Username:
B
I
U
S
"
url
img
#
code
sup
sub
font
size
color
smiley
embarassed
thumbsup
happy
Huh?
Angry
Roll Eyes
Undecided
Lips Sealed
Kiss
Cry
Grin
Wink
Tongue
Shocked
Cheesy
Smiley
Sad
1 page
--
--
List results:
Search options:
Use \ before commas in usernames
Hey folks. I've been thinking about trying to run this game for a good while now, and started poking about strategy a bit more than a week ago.



There's a screenshot of the time I got on my first test run this morning. 2:09 is okay for a first attempt I guess but I'm pretty certain this could hit sub 1:30 as I had rather shoddy menu work and just dawdled in general a few times while I contemplated some things.

It was single segment and I also am planning to make my run single segment, since I burn myself out if I let myself do segmented things, trying to get them too perfect.

There is almost no dungeoning in my gameplan, originally I intended to do the whole first dungeon but it turns out you really can't manipulate enough $ worth of items to make that worthwhile, so now the only dip into the dungeon is during the second day, I hop into the hall of trials, quickly get 1 valuable-ish tier1 item from chest or monster drop(or restart the run if this doesn't happen). After said item is obtained I die and take it out with me. From there it's mostly just playing the market with whatever the RNG throws at you, preferably selling larger amounts of items than more expensive ones at 104%~ pricing to get merchant level up to 18 as well as customer's budgets up high enough for the expensive items that come with that. Then selling the pricey items at 114-140%~ depending on the customer to rush up the remaining total payments, and wasting the rest of the days walking into town then back to the store constantly after that goal is reached.

Also with the store I get a floor, carpet, and wallpaper that nudge the atmosphere right into the center of the chart so that the largest number of customers are coming in.

I still need to play with vending machines a bit more to see if they'l be worth while for skipping npc dialogue and such or if the cut to my merchant exp will end up slowing things down or not too.

Anyway yea, any thoughts, questions, criticism, or insights you'd like to give I welcome.
Thread title:  
Steam addict
I'm happy to see this! I have played it only without speedrunning ideas, so I can't help you much with strategy, but I can give you some opinions, and if you want to post a practice run I'll be more than happy to tell you what I think of it.
1:30 sounds like a good target time, but if I were you I'd do it segmented.

Vending machines work very well when you have a large shop, but I'm not sure they'd be worth it if you don't expand. In my Endless game I have 6, and sell 2-5 items for each one in every open-store cycle. If you manage to stick in there items that you bought when they were blue the profit is enormous.

Remember that the store atmosphere is changed by the items displayed as well, so you should keep an eye on what you sell, and make sure that you don't scare too many customers away.
Either way, if you manage to pull off a full-bonus combo on each cycle you should be good.

Speedism, ho!
Wiiaboo
This seems like it would be a very boring run. An hour and a half of the same activity over and over, accented by the unavoidable waiting between transactions... I definitely don't want to discourage you from doing it, I just felt I should say it.
Some people say the same of RPG runs and such, and I definately don't mind/care about you saying it Kiyura. The appeal I would assume, is not that the run is super exciting to watch, but rather interesting to see how fast it can get done. There are more than a couple handful games I would label as equally or more boring to watch on the site as this one would be.

@Bromaze I did take the first expansion  in the practice run, as you seem to get larger average crowds in the store. The second expansion comes far too late and I can't see it being worth it. Good point on the blue items, I sometimes forget that vending machines always sell at 100% regardless of trends so they could be good for that.

A segmented run would easily be faster, I have to agree on that. But at the same time. There is room for both ss and segmented runs on the site anyway, I'd love to see someone do a segmented run. I just don't have the heart for it myself.
Weegee Time
Quote:
I still need to play with vending machines a bit more to see if they'l be worth while for skipping npc dialogue and such or if the cut to my merchant exp will end up slowing things down or not too.

Customers can buy from both you and a vending machine on a single visit, provided they have enough money for both actions.  I'm not really familiar with how growing budgets work, but if they're high enough it shouldn't be a problem.

The better question is can you buy a vending machine and more than recoup the initial investment, while allowing you to close the store in less cycles?
Steam addict
Quote from hikaratu:
Some people say the same of RPG runs and such, and I definately don't mind/care about you saying it Kiyura. The appeal I would assume, is not that the run is super exciting to watch, but rather interesting to see how fast it can get done. There are more than a couple handful games I would label as equally or more boring to watch on the site as this one would be.


Some parts of a run of this kind are bound to be boring. It's interesting the run as a whole, with its strategies applied successfully.
Exactly like a run of any Final Fantasy or other jRPG.

Quote from hikaratu:
@Bromaze I did take the first expansion  in the practice run, as you seem to get larger average crowds in the store. The second expansion comes far too late and I can't see it being worth it. Good point on the blue items, I sometimes forget that vending machines always sell at 100% regardless of trends so they could be good for that.


