California, USA
Forum: Castlevania: Harmony of Dissonance Thread: Why this game doesn't have a glitchless category? Started by: Jesse17072000Jesse17072000 |
I'm sure if you did a run and posted it in forums that people would take a look at it. If it seems interesting, it might get added. |
Forum: Dragon's Crown Thread: New category and rule ideas Started by: DahkraDahkra |
This is pretty close to what I was proposing. Been hard to find motivation to run lately, especially with PS4 Pro vs PS3. I have come to accept hardware discrepancies all over the place though. Maybe I'll dig in this next year for a potential run at RPGLB. |
Forum: Dragon's Crown Thread: New category and rule ideas Started by: DahkraDahkra (edited: ) |
Edit: Another concern with making such granular categories is that eventually someone will want platforms split (PS3, PS4, PS4 Pro, VIta, PS5 prob) which leads to hundreds of categories. I want to comment that I absolutely agree that the rules should probably be a bit more clarified, and co-op should be split. The comment on not driving competition comes from extremely bloating the category amount. My experiences with this approach are that people will do the run once just to get a top 3 position on an empty board and then never touch the category again. My other opposition to certain categories is that the strategies don't change much once you hit a certain threshold of power. The difference between playing NG+ in Normal - Ultimate in the normal game is relatively similar due to blowing things up very quickly. Some minor examples of what has been done in New Game and 9T New Game (osey889 has some VoDs of this floating around also): 9T Solo: 9T Co-op w/osey889 (we did limited runs of this due to scheduling and online): |
Forum: Dragon's Crown Thread: New category and rule ideas Started by: DahkraDahkra |
TLDR; Way too many categories for a game no one runs. Most boards would be empty or have one person trying to collect gold star stickers. It doesn't develop competition; it is cumbersome. Some ideas seem okay. So you want to add over 90 categories and boards so there will be dozens of empty boards? Proposed: New Game, NG+ 9 Talismans, NG+, Co-op for each of those 3. No need to split characters with so little interest. Co-op could be an issue with online vs offline and verification, but could be tackled later. osey889 and I had been running NG+ 9 Talismans, which was using a new character created at lvl... 15? The character was not allowed to use any gear or items from previous runs, but skipping quests and manipulating the shop at the start was allowed to force potions. Get the 9 talismans (B route) and kill Ancient Dragon. It was a more condensed version of New Game that helped make it accessible and easier to slot into marathons in a satisfying way. The definition for All Bosses you are proposing doesn't have all the bosses. The Demon King is in the super dungeon, and it is definitely a boss. I don't like A Route runs because they are not really a full game run, nor do I feel they have a particularly satisfying conclusion. For NG+ pre-made characters, the point of the original rule set was to make things approachable without grinding gear for hundreds of hours. Because of this, Infernal gear was banned. The definition of this is up in the air, but I took it to mean no blue attributes (whatever the super powerful, character ability specific powers were on gear). Not 100% sold on the level capping, but I don't feel strictly against it. A 99 level cap might be appropriate as a compromise so the super dungeon doesn't need to be grinded extensively. NPCs are a part of the game. I could see banning them for NG+ due to hacked stuff. For New Game, offline, people could use them if they want. The extra NPCs scale the enemies, and they aren't particularly effective except as decoys. No hacked equipment I could see, but anyone with hacking knowledge could easily make items with maxed modifiers that make sense for the gear. This is really an honor system thing. |
Forum: Alan Wake's American Nightmare Thread: Motel 3 Enemy Despawn Started by: Turbodog702Turbodog702 |
This is a fairly simple trick to do. It eliminates the Hillbilly Taken and some other smaller ones near Emma. If you get lucky on spawns and pathing, the only things you need to kill are the two Bird Taken. This might be slightly slower or faster than the original strategy due to a less optimal line. This is mitigated by the less amount of enemies, and the fact you might need to wait for spawns anyway. In any case, it is significantly safer and can save resources. |
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Forum: Alan Wake's American Nightmare Thread: Possible bug? Started by: BrokenPhantasmBrokenPhantasm |
Was any headway made on the ball despawn? |
Forum: Dragon's Crown Thread: Rules? Started by: SkyangelPRSkyangelPR |
