Have some unstructured thoughts from yours truly.
An objective scale is like a halting problem - you can't find a solution for it. No matter what you do, you can't make it that everyone's definition of some rating is the same. What I think I have is a three step solution which does not solve the "
objectively useful difficulty scale"
but rather treats it as an XY problem, wherein the actual problem we're trying to fix is "
when I look at this hold I want to know if I am likely to struggle with it"
.
Step 1: Streamlining rating definitions
Right now my definition of 10 or 5 or 8 or whatever brain hold is probably very much different from other people's definition. I propose a verbal difficulty ratings, ranging from easiest to hardest:
1 - I felt absolutely no challenge
2 - I felt challenged
3 - I barely solved this without help
4 - So hard I needed help
5 - So hard help wasn't be helpful
Let's have the community vote on the holds a little, and then you can see it like this:
50% of players found this challenging, or
80% of players felt it was so hard they needed help
Now *this* is actually much more meaningful. You don't know how hard the hold will be to
you but at least you have a pretty understandable and consistent information how on average people found the difficulty. We're getting somewhere.
But it gets better! If you play a few holds yourself you'll start to see how well you fare against the average and can then figure out how hard something is likely to be... wait a second...
Step 2: Automated comparison system
The forum can do it for me! It can look at my voting trends, compare it with average and voila, we have immediate feedback:
On average players found it so hard they needed help, but with your skills it should be easier
Damn, I feel good now. The forum appreciates how awesome I am. Now I am sure there are players out there with similar skills than me, after all there are 8 billion people out there, we can't all be unique, right?
Step 3: Comparing against similar players
Since we know how everyone votes we can easily find people who rate the difficulty like you. So the forum can find such people, see how they rated the hold.
On average players found it so hard they needed help, but with your skills it should be easier.
- skell (100% compatibility) said: So hard help wasn't be helpful
- mxvladi (80% compatibility) said: I felt challenged
How cool is that? How cool I am to come up with this solution?
Step 4: Revenge of hidden step
While we're talking about it, we could steal the ideas from other sites and allow tagging for holds, although for big holds like Gigantic Jewel Lost or any main-game hold most tags will make little sense because, well, they cover a whole lot of various things. Saying that TSS is tagged with serpent manipulation, roach manipulation, goblins, constructs, kegs, time clones, advanced time clones, <
snip>
and lynchpins is as good as saying "
almost everything"
.
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[Last edited by skell at 05-04-2016 10:55 PM]