Tactical Resets Only
8 years ago
Portugal

@mackmcd_

As my last two cents, at this point I think what the purpose of this argument is that from this point onward, we should be aware that on a mistake, accidental tactical reset or obvious death/reset, the run is done, we simply shouldn't continue the run, and simply start a new one.

On your situation, in defence on the final decision over rejecting your run, you've reached the checkpoint at 38:18.71 the gear turned after the checkpoint was turned at 39:04.53 after your accidental reset, the same gear was then turned at 38:58.75 instead due to the reset, you've technically saved over 5 seconds As well as saving you an extra first aid spray from Sheva's inventory.

Notice something that is not always obvious, the IGT script resets it's time to the moment you've reached the checkpoint when you reset, and if your run would be allowed we're opening a door to runners that reset just to improve sections and screw ups.

mackmcd and RE_Snow like this
Alberta, Canada

Your last point, @ravetuba, is definitely where I've been missing the point. I didn't realize that even the livesplit timer will actually rewind to the last checkpoint. I was under the impression that it only ever paused, and counted upwards. I will admit, I didn't look at it that closely, which is why I was maintaining that my accidental reset only lost me time by requiring me to essentially do that entire section again. I was not aware that even livesplit resets my timer to the last checkpoint.

I agree now, 100%, with that reset being rejection worthy. When it comes to my multiple deaths at the end of that run, it does appear that the counter continues going upward. Is it safe to assume that if mutated Wesker keeps tossing me off the rock that retrying is not rejection worthy? In that case, each death is simply losing me time, and it's only in my best interest to "git gud", but in the meantime, nothing unfair is happening, correct?

Edited by the author 8 years ago
Hoobie likes this
Canada

I'm fairly certain that deaths add from the moment you hit the checkpoint to the moment you die, and then adds that onto the checkpoint timer when you respawn. So I would see no issue with dying over and over if we look at it from a technical view, but from a personal view, I still feel like dying should be an instant reset.

I say instant reset because:

  1. It's already slowed down your run, and since you're speedrunning, you'd want the fastest time you can get
  2. There's only like 3 sections in the entire game that you might die in, excluding qte's because on Amateur they're always the same prompts (Vet+ it's different prompts sometimes / danger everywhere)

But either decision I'm fine with. I can see why both would be viable options

Portugal

Though, this raises me one more doubt... From what I can understand then, deaths do not reset the IGT nor the IGT script for LiveSplit, unlike resetting the game to the last checkpoint from the pause menu. In that case, dying wouldn't be a reason worth rejecting a run, as a runner is already being penalised by wasting time if it happens.

But for a stituation such as the runner intentionally dying to retry a stage (like the quick kill on Irvin or Wesker, or for example killing Jill to retry the hit stun strat on that boss fight), is that a reason worthy of rejecting a run? In my opinion I'd vote no, but I understand it does open a door to runners who slightly abuse this to quickly retry a stage.

Edited by the author 8 years ago
England

If they died intentionally then they are stupid. That loses way more time then gains,

Portugal

@Hoobie, Tough argument, but I'll take that as it being ok if a runner is oblivious to the time loss and decides to suicide just to reset to the last checkpoint.

Edited by the author 8 years ago