Board Thread:Wiki Running/@comment-3225604-20150502135511

As opposed to "nearly impossible", this time I propose the addition of extremely hard. Let's make it simple as much as I could.

"Extremely hard" difficulty will be placed between very hard and insanely hard, and the color would be maroon and the color for impossible would be changed to gray.

Advantages

 * No confusion in the meaning. "Extremely hard" is a good difficulty to be in between "very hard" and "insanely hard". "Extremely" means "to a very great degree" according to Oxford while "very" means "in a high degree", which is a bit lower than "extremely". However, "insanely" means "in the state of insanity", which suits what players may encounter when they play an insanely hard level. "Nearly impossible" would be on par with "insanely hard" and cause no difference with "insanely hard", thus causing a great confusion. And: What does it mean by "nearly"? Is "very hard" regarded as "nearly impossible"? The borders of "nearly" is too ambiguous while "extremely hard" is a much better line to separate the difficulties.
 * Keeping "insanely hard" in the top difficulty rating means "insanity" is the very least what one of the hardest level would bring. "Nearly impossible" just cannot describe the feeling.
 * Implementation of extremely hard difficulty will largely decrease the number of insanely hard levels, redefining the definition of insanely hard, which is almost impossible to pass the level, and massive amount of luck and skill is requisite to pass the level. Insanely hard levels, although, not to be limited, the number should not be too much, or the significance of "insanely hard" levels will be meaningless.
 * Implementation of extremely hard difficulty will also prevent an abuse of the very hard difficulty and narrow the gap between levels of the same difficulty. The very hard difficulty may become a scope of different layers of difficulty since some insanely hard levels may be downgraded to very hard. However, some very hard levels are claimed not to be as difficult as the newly downgraded difficulty. Compare level 92 and level 565 - there is a gap in difficulty. The newly set difficulty may be able to minimize the gap between levels in the same difficulty.
 * Implementation of extremely hard difficulty will redefine the insanely hard difficulty by public. Since the newly proposed rule will give more restrictions for a level to be insanely hard, the number of insanely hard levels will decrease, showing what a true insanely hard level is. The redefinition will help players know which levels are almost impossible to pass. Insanely hard difficulty will also become semi-automated, or even quasi-automatic.

Disadvantages

 * Resetting polls are inevitable, so does "nearly impossible".
 * You have to redefine how the insanely hard works. What requirements should a level fulfill to become an insanely hard? Or else the new difficulty would be useless. This problem also occurs in "nearly impossible".
 * It's hard for people to accept a new difficulty, as proved in past discussions of similar issues.

Hope you would consider this difficulty as well. 