This speedrun page is kind of empty. I think I know why. The rules make more sense for PCVR, but not on the quest. I started playing this game on the Rift and noticed a big decrease in my punching power when I switched to the Quest 2. You have to compensate for the lack of external cameras and turn on drift protection to match the punching power you'd have while using a Rift or a Vive. It's a handicap compared to the PCVR version so I put it to 1.2 to match what my punching power was like on the rift to compensate. So I think you should have a catergory for that for Endurance too. I have a speedrun I can't upload right now so it's a waste. I'd make it separate speedrun categories for All-in-One headsets VS PCVR too, but that's up to you. They're just not at all 1 to 1. I've been playing this game since it came out so I can vouch for it. I went through like 5 replacement cables playing this on the rift :P
Hey sorry for the late reply:
- As far as i know power is calculated the same on all platforms (swing speed of controller), i dont think that would change. See Comments of https://www.reddit.com/r/ThrillOfTheFight/comments/tat0es/how_do_kos_work_exactly/ Damage is calculated as following: SpeedOfSwing (capped at 3600) * Multipliers (like Weakspots Bonus, Trauma etc.) - i think that you might not hit the weakspots the same as before, maybe because of a different grip on the controller.
- I think the platforms are compareable, with the exception of loadingtimes being faster on PC vs Standalone.
- You have a point with the multiplier. Maybe i'll add free multiplier for every difficulty. Cheers
Edit: No Verification for all difficuties added. No need to show settings basically free multiplier settings.
I like that there's a category with no multiplier. When you can knock people out at the same rate all the speedruns become especially the same. It's good to see there's a category that takes physical endurance to be able to tackle all in one sitting.