Hi. We really inted to speedrun all payday, but according to our calculations it takes about 12 hours. How about to add rule about 15 minutes breaks every 3 hour or something like that?
Whole game runs are bound to be extremely long and exhausting (as long as some RPG 100% runs), so it's fair to want to take a break once in a while, considering that ultimately IGT takes precedence over real time. That said, since multi-segment/spliced runs are not allowed - and that's not negotiable - you'd have to keep recording the game during the break and let the timer run.
If that still is an issue, consider first running contractor categories or Crime Spree. Those usually last about an hour or two so it's easier to schedule the run with your team mates. I'm going to sound dramatic but ultimately the all missions category is meant to be a marathon-type of speedrun and you should be mentally and physically prepared before attempting one without losing time on breaks.
Loading times are supposed to be excluded from the final RTA time. That includes "black screen" and "tooltip" load screens. Either runners pause the timer manually during those, either moderators substract that time when verifying the run. Alternatively, there's a mostly functional LiveSplit autosplitter made by PiTau in the community Discord server. I'll be adding the link to the Resources tab on SRC since we apparently forgot to do so before.
Now to properly answer your question, current state of things is that all time spent in preplanning by the game host (who's the one to record) still counts towards final time. Reasoning is that menuing is still part of the run and you should be able to plan your strategy in an efficient manner. That's even more true in Crime Spree where selecting a map and buying Gage boosts is essential. Of course, that doesn't account for client loading and connecting times which can vary depending on player regions, connections, HDD vs SSD, etc. There's not much we can do at the moment unfortunately, unless we start adding arbitrary or very situational rules based on last action in preplanning, who's connecting and similar stuff. That's a can of worms I'd personally wouldn't want to open. That said I can bring the subject up for discussion with other mods.
In any case, once again, IGT takes precedence over RTA so it's a non-issue until two runs happen to be so close to each other that connection time loss becomes significant enough for RTA needing to be further refined.
also i want to note something the drills take long 5mins almost every heist you can take lil breaks then that adds up
Just to warn you, with Payday 2 support starting again, we will probably be forced to temporarily remove contractor categories or at least part of them, including the full game one. Really sorry about that, I hope you didn't do a run already.
Hi Runners we have added RNG manipulation for the following heist:
Hell's Island: all options for glitchless runs
No Mercy: all options for glitchless runs
Slaughterhouse: all options for glitchless runs
Scarface: Wire box locations for glitchless runs
White Xmas: Santa will now always roll th