Should the old FMO's have been downgraded to VC's?

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  • Niala
    (╯°□°)╯︵ ┻━┻
    FFR Simfile Author
    • Jul 2007
    • 1697

    #46
    Re: Should the old FMO's have been downgraded to VC's?

    I like your rationale, Rubix, but that raises the question of how do you properly define the difficulties? I assume by quantifying it in some way, but what way would that be? Taking in different aspects of it, and judging them based on a certain percentile of what the maximum acceptance value and minimum acceptance value of a file could be? Just an idea.

    EDIT: Also, you seem to type insanely fast, which is weird as I type 100+WPM, and answer my questions before I ask them every time....

    Comment

    • MrRubix
      FFR Player
      • Jul 2026
      • 8340

      #47
      Re: Should the old FMO's have been downgraded to VC's?

      Originally posted by kjwkjw
      So the overall improving trend of FFRers won't really be factored into this system?

      /confused like an idiot >.<
      Hard to say -- the fundamental issue here is that we can't always say something is "hard" if everyone is always finding it "easy." However, it's misleading to a new player to see a song noted as "easy" only to find that it's actually hard to them. Difficulties need to be accurately defined as a function of different variables. If we're good enough, we can AAA a 4 just as easily as we can AAA a 6, so the data there does not really lend us much information about the actual variance in difficulty. I am just suspecting that market forces here play a big role -- I predict we have more Diff 1 AAA's than Diff 2's than Diff 3's, etc.

      But what we CAN say is, for instance, a jack of length 4 may be harder than a jack of length 3. A longer song is harder than an easier song. A stream of this type is harder than a stream of this type. This speed is harder than this speed. From there we can derive relative difficulty gauges that should be a bit more accurate.
      https://www.youtube.com/watch?v=0es0Mip1jWY

      Comment

      • sayuncle990
        SIU Making a COMEBACK
        • Sep 2005
        • 513

        #48
        Re: Should the old FMO's have been downgraded to VC's?

        I honestly don't think it should be factored in at all. I mean, only a relatively small percentage of FFR players are getting that skill boost that is so prevalent in the forums. I don't see myself as a very good player, right? But as I see all of these songs I once thought hard being downgraded, its like the really good people just are getting jealous that more people are getting better. And they want to be seen as elite again. So they try to make the scales harder and more biased towards them.

        Does that make sense? It made sense in my head...


        Originally posted by popsicle_3000
        wow, not having a girlfriend must have done wonders to my ability to jack well!

        Comment

        • MrRubix
          FFR Player
          • Jul 2026
          • 8340

          #49
          Re: Should the old FMO's have been downgraded to VC's?

          Originally posted by sayuncle990
          I honestly don't think it should be factored in at all. I mean, only a relatively small percentage of FFR players are getting that skill boost that is so prevalent in the forums. I don't see myself as a very good player, right? But as I see all of these songs I once thought hard being downgraded, its like the really good people just are getting jealous that more people are getting better. And they want to be seen as elite again. So they try to make the scales harder and more biased towards them.

          Does that make sense? It made sense in my head...
          Again, market forces. We need to look at the trends of performance across all the songs and compare them statistically, and then break down what it is that contributes to a given average performance.
          https://www.youtube.com/watch?v=0es0Mip1jWY

          Comment

          • Niala
            (╯°□°)╯︵ ┻━┻
            FFR Simfile Author
            • Jul 2007
            • 1697

            #50
            Re: Should the old FMO's have been downgraded to VC's?

            That's basically what I was just saying to him via chatango. If we can systematically give everything a numerical value, and use that as our basis for the difficulties of different files, it should work fine. The only thing is, we would have to come up with a surefire way of judging the quantification of different aspects of files, and making sure that every possible aspect of a file would be taken into consideration, which is a daunting and seems to be an incredibly time-consuming task, realistically.

            Comment

            • MrRubix
              FFR Player
              • Jul 2026
              • 8340

              #51
              Re: Should the old FMO's have been downgraded to VC's?

              Originally posted by Niala
              That's basically what I was just saying to him via chatango. If we can systematically give everything a numerical value, and use that as our basis for the difficulties of different files, it should work fine. The only thing is, we would have to come up with a surefire way of judging the quantification of different aspects of files, and making sure that every possible aspect of a file would be taken into consideration, which is a daunting and seems to be an incredibly time-consuming task, realistically.
              I'd break it down into something like this:

              A hard file is:
              -Something long and tires you out mentally or physically
              -Hard to read
              -Difficult to physically execute

              Each one of these points can be broken down and analyzed. The hard part would be accounting for different playstyles -- or more generally, things that can't be derived from the stepchart itself. A song like FOTBB is hell when playing spread, but is balls-easy when playing index. Some songs are easy if you switch between styles (like I do sometimes for streamy/jacky files).

