DLC category rules?
7 years ago
Oklahoma, USA

I saw that new categories for the DLC were added (and a run is up, which is cool :) ). But I was waiting to see if any rules for when the timer is supposed to start/stop was going to be added. I know you guys are busy so when you get a chance, if the timer start and stops could be specified, I'd really appreciate it. :) It was a bit hard for me to tell on the run that's up because he didn't have a timer at all and the time was longer than the time in his title. >.<;;

Also, is there any way we could have an Absolute Zero category? I read the other threads and Heinki said that it would doable since you're making a challenge and all with "AZ = No takedowns, No augmentations, No items, 100% Ghost, GMDE". I have a few questions about that though if it was added as a category (like the London mission, that alarm doesn't count right? And using the vents with Koller, you technically use the jump aug since it's before your reset... And running to the chopper in Dubai....).

I know you guys want to keep the amount of categories down and all which I definitely understand but I looked at DX:HR and, while it seems a bit more popular than this game (sadly :3 ), I think it would be neat to have AZ in this game since it was in HR.

Thank you in advance for taking the time to read this and any replies. :)

Netherlands

Normally runs are timed from the beginning of gaining control of Jensen (or gaining control of a conversation) until losing control of Jensen or control of the final conversation. In your submitted runs the timer start/stop times are fine.

For absolute zero I agree that a category should be added on the leaderboards. The rules for the DXHR absolute zero state "No items/augmentations/takedowns/alarms" (no alarms part basically means 100% stealth), with any difficulty. Originally it was on the hardest difficulty but not anymore since some inevitable fights are shortened tremendously on easy difficulty. For DXMD it's tricky for the no augmentations part, since you start with many of them, to lose them later on. I'd say active augmentations that cost bioenergy should be banned from use, unless there is an obstacle that can't be overcome in any other way. Passive augmentations like the leg augmentations and Icarus landing are not so easy to ban like that. Exceptions to the rules can always be made if necessary.

Oklahoma, USA

Okay, I figured that was the case with the timing but wanted to make sure.

I was saying GMDX for difficulty because that's what Heinki said in the other thread. :3

The route that I've been using, you can avoid Icarus landing but there are a couple times I use the jump and wasn't sure if that would be okay or not. Like in the vent to see Koller. You can build a box stack in the vent to climb but Jensen always ignores it when you try to use it and just grabs the vent ledge. (the only time he grabs the ledge for me right away..... -_-;; ) The only times that you would have to use your augments that I can think of off the top of my head would be lifting a box in Dubai, the wall punch right after it, and if we're okay to use that vent shortcut to see Koller.

My other question would be the London mission. I'm assuming that the alarm there is okay because the only way to stop that would be to knock out all the guards.You can still go through without being seen but it auto triggers when you see Miller in catering. :|

Game stats
Followers
121
Runs
176
Players
31
Recent runs
Latest threads
Posted 4 years ago
1 reply
Posted 5 years ago
Posted 7 years ago
2 replies
Posted 7 years ago
4 replies