Comments
thread: Stray
FranceAnemion3 months ago

Nothing wrong here, it's just Clem being the buggiest npc in the game. Her AI can break for unknown reasons. Reload to fix it (sometimes you need to do it multiple times).

In your clip, if Clem doesn't start walking to the other room when you open the door then you'll have to reload.

FranceAnemion1 year ago

That would be the most basic AR5 rush with a 0.6% chance of success afterward (or about 6% if doing a 10pull). I don't think you would like to run that. I don't think anyone would be interested in a pitty%/softpitty% either as that would be far too long of a run.

Glisin likes this
thread: Stray
FranceAnemion1 year ago

Nice find ! Just tested it, it works! Using the macro generally means we can just ignore zurks, but for anyone who doesn't or is on console, this is a lifesaver

Suishi likes this
FranceAnemion2 years ago

If you were using the one provided by LiveSplit by filling in the game name in edit split section then yes, this one is outdated. You can find an up-to-date backup in the GI speedrunning discord server.

Glisin likes this
FranceAnemion2 years ago

The amount of xp required went down by roughly 45%. You can expect Chapter 1 runs to be twice as fast, for a total length between 11 to 14 hours. Is it practical ? I don't know, but at least it's possible in a single day

FranceAnemion2 years ago

The rules about gacha rewards are a bit confusing but I think you got them correctly. No weapons acquired through wishes can be used (or used for enhancement), none of the wish-only characters can be played nor used as constellation (except Noelle for some reason). The rules are unclear about what to do if you somehow obtain Kaeya/Lisa before you unlocked them.

To answer your question a different way, in all current AR categories even if wishing was allowed, it is simply too slow and will never be worth it in the end. Not to mention you can't collect mail rewards which means you are left with 2/3 whishes at best during your run.

FranceAnemion3 years ago

Yeah I was thinking about doing the same thing as you. I'm not sure if it's actually faster than sending your ship to an outpost while you're on Crook's Hollow. One thing is sure it's load dependant and you could end up on an awful outpost (Dagger's or Golden Sand) so it might not be that much faster overall.

FranceAnemion3 years ago

About your last point, this is obviously a case of exploiting the rules's wording. An additional line should fix it. Not sure how to write it but something like this ?

"A run cannot be started from a checkpoint" "Using checkpoints is allowed during a run if it was reached during this run. You cannot use any TT checkpoints stored before the run began."

I didn't try any of the checkpoints stuff so I don't know how they deal with TT rng. (Can the islands/totems be rerolled this way ?). But I think they should be allowed as long as they don't simplify TT progression too much.

Toastiewaffles likes this
FranceAnemion3 years ago

I remember the medalion drama for marathonfinement. Someone asked if it was technicaly allowed under Zerator's ruleset and it ended up being allowed and made a lot of people very salty (but hasn't been used? I didn't see if the winner did it or not).

But Zerator's ruling only stands for his challenge, I don't think his saying should have any value for deciding if medalions are indeed quest items or if they can be collected in advance. It's up to the mods here to decide and in general what the other SoT speedrunners have to say about it.

As for the barrels, if setting up kegs requires using glitches it would be unwise to qualify your run as glitchless.

FranceAnemion3 years ago

We made precise rules for the position of the ship and crew at the beginning of a Tall Tale to provide an equal start between runners. I think not altering the world, especially the islands you are supposed to go, also goes toward this.

Besides, oneshotting the gold Hoarder with kegs sounds more like a really good challenge run more than a speedrun.

FranceAnemion3 years ago

I have a completely opposite point of view actually.

TL;DR: Setups : No*(Collection: Yes°/ Placement : No) Checkpoints : Yes (°Some may have to be excluded due to rarity)

To me, putting down kegs in the boss arena before the run even starts, is more like a NG+ type of strat because (in the eyes of a viewer) this is not something that should be happening in this situation. There was no piles of kegs near the boss when you first did that quest casually. You had to fight it "fairly" if that makes sense. The only reason there are kegs near the boss is because that crew spent a few hours collecting and placing down kegs just to save an extra 30 seconds off. As a viewer I would feel slightly cheated... As an speedrunner I would feel very discouraged cause this means that every crew now have to setup those kegs before every run. Take the example of TT9: When we did our runs, we had to first server hop until we spawned on an outpost close to Morrow's Peak and a good wind, then do a riddle quest for a collector's chest then get the ship in position. But it's not over yet because you can't leave the outpost until you have the -perfect- wind or you won't have enough time once you reach Tribute Peak. Doing the initial journey to Morrow's can take up to 25 minutes but waiting for the wind can take up to an hour ! And we did this by afk'ing at the outpost, each of us on a different server to maximize our chances. And we had to redo this Before. Every. Single. Try. So for me it's a no. Not any more of these annoying setups. Get kegs if you want but they stay on your ship until the run starts.