              Different playstyles effectively throw average difficulty ratings out the window unless you want to define a difficulty as an average derived from market forces which take ALL playstyles into account, naturally. Otherwise, set up different difficulty scales depending on playstyle. Either way is correct, but it all depends on how you want to define difficulty.
              https://www.youtube.com/watch?v=0es0Mip1jWY

              Comment

              • bmah
                shots FIRED
                Profile Moderator
                FFR Simfile Author
                Global Moderator
                • Oct 2003
                • 8448

                #52
                Re: Should the old FMO's have been downgraded to VC's?

                Originally posted by MrRubix
                It doesn't even have to be 20 -- any number we choose is inherently arbitrary. But I just feel like we need to set 1 = easiest song we can think of and 20 = maybe something we can't hope to accomplish yet. If we wanted to make it something like 100, I feel like the variance in defining each level would be too great. 20 seems like a number high enough to account for the different levels of skill, yet low enough to not fall victim to the variance issue. This number may need changing. I'm just trying to explain how we SHOULD be judging difficulty.

                EDIT: I am saying each level would need to be properly DEFINED, not just arbitrarily associated.
                Yeah, I do agree with the general jist of your idea. I had this idea before, but the problem was that there are just too many variables to bother with.
                If you want to really quantify the whole thing, let's start by listing variables that take into account the difficulty factor. This will be similar to DDR's Groove Radar. Here's my sample layout:

                - nature of the song:

                A) overall song length
                B) speed of song


                - complexity of song:

                A) overall simfile arrow density

                i) number of streams
                ii) stream length
                iii) number of jumps within streams (jumpstreams)
                iv) single arrow to jumps ratio

                B) variability of patterns present

                C) number of patterns present / repetitiveness

                D) types of patterns present*

                i) single arrow-related patterns
                -> rolls
                -> staircases
                -> trills
                -> jacks
                -> triples
                -> gallops
                -> crossovers
                -> runningman
                -> spins

                ii) jump-related patterns:
                -> repetitive jumps (e.g. as in Scyth of 13)
                -> chains
                -> hands
                -> quads

                E) arrow types present (secondary indicator; not really a very accurate factor)**
                i) 4ths
                ii) 8ths
                iii) 12ths
                iv) 16ths
                v) 24ths
                vi) 32nds
                vii) 48ths
                viii) 64ths
                ix) 128ths

                *Taking a "big picture" look at the whole simfile is easier than quantifying each specific subvariable, especially considering the fact that many patterns can meld together; i.e. it's hard to quantify a medley of patterns
                **This is basically attempting to break down the "straightforwardness" of the song into actual variables. More "straightforward" songs tend to be comprised mostly of 4ths and 8ths, while the more "awkward" songs (e.g. jazz songs) tend to have more 16ths and exotic arrow types.


                Again, this is just a sample layout. If people really want to pinpoint a song difficulty, no better way to do it than quantitative analysis. But as I said, it's probably tedious. If someone's up to the job, then that would be cool too.


                edit: MrRubix mentioned playing styles, which definitely would change one's viewpoints on what patterns are considered more difficult than others. Still, the best thing to do is to probably make a generality to how easy it is to execute a certain pattern. e.g. runningmen by consensus is generally harder to execute than rolls. You can only be objective up to a certain point.

                p.s. for more info on patterns, refer to the FFR Picture Dictionary.
                Last edited by bmah; 11-10-2009, 11:25 PM.

                Comment

                • MrRubix
                  FFR Player
                  • Jul 2026
                  • 8340

                  #53
                  Re: Should the old FMO's have been downgraded to VC's?

                  The problem is that there isn't enough available data to really make accurate estimates -- if we're going by market forces, we'd need the entire FFR database in order to get data for every play ever performed on every song (since the latest FFR build) in order to get an idea for how people are actually doing on a file.

                  A more practical solution would be to just set up a system that is "well-variegated and reasonable." E.g. "What is the average accuracy-breakdown for people who play this song?" accounting for selectivity bias (e.g. maybe most people who play this file are of a certain skill level).

