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Tigger778 years ago

Ok I did the round down to make up for potential timing mistakes (It's hard to tell at witch frame the door closes and things like that but I will include the millisecond in the timing ... can I edit my submissions? Because I have timed it to .XXX so I can just plug that in. I will also test if the time from pressing x to the control part is the same for PS3 and 4. I will do that with mission 11. Also as long as we time the same way I don't really care how we time it so if you have a better (easier) way in mind I don't mind changing mine :)

Edit: I did the timing: Mission 11 compare: PS3: video: http://www.speedrun.com/run/1zxn1xem 00:05.722 x-symbol vanishes 00:05.923 Dog frame is visible 00:14.414 Mission text completly vanished 00:15.682 first control frame Delta 1: 00:00.201 Delta 2: 00:08.491 Delta 3: 00:01.268 All loading: 00:09.960

PS4: video: http://www.speedrun.com/run/emkg9e3y 00:01.134 x-symbol vanishes 00:01.268 Dog frame is visible 00:09.710 Mission text completly vanished 00:10.878 first control frame Delta 1: 00:00.134 Delta 2: 00:08.442 Delta 3: 00:01.168 All loading: 00:09.744

Result: The difference is very small but existence. Just to be sure I would suggest to start the RTA with the first control frame (or chopper frame) as we can not be sure that it is that close to each other for every level.

EDIT2: Also I just saw that the time for Mission 4 with the instant win strategy is different for the different platforms ... so that means even for levels with no loading or stuff in it the ingame timer can be different ... not much but still :(

Tigger778 years ago

Thanks for verifying and for adding Mission 2 :)

I think if the Mission screen with the episode name comes up to the gain control part can also vary from platform to platform ... thats why I included it ... not sure if thats the case though.

On an other note: I saw that dekuking improved mission 49 witch is great because know I want to improve it even more ;) Is it possible to get a notification if a run is improved?

Tigger778 years ago

Yes it's time to fill those tables :D I'm currently submitting my any% runs. Would be great to see more runners at this categorie.

here it the playlist for you to beat them ;)

https://www.youtube.com/playlist?list=PLo63tVr8zWj-ZUafY3jzc0uiVwiKVJHaG

Tigger778 years ago

You can still speedrun mission 2 and 22 ... but I see where you are coming from :)

Also I'm pretty sure the wormehole thing works only in fob ... need to test it through.

Tigger778 years ago

Personally I agree with Vallkyr ... but I can also see dekukings point. The problem with this game is that it's hard to define good categories. (As you don't even get a Rank in certain level...) As a result I personally only run any% ... but the timing and platform comparison are a nightmare ... :(

EDIT: Ok I just looked up how many levels are different (at least for my any% strategies) any%: 50 (all except for mission 02 which is missing for some reason) S-Rank: 17 (get S-Rank with no change in strategy) (Also S-Rank is not possible in mission 22) PSNK: 7 ( get PSNK with no changes in strategy)

Tigger778 years ago

So I'm currently submitting my any% IL runs and have some timing questions. I tried to time like on some comments on runs already on here but I run into some problems:

  1. Possible starting points:
  • Chopper start: (Some missions start automatically in the chopper some I choose to start from there) If you start with the chopper then the episode Mission screen comes up. The game does not count that to the timer as far as I know, but if we use a starting point before that screen, the chopper option becomes a worse choice.
  • Cut-scene start: like Mission 12 It starts directly in a cutscene thats just stupid...
  • Land start: It starts after the cutscene with the mission load screen or more common directly after pressing X after restarting the mission.
  1. Possible ending points: -Chopper: If you leave the mission with the chopper it takes some time before snake gets up and closes the door. After closing the door your weapon disappears. I think it is at that point where the game stops the timer. -land: If you leave the hot-zone by land. The game shifts the camera at some point. I think that is when the timer is stopped. -cutscene: The last thing in the level is a cutscene that one can skip.

  2. Loading sequences: -Box fast travel loading seems depending on the platform you are playing on. -Cutscene I think as soon as they are loaded it's the same time to skip them on every platform -Loading, after or before some cutscene is a loading period that is also depending on the platform (Mission 30 is a good case)

  3. Timing category's on this site: Real time no loads: -I think thats the most important category to compare runs. But we need to agree how to time it to make it fair and compareble. Therefor what loading needs to be excluded (all of it might be best). -When to start: What is if the mission starts with a loading thing? Does the skipping of cutscenes counts as player input and should be included. Real time with loads: -Good to see how the platform differs and relatively simple to measure (just a start and an endpoint) In game: -Good in some cases and as a comparison for improvements. Not good for comparing between platforms and also not so good because it can be abused (slowmo).

So when deciding for a method we should focus on those things imo: -close to the ingame timer (the method should give out a similar time as the in-game time in the levels where there is no load or other interference. -easy to apply to the video ( if we have exact defined frames it's way better) -clearly stated for each level (excpelly what is count as loading and has to be cutoff)

Thats about all :)

I would like to know on what we decide so I don't have to retime my runs

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