Comentários
ripWSB1 day ago

I think this could save up to about 8 seconds or so compared to the "up top" route where you jump up that elevator shaft and get back in bounds at the spot with all the agents. This alternative route gets a little scary since all the agents are present once you get to that area but still shouldn't be too bad.

tópico: Haven Park
ripWSB18 days ago

From what I can tell, the Switch launch just requires mashing jump after exiting to menu and then loading a save. It doesn't necessarily have to be a fast mash and I don't know how long you have to mash but the launch seems to be relatively consistent at least.

tópico: Spiritfarer
ripWSB24 days ago

How long do you think a run like that would take? It sounds pretty fun. I've always thought an "all spirits through the everdoor" run or something would be interesting.

SnowflakeT curtiram isso
ripWSB1 month ago

Will loadless times be added to the leaderboards at some point?

tópico: Haven Park
ripWSB3 months ago

I'm going to delete my glitchless run that skips the cable car until things get decided but personally, my plan going forward is to run using a ruleset of :

  1. must finish each quest and can't do a Grandma cutscene without her being there (aka, do the crown quest and clear the cable car path)

  2. can't do the super jump

  3. can't go OoB or do the OoB upwarp

  4. can't clip through physical objects like walls to get around obstructions

LRFLEW curtiram isso
Desconhecido
ripWSB4 months ago

How exactly do those work? I had a few accidental ones in my casual playthrough but now that I'd like to do them on purpose, I have no idea what the secret is to get it to work.

tópico: Haven Park
ripWSB4 months ago

Walking through the stronghold wall to get to the Old Castle campsite. Basically just wiggle up and down when on the left side of the gate to walk through the wall (clip from ver 1.2.3 on pc)

Jumping up the slope to skip the cable car ride. When you start walking up the path that goes up where you normally remove the debris from the cable car path, on the first major turn left, you can climb that slope by just jumping up it. Compared to some of the other jumpable slope surfaces, this one is pretty comfy and consistent (clip from ver 1.2.3 on pc)

How does the Switch super jump trick work? Has anyone tried that on PC?

Desconhecido
ripWSB4 months ago

Was watching the run and was curious what the glitches are for this run?

ripWSB5 months ago

Could always go with similar timing rules as the full game. The prologue is the same sort of "fix boat then sail away" premise except you only need to get the plant and not fix everything else. For my run I just started time at selecting new game and then ended at final fade to black after choosing to sail away.

I did find where the game devs had done a run. They started the timer as the loading screen image thing was disappearing and ended when the final decision to sail away was selected. They also smartly started the fire while waiting for the axolotl dude at the end so I gotta try that in a run now. Dev run down below:

Or, something like time starts as the save icon (captain's face) starts to or completely disappears and time ends at final fade to black after choosing to sail away would also be pretty easy for timing purposes, too. Probably doesn't matter too much, tbh

ripWSB5 months ago

Would there be any interest in adding the prologue as a category? I suppose it's technically another game by itself (and only available on pc, I think?) but might be just as easy to keep the prologue and main game all together?

Edit: it's a short run but still pretty fun. My best attempt so far

tópico: Coffee Talk
ripWSB1 year ago

Made a spreadsheet to help facilitate finding drinks once they start asking for 2, 3, and especially 4 beverage quality options in challenge mode.

https://docs.google.com/spreadsheets/d/1PXHF-XKhxl1sTb32oXhwzOC--6V_AzoroFT0RsJsBes/edit?usp=sharing

So once you get into the part where they ask for drinks by name or by beverage quality, you can either :

  1. Type the full drink name (not case sensitive)
  2. If given 1 beverage quality option, look to the right in the table that has combinations that work
  3. If give 2-4 beverage quality options, type them in the black box respective to the WARM/COOL/SWEET/BITTER quality they're asking about (not case sensitive)
  • When typing these in, if they ask for plain warm/cool/sweet/bitter, just type the first letter of the word (so w for warm, c for cool, etc.)
  • If they ask for "not _____", just type n in the corresponding quality
  • If they ask for "less _____", just type l (it's an L) in the corresponding quality
  • If they ask for "extra _____", just type e in the corresponding quality

Based on some awesome work done by Steam user BOT MrPAPAPABLO ( https://steamcommunity.com/sharedfiles/filedetails/?id=2590997397 ) who included a spreadsheet with a ton of drinks & beverage qualities and also this handy web page for plugging-and-chugging those beverage qualities ( https://steamcommunity.com/linkfilter/?url=https://coffee-guru-js.vercel.app/index.html ).

tópico: Coffee Talk
ripWSB1 year ago

I know the rules technically say 'play game' is the start of the run but I'm assuming if we want to start with 'endless' instead that'd be fine, too? Since either game option allows for achievement earning progress to be made.