                  The main problem is that there is often so much debate over "This file should be 9! No, 10!" when it might be easier if we define what exactly those numbers entail. It's a classic problem of using numbers as ratings -- they have no inherent meaning unless we give the numbers meaning, and I think we can give a more accurate meaning if we define what difficulty is.
                  https://www.youtube.com/watch?v=0es0Mip1jWY

                  Comment

                  • bmah
                    shots FIRED
                    Profile Moderator
                    FFR Simfile Author
                    Global Moderator
                    • Oct 2003
                    • 8448

                    #54
                    Re: Should the old FMO's have been downgraded to VC's?

                    Yeah, as I said in my edited post though, you can only be objective so far. No one method can really satisfy everyone. There WILL be debate. It's best to specify some parameters, and then make generalities on some of the pickier factors.

                    edit: I made more edits to my first post; read that first guys
                    @Niala: see what I have to say about multiple playing styles in my first post
                    Last edited by bmah; 11-10-2009, 11:30 PM.

                    Comment

                    • Niala
                      (╯°□°)╯︵ ┻━┻
                      FFR Simfile Author
                      • Jul 2007
                      • 1697

                      #55
                      Re: Should the old FMO's have been downgraded to VC's?

                      I like your ideas bmah, but it seems to me that they would fit pretty much inside points 2 and 3 of Rubix's. You're right, it would be long, tedious, and incredibly difficult to do that for every chart. Plus, there's the issue Rubix stated, different play styles, however, I think it's pretty safe to say that the high majority of players are spread players, and we can judge based on that, now.

                      Comment

                      • OneHandNow
                        Banned
                        • Sep 2006
                        • 5305

                        #56
                        Re: Should the old FMO's have been downgraded to VC's?

                        example: Bus Rides with People

                        Comment

                        • MrRubix
                          FFR Player
                          • Jul 2026
                          • 8340

                          #57
                          Re: Should the old FMO's have been downgraded to VC's?

                          Again, there will be debate, yes, but there will be less debate if we tie the difficulty ratings to the score performances on the songs, which is what I mean by "market forces." The best way to see how hard a song is is clearly how well people do on it!
                          https://www.youtube.com/watch?v=0es0Mip1jWY

                          Comment

                          • awein999
                            (ಠ⌣ಠ)
                            • Oct 2007
                            • 4647

                            #58
                            Re: Should the old FMO's have been downgraded to VC's?

                            Originally posted by OneHandNow
                            example: Bus Rides with People
                            many people think that should be fmo though and it's a newer file.

                            yeah I agree rubix. That's why I think most of those fmo's were rightly downgraded under the current system.

                            and that's why I think szerencsetlen should be fmo lol
                            Last edited by awein999; 11-10-2009, 11:37 PM.
                            Originally posted by Staiain
                            i am super purple hippo

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                            • bmah
                              shots FIRED
                              Profile Moderator
                              FFR Simfile Author
                              Global Moderator
                              • Oct 2003
                              • 8448

                              #59
                              Re: Should the old FMO's have been downgraded to VC's?

                              Originally posted by 0
                              since there's already a 1-99 difficulty system, what if they just used those difficulty factors to find what the difficulties of the songs should be on the 1-99 scale, and then use those numbers to sort the songs into the more broad difficulties (68~75 = VC, 76~83 = FMO, etc)
                              You've just reminded me, my first post said nothing about difficulties. Well, I assume that someone would find a way to add up all of the factors and determine the overall difficulty. For instance, song complexity takes the cake - definitely the biggest factor. Song length is a lesser factor. Eventually, we could come up with an actual difficulty - one that we know we've tried our best to be objective as possible. Further debate on the difficulty would not have to be highly considered, because we assume that such arguments are just products of personal preferences at that point, and you can't do anything about that.

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                              • bmah
                                shots FIRED
                                Profile Moderator
                                FFR Simfile Author
                                Global Moderator
                                • Oct 2003
                                • 8448

                                #60
                                Re: Should the old FMO's have been downgraded to VC's?

                                Originally posted by MrRubix
                                Again, there will be debate, yes, but there will be less debate if we tie the difficulty ratings to the score performances on the songs, which is what I mean by "market forces." The best way to see how hard a song is is clearly how well people do on it!
                                This does make sense, but don't forget to take into account the overall number of players of course. This is obvious when you compare a public song vs a token song, or an early-released song vs a new song. And then there's song popularity, which would definitely impact the number of good scores present. An obscure song that not many people play would be a different story, and this might even override the clues provided by the simfiles difficulty (e.g. an unpopular, but easy song may not have as many AAAs as it should. At the same time, there can be a multitude of sucky players, so the ratio of good to bad scores is skewed).
                                Last edited by bmah; 11-10-2009, 11:45 PM.

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