Im a bit conflicted on this, on the one hand this is new tech which i have not seen for mdk in a while
on the other hand this being main rules for any% would mean freescroll mouse would give a player a SUBSTANTIAL advantage.
Tbcr had also messed aroudn with using mouse movement for speed as well.
Im guna have to play around with this and see how i feel using it
save hovering isnt even a difficult technique so i seriously doubt slower loads would make a difference on execution. also the wr is not on ssd your right, their time comes from just being good at like every part of the game (not to mention especially with original unreal, there is not really a large pool of competition) i get your points but i feel as far as competition goes, the negatives you mention are small and very limited compared to the positives of course im still waiting to see what other people are going to say
oh and before i also forget load removal also takes away any arbitrary load time between maps and cutscenes. which i am for because i dont want to lose time on a run because of something not related to gameplay if my load times arent ideal
posting again for additional thoughts. One game that uses igt on unreal engine is wheel of time which also has save hovers. i can see the issue for not penalizing mistakes, but if someone makes a mistake regardless if theres less time lost, they are still guna make a mistake and lose time to it so the better player is still going to get the better time. along with this since in both na pali and unreal save hovering does play a critical role in the route, if two players with about equal execution do the run but one has an ssd and one has a relatively slow hard drive, unfortunately the hardware is going to be what gives the record in that scenario. Its why i am always for load removers on pc where variable load times are applicable. Also the in game timer is nice as it will always start the timer exactly after the last load screen ends in the beginning
Ive been wanting load removal from unreal for a while. other unreal engine games have it and it levels the playing field of load times. if you play well youll still save time regardless if you use RTA or not
No worries at least we know now
Oh this hasnt been tested yet?
Also yes im for it also this route sounds about right to incorporate the final battle as the final battle. Will test runs myself at some point
upon further thought of it i dont necessarily oppose it that much. hesitant at first but really it is still 100% completion and it wouldnt really effect the game and other categories overall plus marias ending is adorable my inner purist was a bit against it but i guess it really wouldnt effect much of anything really. especially since its purely for benefit of going faster
i mean if i am the monority and other people think its for the better i wont care. im all about democracy, EVEN IF ITS WRONG jk of course, but im curious to see what the time difference would be at least
i wouldnt be opposed to 100% luck mode being a seperate category. Hell id love to end on dracula, only reason i oppose it being called true 100% is because it uses file specific things to change an element of the game not normally there thats my main thing, just beign a bit of a purist i suppose. But if it was seperate id be ok with it
I dont think it would really affect the time of the run at all (as far as i know). I just wouldnt do it myself since it changes required things and unlocks all the levels off the bat
it fills the 100% completion yes but changes the route in a way that couldnt normally be possible in any other file name (like you mentioned, requirements for secret stage 5) i meant more in that it changes a requirement for that level by having it unlocked, not unlocking the level itself naturally thats my main gripe with it
I understand its anticlimactic but it also wont allow a true 100% route since it eliminates things that are required to make a level unlock possible. Dont think it is worth it just because it is an anticlimactic ending