Timing
7 years ago
Czech Republic

U should count the in-game timer as the final time. Becouse someone has long load times so its unfair.

Czech Republic

We can't use IGT as the primary timer, because if you use save/load (i.e: gimp skip), the IGT will reset to the point of when you saved, thus if you fail the skip 5 times and it takes you 5 seconds each, the IGT will not count 25 seconds, which is not fair.

Theoretically, you could spend half an hour of real time doing this skip and your IGT wouldn't count any of that. That is stupid.

The only solution is to create auto-splitter and set "time without loads" as the primary timer, but nobody made that yet.

EDIT: Btw, you're using way too high bitrate for you stream. Unless you're twitch partner, a lot of people won't be able to watch you unless you have 2000kpbs max. The video will be buffering no matter how fast your connection is.

Edited by the author 7 years ago
Czech Republic

Ok thanks for the tip. :)

Indonesia

Maybe you could make it so that the runner have to add any extra time from reloads/deaths to the submitted IGT, shouldn't be hard to do, and it will be fairer this way. (Although editing the IGT of the current runs will be really annoying :p )

Czech Republic

Ok, what about SS? Lets say i make it in ss no reloads, will you count the ingame timer? Or you should do a new category for that maybe. Just an idea.

Edited by the author 7 years ago
Czech Republic

Nobody is going to do SS with glitches because of the gimp skip.

The only thing we might consider is variable "SS/no SS", but I don't really understand why do you want to use IGT. If you have long loading times, just use ramdisk ;)

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