The rules are kind of ambiguous. I submitted a new game run. I have built character runs also. I believe flicky and bangerra used characters that used any Infernal or below gear. There were considerable problems defining what was in and out. I took it to mean no special modifiers on the gear (I think they are in blue text). The Twitter post: https://twitter.com/Turbodog702/status/1112026298350628865 Basically, I stopped caring. |
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Forum: Call of Cthulhu: Dark Corners of the Earth Thread: Spawned OoBs on Boat in casual playthrough. Started by: Turbodog702Turbodog702 |
Don't know if it is useful or not. I tried to show everything leading up to it as well. - |
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Forum: Castlevania: Lords of Shadow - Mirror of Fate Thread: Whip Dashing and Double Jump Dashing Started by: Turbodog702Turbodog702 |
I found this independently on my first playthrough with no exposure to outside sources. Intent of the video was information dissemination, rather than to claim the initial discovery. ChurchnSarge tipped me off that you can just hold the Whip button as well. I find both methods are useful depending on the situation, such as if I am going to be rolling off a ledge. |
Forum: Castlevania: Symphony of the Night Thread: Wooden bridge skip? Started by: HiGhVoLtAgE420HiGhVoLtAgE420 |
There is a bug with bad dumps of the game where it can disappear. There is also a wolf clip that can be done underwater that is slower in almost every category. |
Forum: Castlevania: Symphony of the Night Thread: 200,6% category? Started by: |
It is possible, but we are not excited to host it. 200.6% for a speedrun would just mean going out of bounds to quickly get completion, do a map corruption, or do uninteresting map completion. You may be interested in ABRSR (All Bosses, Relics, Save Richter) is it similar in seeing lots of the game but without map completion. We do not have the desire to track this right now. Feel free to run it and share for fun! For other interesting runs that we do not currently have a leaderboard for, see: https://www.speedrun.com/sotn/thread/8k17g |
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Forum: Guacamelee! 2 Thread: New Exploit with Implications on Glitchless Co-Op Started by: NomkeyNomkey |
The point of the one input device clause is to show we want people to use what is comfortable, not what allows for input fuckery, or things a person could not reasonably accomplish without significant time or monetary investment. As for NMG vs Glitchless, both things mentioned feel like exploits or oversights, not glitches. Swaphopping is probably the most grey area in the series I feel. |
Forum: Shining Force: The Legacy of Great Intention Thread: Types of Runs Started by: ShiftrexShiftrex |
Defining 100% is always a chore in RPG speedruns that do not have a % counter. Balbazak was created since it was basically a racing category. Chapter, IL style, runs would have big problems in rules as well since you would basically just grind the hell out of previous maps to level up. Other race style breakpoints are an option, but they miss the original intent of Balbazak. |
Forum: Castlevania: Lords of Shadow - Mirror of Fate Thread: Possible Jump Extension (needs route testing) Started by: Turbodog702Turbodog702 |
This does not work to bypass Reinhardt obviously. |
Forum: Castlevania: Circle of the Moon Thread: Emulation Rule Changes! Started by: GarnitrexGarnitrex |
Did this nuke the Any% board? Was there a reason not to grandfather in the runs? Came in to check on Phase 2 options only to find nothing there. |
Forum: Castlevania: Symphony of the Night Thread: Addressing concerns about Playstation disadvantage Started by: TalicZealotTalicZealot |
Good runners know what a good run is, regardless of platform. Any split in the boards would be awarding higher spots to people due to high level players being on a separate platform. I would not be in favor of handing out gold stars to people for playing on a sub-optimal version with a poor time. The exception to this is this question: "Are there runners who are deserving of merit based on their achievements on the worse platform?". So far, only TalicZealot, bastoune22, and Xeiz have put in the effort and time to get what I would consider times worthy of recognition on a new board. If these three unanimously would want a board split, I would be okay with it. |
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Forum: Guacamelee! Gold Edition Thread: Need to speak to a mod. Started by: [Deleted user] |
As a side note, we KNOW IGT is not reliable. We have ideas for solutions to retime runs, Guacamelee is not a big enough game to warrant the extra effort for what is a tight knit community of great people. |
