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Tom94 avatar Tom94 commented on August 22, 2024

Hi there, these maps actually used to be treated identically, indeed!

The reason a slight boost to smaller-circle difficulty was added was a large amount of community feedback.

I can somewhat justify it like this: the equivalence stops as soon as smaller-circle maps aren’t confined to the center of the screen anymore. Then you won’t be able to build equivalent larger-circle maps anymore due to the circles poking out of the screen.

Admittedly, one could try designing the function of jump difficulty in terms of distance such that this effect is captured, but I had a hard time coming up with a working formula. The human visual/motor system just doesn’t seem to be sufficiently scale invariant in these cases. (With smaller-circle jumps with smaller distances seemingly being overproportionally harder than their larger hypothetical counterparts that would be bigger than the screen.)

In the end, it’s a lot of hardcoded fudge, though, so definitely worth being revisited.

from osu-performance.

rikimasan avatar rikimasan commented on August 22, 2024

That makes sense, my first thought would be to try non-linear distance scaling where increases at larger distances are worth more, and compensation nerfing aim speed for non complex patterns.

I admittedly should try such changes on my own and produce data to see what results such a change would bring however the codebase for osu performance is a bit daunting to comprehend before I know fully what impact my changes would have.

from osu-performance.

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