コメント
スレッド: Quake II (PC)
United StatesEntropy48 years ago

Cool, thank you.

スレッド: Quake II (PC)
United StatesEntropy48 years ago

I just reinstalled Quake 2 (it's been about 10 years) and want to learn to run it. I noticed on some of the top runs, guys are able to quick save and quick load instantly. I assume they bound this to their keyboard in their configs.

The problem is when I hit my quick load button, the game stops and displays a "loading..." image for a few seconds before taking me back to where I quick saved.

How do you guys make it so that quick loads are instant, with no image?

United StatesEntropy48 years ago

It's pretty common for games to ban glitches. Every speedrunning community has to deal with these questions at some point.

We've already established what allowing this glitch detracts from the speedrunning the game -- consoles can't do it and it creates some absurd runs on some of the levels.

But let's frame the question another way, "What does keeping the glitch ADD to speedrunning the game?"

This is the difference between the horse-clipping glitch and this. The horse-clipping glitch ADDS a dimension of strategy and execution to running the game. As far as I can tell, the weapon glitch adds nothing. Just detracts.

United StatesEntropy48 years ago

The argument for me isn't console vs PC. It's glitch vs glitchless. Especially if the glitch ends up being fixed in a patch (which it probably will be).

FWIW, I don't think it should be allowed. There are skill-based glitches that can add to a game's skill/strategy (like using the horse to clip through a wall) and then there are glitches that just break certain segments of a game. To me this is the latter. Therefore if accepted, it should at least be its own category.

That's just my opinion though.

United StatesEntropy48 years ago

Yep. I got 46 to appear first in my first playthrough.

The thing is though that mission 45 is completed way faster than 46 (haven't tested this, but it seems pretty obvious). So it may still be worth pursuing 45 anyway.

United StatesEntropy48 years ago

Why is timing RTA a problem? Almost every single other speed run game does it, including some very long ones and some with with very long loading screens.

I think I've been swung by dekuking and Tetsuya's arguments here. Especially now having played the game a lot more. We should just RTA everything. Here's a simple example of why.

Let's say there are two players who run the same level with two different routes and are competing for an any% WR.

  • Player 1's route requires getting spotted by a few enemies and entering into reflex mode. His real time run is 3 minutes, 30 seconds. But because of how the game counts reflex mode, his IGT is shown as 3 minutes, 15 seconds upon completion of the mission.

  • Player 2's route has him getting spotted by no enemies. His real time run is 3 minutes, 20 seconds and the game timer shows him having 3 minutes, 20 seconds.

In this scenario, Player 1's run was actually SLOWER, but it would be listed as the faster run on the site under the current rules. This is a really big problem, in my opinion.

We haven't run into it because the game is so new and people are cutting off huge chunks of time on the levels every day. But once things get optimized and every second starts mattering, I think this will definitely be an issue.

This also, by side effect, fixes the phantom cigar controversy. There's no logical reason to ban it or make a different category for the cigar. It doesn't "break" the run per se. It just breaks the most convenient way to time runs. Better answer is to just change how we time runs then.

United StatesEntropy48 years ago

I guess we'll see as people start running the full game what categories make most sense. It's actually not too hard to knock out 3-4 side ops in 10-15 minutes if they all spawn near each other. And I imagine with some planning and practice you could route them decently since there are so many of them. I'm still guessing that it's, at minimum, a 16-hour run. Maybe much more. Which is pretty insane.

I'll just say for the record that I love 100% runs in general and and would love to take a stab at an all missions/all objectives category for the full game. I think it'd be doable in 6-8 hours, which is way more reasonable.

United StatesEntropy48 years ago

Yeah, basically. Considering there are people with 100+ hours in the game who still haven't hit 100% I wonder how realistic having this category is? What about having a category of all missions, all objectives instead?

United StatesEntropy48 years ago

Is the 100% category for the full game all missions, all objectives? Or is it 100% game completion (all missions, all objectives, all side ops, All animals, key items, S rank, etc.)?

United StatesEntropy48 years ago

If it screws up IGT then no reason to ban it, people will stop using it anyway.

United StatesEntropy48 years ago

Full game any% NG+ is a bad idea I think. Grinding resources and strategically choosing the right upgrades at the right time is part of the game and should factor in to a successful speedrun imo.

I like things the way they are. Good job setting it up. I think there's a lot of speed run potential for this game.

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