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well I think its get to A to B as fast as you can as whats possible in the map (most maps it does not even matter since they are full health regen or infinite health). And since everyone can get these items fairly easily its really not hugely important if they stay. But I think trying to maintain health in a run can lead to interesting things, all though it is slower for sure its not necessarily worse. For example in wonderland's run of rckteer_adv, RJ_RCKTEER_ADV SPEEDRUN RECORD you can see how a lot of his decisions have to change to maintain his health (at one point he hangs on with just 1 health). It is a different style of jump but I think it should be respected.
I don't think it's worse just because there's more walking involved, I'm just saying that using rjer/gunboats shouldn't be considered cheating. Maps with regen points should definitely have separate categories for vanilla and unlocks though.
And perhaps maps could me modified to add offline timers built in the maps (ofc the whole problem with editing other peoples work, not that its changing the structure or anything.
This is soooo wrong.....
then you would have shitload of diferent versions on diferent servers
like what already happens with adventure
Point of a speedrun is to get from point A to point B as fast as you can so I really don't understand the complaint about rjer/gunboats on maps without regen. What you can do with those items is possible without them on any other map EXCEPT the ones without regen unlike the sticky jumper that lets you do things that would be otherwise impossible on ANY map, which is an actual issue on some demo speedruns. Problem lies with the maps, not the items(except sjer).
And if this hasn't been asked or said yet, is it possible to have your times be registered BEFORE the server changes map? Too many runs have been lost due to server crashes.
RJ_RCKTEER_ADV SPEEDRUN RECORD |
Vanilla doesnt work cause of water triples and quints, so no that cant be the standard.
And except for rj_training no maps have jumps where limited health is actually part of the jump, so the "how maps were intended" thing doesnt apply either.
pagoda/tholos are examples of maps where health regen matters. There are a few others as well, including some demo maps. But yea you're right, some maps like facility (the quint) need hurtme.As of now I think skillsrank is fine since it seems to work flawlessly.
Idk what would make you say that but imo it's EXTREMELY flawed. Allowing sticky jumper on maps, some weird point system that simply rewards the person who accumulates the most "decent" (top 10 as opposed to #1) speedruns, only available on servers (no offline), excluding portions of the world (atm players like momiko, onakin, torii, combustion, lambda, skeleton are all excluded unless they want to try with a ton of lag), cheatable times via hook and the wonderland lag glitch, throwing together demo/sol runs even though they should be separated, no proper WR list, etc etc. Hell as we speak the timers are still down on the iT servers from the steampipe update afaik.
We just need a completely new speedrun system or a complete overhaul of skillsrank imo, one that works offline and can be spread globally. It also must be cheat-proof, like accounting for host_timescale. And imo the only way to make it completely legit is to require demos otherwise there still may be cases of the wonderland lag glitch or some other new cheats, unless that's somehow detectable. Making it cheat-proof, making it global, and making it offline compatible are the three biggest things that need to be done imo. This would likely requires knowledge of modding and web developing. I'm currently learning web development (javascript and node.js) so it's possible I could work on a new online database, but it's going to be like a month at least before I think I can do it. Hell it'll be a nice programming project at least, if I can accumulate enough web dev knowledge to get there.
Vanilla doesnt work cause of water triples and quints, so no that cant be the standard.
And except for rj_training no maps have jumps where limited health is actually part of the jump, so the "how maps were intended" thing doesnt apply either.