Cock Hero Difficulty Database
Posted: Thu Jun 07, 2012 3:27 am
Hi All,
While thinking up potential rounds to develop with the randomizer, I started taking some notes on each round. I figured this may be a project others are interested in adding to or editing. What I have so far is here:
http://ifile.it/3vl750i
In addition to a single 1-5 number to rate the overall difficulty of each round, I have several other flags, and a list of other notes. The last three columns are more subjective than the others, so feel free to ignore those.
Obviously, the rating system is subjective and based on my relative scale, but I went through a bunch of videos first to try to calibrate my ranking of difficulty and beat speed/complexity. I was very stingy with the 5s.
Other notes:
- I tried to evaluate each round as a separate entity. The main issues with that are that the cumulative difficulty of an entire match increases by the end, and also, some of the later Cock Heros have either no breaks, or breaks with beats that are sometimes very challenging. The Flux rounds will have a similar problem, since there are normal and hard ways to play the entire match.
- Weighting on overall difficulty is based on the complexity of the beats; the average, maximum (and minimum) speed; the length and amount of breaks; and the overall length of the round. As stated above, I tried not to factor in the absolute round number, but I did note if there was a tough break round immediately preceding the round.
- I was on the fence about the overall difficulty for some rounds. I noted the alternative median grade I was considering as appropriate (any input on these "close ones" is welcome).
- I used wording to determine if early CHs were endurance rounds or not, but I decided to make a few of the later CH rounds endurance due to length and lack of breaks. Again, this is based on my opinion.
- The number of possible flags per round can be immense. One purpose of the notes section was to add some extra flags without marking them Y/N for every round. I am open to adding other flags if they are reasonable, however.
So I am welcoming input on the template I've created, any grades that seem way off base, and assistance in building up the database for other matches that I haven't compiled yet. Thanks.
Bill M.
While thinking up potential rounds to develop with the randomizer, I started taking some notes on each round. I figured this may be a project others are interested in adding to or editing. What I have so far is here:
http://ifile.it/3vl750i
In addition to a single 1-5 number to rate the overall difficulty of each round, I have several other flags, and a list of other notes. The last three columns are more subjective than the others, so feel free to ignore those.
Obviously, the rating system is subjective and based on my relative scale, but I went through a bunch of videos first to try to calibrate my ranking of difficulty and beat speed/complexity. I was very stingy with the 5s.
Other notes:
- I tried to evaluate each round as a separate entity. The main issues with that are that the cumulative difficulty of an entire match increases by the end, and also, some of the later Cock Heros have either no breaks, or breaks with beats that are sometimes very challenging. The Flux rounds will have a similar problem, since there are normal and hard ways to play the entire match.
- Weighting on overall difficulty is based on the complexity of the beats; the average, maximum (and minimum) speed; the length and amount of breaks; and the overall length of the round. As stated above, I tried not to factor in the absolute round number, but I did note if there was a tough break round immediately preceding the round.
- I was on the fence about the overall difficulty for some rounds. I noted the alternative median grade I was considering as appropriate (any input on these "close ones" is welcome).
- I used wording to determine if early CHs were endurance rounds or not, but I decided to make a few of the later CH rounds endurance due to length and lack of breaks. Again, this is based on my opinion.
- The number of possible flags per round can be immense. One purpose of the notes section was to add some extra flags without marking them Y/N for every round. I am open to adding other flags if they are reasonable, however.
So I am welcoming input on the template I've created, any grades that seem way off base, and assistance in building up the database for other matches that I haven't compiled yet. Thanks.
Bill M.