That actually is a good Damageless strat, but for speedruns you should probably learn the fastest method as it doesn't seem too hard
Wynncraft allows in their rules the use of macros that turn a single button press into a three-click combo to cast a spell. This seems to me like a very big and healthy convenience, and I would suggest adding a link to such a macro in the Resources section (and ofc allowing them for speedruns)
I think he's talking about "No structures", which I find an interesting question since you would then actually need to obtain the different colours by hand, rather than buying them all from villagers. I imagine it would be a relatively long category, especially for RSG and SSG, and I'd be interested in seeing it
well yeah that isn't single-segment so it probably couldn't be put onto the boards anyway, let alone the incomplete footage
I wonder what goals and what timing endpoint you have in mind, and whether you would run it
Wait, is finding an already tamed dog considered taming a dog? also treasure chest is probably a structure, I'd think
cause I did some No Bank runs of it. Time ends when Sherk's text appears in chat:
If you can keep track of the XP gained for each mob, that works - though I had in mind also allowing that if say you slay one Enraged Undead with double XP, it's okay if you slay two more Enraged Undead with 100% guild XP, even if the first one gave 2x35 XP and the other two only gave 2x25 each
Hi! I've been speedrunning this game for WR and WR improvement in the last few days and plan to continue doing so. Now since there isn't currently a double XP weekend going on, and XP bombs are pretty rare and inconsistent, it has felt to me like Single Experience is a very natural way to speedrun this game. I've read in an earlier post that if you got hit by an XP bomb during a Single XP speedrun, the run would inadvertently be ruined. I don't think so. Here's what workarounds I would suggest:
- When a double XP bomb is active, you must either change servers or set your guild XP to 50% or higher. Setting your guild XP to 50% will keep all of the surplus experience away from you and instead transfer it to your guild.
- If you accidentally receive experience from a mob or dungeon before taking those steps, you must set your guild XP to 100% until you've collected two more instances of that experience for your guild, and you may not complete the run or use your newly unlocked skillpoints/items/quests before you've done so.
What do you think?
Assuming Set Seed Glitchless (dupes would actually make this not all that slow if they still work), you'd find all of the Netherite without much delay so you could be almost constantly mining Netherite. A level 4 beacon requires 164 blocks of Netherite, which can be crafted from 1476 Netherite ingots. Those can be crafted from 5904 Netherite Scrap and 5904 Gold Ingots. Each Netherite Scrap is obtained by smelting an Ancient Debris, which has a hardness of 30. A Netherite Pickaxe with Efficiency V can (unrealistically) be combined with a Haste II Beacon for an efficiency multiplier of 47.6, mining Ancient Debris in 25 ticks. Mining 5904 Ancient debris would then take 123 minutes, with actually the mining of the Netherrack in-between probably taking longer.
So sub 2 seems impossible for SSG for a level 4 Beacon. A level 1 Beacon, on the other hand, could work?!
If you had several pieces of recording but they were to overlap, so say you started local recording and then 5 seconds later your stream cut off, then it could be verified. If a part of the run is missing, however, it can not really be verified that the run was performed in one part, and thus most popular speedgames are unable to accept the footage
This run was done once or twice as practice for the biggest strat in 100%: Coin duping in the Cascade dino room. The WR was 42:xx by Stravos96, iirc. Currently, runners are not big fans of the idea because it's mostly the repetitive and apparently boring part of 100%. It is unexplored how many coin hint arts the run should end with.
@NateCC14 The way I see it is that your speedrun PB reflects how long you have to play the game for in a single attempt in order to beat it. If you play the game for 10 hours, take a break for 14 hours, and then play the game for another 10 hours, then you've beaten the game by playing it for 20 hours
Well @NateCC14, RTA isn't how long it actually took you either. Actually, it took the speedrunner months of learning, practice, and grinding to play through the game at the level of optimization that they did. Speedrunning is a recreational sport, and sleep breaks don't change that
You can compare the activity of BotW 100% to the activity of the 602 or 1862 though - BotW 100% is actively being run once or twice a week by some runners, while the 602 already only really happens twice a year, with the 1862 being even rarer. Secondly, BotW 100% introduced this rule when it was longer than the 1862 would have been, so the original move wasn't just "hey let's put breaks into a 20 hour category and see what happens" - the breaks made their way into shorter and shorter runs as the concept kept proving itself as a good way to make the category more active and competitive and allow for more optimized runs. In the end, the question we can ask is what does pausing the timer for sleep breaks accomplish, and what does it ruin? It accomplishes the competitive viability of a category, and especially viability for optimization. The more regularly runnable a category is made, the better the movement, routing, and strats for that category will be. BotW 100% consists to over 80% of movement and routing that no other, shorter category has, and so the primary purpose of the BotW 100% category is to optimize and execute those strats to push the time lower. One reason I can see the 602 and even longer variations of it going without timer-pausing sleep breaks is that this purpose is already sufficiently met by the corresponding single-game categories, with the mashup being much more of a stamina, consistency, and diversity run than an optimization for time like we see in the single-game category of BotW 100%. The "cost" is that it is less of an accomplishment to achieve any given time, because you were in a normal daily life condition and not worn out from 20-40 hours of speedruns and after either no or little amounts of sleep. It takes less stamina to run a 20 hour category over two days than it does on a one-day marathon. So for the 602, again, this rule gives the category something unique that separates it from the single-game categories, but for BotW this just isn't what the run is about
@KilleDragon And the issue is that 14 captures is not a category of its own, as "Minimum captures 1p without patched glitches without Pokio skip" would be arbitrary. So it being removed is just the natural step to take with the discovery of 13 captures. It's nice to have a leaderboard with the runners who have completed 14 but not 13 captures in a sheet, though
We're talking about a leaderboard that would show e.g. 13 and 14 captures 1p no patched glitches on the same page, with all 14 capture runs being listed lower than all 13 capture runs. That's not what Softlock% achieves
This idea has been brought up a few years ago, when iirc people were struggling to do the 14 capture run's Cascade kingdom tricks, and achieving a perfect capture score under any ruleset was difficult. While it would be nice to have a way to grandfather in old 14 capture runs at the bottom of 13 captures, I neither think that the activity of minimum captures is too low to go without this measure, nor that "Minimum captures without patched glitches" and "Minimum captures in 1-player mode without patched glitches" are by default worse than 3 captures.
4 and 13 captures can be seen as categories that exist to enrich and diversify the possibilities for speedruns, similar to how 16 and 70 star in SM64 achieve the same completion under sharper restrictions than 0 star does. Those restrictions naturally result in a weaker score (in that case, time), and that is considered perfectly fine.
The version difference and the 1 player setting are good ways to define restricted speedruns of minimum captures, resulting in standalone 4 and 13 captures runs that imo are not worse than the 3 captures score of the unrestricted minimum captures run, and warrant a leaderboard separate from 3 captures
That, or you could define 4 captures by specifically banning the Nut Jump glitch. This would make 4 captures an option for 3 captures runners, but only when running it like a normal 4 captures run