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Texas, USAHeyThereImDad1 year ago

It means that I can’t just build a ride and save it before starting a timer and then use that ride in the level. But any coasters that are available with the game already created are just fine. I am not quite certain what the confusion on this is or what makes someone the only person to do this.

Edit: after re reading what you typed a few times I think I get where you’re at. Sure everyone could just build the exact same ride before hand, but the logic behind this is that ride construction can also be a speed part of the run. Sometimes the build times vary by run, even by same person. So I think it make sense for folks to only be able to build during the actual run instead of before.

SparkiL les gusta esto
Texas, USAHeyThereImDad1 year ago

Re1 "The last action does not guarantee that the rides are going to meet E.I.N. ratings." That's a strange thing to say. What would you call such a category of speedrunning, where you don't even beat the scenario???"

  • I had mentioned this as an example in Infernal Views, where a ride may not have the EIN values needed to complete the scenario on last piece, which is why it's important to ensure it has run through test to get stats. (Cobra on Infernal Views, if not placed on land, has received 5.98 Excitement, not 6 necessary). Thus the standard is to wait for scenario completion to pop.

Re: 2. "The goal isn't to balance or nerf. That's just a side-effect I wanted to bring up. How "the game works" is how this community has defined it. Hell, you don't wait for the scenario completion screen on normal scenarios."

  • In Original% there is lenience on saying a scenario is done whenever goals are met, if there weren't nearly every scenario would be speedrun at the same speed by reaching a calendar date. In the case of ride builders like Volcania, the scenario completion window will pop up on a tick based interval after the scenario goal is met, that is when time stops. Scenario Completion in FF% is a very handy tool that allows for a defined end to speedrunning and has been accepted for quite some time as the "end point" for runs.

Re "If it wasn't clear, I expected videos will show both the selecting of the scenario, and the completion window popping up--even if that's not where the clock stops."

  • This was not clear at all in the original post. You were mentioning last action being the end of the run, not the scenario completion. Scenario completion will have appeared in these runs when the build goals are met, not when the last ride is built and untested.

Re"Speaking of clarity, that's the real issue: The rules say "The timer begins when you enter the scenario, and it ends when the goal is met." Is the goal met when you meet it, when the ride windows say you meet it, or when the park window says you meet it? I might be advocating for how the rules already are!"

  • When the park window appears and shows completion (in the scenarios you reference). I'm sure that language could be clearer.

Re "Maybe RNG in waiting for guests to enter the park to match the soft guest cap has been a pain for you. I'm trying to quarantine the "finish 5" scenarios."

  • This comes across as unnecessarily aggressive.
Texas, USAHeyThereImDad1 year ago

Many things I see issue with, personally.

  1. The last action does not guarantee that the rides are going to meet E.I.N. ratings. There are several instances of scenarios where certain ride placement (sometimes over water, or on land) actually alter E.I.N. stats to not meet the scenario needs. (See Cobra in Infernal Views).
  2. Creating rules for a speedrun that aim to balance differing playstyles seems counter to the idea of speedrunning a game based on it's mechanics. If scenery placement after is currently saving the most time, then that's just how the game works. I don't think nerfing or trying to "balance" a speedrun makes any sense.
  3. "Stop the clock when last coaster's train arrives back at the station and restraints come up--when the bottom stats show up, and E.I.N. are still pending." Again, no guarantee that pending stats will meet requirements, it makes sense to show them.

"That's basically scenario completion minus the random interval, so it wouldn't influence a change in playstyle." The game works on tick system, so this "random interval" is just a part of the game and a part of the speedrun.

I like the way you laid out your concerns, but I just don't think there is any need to further complicate timing when the game has a system of timing working on it's own.

lordmarcel les gusta esto
Texas, USAHeyThereImDad2 years ago

Welcome to the RCT Speedrunning community!

leandromenzen y Specky les gusta esto
Texas, USAHeyThereImDad2 years ago

Thanks for the retime info! I'll update the vid

Texas, USAHeyThereImDad2 years ago

Awesome run! The more and more I play/study the game's mechanics, I really think there is so much more RNG with guest generation at play than initially anticipated.

zgeez les gusta esto
Texas, USAHeyThereImDad2 years ago

Specky, only if you'd like to. I would love to have a consistent place to chat through these runs/discuss bundled %s as well. Also, a good place to house some general game mechanics would be nice. Lots of great information out there in some RCT communities.

Texas, USAHeyThereImDad2 years ago

Sounds great, thanks for touching base. I plan to run quite a few of the single level categories, just getting feet wet at the moment. Has this forum been the primary discussion board for this group?

Texas, USAHeyThereImDad2 years ago

Hey folks. I've started running this game and was curious, as I see little activity, if there are any others currently running. Thanks!

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