Discussioni
United Statesredmars3 years ago

I'm working on a 100% route and was hoping to get some clarification from the community on what should be required for that category. The rules state you must "complete all jobs", which is a bit unclear in practice.

I've identified 3 basic types of "jobs":

  • Primary - these show up in your to-do list automatically (scan animals, repair signs, cleanup the island)
  • Secondary - these only show up in your to-do list if you start them (ice cream, lost dog, oil spill)
  • Unrecorded - these never show up in your to-do list (fix birdhouses, fill bird feeders, cleanup trash cans, open shortcuts)

Obviously primary jobs should be completed for 100%. I could see a case for ignoring secondary jobs, but they also seem fair to include. The unrecorded tasks seem harder to track and maybe make verification trickier.

Curious what others think about this before I finalize a route and start some runs. Thanks in advance for your thoughts!

United Statesredmars3 years ago

Speedrun Mode has been out for a week, so I wanted to start a discussion on how those changes impact our runs.

Full Game Speedrun mode lets us easily run the whole game at once, from Mauao View through Underground City skipping Final Delivery. Speedrun Mode Any% & 100% feel like decent upgrades to our current default NG+ categories.

Timer The in-game timer seems to behave similarly to the normal mode timer, which means it pauses when you bring up the menu. My gut is this won't replace real-time, but I could see a case for it if we're alright with the pausing, and we don't find a way to break the timer itself.

Results Screen Removing the results screen between levels really speeds up the run, but I noticed it removes some feedback from 100%. You can miss a bonus objective and not realize it until the very end. Also, the speedrun (single) results doesn't say what level was played. I was hoping it would be possible to submit screenshots instead of full video if we decide to use the in-game timer. Edit: Also worth mentioning that the normal mode results screen is now skippable by pressing escape.

Movement It feels like the movement & physics has changed a bit, so everything is similar but slightly off. I've noticed triple-jumps sometime feel more floaty. Sprint seems to break less often just by running over different surfaces, but geometry often feels stickier. Sometimes you brush a railing and just stick to it rather than falling off it.

Wall Clips This is the big one. The physics changes have made some of our wall clips much less reliable. Wedging yourself between objects still works pretty well. But, using a Standard-lens sprint jump head on either just doesn't work, or will get you through the wall but you lose most of your forward momentum.

Framerate The PC patch shipped with a bug that had move speed & jump height tied to framerate. That seems to be resolved, but it's worth noting in case there's other game behavior that might be manipulated with framerate.

New Game Runs I was hoping that the new inventory system would let us simulate a fresh save by just removing everything from your bag. Unfortunately, removed items won't get re-unlocked even when playing through normal mode. So if anyone wants to do a new game run, you still have to clear your save data manually.

Please add your own findings to this thread! I'm curious if anyone has more thoughts on how our categories should change going forward.

pmcTRILOGY piace questo
United Statesredmars4 years ago

Since Underground City doesn't have the same "final shot" mechanic as Final Delivery in base game, where do we want to end time in those categories?

I think when you press E on the delivery marker to exit the level makes sense since that's what rolls the credits. However, there doesn't seem to be a way to skip or accelerate the monument event, so I could understand the case for ending the run earlier. Any thoughts?

This may end up being a moot point once the speedrun mode arrives.

Info su redmars
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