From what I've seen when playing the game, people don't buy blue items from vending machines. Maybe it was just my bad luck, but I remember filling one only with blues to try it out, and after an entire day of selling it was still full.
What I was suggesting is to buy lots of blues and put them in the vending machines when they're back to regular price. But I'm not sure if it can be done, since I imagine you'll be short on cash during the entire run.

What is the fastest way to make time pass? Walking store -> village and back a few times?
Quote from Rakuen:
Quote:
I still need to play with vending machines a bit more to see if they'l be worth while for skipping npc dialogue and such or if the cut to my merchant exp will end up slowing things down or not too.

Customers can buy from both you and a vending machine on a single visit, provided they have enough money for both actions.  I'm not really familiar with how growing budgets work, but if they're high enough it shouldn't be a problem.

The better question is can you buy a vending machine and more than recoup the initial investment, while allowing you to close the store in less cycles?


That is the question, isn't it. This is why I said I have to test them more to see if they will be worth the while, I've had a fair number of times I've made a customer angry selling them something for a price they're normally peachy with because they spent their budget on the machines though >.o

@Bromaze  Ah, unfortunate that the 'AI' is a bit too smart to buy blue stuff out of vends hm, that would have been a big + for getting a vendor, Also yea for the entire run I barely made the first 3 payments on the day they came(quite on purpose but yea, money gets tight). The final two payments I knocked out quickly, once  you hit merc level 18 you can make hundreds of thousands astoundingly fast.

Fastest way I know to pass time is go out to the merchant guild, leave, back to store, repeat. Since the merc guild is always open and there's never any dialogue triggered there to skip.
Update, sorry it took ahwhile. Been busy with random nonsense so I haven't gotten around to working on this run too much.

I have discovered however that vending machines don't really speed anything up, since it does delay you getting merchant level 18 a good bit between the cost of the machine and the customers haggling with you when you don't expect them to sometimes because they spent their money at the vendor and breaking your just chains. The money you make with the items available at merc level 18 far outweigh the bit of extra cashflow from vendors. Perhaps after hitting 18 if i got a vendor it would work out, I've yet to test that but I expect if anything it'l break about even timewise with not doing it at best.

That said I haven't really improved on my last time since I've been experimenting with this sort of thing when I have had time to play.
Edit history:
gia: 2011-05-22 07:03:41 pm
gia: 2011-05-22 07:02:29 pm
gia: 2011-05-22 01:31:59 am
I love YaBB 1G - SP1!
Any ideas on types of runs from a speedrunning point of view? I was thinking on how fast would the game be beaten, just like hikaratu, except in segmented mode, but getting all the characters and whatever else required. So tending more towards 100%.

But 100% as doing everything you can do on the first loop. But the game does have a 100% on the Encyclopedia (which would be annoying for a runner I believe), and also has other "collectibles" outside the first loop like Arma, or the final dungeons.

I suppose low% would require 100% to be defined first.

Looking for info I found Wuffles had the same idea, and published a draft, he calls it a "perfect" normal game: http://www.carpefulgur.com/forum/index.php?topic=1126.0, of course he optimizes days used, not game time. Did Pikmin do something similar or I recall wrong.

Anyway I ran to test ( the first one was using what people suggest, took 54 seconds and hell to get the +30 Bonus, everytime I got it was after screwing up something badly. Then the second is shorter, because I don't get the armband since a speedrun would probably not care about dying, another retry, and its little money to lose. You are forced to place all your items before continuing so the armband would have to be placed.

I had hell getting the bonus here too until I started just mashing ESC+Accept instead of trying to hit the correct timing and failing, I got three runs with the bonus in a row then. so maybe the game uses the same seed, or I just got lucky.

A small problem with the spot I saved at is that when you reload you start with your location pointer at recettear's, so you have to move back to the adventurer's guild which may take little time, but would rather save when your pointer is already there.

Fraps doesn't seem to screw up the ingame timer, I also took 53/54 seconds when doing the first run without fraps. I does seem to screw up the button input timings, many times your presses fail because the game runs at a "variable framerate". However I haven't tested the dungeon mode.

For any%, you buy from the guild at 70% and sell at about 104%, so in the best case (you spend all your money on items and sell them in a single timeslot), you increase your budget by 48.5%. A dungeon run takes two slots, on the first case you'd use the second slot to buy new items, so the item you take back from the dungeon has to be worth 48.5% of your current budget, and also has to be obtained in less time that it takes you to do the two timeslots as a store, or at least be worth the time spent, to me that means only a chest right at the beginning can pull it off.


Something weird is that customers are supposed to have a budget, you can't charge them past this budget because they won't be able to pay for the item, regardless of %, also you can't charge them a high % that sets their distrust on. Everytime the customer gets a "heart" their budget increases. So with this in mind, I had a Durian (unavailable on market) and a Popular Charm (available at guild in limited quantities), and a Girl with one heart obtained at the very least (500 is starting budget).

