Timing impact from v1.2.1.2
1 month ago
Pennsylvania, USA
मॉडरेटरTheTaraStark
She/Her, They/Them
1 month ago

While reviewing a run, I noticed a new change in v1.2.1.2 that could affect timing! The timers in boss levels used to continue running until fade-to-black, they now stop at the moment of death (final lever pull, slam into wall, final chip collection, popped out of computer).

This will make IL record-keeping much easier, as the fade-to-black used to be over a moving number instead of a frozen one. This will affect some records, but thankfully, the database has few enough entries (and they are all notated with version number!) so I can go in and manually edit them to the new standards once I have hard numbers (this includes ILs on the spreadsheet and on SRcom).

This will also impact existing any% runs, since the pausing of the boss timer also pauses the overall timer - by my brief estimation, this could save approx 11sec over the course of the run! Since no existing any% runs hold their position on the leaderboard by that margin, I'm inclined to not retime by new standards just yet, but I'm open to input and opposing arguments.

(I'll doublecheck these numbers more scientifically later, unless a dev can provide some insight, but for those curious, it looks like the difference is approx 4.2sec on boss 1, 0.75sec on boss 2, 1.5sec on boss 3, 1.6sec on boss 4, 0.9sec on boss 5, and 2sec on boss 6.)

Rhône-Alpes, France

Yep I think Dawaen made this change while fixing the bosses not triggering the autosplitter.

That way it is more consistent and make more sense. I don't have the details of how exactly it was implemented ~

Whether we re-time or not existing runs I don't know, as you said I think it is not needed yet.

TheTaraStark इसे पसंद करता है
Pennsylvania, USA
मॉडरेटरTheTaraStark
She/Her, They/Them
25 days ago

On further review, it appears that deaths and resets do not stop the clock, and the timer continues during those loads.

Considering these facts:

  1. A future update may stop the clock for deaths/resets,
  2. Retiming for bosses sets a precedent that we would retime for future IL timing changes as well,
  3. A change of IL timing standards would require reviewing entire runs and not just frame-counting boss fights,
  4. The community has been fairly active in smashing barriers by margins larger than post-boss loads,
  5. The top-level of this community has been fairly consistent in reducing deaths/resets,

I believe we should not retime runs for versions predating v1.2.1.2.

This would not be the first time a new update changes standards in a way that could affect times (most notably W4-Boss in Early Access versions of the game where the slingshots did not spin), so there's precedent for this decision. Additionally, we have already noted versions as a variable which can be sorted by users, and we can make a note in the resources that explains changes between versions that can affect timing.

Any thoughts/objections?

Nord-Pas-de-Calais, France

Hello :)

Sorry if this is not the right place for this but since i updated my game to 1.2.1.2, I have lags between transitions especially on world 4 and 5, I don't know if there's a new thing activated in options menu ?

thanks :)

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