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California, USANighlin2 years ago

The Glitch in Question is using "Quit to Lobby" on the frame the load starts to load into Island 1, which gives you a very extended load and a completed Island 1.

So I have looked into this glitch a fair amount and it stops the IGT entirely on Island 1. You could on paper sit there for 30 seconds and then click on your choice for Island 2 and the time will start when you land on Island 2 after the load. This does leave you with 1 less item but if this glitch becomes frame rate specific or patched then its about a 10s give or take time save you cant get back.

I would like a community vote on the inclusion of this trick or not. I don't think we need to remove runs that have already used it but rather a vote for whether to allow or disallow in future runs would be cool.

Thanks everyone for reading and if you need me to submit any other information I would be glad to!

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California, USANighlin2 years ago

The video is missing. To clarify its pampa99999's run on No Turbo New Game.

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California, USANighlin2 years ago

Would it be possible to add a NG and NG+ variable as well as the ability to use Emulation? I have a hard copy but no easy ways to record my setup and emulation is very accusable and will help this game grow. It can easily be separated with a variable as well so it wont disrupt the current runs. IL's would also be very cool as a NG+ thing to do and will add extra ways for new players to get started playing this amazing game.

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California, USANighlin3 years ago

Hey, I Moderate for One Piece Pirate Warriors 4 and made a Fast Dialogue Mod for the game that reduces waiting due to dialogue triggering events. I was just curious if you would add a variable for that if I have a run to upload. Thank you very much for considering it either way, and I hope this game does really well.

California, USANighlin3 years ago

I wanted to put this here to explain my reason for not including most of the Treasure Log maps in the "Individual Levels" category.

The main reason being they are extremely random. The stage switches, the characters in the stage change depending on the mission. The events and missions in the stage can swap around. All of these things create a stage that to get a good time on would just be rerolling for a map and then doing a run of the stage over and over on the best map to hope for a good set of events and enemies.

Now you might ask "Why is there a Full Game Treasure Log Category if that's the case?". My answer to that is the RNG is bad but because you aren't rerolling all your stages nearly as much for perfect RNG its a matter of playing well and adapting to what set of stages you are getting. Its more a category of fun then a category meant to drill down times on a specific stage.

Now if this logic doesn't make sense to you that is completely fine, but I just wanted to explain my reasoning for why these things are this way. I hope you enjoy running the game!

EDIT: I also thought I would add my reasoning as to why the Territory Capture stages are here. The reason is that they have a limited pool of stages and the objective is the same every time. The objective is also less effected by who you fight then other Treasure Log stages with potentially static conditions. I will continue to look into Treasure Log stages as I route them to deem if they feel eligible for an IL.

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