New Loadless Time Rules
3 years ago
Bristol, England

Now that June 1st is here, we are now using in-game loadless time for both Oddysee and Exoddus. The new autosplitter will pause the timer between loading and screen transitions and only time actual gameplay. From now on, we will now compare against loadless times so that performance for realtime runs won't matter. It's all about the frames baby!

Andorra

Actually, the loadless time is active only for Oddysee. Exoddus has the autosplitter with the loadless timer implemented, but the main timing method is still real-time as we are still trying to 100% prepare the autosplitter and make sure it works 100% correct. When the loadless time gets activated on Exoddus as main timing method, every run that has loadless time will have that time used as default. All the other runs will use Real-time instead.

United States

The implementation of the loadless timer has been set for July 1st, 2020.

Edited by the author 3 years ago
LegnaX likes this
United States

The loadless timer has been changed and the implementation date is unknown at this current time. We will keep people updated as to when it will be released.

United States

We have decided to do a vote in the community based on the options listed below. Further info will be provided as we progress through everything.

Post from @LegnaX in the discord

So, we need to talk about the autosplitter. Some people want the auto splitter to not skip any time from the cutscenes, some people don't mind, and this is leaving everything on hold as we don't even know if we are ready to implement the IGT as main timing method for Exoddus. That's why I wanna include a few options, so you can vote for them.

  1. Exclude the cinematics from the loadless time (the way it is), but punish runners that PURPOSEDLY leaves the cinematic playing taking advantage of this feature (by adding the time spent during the entire cinematic to the loadless time). Moderators will have to do this manually and this is a viable option that we can implement.
  2. Exclude the loading time of the cinematic (the unskippable part where the cinematic plays for like 1 second or so) but include the rest of the time to loadless time. Sadly, we can't do this manually, and the autosplitter doesn't know how to detect this situation (for now), so it won't be implemented until we know how to 100% detect this.
  3. Include all the time from every cinematic on the game (long and small / transition cinematics) to the loadless time. Sadly, we can't do this manually, and the autosplitter doesn't know how to detect this situation (for now), so it won't be implemented until we know how to 100% detect this.
  4. Other (specify what and we will add it here).

We will make this vote as the majority, as probably not everyone will agree with the same option and every option is valid. Please react accordingly to the number you want (my vote doesn't count so I can startup the numbers). Take your time to think about your response and use this channel to discuss if you want to add stuff to your decision, etc...

Thanks for reading!

United States

In-game time has been changed as the default timing method. Nothing has changed with its initial release.

United States

Loadless time has been implemented and is in full use. Thread Locked.

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