Rules & Categories
2 years ago
Japan

Use this thread to discuss IL rules and categories.

Japan

I am a new moderator. I am new to this role but will do my best.

First, I will organize the IL categories. Currently, even though there are four difficulty levels in the categories, there are also two difficulty levels assigned to the levels.This is redundant, so I will remove the difficulty attached to the levels.

Japan

The treatment of glitches needs to be discussed.

I had found a way to get over the railing at level 4. This would shorten the record by about 30 seconds. I have also discovered a known staircase glitch at level 5 that can shorten the time by a few seconds. If these glitches are to be used in FullGameRun, the category we should apply for is the category with glitches.

Now, what should we do in IL? I think they should be categorized by whether they have glitches or not, just like FullGame. I may not get any replies since there are not many active players, but if you have an opinion, please post it.

Japan

What type of weapons should we use? Normal Weapons and Silver Weapons have different strategies. This is especially true on the harder difficulty levels.

However, it may not be a good idea to be so detailed in an overpopulated game.

Pará, Brazil

First you should create a discord server for runners to discuss the rules and categories in a simpler way.

MorAgy इसे पसंद करता है
Japan

Thanks for the response. A discord server was once built and still seems to be there, but it has been abandoned. The chat seems to have become rough at times. I don't think there is anything we can't discuss here, so please post here. Once we have more runners and more posts, we will reconsider a more casual method.

WagnerBrasil इसे पसंद करता है
Pará, Brazil

I created a new discord server for easy communication: https://discord.gg/2fXppcKXzH

I made screenshots of what the leaderboard should look like: Suggestions: 1 - It is not necessary to create categories with separate difficulties, because most runners always will play on Easy, so it would be good to put the difficulties with variable as it is shown in the example image. 2 - The game has a M16 A2 Glitch with the grenade launcher that helps you in the whole game. 3 - In the individual levels take off all difficulties and only put Any%, difficulties and glitches as variables.

IMAGE 1 https://i.ibb.co/Mf6Qg5t/2.jpg

IMAGE 2 https://i.ibb.co/0fGWPGV/1.jpg

4 - Separate the consoles as sub categories (as shown in the image), make a comparison in all versions, especially the PS2 version, it is obvious that the newer generations have advantages because of the loading screens.

IMAGE 3 https://i.ibb.co/2Ks0ny9/3.jpg

5 - But the game normally in an empty save 0% the game will only have Easy and Normal difficulty, then the correct would be to create the category New Game only for these two difficulties, because if you finish the game in Normal you get the silver weapons and other attributes and not start with the gun as at the beginning of the game in a first play that is the beginning of the New Game.

के द्वारा संपादित लेखक 2 years ago
KellarOriented इसे पसंद करता है
Japan

Thanks for your suggestion. You even added images to make it easier to understand. Using variables sounds good. Please give me some time to reply as I will give it some thought.

WagnerBrasil इसे पसंद करता है
Japan

(The title of this thread has been partially changed because it is about the game as a whole, not just IL.)

I was running for moderator because I believe that the BLACK page has been abandoned and is negatively affecting the promotion of the community. In fact, there have been runs that were neither approved nor rejected.

The first thing I want you to understand is that I do not intend to make any major changes to the rules or categories at this time.

The former moderators understood this game well and instituted the rules and categories. One of them has deleted his account, so we cannot see his comments and it is difficult for us to keep track of the discussions they used to have. Therefore, with all due respect to their contributions, I will summarize the rules and categories below and explain the results of my reconsideration.

The elements that subdivide this game include the following.

  1. hardwares (backwards compatible with PS2, XBOX, or their successors)
  2. difficulty levels (easy, normal, hard, blackops)
  3. Weapon status (normal weapons, silver weapons , and M16A2 w/ grenade launcher) that changes with game progression
AVeryRoundWatermelon और WagnerBrasil इसे पसंद करें
Japan

First of all, there are ** hardware differences. ** As you know, this game was released in 2006 on PS2 and XBOX. It has never been remade, but it can be played on the successor consoles of PS2 and XBOX using backward compatibility technology. In the XBOX series, the game can also be played by downloading the software without the original disc.

There is no difference in game content between the different hardware versions, although the PS2 version may have a slight advantage over the XBOX version since it has two more buttons to handle. I own the PS2 Japanese version and the XBOX downloadable version, and there seems to be no difference between the languages. The Japanese version has fewer lines for some radio communication, but that is not a difference related to speedruns.

What I am concerned about is the loading time. First of all, the loading time before starting a stage is not that much depending on the model.

The bigger difference is the time to change weapons, the loading time during the game, and the slowdowns. The most obvious difference in weapon changeover time is the time it takes to get the first SPAS before it becomes available for use. On PS2 and XBOX it takes a few seconds, but in videos played on XBOX One, the weapon becomes available in an instant. In my experience, on XBOX 360, weapons rarely appear in an instant, but most of the time it takes about a second. This affects real-time run and IGT.

Loading during the game is a lag that seems to occur only on PS2. The game loads terrain dynamically, and if you do a top-level speed run, inoperability will result in a "loading" screen at the seam of the loading section. Older PS2 consoles will likely take more time than newer PS2 consoles. This affects real-time; IGT is probably not affected since it stops with them when "loading". ( not verified ).

