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Change strain reduction to be on first chronological strains #31181
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!diffcalc |
As discussed in discord, I'm mildly opposed to this change since it doesn't scale with the length of the map itself, which may cause 5+ minute long maps with their hard parts within the 20-40 second range to evade the nerf while playing almost exactly the same. As well, mappers could abuse players' patience by either adding a long spinner or break to soak up some of the nerfed strains before entering an immediate difficulty spike. |
I don't think adding 30 seconds of low difficulty is invalidating the concept - objects after are still less retryable than if that downtime didn't exist. I believe adding spinners wouldn't even evade the nerf because they give 0 strain and 0 strains are excluded from the calculation. As for the length scaling - sure I'll try making it scale with overall map length with a 30s minimum |
scaling with length may introduce stability issues where adding objects in the end of the map is dropping star rating |
!diffcalc |
let's try something.. |
!diffcalc |
Supersedes #30923
This change replaces arbitrary length bonus short map nerf with a bit less arbitrary assumption that the first 30 seconds of any map is easier to FC due to them being easily retryable. This also removes current peak strain reduction, repurposing it's code.
The aim/speed/total multipliers are subject to change and are here just to make testing easier