I am under the assumption that every playthrough of a map has the position of the player recorded as it moves (#announcements message) and this feature idea relies on that heavily
Is your feature request related to a problem? Please describe.
the difficulty of maps is completely opinion based, resulting in difficulty boundaries changing over time, which is confusing. community ratings are susceptible to trolling
Describe the solution you'd like
My idea is to use the data the game has on the paths players take while they play to find an estimate of how strict the pacing and precision is in a map.
Estimation of pacing and precision would both work slightly differently:
Pacing Estimation
I am assuming that the data points of the player's position are taken at certain time intervals (?). The game could take a sample of four different playthroughs of a map and for every second into a map (or whatever the time interval is) and find the relative distance of each point away from each other, and then calculate an average. This can then be done for all position points in all four playthroughs, and then the distances can be averaged out to one value for the entire map. My idea is that with a larger the difference between different playthroughs, the pacing must therefore be more relaxed as there is a larger number of more diverse paths to take while still surviving the map.
Alternatively if the position samples taken from the player are at irregular time intervals, samples can be made by averaging out two other points. Not the most accurate but this is an estimation after all.