Silent and I have been talking about this change to Dragon this weekend, so I'm definitely intrigued by it and how it will affect future runs of Dragon. I'll try it out on Wednesday (today and tomorrow I'm learning Undertale) and see how well it'll work out for a potential time save.
Goblin route is definitely going to be faster with good RNG. That sync makes a huge difference especially on CS and ST's. Most normal fights will take longer but bosses get REKT (and boss special RNG seems to be where most time is lost anyway)
Also @pixelkaye, I can't get an accurate IGT screenshot due to my emulator cutting off the end credits. I just know its basically add 10 minutes and round up from your seconds for your IGT so thats what I put on the speedrun leaderboard
Also here's a screenshot of my artifact placement for the goblin in Dragon%. I move my map from the default location to one right and one up and place home at the default location. I did make minor optimizations to lands later but the locations of towns and regular lands are the same. Not sure if this is fastest but it works well enough.
Yo Sigil, grats on the Dragon% time! Goblin% is insane. I love that it actually changes up the route from the old tried and true route so much. Maybe it'll be just the change that we need to get the game noticed for bigger marathon (hah, yeah right)
Timed my VOD (Totally accurate right) and it's almost a full 11 minutes (10:57) from when I hit split (When I land the final blow to the Mana Goddess) to when the last save is made (when it says Saved)
NTSC-U PS2 70k
Okay, so I learned that The Flames counts as a new AF when placed, so you kind of want to do the Crimson Dragon before everything dropping AFs
Why did you place the Dragon areas further from home? xD
Is there a mana advantage I'm not seeing from the screenshot? The map movements look like they would be pretty much the same, and I can't really tell what your placement order is for the "extra" AF's.
It also looks like you gave a higher land level to Mekiv Cavern. It should just be +1, but it still makes both the Lost Princess and the axe grind slightly more difficult.
That might help. It's a pain in the ass, but using the bestiary and the formula combined with the map planner is the way to see how best to weaken the enemies you'll actually encounter in a route. I think you and I both were winging it and shooting for "close to home" and "not a long walk"
ed. actually this FAQ typed up the monster encyclopedia, so no ingame shenanigans necessary
I was kind of winging it, just minor optimization based on how you placed stuff around Lumina. I was only focused on that really and making sure the main route was fairly close along with the mana tree being right next to home.
Quote from Silentsigil:
haha, what?! wow alright. Why do we use that thing again? xD
That begs the question of what other magical assumptions we're making about the IGTimer aren't true. I think I'll do some testing:
1. mash through a new game as quickly as possible, save immediately.
2. mash through a new game, wait 5 mins at the name screen, mash through as quickly as possible, save immediately.
3. mash through new game, dork around on the worldmap for 10 mins, mash through as quickly as possible, save immediately.
4. mash through new game, dork around on the Tree Talking Forever cutscene for another arbitrary but different time (for comparison's sake), save immediately.
This would give us an idea of when the timer actually starts.
I don't know when I'll be off work next, but I'ma totally do this.
I tested this already, IGT starts as soon as you confirm your name. As far as I know nothing in the game pauses the IGT timer (though I haven't tested pausing in the middle of a battle.
Also, got a 1:37:18 with some silly mistakes and no Braveblade drop and a few fights not going so well (literally my slowest Larc fight EVER to name just one). I estimate 2:30 realistically and 3 minutes if I do everything optimally can be shaved off (with my current map setup). Sub 1:35:00 is definitely possible and I think when someone figures out Map optimization it could go under 1:34:00 luck permitting.
I'm positive that it doesn't start until at least the local map is picked. Tested the crap out of that. And it's always running, even during loading screens and when paused.
Yeah, it's definitely once the map is picked so RT should compare to IGT accurately. And it definitely counts loading screens otherwise PS3 wouldn't be slower Also IIRC deaths do not count towards IGT, but I'm not too sure on that