Reacties
São Paulo, Brazilvinev4 years ago

How much time Nemmy spends up there running is related to framerate, and also some unknown variables. We still didn't figure out why at 120 FPS sometimes he goes behind tank 6 instead of 5, when he does that, it's a pretty significant timesave on the fight.

There's a video comparing the framerate differences here:

DIABLERIE vinden dit leuk
São Paulo, Brazilvinev4 years ago

I think the most significant difference is that you have to grab an extra nade for flamethrower nemmy at the start, people are generally grabbing the one locked behind the locker in moon donuts (right besides the save room there), also, grabbing a llittle bit more handgun ammo in streets is advised, either for the same aforementioned fight and for dealing with the drain demos on power station (they are considerably more aggressive on HC, and shooting them early is your best bet to activate the switchs); other than that, it's pretty much the same thing as standard.

DeadAlchemist en NuZ vindt dit leuk
São Paulo, Brazilvinev4 years ago

I also don't think it's near as strenuous as REHD stair skating, not really the most 1:1 comparison we can make, but i think your point still deserve some attention, Wham.

I would be in favor of a removal of the intro too, regardless of it taking skill, i think the timesave achievable there is so very short that even if we start to get RE2R levels of optimization it wouldn't make an absurd difference, even more so now that the strats are getting more homogeneous across the board between all runners, which are leading to closer times and less variance; even looking at the top 10 runs in Standard (and the strats weren't that homogenous when those runs were submitted), the fastest "Subway/Carlos" time i've seen there is a 4:17.2 and the slowest is a 4:20.0, this ammounts to a 2.8s difference (also, there's a difference in strats, i should point out). It's a resonable ammount, but only if we ignore the difference in strats used.

And even if other games have longer intros that would better justify their removal, maybe it's worth looking at those games and see how reset heavy they are compared to RE3R? Because if an intro is 2x shorter than the ones we are comparing, but we reset, say, 3x more in average than the runners of those other games, it evens out or even beats the time lost to intros, right? I honestly don't know those two speedruns you guys mentioned very well (Fallout 4 and RE7), so i'm not really sure how reset heavy both of those games are.

I think this is a worthwhile discussion to have.

WhamBam_TV en TheNevs vindt dit leuk
São Paulo, Brazilvinev5 years ago

There was no discussion that i know of (nor i could find any specific topic about this in this forum, other than a single post in a much older discussion that probably just a very small percentage of the community participated in) about the "Glitched" -> "Any%" change, so to say that the board how it is now is the product of some community-driven effort is questionable. No one asked the active pool of players or even the top runners opinions about this decision, it seems that it was just done arbitrarily without any input from outside of the moderation; even though it's clearly something that will bring a lot of confusion going forward.

So yeah, i'm gonna side with trator here and say that it's almost like we are being given a standardized answer for any form of suggestion or criticism.

About the main divider for categories being framerate, i could theoretically agree with that, even though i also believe that both the Xbox controller and the Dualshock are inferior alternatives to K+M for this game. The advantage would be that we would have a very concise union of strats in the same board, since routes + boss strats are more consistent than not with the framerate.

tdans, morelan, en Michelle_myBelle vindt dit leuk
São Paulo, Brazilvinev5 years ago

I would also suggest to change "Any%" to "Glitched", calling it "Any%" may mislead newcomers into thinking it's one of the "main" categories, since it's traditionally the main cat for most games out there, and in the context of RE2R it's a pretty niche category. Even people from inside the community already showed confusion towards this name before.

morelan, MartyGroth en 3 anderen vindt dit leuk
São Paulo, Brazilvinev5 years ago

I think the difference between manipulating the grenade launcher pickup (which isn't exactly the way the GL tool work, i think it changes the item on your inventory slot), from any other thing that is decided by RNG in this game is that GL and Mag are two completely separated categories while anything else is just really part of that category as it is, and it just makes sense that someone would be able to choose the category they want to play. From my understading, people created the Magnum% category exactly because they wanted to incentivize people to play with the magnum, otherwise no one would ever play with it, since that route is that much slower compared to the GL; regardless if people can PB or not with it, you would have to learn 2 routes just because you got bad luck on one pickup, realistic speaking, most people will reset on Any% if they get a magnum, even if they could theoretically PB with the magnum.

