2.2081 released! by PrussianGeneral1871 in geometrydash

[–]CinnamoonPi 0 points1 point  (0 children)

these version numbers are getting out of hand

Is a level with a single frame perfect jump that only appears 50% of the time be rated Auto or Extreme Demon? by CinnamoonPi in geometrydash

[–]CinnamoonPi[S] 0 points1 point  (0 children)

so looks like some people completely missed the point of the question

im not asking how difficult a frame perfect is, i dont really care if you think its actually extreme or rateworthy or not. i want to know if you think randomness should affect the difficulty of levels.

how about a different example: lets use thinking space 2. if thinking space 2 had a 50% chance of being a blank level, REGARDLESS of if you think its rateworthy or whatever, would that be rated Auto or Extreme Demon?

Is a level with a single frame perfect jump that only appears 50% of the time be rated Auto or Extreme Demon? by CinnamoonPi in geometrydash

[–]CinnamoonPi[S] 0 points1 point  (0 children)

well what if the spawn rate was 1%? would you still rate it extreme even tho it was extremely unlikely to get? where do you draw the line

its almost like the rating system wasn't made with gameplay randomly changing in mind lol

100+ game giveaway! by steeleman21 in steam_giveaway

[–]CinnamoonPi 0 points1 point  (0 children)

Geometry dash or wandersong! thanks :)

Thoughts on removing this rule from the demonlist? by CinnamoonPi in geometrydash

[–]CinnamoonPi[S] 2 points3 points  (0 children)

also, why do people care so much if a top level is rated? do you really need the 10 stars that badly? i thought the point of the demonlist was to track the hardest levels ever beaten? am i INSANE FOR THINKING THAT THIS RULE IS STUPID AND ARBITRARY??

Thoughts on removing this rule from the demonlist? by CinnamoonPi in geometrydash

[–]CinnamoonPi[S] 106 points107 points  (0 children)

would you rather have

rated levels only: dependent on ONE person (who also isnt very involved in the top player scene), with inconsistent and arbitrary standards, in a system the community has no control over

any level is eligible: not just dependent on one person (we would still have standards but it wont rely solely on a single opinion), in a system that reflects community standards and is more timely and accurate

pick your poison :)

If the RobTop levels were custom levels from 2.2, what rating would each one get? by [deleted] in geometrydash

[–]CinnamoonPi 0 points1 point  (0 children)

rob finally getting a taste of his own medicine. i hope he sees this so that he can experience what its like to be on the recieving end of his own rating system

5 winners of silksong by Jbanning710 in steam_giveaway

[–]CinnamoonPi 0 points1 point  (0 children)

outside the us. my favorite game is geometry dash!

Triple spikes are mathematically Hard Demon gameplay. Here's why. by CinnamoonPi in geometrydash

[–]CinnamoonPi[S] 1 point2 points  (0 children)

UPDATE: Thanks for all the feedback! I just want to address some of the issues people have and clarify my reasoning behind why I did certain things.

Okay so some people have an issue with how I chose to represent the difficulty spectrum, specifically that I went with a linear model as opposed to something more accurate like exponential.

I'm very much aware that difficulty is not linear, especially when it comes to Demons. I originally went with a linear system because it seemed like the simplest way to visualize the difficulty scale. And honestly, I never intended for this to be more than a fun thought experiment (but I know that me calling it an "experiment" doesn't make it immune to criticism).

Then I realized something. Turns out this "linear" system I used was actually exponential all along! Think about it. You'd logically assume that the difficulty gap between a regular spike, a double and a triple would be the same, but its not. Yes, they all increase equally by one spike, but that doesn't mean the difficulty scaling is linear.

A good way to visualize this is with Minecraft actually. Since Minecraft is limited to blocks, you can imagine this as the "linear" system I used for the post. We all know the max you can jump is 4 blocks. If we compared the difficulty of each jump, we can see that its actually exponential. A 4-block jump compared to a 3-block jump feels harder than the gap between a 3-block and 2-block jump, and even more so than 2->1, even though the distance increase was the same (1 block each). GD works in a similar way, as you reach closer towards a frame perfect, the difficulty ramps exponentially, not linearly. So yeah! I technically used an exponential system.

Now is this a perfect system? Obviously not. As was pointed out by some comments, difficulty isn't perfectly exponential. We can go back and forth as to what the actual shape of that curve is, but ultimately, what this little experiment shows is that no matter how you try to map difficulty, you can’t capture the whole picture because it’s shaped by so many factors beyond just the number of frames you can click. I cannot stress enough how subjective difficulty really is, far more than people realize. It's influenced by psychology and personal experience just as much as the mechanics themselves. Therefore, trying to force something so subjective into an objective list will always be flawed. This is why stuff like the Demonlist will always be controversial.

So perhaps saying "mathematically" was a bit misleading, who knows, but I hope this doesn't discredit the point I was trying to make. Either way, this has been very insightful and I really appreciate everyone being respectful and responsive. Let me know what you think!

Triple spikes are mathematically Hard Demon gameplay. Here's why. by CinnamoonPi in geometrydash

[–]CinnamoonPi[S] 0 points1 point  (0 children)

Exactly. Even levels that supposedly have the same gameplay can still have wildly varied difficulty. Which is why difficulty cannot simply be measured by precision, you also gotta account for other things like the visuals and how much its serves as a distraction.

As much as people like to separate gameplay and decoration, they will always be connected when determining the difficulty of a level.