{"content":"\n \n \n <\/a>\n <\/div>\n \n \n Roasted Chicken<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 264 posts\n <\/a>\n <\/div>\n\n \n ed December 2016<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Roasted Chicken<\/a>\n\n \n 2024-10-11T19:28:47+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n As someone who comes from mania, I don't think anyone would want to go back to the old system. Obviously catch is not mania, so in practice it will be different, but I still think it'd be an amazing change!+1<\/div>\n <\/div>\n <\/div>\n\n \n Last edited by Roasted Chicken<\/a> 2024-10-11T20:03:31+00:00<\/time>, edited 1 time in total.\n <\/div>\n \n \n I really like chicken ngl<\/em><\/strong><\/span><\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n muya-<\/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 291 posts\n <\/a>\n <\/div>\n\n \n ed August 2018<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n muya-<\/a>\n\n \n 2024-10-11T19:41:48+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n highly agree with this proposal, and with all the points brought up by secre.overall this seems like a very positive change for the mode with barely any impactful drawbacks+1<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n tatatat<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 923 posts\n <\/a>\n <\/div>\n\n \n ed March 2015<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n tatatat<\/a>\n\n \n 2024-10-11T19:52:08+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n I disagree. Catch already has an issue of no low difficulties and lax marathon requirements. The majority of the playerbase is in the Platter-Rain level (me included). In theory this will cater towards high skilled players and low-motivation mappers, while only making the new player experience worse. Catch is the community with the least player engagement. Should focus on growing it, not consolidating around the top skill players. The group of top skill players won\u2019t grow from this change, only perhaps decay slower.I think the con of marathon maps is because of how catch\u2019s performance point system fundamentally works, where a single miss will take upwards of 50% of the performance points. Not many in the platter\/rain level are playing them because of that. But maybe thats off-topicI\u2019ve had the personal experience in mania\u2019s system of finding songs that are engaging, but because of the new spread requirements don\u2019t contain difficulties that a casual player like me can play. beatmapsets\/1932403#mania\/4065664<\/a><\/div>\n <\/div>\n <\/div>\n\n \n Last edited by tatatat<\/a> 2024-10-11T20:02:14+00:00<\/time>, edited 4 times in total.\n <\/div>\n \n \n ~with peace and love, tata~<\/span><\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/div>\n \n Secre<\/a>\n\n \n osu!catch Champion \/ Nomination Assessment Team\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 411 posts\n <\/a>\n <\/div>\n\n \n ed January 2013<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Topic Starter\n <\/span>\n <\/div>\n \n \n Secre<\/a>\n\n \n 2024-10-11T20:03:44+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n tatatat wrote:<\/h4>I disagree. Catch already has an issue of no low difficulties and lax marathon requirements. The majority of the playerbase is in the Platter-Rain level (me included). In theory this will cater towards high skilled players and low-motivation mappers, while only making the new player experience worse. Catch is the community with the least player engagement. Should focus on growing it, not consolidating around the top skill players. The group of top skill players won\u2019t grow from this change, only perhaps decay slower.<\/blockquote>We do not have an issue of no low difficulties, I don't know what information you're basing this off of, but its false.This will not completely kill off low difficulties, as they would still be made, especially for the majority of songs that new players would generally gravitate towards. Most players easily skip the cup-salad levels, and like you said end up staying around the platter-rain areas. I still believe that currently, even assuming no more ranked platters\/rains (there will still be plenty), that a player can easily get to overdose+ level with the maps available to them now. The amount of difficulties that would be \"lost\" with this change is completely negligible, as instead of losing out on difficulties, the general outcome would instead just be gaining higher end difficulties instead.I also don't understand your point about the low motivation mappers, as this would just get rid of the difficulties they have low motivation for (the lower diffs) while allowing them to actually put their effort into what they care about. Wouldn't this result in an overall higher quality of all maps?<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/div>\n \n Mniam<\/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 228 posts\n <\/a>\n <\/div>\n\n \n ed February 2015<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Mniam<\/a>\n\n \n 2024-10-11T20:10:15+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Agreed!We have enough of low diffs. Previous change shows it didn't discourage mappers from mapping them. Also Some songs are calmer so they won't be mapped as high sr - doesn't affect the balance, even improves it. This highly encourages me to map more high sr maps (copium), as I wasn't really able to rank much before.tl;dr LET HIM COOK<\/div>\n <\/div>\n <\/div>\n\n \n \n funny<\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n tatatat<\/a>\n\n \n \n \n \n \n <\/span>\n <\/a>\n <\/div>\n \n \n \n 923 posts\n <\/a>\n <\/div>\n\n \n ed March 2015<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n tatatat<\/a>\n\n \n 2024-10-11T20:14:25+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Secre wrote:<\/h4>We do not have an issue of no low difficulties, I don't know what information you're basing this off of, but its false.<\/blockquote>When I go to play maps I notice a general trend towards only Overdose and higher marathons (30-50% probably?). But perhaps this wouldn\u2019t change that at all. Well actually almost certainly. Perhaps its more of a trend towards marathons in general.Secre wrote:<\/h4>I also don't understand your point about the low motivation mappers, as this would just get rid of the difficulties they have low motivation for (the lower diffs) while allowing them to actually put their effort into what they care about. Wouldn't this result in an overall higher quality of all maps?<\/blockquote>Yes, but in difficulties the majority of the community won\u2019t be able to play. Thats how I see it at least<\/div>\n <\/div>\n <\/div>\n\n \n Last edited by tatatat<\/a> 2024-10-11T20:17:32+00:00<\/time>, edited 3 times in total.\n <\/div>\n \n \n ~with peace and love, tata~<\/span><\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n <\/a>\n <\/div>\n \n \n <\/span>\n <\/div>\n \n Secre<\/a>\n\n \n osu!catch Champion \/ Nomination Assessment Team\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 411 posts\n <\/a>\n <\/div>\n\n \n ed January 2013<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Topic Starter\n <\/span>\n <\/div>\n \n \n Secre<\/a>\n\n \n 2024-10-11T20:20:41+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n Secre wrote:<\/h4>I also don't understand your point about the low motivation mappers, as this would just get rid of the difficulties they have low motivation for (the lower diffs) while allowing them to actually put their effort into what they care about. Wouldn't this result in an overall higher quality of all maps?<\/blockquote>tatatat wrote:<\/h4>Yes, but in difficulties the majority of the community won\u2019t be able to play. Thats how I see it at least<\/blockquote>This would effect low difficulties more than any, due to removing the worse \"filler\" ones that people currently map for spread, and replacing them with the more high quality ones made out of ion.<\/div>\n <\/div>\n <\/div>\n\n \n Last edited by Secre<\/a> 2024-10-11T20:21:04+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 <\/span>\n <\/span>\n <\/div>\n \n Utiba<\/a>\n\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 280 posts\n <\/a>\n <\/div>\n\n \n ed December 2017<\/strong>\n <\/div>\n <\/div>\n\n \n \n \n \n \n Utiba<\/a>\n\n \n 2024-10-11T20:21:08+00:00<\/time>\n <\/a>\n <\/div>\n <\/div>\n\n <\/div>\n\n \n \n As someone who maps and plays mania, I so agree with this change. I think it would be definitely cool to have this change over in catch!+1 from me<\/div>\n <\/div>\n <\/div>\n\n \n \n <\/a><\/div>\n <\/div>\n \n <\/div>\n <\/div>\n \n \n \n 5r2037