So today i went to pending actions on my profile and then i went to runs waiting verification and i clicked on rejected. And for some reason i saw my Super Mario 64 70 star run that i submited 4 days ago (by the time im writting this). I didnt get any notifications that my run got rejected. So, is this a bug or something?
So the reason was that i put millseconds and the submission guide says to not put millseconds unless you are going for a top time. Understandable
Yea it is a "good reason" to reject the run because you put milliseconds. I got that as well when I first submitted my very first run. However I also understand that mods can remove that easily instead of rejecting the run... (I was a mod myself for another game, it takes literally 2 seconds) anyway, just submit the run again, without milliseconds and you're good.
@goldenONX, The bot autorejects runs that are submitted incorrectly to make the chances of a run being submitted incorrectly get accepted less likely, it takes just as long for someone to resubmit correctly. Only shoutout worthy 0/1/16 star times are allowed to be submitted with ms.
If someones run is valid and they take too long to resubmit, we also will fix it for them ourselves FYI
@goldenONX should check the first sticky in the forums to see why the auto-reject bot was added in the first place.
Or obv if someone else gets the same time at the top level in 70/120 should you input milliseconds (I think anyways)
"mods should just remove the ms themselves" is pretty entitled lmao. This game gets a ludicrously high amount of submissions. It would be a hundred times more work for the mods to manually fix every single incorrectly submitted run than it is for the person submitting to just read the rules and get rejected until they do.
cf1 is required in pj64, see: https://www.speedrun.com/sm64/news/1321
and as seven stated previously, valid runs that are auto-rejected (that don't get resubmitted), are manually fixed by us and accepted after a certain time period, so the complaining in this thread is based off a false assumption that we ignore valid auto rejected runs
i dont get it, if mods are going to check through every auto-rejected run to fix the reason for which it was rejected, what is the auto-rejection for, instead of just getting it fixed without it being rejected in first place
also, i can imagine a ton of resubmissions from people that saw "dont put miliseconds" as a rejection reason and just resubmitted with the miliseconds removed, with just makes more work because now there is the same submission on the rejecteds list that will be checked and the waiting list
The point of the auto-rejection is to get people to more frequently fill out the fields correctly. Not many runners check mod notes that get left on their submission, so they would just keep submitting with incorrect fields every time. It also eliminates the chance of us making a mistake of not noticing an error in the submission field selections, in the thousands of submissions this game gets.
Regarding the second point, I already mentioned that we have a delay of when we check the auto-rejected runs, to give time to people to fix their submissions, which completely avoids the issue that you bring up. This system has existed for years, and I've already gone over that no valid runs are missed because of this, so I don't really understand why this is suddenly an issue.
Idk i thought it was because the run was rejected because i didnt put millseconds and i didnt got a notification but i think its not a problem now.
We would like to make everyone aware that one of our video requirements is that dynamic HUD elements should not be covered or obscured. These HUD elements, especially coin count, life count and star count can be useful for verifying the integrity of a run. If your layout includes an object (like an
