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Metal Gear Solid V: The Phantom Pain
Metal Gear Solid V: The Phantom Pain (2015)
Metal Gear series
PS3, X360, PS4, XboxOne, PC, XboxOneX +
PS4Pro, XboxOneS, PS5, XboxSeriesX, XboxSeriesS
Leaderboards
    Full Game Leaderboard Category Extensions Level Leaderboard     All     Prologue: Awakening     Mission 01 Phantom Limbs     Mission 02 Diamond Dogs     Mission 03 A Hero's Way     Mission 04 C2W     Mission 05 Over the Fence     Mission 06 Where do the Bees Sleep?     Mission 07 Red Brass     Mission 08 Occupation Forces     Mission 09 Backup, Back Down     Mission 10 Angel with Broken Wings     Mission 11 Cloaked in Silence     Mission 12 Hellbound     Mission 13 Pitch Dark     Mission 14 Lingua Franca     Mission 15 Footprints of Phantoms     Mission 16 Traitors' Caravan     Mission 17 Rescue the Intel Agents     Mission 18 Blood Runs Deep     Mission 19 On the Trail     Mission 20 Voices     Mission 21 The War Economy     Mission 22 Retake the Platform     Mission 23 The White Mamba     Mission 24 Close Contact     Mission 25 Aim True, Ye Vengeful     Mission 26 Hunting Down     Mission 27 Root Cause     Mission 28 Code Talker     Mission 29 Metallic Archaea     Mission 30 Skull Face     Mission 31 Sahelanthropus     Mission 32 To Know Too Much     Mission 33 C2W (Subsistence)     Mission 34 Backup, Back Down (Extreme)     Mission 35 Cursed Legacy     Mission 36 Footprints of Phantoms (Total Stealth)     Mission 37 Traitors' Caravan (Extreme)     Mission 38 Extraordinary     Mission 39 Over the Fence (Total Stealth)     Mission 40 Cloaked in Silence (Extreme)     Mission 41 Proxy War Without End     Mission 42 Metallic Archaea (Extreme)     Mission 43 Shining Lights, Even in Death     Mission 44 Pitch Dark (Total Stealth)     Mission 45 A Quiet Exit     Mission 46 Truth: The Man Who Sold the World     Mission 47 The War Economy (Total Stealth)     Mission 48 Code Talker (Extreme)     Mission 49 Occupation Forces (Subsistence)     Mission 50 Sahelanthropus (Extreme)
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Metal Gear Solid V: The Phantom Pain Forum  /  Phantom Cigar in ILs
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Entropy4Entropy4

United States

  Entropy4Entropy4
24 Sep 2015, 12:32

Why is timing RTA a problem? Almost every single other speed run game does it, including some very long ones and some with with very long loading screens.

I think I've been swung by dekuking and Tetsuya's arguments here. Especially now having played the game a lot more. We should just RTA everything. Here's a simple example of why.

Let's say there are two players who run the same level with two different routes and are competing for an any% WR.

- Player 1's route requires getting spotted by a few enemies and entering into reflex mode. His real time run is 3 minutes, 30 seconds. But because of how the game counts reflex mode, his IGT is shown as 3 minutes, 15 seconds upon completion of the mission.

- Player 2's route has him getting spotted by no enemies. His real time run is 3 minutes, 20 seconds and the game timer shows him having 3 minutes, 20 seconds.

In this scenario, Player 1's run was actually SLOWER, but it would be listed as the faster run on the site under the current rules. This is a really big problem, in my opinion.

We haven't run into it because the game is so new and people are cutting off huge chunks of time on the levels every day. But once things get optimized and every second starts mattering, I think this will definitely be an issue.

This also, by side effect, fixes the phantom cigar controversy. There's no logical reason to ban it or make a different category for the cigar. It doesn't "break" the run per se. It just breaks the most convenient way to time runs. Better answer is to just change how we time runs then.

 

your_name_hereyour_name_here

Newfoundland, Canada

  your_name_hereyour_name_here
24 Sep 2015, 17:17

Optimizing for IGT is different than optimizing for Real Time, no doubt, but that's not by itself enough. The question really comes down to whether people, in doing their runs, feel that they prefer optimizing for one over the other.

MGS4 and GZ runs have optimized for IGT, mostly because the game presents a very nice results screen at the end, and while the runs are different than Real Time runs, they're not absurdly broken.

 

SolidSpiderZnakeSolidSpiderZnake

Saudi Arabia

  SolidSpiderZnakeSolidSpiderZnake
24 Sep 2015, 19:21

here is video showing why phantom cigar & RTA should be used especially for certain missions especially when you want to get peacenik (no kills, no alerts).
I timed as soon the inside chopper scene appears and ended once I lose control once camera angle changes just before fading to result screen.

this isn't a perfect run and could be much faster if it weren't for my driving. compared that to the one on peacenik category it's faster by about 10 seconds RTA timing speaking.

 

MassHypnosisMassHypnosis

California, USA

  MassHypnosisMassHypnosis
25 Sep 2015, 11:41

To fix this debate we would have to test the cigar and prove that the wait time during the phantom cigar is always consistent, in terms of in game timer.

We can take a run like Soliduz_snakez for example if some one using the same strats gets similar times then we can prove that its a legit mechanic.

The opinions of three people shouldn't decided the fate of something like this. (although I do agree that the cigar should be allowed) Some kind of testing has to be done.

Also I feel that IGT is the best way to measure a run time because its the most consistent way to measure the start/stop of the timer, giving every one a ''fair'' shake. In the end the fastest completion of the mission wins, regardless of Phantom Cigar or not.

 
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