How many framedrops are too many?
4 years ago
Washington, USA
EmeraldAly
She/Her, They/Them
4 years ago

For verification. One of my games just had a slew of new submissions from somebody who probably doesn't have very strong internet, and used console streaming so he or she almost definitely does not have other capabilities for recording their runs. This game uses an IGT system (which I'm pretty sure is reliable), and one submission the reported IGT (which is shown in the VOD) is 12:53.

The VOD itself lasts 12:28. There are many moments where the action is discontinuous. I have near total confidence that these are stream "burps" and not an attempt to cheat, but I still feel that runs like this should not be listed. I feel like there's a minimum standard that this fails to meet. My fellow moderator verified them anyway. AITA? I don't want to just flagrantly overrule him (even though I feel pretty strongly about this) so I'd like some opinions.

Washington, USA
EmeraldAly
She/Her, They/Them
4 years ago

small update - the other mod "tabbed through" the runs and did not initially notice the jumps at all. With his agreement, I rejected two of the submissions he verified, and kept two up that have very minimal time missing (as well as one that was wholly unbroken).

Modificato da l'autore 4 years ago
ckellyspeedruns piace questo
Canada

For me, basically my policy is to try to infer how much time passed during the drop (for example if there's dialogue playing or it's during a cutscene I can safely infer the time passed, and in some cases you can tell what happened in gameplay if it's a very short drop). If I don't feel I can comfortably infer how much time has passed, or there's anything sketchy about it, the run is unverifiable.

Modificato da l'autore 4 years ago
Ivory, Symystery, e EmeraldAly ti piace questo