The slowdown in the game can be seen clearly at the checkpoint on level 2. If you destroy as many fuel tanks and trucks as possible at the checkpoint, the game will go into slow motion on older consoles (PS2, XBOX, XBOX360). This also affects real time; IGT does not, since the flow of time is probably slowing down with it. (I am sure of this, as IGT and recording time often do not match.)

Now, we have reconsidered how to handle these hardware differences and __will continue to not adopt them as a subcategory. __ This is because it is common for speedruns, which do not have a very large population, to not be categorized. If we categorize them by hardware differences, they will become even more underpopulated. Once the speedrun population of this game increases to some degree, we will reconsider.

के द्वारा संपादित लेखक 2 years ago
AVeryRoundWatermelon और WagnerBrasil इसे पसंद करें
Japan

The second factor is difficulties. The most significant difference between difficulty levels is the number of secondary missions that must be accomplished before the goal is reached. On easy difficulty, the number is zero, so you can complete the game by touching the finish line without defeating any enemies. On Normal and Hard, you must complete a target number of secondary missions scattered throughout the stage before reaching the goal. In Black Ops, all you have to do to reach the goal is to complete all of the above secondary missions and destroy all of the newly targeted destructible objects. There are other minor differences. Easy and Normal have less damage when hit by bullets. Also, in Easy and Normal, medical packs are located throughout the stage and can be used as recovery items at any time. You will not find as many in Normal as in Easy. There is no difference in ammunition drops, enemy strength, stage construction, etc. depending on the difficulty level. Enemy hit rates and other abilities also do not differ by experience.

Now, as to whether or not to treat difficulty as a category, we will continue to treat it as a category.

By doing so, there will be differences in routing depending on the difficulty level. Also, there will be differences in the courses run by different people. This, in my opinion, is what speedruns are all about.

There is nothing wrong with having most of the runners on easy. It is obvious that the population will gather in the category that is easy to run.

के द्वारा संपादित लेखक 2 years ago
AVeryRoundWatermelon और WagnerBrasil इसे पसंद करें
Japan

The third element is ** the weapons.** There are three types of weapons, depending on the progression of the game: normal, silver, and the M16A2.

The Silver weapon is an unlimited ammunition mode. Completing level 8 of any difficulty level will be rewarded on lower difficulties. The player's initial weapon, as well as anything picked up during the stage, has unlimited ammunition. However, the number of grenades a player can have is fixed and is consumed regardless of the weapon's mode. The M16A2 can be used in the BLACKOPS difficulty level. It will also be the initial weapon for the other difficulties as a reward for completing BLACKOPS to level 8. The M16A2 has infinite ammunition as well as the Silver Weapon, plus an attached infinite grenade launcher.

Once a higher level weapon is unlocked, it cannot be reverted to a lower level in subsequent save games.

Categorizing by weapon is a good idea. This is because the Silver Weapon also allows unlimited use of ammunition for powerful weapons such as RPGs and M203s, and these change the strategy dramatically. So we will continue to have categories for different weapons.

AVeryRoundWatermelon और WagnerBrasil इसे पसंद करें
Japan

The problem here is the M16A2 grenade launcher spam. By changing the weapon's fire mode, the attached grenade launcher can fire continuously, canceling the reload animation. This is a complete game destroyer and should at least be categorized by whether or not this glitch is used. Also, simply switching weapons will now complete the reload of the grenade launcher. This would cause the reload animation cancellation to occur during normal operation, even if you do not intend to spam it. Therefore, the M16A2 cannot be separated from the glitchable category. Therefore, the full game categories will continue to be NG(Glitchless), NG+(Glitchless), and Any%. (Any% does not specify the number of secondary missions, but I'll fix that later because it doesn't seem right.)

As a side note, the same situation exists with shotgun pump action cancellation. I have asked the former moderators in the past if it is a glitch, but it is not supposed to be a glitch. The line is a fine one, but I understand that shotgun ammunition is not explosive, and furthermore, there is a limited number of loads, so it is an accepted useful technique.

AVeryRoundWatermelon और WagnerBrasil इसे पसंद करें
Japan

As mentioned above, the rules for a full game run allow for a variety of elements to coexist successfully. (What is missing is a 100% run. The goal is to start with completely 0% saved data and clear all BLACKOPS. I'd love to do that someday.) Therefore, we will not be making any major changes. I will start work on making the leaderboard layout easier to see.

के द्वारा संपादित लेखक 2 years ago
AVeryRoundWatermelon और WagnerBrasil इसे पसंद करें
Japan

On the other hand, there is a problem with the IL category. If the above full game categories were applied as is, there would be too many patterns to prepare, which is not good. (8 levels x 4 difficulty levels x 3 types of weapons = 96 patterns!) So we will not use the weapons to divide the leaderboard, but will use variables so that they can be tracked. We will also put the whether or not glitching is used as a variable. The result will be the same as now, but with 32 patterns. (You will see 8 levels x 4 difficulty levels in the list.) Personally, I wanted to push for the ultimate difficulty setting of Normal Weapon Hard, which was the mainstream when the game was released, up front, but I'll put that idea forward as a suggestion when the game catches on.

AVeryRoundWatermelon और WagnerBrasil इसे पसंद करें
Japan

@WagnerBrasil, we are sorry I couldn't adopt your idea much, even though you made the image. Thanks for suggesting that we adopt the variables.Please understand that this will be based on the history of this game. Further discussion is of course welcome.

AVeryRoundWatermelon और WagnerBrasil इसे पसंद करें
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