This argument about cheating would even clash with something like SRT if taken to its ultimate conclusion, since you have real-time access to some information the devs of the game never intended you to have, like boss HP. It's also difficult to call this "cheating" in a speedrun sense, since, much like SRT, it doesn't affect how fast you can actually do things in game or gives you any kind of advantage in the run itself , it just affects that you're guaranteed everytime to play the category and route you chose to play.

I really want to play this game as my next speedgame at some point, that is why i'm even bothering leaving my opinion here. Since i'm not an actual runner or particularly knowledgeable about the game, take my opinion with a grain of salt.

William_Neves en TheNevs vindt dit leuk
São Paulo, Brazilvinev5 years ago

Hmm, my best guesses are:

  1. It's a quirk of the difficulty setting (i forgot this important detail, but i play HC and i tried it in HC first). That's the most probable thing IMO.

  2. It's a difference between versions of the game (PC x PS4)

morelan vinden dit leuk
São Paulo, Brazilvinev5 years ago

@morelan, i tried making a new save and doing what you suggested, ï did the run normaly (killing the enemies with the infinite RL) up until i got the detonator (no batteries), saved at the dark room and checked the unicorn statue, they were fixed again ):

I think i'm gonna try the standard method of hiting continue or trying to load from the checkpoint to see if works, i'll edit this post if i have any results.

EDIT: Tested it, it works! Reloading from an autosave on Standard will reshuffle the positions. I reloaded specifically from the autosave on the shower room.

morelan en ReportWroteByLeon vindt dit leuk
São Paulo, Brazilvinev5 years ago

My 2 cents:

Testing this on stairs is kinda of a bad move for the purpose of measuring general movement. A weird "side-effect" of quick turns is that they also work as a way of stair skating early when you get to any slope/stair, so you're getting the boost automatically for your first steps whereas you're not really getting it in your casual turn example.

I honestly think the time save from quick turns is actually quite neglible aside from situations where you would benefit from an efficient and more straight stair skate.

trashcat178 en tdans vindt dit leuk
São Paulo, Brazilvinev5 years ago

@morelan, seriously!?

The save i have always gives me the same combination! I'm gonna try to do as you say and see if i get any different results. Maybe i touched the statues in that save and just don't remember

Could be a difference between the plataforms too, but somehow i doubt this would differ between versions of the game (?)

EDIT: I've also heard that when people hit any checkpoints on standard, if they hit "continue" on the you are dead screen (probably has the same effect if you load from the checkpoint ???), the medallions also refresh their starting positions. Leaving this just as a side note here, i don't really have much standard saves to test this, but.

Thanks for your response, btw! I'm gonna make a fresh save today before i stream and see what comes of it, then i report the results here.

morelan en ReportWroteByLeon vindt dit leuk
São Paulo, Brazilvinev5 years ago

@ReportWroteByLeon yes, they are! The starting positions are always random, but as you can see in the img, unless you get the one that's exactly in the middle, you can always save time (and it's a decent ammount, assuming a scenario were you react perfectly) if you go in the right direction. Up until now in my runs i've been just blindly turning them down and praying for the RNG gods, but now i really want a way to practice and get consistent with reacting to the figures to know which way to turn it.

ReportWroteByLeon vinden dit leuk
São Paulo, Brazilvinev5 years ago

Ray made a video about general movement a while ago (it's on the guides tab, i believe), he explains the basics of quick turns and also make some recommendations on practicing your movement in general (spoilers: he recommends practicing near the spade key sets of stairs):

São Paulo, Brazilvinev5 years ago

Hey beautiful people of this community, how are you guys and gals doing?

So, my question for you today is:

How do you people go about practicing medallions? Do you even have practice sessions only for that?

I'm trying to create efficient practice sessions (based on this img, if anyone didn't see it yet: https://i.imgur.com/oazAqf6.jpg), at it's core the idea of the practice session is to just memorize/gain muscle memory of the two figures where i should turn down the dials, and them the rest i just default to turning up. That's the little mental algorithm i'm trying to "teach" my brain.

The problem is that the RNG of the puzzles seems to roll once you start the game or with some unknown trigger from the beginning of the game; so saves doesn't help much since you're always getting the same combinations and can't really practice reacting to the figures you see.

morelan en ReportWroteByLeon vindt dit leuk
São Paulo, Brazilvinev5 years ago

Just found out that it also works by just unequipping the weapon you're currently holding with the slower method

São Paulo, Brazilvinev5 years ago

Thanks for the video!

I don't know if i understood correctly what the tech actually does. It lets you swap knifes without having to stop the slashing animations?

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