Threads
Texas, USAiGGyyy8 years ago

So, a new patch came out, and it seems that the Graybeard skip as it is currently preformed is dead. Don't worry, we are working hard to make sure we play the least amount of the game as possible, but the frequent changes to skips and techniques raises the question of the validity of old runs.

As of right now (April 12th, 2016), we have 2 Any% categories on the leader boards. One for the wonderfully broken V 1.1, and one for the current patch. Now, "Current patch" isn't exactly a good description when the current patch changes, and with it, time saving skips are removed from the game. This raises the question, how do we organize the runs going further to avoid fracturing the community between patches, and preventing alienation of new runners in the future. While of course, we could run the older V 1.1 (Which currently is the fastest patch), where would that leave new runners without access to the patch, or runners on the console release of the game when that version launches.

To be honest, I can't say i'm completely sure what the best course of action is to make sure that we can maintain as few leader boards as possible. Until we figure something out, please post the patch version number on your run descriptions on the leader board, so we can more easily identify the version used to run the game. Either the version number (1.0, 1.1, 1.2, etc...), or the date of the build, displayed in the lower right hand of the main menu (4/1, 4/6, etc...), are fine for this.

Go ahead and post in this thread what you think the best course of action is. I want to make sure that runners are capable of being having fun and being competitive with whatever patch they might be using, and I don't want some of the fantastic old runs to be removed or replaced by slower times due to new patches.

Thanks for reading -iGGyyy

Texas, USAiGGyyy8 years ago

Just did a run-through of the route in the current Beta patch for 4/6, here are the changes, and how they affect the route

Low Height Removed Re-routes in west using this technique are moot. Can still be set up on bugs, though inconsistently

Barrier Spawns Changed Notably removes the northern OOB we used to get the second module faster. this room now needs to be completed, takes roughly 30 more seconds.

Random pits adjusted This prevents the clip into the north keyhouse, however, it doesn't matter a whole lot due to the next point.

Gearbit Spawn Adjusted The boxes appear unchanged, but several fights now give gearbits. Notably, the bird fight before the key now gives a gearbit, and there is one in the room where we used to do the north OOB.

And that's about all I found. West boss skip still works despite devs explicitly saying it doesn't. Overall, small changes, but not big enough to warrant a complete re-route. Except Low height skips. RIP.

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