This is because in a glitchless run (in which you can't glitch out of bounds to evade all security) you take more risks in terms of detection due to increased security and take more damage in general. So, take this example. A player on Normal gets the best time in a category, and there are no runs with a difficulty above Normal. Say someone playing on Hard or above completes a run with a higher time, I believe that they should be placed higher due to aforementioned risks. I do not, however, believe that this should be applied to runs using glitches. This is because out of bounds glitches prevent you from getting detected easily (due to cameras, civilians etc. not being able to detect you while you are not in the normal level region) and fall damage is negligible at best (and correct me if I'm wrong doesn't scale with difficulty.) Please take this into consideration and consider sharing your thoughts.
Hello,
about glitchless there is already a filter allowing in each level to display the best run using no glitch. Moreover, the OOBs save a lot of time on a player's run, but the risk of failure has not been excluded. For example, the current WR of the casino in team shuffle is much harder to get than a run without glitch or it would be enough to "ECM rush". And adding difficulties above the normal would not be interesting there is so little difference among the low difficulties.
Hi Runner's there's been a little mistake with some of the RNG in the mod due to a misunderstanding of how the code works when writing the option for “No Power Down” for glitchless No Mercy, making it impossible RNG. Unknown Knight has informed us of this issue and fixed the option, but unfortun