The all achievements category sounds like it could be fun but I'd personally want to get the challenge mode related stuff out of the way sooner rather than later.

M0ka curtiram isso
ripWSB1 year ago

Whenever Hitfilm decides it wants to work and export the video, I'll add it here. Maybe having 6 playthroughs going at the same time is a bit much. Until then, the time differences for the first three loads are looking like :

Initial load xbox series x - fastest ps5 - 6.3/6.4 seconds slower switch - 2.3 seconds slower ps4 - 8.7 seconds slower

Second load after cutscene xbox series x - fastest ps5 - 15.5/15.6 seconds slower switch - 19.3/19.5 seconds slower ps4 - 20.3 seconds slower

Load going into sewer xbox series x - fastest ps5 - 11.4/11.9 seconds slower switch - 9.2 seconds slower ps4 - 14.8 seconds slower

SongofSoil curtiram isso
ripWSB1 year ago

I was seeing a lot of variation in load times comparing between xbox/playstation/switch. Just the first three load screens alone load could vary from slowest to fastest by up to 20 seconds per load. So over a full run, assuming the rest follow suit, that'd be a huge difference.

From what I could tell it was looking like xbox (series x was the playthrough I was looking at) loaded fastest, followed by ps5/switch (surprisingly, switch loaded relatively quickly), then ps4 coming in last. I'd assume xboxone would be close to ps4 maybe?

I'll try and throw a quick comparisons video together. That's interesting about the N. American & European console/version differences.

HeyFrench curtiram isso
ripWSB1 year ago

Was curious if there was a reason for the split? Also was wondering why loads are left in for console if they're accounted for in PC?

ripWSB1 year ago

Ok, did a run and went back and tried to time all the autosave lag spots. I counted at least 58 during my run. Most lasted just a tiny bit over 2 seconds though I had one that lasted 5 seconds.

The total of all the actual loading screens was 2:10. The total of all the autosave lag time lost where I couldn't move during those 58 spots was 2:13.

4:23 lost to lag and loads on ps4. Curious if xbox handles the game any better.

ripWSB1 year ago

I don't know if anyone else has played on PS4 but the game lags for a couple of seconds at basically every autosave and/or area transition.

I'll try and do a run to show what it looks like. Maybe try and see if they are consistent time losses and how many lag spots happen in a run just for curiosity's sake.

tópico: Unravel Two
ripWSB2 years ago

To help better compare runs between one another and to prevent hardware from being an unfair advantage or disadvantage, a 'time without loads' column is in the works to be added to the leaderboards. This will help account for parts of the game that are out of the runner's control.

There are load screens that take the player between the main hub and each individual level/chapter in the game and can vary in length from just a few to many seconds. Over a full run, especially in all challenge runs, these add up. The screens usually have the destination name and/or level number and look like this: https://i.imgur.com/L9yUYlG.png

A video showing load screens can be seen here (includes PC, Switch, PS4, and Xbox Series S)

Previous runs are in the process of being manually re-timed and once they have all been re-timed, the leaderboard will be updated. While runners are welcome to, calculating load screen times won't be required to submit runs. A mod will calculate them (or check if the runner has calculated them) during the verification process.

Collection of runs and their times without load screens can be found here: https://docs.google.com/spreadsheets/d/1h41atC9ktOgJ9BhzgT4Uwo-LDg9QOyGqiH6ftKrGlDc/edit?usp=sharing

Spreadsheet used for calculating the load times: https://docs.google.com/spreadsheets/d/1IB9_DmRKnXrMpeRoH6VEeSb3p-fvusfcN4YXjQvtSLA/edit?usp=sharing

tópico: Unravel Two
ripWSB2 years ago

What would a glitchless run entail? Are we talking no zoops (for co-op)? No infinite wall jumps? No neo-climbing? Would it be just a more limited NMS run?

On a somewhat related note, solo runs have been split up into any%, NMS, & RMS categories to mirror the co-op rules. This way, NMS stays in bounds and RMS allows for out of bounds, with the general definition of "in bounds" still being any place you can get to with autograb on and without using unnatural techniques like infinite wall jumps and neo-climbing.

Some examples of out of bounds stuff: climbing up and over black webbing, climbing up and over invisible walls, climbing up the wall to skip the fire maze in Ch 5, climbing up the left wall in the steam pipe room in Ch 5 to skip the cutscene before dropping down through the grate.

FloxyCola curtiram isso
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