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Difficulty adjust should have mod multipliers based on the base map diff settings and how they are changed, not just flat 0.5x. I'm thinking having interpreting it as 3 mods and multiplied together makes most sense. CS increase -> multiplier increased (based on how much the circle radius changes) AR increased -> multiplier decreased (lower density = easier to read/acc) OD increase -> multiplier increased (based on how much the 300 window changes) HP increase -> 1x All 3 settings should have quantized steps at which multiplier changes similar to how rate change has. How to quantize the settings:
I'd be happy to implement this and test what quantization steps and multiplier values work best.
I made a graph which shows how cs values would grow based on the step of 4->5 together with an example mod multiplier. |
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Replies: 3 comments
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CS increase doesn't always mean a universal increase in difficulty, at CS values below 4 making the circles smaller can potentially make the map easier, due to larger circles often being harder to read and the decrease in reading difficulty from smaller circles being more impactful than the increase in aim difficulty up to a certain point. Overall, simply changing the multiplier to 1x when only increasing OD/HP would already be a massive improvement and a good first step. |
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DA, when the same multiplier as EZ or HR is applied, must not have a higher multiplier. |
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This is coming soon 🤞 . |
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This is coming soon 🤞 .