For checkpoints however I would be in favor of allowing them during a Tale (not starting from checkpoints). Just like the disconnection before a boss is now commonly used, all the abuses from Tall Tales checkpoints are a thing that's going to stay in the game. So I think we should go along with it. TT Checkpoints are only an item transportation tech (unless they also reroll the quest locations). They give you back an item you earned with your actions, so you are not reloading a save that's ahead, you are reloading the same save but in a different place.

Toastiewaffles likes this
FranceAnemion3 years ago

Yes, Tall Tales related items like vault keys, totems, shroudbreaker stones, etc... Not collector chest or any other additional supplies.

Basically just a bit more foolproofing so people can't just start a Tale, hand in the final item to the quest giver and call it a day.

FranceAnemion3 years ago

I absolutely agree with this. The intent with speedrunning Tall Tales is to complete it in its entirety from the starting point to the end just like a casual crew (who doesn't know what the Tale is) would do, except we happen to go faster. Meaning it's ok to skip things in between the start and finish but you can't start from the middle.

As such I would also suggest adding in the rule that any quest item (necessary or not) in a Tale cannot be collected (or used) prior starting your run. For instance, you shouldn't be allowed to collect the Gold Hoarder Coin before starting the TT9 and use it in your Speedrun.

Toastiewaffles likes this
FranceAnemion4 years ago

Sorry I'm late to the discussion. I agree selling the gold hoarder skull isn't really a part of the quest. It is only needed for more completionist commendations (same as finding all journals).

I think the end was that way for consistency since most of the Tall Tales ends on giving an item to an npc (with the exception of TT7 and TT9).

In my opinion, the most accurate way to determine when a Tall Tales ends is when the popup "Tall Tales end" appear on screen. If we consider it the equivalent of credits then the final time is on the action leading up to this.

Now for TT9 specifically, my proposal for final time is when lethal damage is dealt to the gold hoarder as there is a very obvious audio cue (and the skull instantly appear on the ground). Since everything happening after the final hit on the boss is scripted and should be constant.

EDIT: Well... when the gold hoarder explode isn't that bad either. I like it better actually.

lyran likes this
FranceAnemion4 years ago

I understand the rules about quests start like this :

  • All players and the boat must be "at the beginning location" when the quest starts. Meaning they are either near the NPC quest giver, somewhere on the island or waiting on the boat.
  • The boat must not be moving when the quest starts. But it doesn't matter if your anchor is lowered or not nor if you have already prep the sails and the anchor for a faster departure.

To me this is to give a more even start between different crew size, but more importantly to limit the amount of setup you can do before starting a run.

For example if this rule did not exist you could "run" Shores of Gold in a mere ten minutes on a 3-men crew by making one of your crewmate wait at the end of the underground section. Then cancel the quest, do a trip back to the outpost, put one vote in the quest, and leave another member at the outpost and activate the quest when you are about to enter the red sea. (player grabbing the quest leave the party). Or simply have another crew helping you to get one of your mate at the end before starting....

Of course that's an extreme case but it's to show that a lot of timesaves can be obtained by doing an absurd amount of setup before each attempt which kinda defeat the purpose of speedrunning in my opinion.

As for receiving any form of help from another crew during a speedrun it should be strictly forbidden imo.

EDIT : Took too long too write my post. I agree with what Toastie just said.

lyran and Toastiewaffles like this
FranceAnemion4 years ago

Thank you for the rule clarification. Let's open the ball, I'm submitting a first run for one of the Tall Tales.

FranceAnemion4 years ago

I suppose the same could be said about our boat. Currently the rules do not say wether or not the boat must be winthin the island range when the quest begins.

FranceAnemion4 years ago

Are we allowed to gather any supply, gunpowder or Collector's chest before starting a Tall Tale ? The rules don't specify it so I suppose it's ok.

In Tall Tales n°9, the door to the underground can be left open by another crew (or yourself during a previous attempt). Is it ok to simply skip having to open the door or should we still be required to canon over to the statue and drop down even if the opening mecanism was already activated ?

FranceAnemion5 years ago

Some Tales might better to speedrun than others. There's not that much rng involved with Tale n°1,6,7,8 and 9. To me the most interesting Tales to speedrun would be the n°1 (Shroudbreaker), n°9 (Shores of Gold) and n°7 (Fate of the Morningstar).

Tale 7 is the fatest completable tale in the campaign, well under 5 minutes with a brig or gally crew. Actually it's so fast that it could be the most reliable way to farm gold on a server.

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