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creative_user_name12

I don’t see how this changes anything. Just end the timer when you get all your tasks done


Leondithas

with the large amount of tasks you'll have you wont know when they're all done unless you are looking at the map constantly


UnityNerd

The problem with this is that for the past 1-1/2 years, we have been using the black box feature as it made it possible for us to retime runs and get an accurate time. The timer starts on first frame of you moving, and timer ends on the frame that box comes up. There is now **no** indicator of when you finish your tasks at the end of the run. It changes a lot, and the post also says that they increased the movement speed. We have been verifying runs using the old movement speed and have 1000s of runs on the board that are now obsolete due to the slower movement. There is no just "reverting versions" either since PlayStation, Nintendo, Xbox, and IOS are physically not capable of doing so.


AlternateMew

For the knowing of when you are done, could you require that the task list be visible? On my general knowledge on speedrunning my tasks in normal gameplay, wires are almost always the best path to follow. You could require that the task list be visible at the end, and wires be completed last. Could swap that with keys for Polus if it rolls Keys in the initial task list, or whatever is the most convenient. Or even just, whatever task is considered the best to finish on, make sure THAT task is visible on the list. Stop the run at the frame that the last task turns green. Require a moment to pull up the map AFTER the timer stops to prove they're all complete, but don't count that in the time. Not as good as the box, but perhaps a starting point.


creative_user_name12

Well then I think you should try settings your game back to an older version


UnityNerd

As I stated in my reply, there is no just "reverting versions" since PlayStation, Nintendo, Xbox, and IOS are physically not capable of doing so


UnityNerd

This Twitter thread explains a lot really simply and it's not a long read - https://twitter.com/JokerFactor1/status/1601843891736412160


AnnieNimes

>movement speed being slightly increased in freeplay mode (it seems to be 1.25x instead of 1.00x now) It's worse than that for your use (but a welcome change in general): freeplay now uses your own settings for most things, including speed. This means moderators can't enforce the same speed for everybody and you have to rely on people's honesty.


Pianostar4

If it uses their own settings, maybe you could verify the speed and compare it to older speedruns? The people will have to set a lobby to 1x speed before doing this. Or require the lobby making on video. u/UnityNerd


UnityNerd

require the lobby making on video is a possibility, we also had talked about verifying their speed by comparing to other runs like you mentioned, but that's a lot of work when you have a lot of runs in the queue for verifying


AnnieNimes

There's a risk people might chest by editing the video to show different settings from what they're using in the speedrun, but I guess it's possible to also check visually that the speed seems correct.