \n Medal Hunter\n <\/div>\n \n \n \n \n <\/i>\n <\/div>\n <\/a>\n\n \n <\/i>\n <\/div>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 163 posts\n <\/a>\n <\/div>\n\n \n ed July 2016<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n UberFazz<\/a>\n\n \n 2024-02-06T16:51:00+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n nao's argument assumes that the amount of plays on maps by people who comply and make massive spreads to fill in gaps outweighs the plays that currently don't exist at all from the maps that can't get ranked due to our unnecessarily restrictive spread rules, which i personally highly doubtit also implies that any change to lessen ranking requirements should never happen if that change puts at risk any<\/em> amount of plays that a given mapset sees, which is obviously ridiculous because that would mean any sacrifice shouldn't be done irregardless of gainregardless, even if the original assumption was correct and ignoring the problems with the argument, there are so few high star maps in general compared to lower star maps that any plays on them are negligible. because of this, it only makes sense to focus on ease of ranking, making this an obvious and easy change to (not to mention how arbitrary spread rules are to begin with and how much success other gamemodes have seen in loosening them...)however, instead of the rather messy wording changes proposed in the OP, id simply change \"...there cannot be any drastically large difficulty gaps between any two difficulties\" in the general rc to \"there cannot be any drastically large difficulty gaps between any two difficulties. This does not apply to any difficulty above the first Expert in a mapset.\" this rule could be moved to per-gamemode in order to comply with each gamemode's special naming system<\/div>\n <\/div>\n <\/div>\n\n \n Last edited by UberFazz<\/a> 2024-02-06T16:55:35+00:00<\/time>, edited 1 time in total.\n <\/div>\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n Scub<\/a>\n\n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n 1y51b