In light of a recent routing discovery, the official timing method for this game now allows for reloading via the pause menu during runs. This allows the new route to save as much time as possible in Any%, while also making the game more accessible to newer runners who don't want to grind for a single segment run in a game as reset heavy as Black Plague.
Because of this, the official timing method will be the time displayed on Livesplit with the load remover, NOT the In-Game Time displayed at the end of runs.
In addition, some runners have requested a category be made for the usage of Quicksaves and Quickloads (a dev function only usable if enabled in settings.cfg). So the "Quicksaves Allowed", or QSA, misc category has been added. This function allows you to play more risky, and also skip up to 25 seconds worth of cutscenes.
Thanks for reading, good luck on your runs,
-Andy
Heads up for all runners, IGT has been added to the leaderboards. It is currently set as priority (meaning a faster IGT will appear higher on the leaderboard than a faster real time).
For PC: Use the time from Livesplit with the load remover For Console: Pretty much ignore anything having to do with game time and only worry about the Real Time submission.
Please make sure to use the correct load remover for your patch, they're both available from a download in the Resources tab on the left.
GLHF!
For the sake of clarity/equality for runners, here are the current rules for Bunnyhopping:
-Jump cannot be bound to scrollwheel -No macros/file editing to simulate bhops -You may still do long jumps with precise space bar jump timing
This seems to be a topic that hasn't been addressed before (at least on these forums) which I find quite strange considering the majority of runners for this game are on PC (not that its any less of a problem on consoles). Its no secret that PCs come in all varieties, with variables that contribute to different load timings, which is why load removers were made in the first place: to make running these kinds of games fair for any and all who want to give them a try.
It may not seem like much, but in a game with times as optimized as Outlast, every second (and in the case of any%, millisecond) counts. There are some categories that have no load screens, and others with 3-4 (which when they take from ~4 to 10 seconds per loadscreen make a pretty big difference). All platforms have access to SSDs (Solid State Drives) to improve load times for those willing to invest in them. With RTA being the only option for submitting run times, this creates pretty blatant disadvantages for runners with lesser systems.
I realize the community has done this since the game's beginning and is not likely to change this far into its lifespan, so at the very least I'd hope this is something that is addressed in Outlast 2.
I'd love to hear the community's thoughts on this.
Smooches,
Andy
Here is a playlist of tutorial videos I made that teach the Outlast 100% category. This tutorial mostly explains tricks/routes exclusive to the 100% category, therefor it assumes some knowledge of certain areas from the player (but they still mostly go over everything you'd see in a run).
If you're completely new to the game, I'd highly recommend watching the "Door Glitches [Video]" guide by CptBrian before watching these.
Enjoy, and good luck!
(First Video)
(Full Playlist) https://www.youtube.com/playlist?list=PLErVxwRPggthz_-VwJsJC1ORvlkyKSoh0