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Forum: Guacamelee! Gold Edition Thread: Need to speak to a mod. Started by: [Deleted user] |
The boards themselves are a way to contact mods. Also, I am in agreement with Weskurrr, we will not be changing to IGT ever, and are not currently looking into changing the RTA standard at this time. On a side note, maybe you should have just asked me in my chat since I am a mod instead of posting this garbage when we have tried to assist you in running this game. "thank you i do not want it submitted unless i get what is rightfully mine lol. Goku Today at 4:05 PM |
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Forum: Castlevania: Lords Of Shadow 2 Thread: New Game Routing Discussion Started by: Turbodog702Turbodog702 (edited: ) |
Initial thoughts are 5 or 10 Void Gems, 0 or 5 Chaos Gems. This makes it easier to get Blizzard Glitch, and gives extra Chaos for Fire Cover to clear problem arenas. Any additional gems should only be obtained for magic refills. This shouldn't be needed. Some minor testing brought me to the conclusion that the best options for reliable DPS with Shadow Whip were to get Guillotine early. Guillotine loops do high DPS and allow you to avoid many random attack patterns while being cheap to buy early. In addition, Rising Whip (DA Launch) levels quite fast. After that, DA Parry attack and Somersault Attack are the next best options due to allowing you powerful combat options off a bad attack pattern or to evade blocks. Both of these can also level quickly. At this time, I think maxing three abilities on Shadow Whip to increase its mastery to 2 is worthwhile. Your magic and relic use is not stable enough early on to spam Whirlwind, so a 30% increase to damage on your primary damage seems good. Current picks for leveling Shadow Whip: Rising Whip, Aerial DA, then Somersault Attack, Parry Attack, or Area Attack normal on large groups. Sustained AA is very, very good DPS but inconsistent without Blizzard Glitch up. To that end, I wouldn't invest in it until that time. Sustained DA is good damage but not consistent enough to execute without being interrupted. For Void Sword, I pretty much take Whirlwind and do my best to space out the dash for the extended hits. Hitting Whirlwind at the end of the dash does between 6-9 hits instead of the 2-3 when done up close. This is much easier to space on enemies with larger hitboxes. To get Blizzard Glitch, I use Seal of Alastor since 5000 Exp is a lot to invest in a move we only want to use 3-5 times. Chaos choices are more in the air. I like Explosive Earthquake since it tracks enemies, but without the longer Chaos Magic bar of NG+, we need to regenerate far too often.Because of this, Fire Cover is a great next solution. It is fairly magic efficient, and it really deals with some of the more frustrating groups of enemies. Other options include Avalanche to chase down enemies and possibly parry attack. If Transmute is used, you can purchase the cheapest relics in he shop and change them into Seals and Demons. So far, I think the 3-4 small Prison Guard fight before Chupa Jail is guaranteed to drop a Seal. I also think the Large Prison Guard x2 fight after the harpies has a high chance of a Demon. Other than that, you are fishing for relic drops. The earliest relic drop I got was Clock just before getting the Wolf's Medallion. I want to say I have seen Seal drop in the arena before First Acolyte, but I don't know for sure. |
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Forum: Castlevania: Lords Of Shadow 2 Thread: Minor Combat Testing for New Game Started by: Turbodog702Turbodog702 |
After some short testing for the purpose of New Game optimizations. Each level of mastery seems to give an, on average, 30% damage increase from the base damage at level 1. It takes 3 skills at 100% to raise to level 2. I think 5 to level 3.This means Level 2 Mastery might be attainable and useful for the run. A notable exception is Whirlwind, which seems to not have it's base damage increased. Useful combat skills and sequences for Shadow Whip seem to be Somersault Attack for quicklyu avoiding blocks, DA launch into Guillotine loop for evasiveness and damage, and DA counter strike whip for damage option. Sustained Area Attack seems less useful until you get Infinite Blizzard going to control the enemies movements due to lack of stun. Of the options to build Mastery, DA Launch into DA aerial combo are quite quick to level in comparison to many other options. AA on the ground can be fast with large numbers of surrounding enemies. Counter Attack and Somersault Attack tend to build quickly as well. Stolas Clock accelerates EXP gain based on an unknown factor atm, but you gain EXP every hit. This is possibly based on damage. This might be useful for building EXP while controlling enemies. |
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