Both metals and food were on increased prices, the Durian was bought for 6500 max (could never sell for 7000), but the charm for 9100 (could never sell at 10000). At first I thought that maybe customers have a budget dependent on item tier, and that possibly off-limits tiers have 30% reduced budgets. But Prime (the fairy) bought increased price Healing Rings at 22200 and the same durian at 19k, much higher than 70%. There were no items on showcase (those are supposed to use a doubled budget). So now Im lost.
seems like this thread has dried up. I'm actually going to speedrun this right now. Let's see if I can beat 2:09. I think the WR is 1:45 right now.
I wonder if it's worthwhile to try to get pin-points as well as the just streak, don't those give you extra exp?
In all the playthroughs near 2 hours I've seen have all gone for the near pin for exp boost. It makes sense, since Merchant Level is KEY when it comes to finishing this game on time. My first play through took me 2:30+ because I didn't do that...
Good luck with running the game! I think it's slightly a shame that the any% doesn't do any dungeoneering... someone HAS to 100% the game eventually!
They do, actually. The First trial dungeon and the one after that for the early boost of items to sell.
my any% PB on this game is 2:55:xx which is absolutely terrible. in my defense it was my first run, and done basically blind.

that said, the route is to dungeon up to jade way - if you get the 3 items for the magician (i don't remember his name), you eventually can get two more customers to shop, plus you can get good (or bad) luck on drops. then you just need to get to merchant level 18 as fast as possible. only charging between 105-110% for each customer so you keep the bonus going is everything - you'll have to figure out which customers have what price range and pay attention to when they level up, since you don't want to negotiate at all.

then you just need to snowball, hard. once you've reached the total goal (i don't remember the amount), you can just keep leaving, going to the merchant guild, and back until the weeks are over.
I really hate being screwed an hour into the run though. I actually got the 3 ingredients for the mage and still got screwed by rng. -_-;;
just sub 2 houred it.

http://www.twitch.tv/bloodymireu/c/2707637
We require more minerals
I'm actually starting to try and figure out optimal way of doing an any% dungeoneering run that would be the precursor to eventually doing an endless game with the goal of clearing the Crystal Nightmare. I have no idea how realistic of a goal that is, but it's something I want to start working on. At the very least, I know that you can beat the game normally by farming the Obsidian Tower.

The main problem is in order to unlock the Obsidian Tower you need your shop atmosphere to be dark and there's really only one easily accessible item that affects that early on. So I need to figure out what items being on display help to lower that. Because items in your shop help to influence your shop atmosphere, and a single +1 dark item (starry wallpaper) might not be enough to get Griff to come into the store regularly enough for him to give the cutscene trigger to unlock the Obsidian Tower.

I actually enjoyed the game a lot, but the normal any% speedrun just wasn't very interesting since it was just managing the shop. Doing this by getting to Merch level 6 while attempting to get Charme's card so that I can change wallpapers to eventually attract Griff and then only having the shop open when I absolutely need to (attracting Griff) and then attempting to dungeon crawl my way to the money amounts seems like it would be a lot more fun.
just some nerd
I haven't yet fully verified this list, but it's met my needs in routing any%: http://recettear.wikia.com/wiki/Atmosphere

It looks like Thief's Knife (the 3400 pix, tier 3 dagger item from the Guild) pushes atmosphere 1 point dark.  Alternatively, a fair number of common monster drops like Bat Wings offer dark atmosphere. 

Any time estimates on all dungeons yet?  I assume you'd use Charme since she runs fastest and has damage avoidance, allowing low level dungeoneering.
Here's me now trying to route this game.
I'll be going for any% segmented, since I'll be routing and trying to optimize inbetween and will be groping the interface a bit. Fraps gives me varying loading times though, so my time will be affected.



Notes that I've come up with and stuff I'm trying in the run...

-No dungeoning.
-Default decor is 0 Light and -4 Gaudy. Resort Wallpaper will be used to even the Atmosphere to 0 Gaudy and 1 Light, to attract optimal number of customers without the need to change decor often.
-Following what's mentioned above, since Food items do not affect Atmosphere, I consider them the optimal shop filler for gaining levels.
-Will attempt to keep the shop well-stocked always to optimally gain levels. Spare junk of all item categories will be in hand incase of orders and unsure buyers.

Routing on first 5 days:
*First week note: Cheaper items that decrease Gaudy will be avoided so as to optimize number of customers.
Day 1 - Buy Standard Charm for 980px.
Day 2 Morning to Noon - Save scum until Standard Charm is sold for at least 1600px. It's usually an elderly man that buys it.
Day 2 Evening to Night - Buy Warrior's Helm and Cloth Hat (costs 1680px). Save scum until both is sold before the day ends. (Cloth hat is +1 Gaudy, bought for the sake of potentially attracting more customers.)
Day 3 Part Morning to Noon - Buy Iron Armor and Iron Lance. Save scum until at least one is sold on one phase.
Day 3 Part Evening - Buy (in order of priority) Walnut Bread, Taiyaki + any other food items until money or stock runs out. Start selling for levels afterwards.
Day 4 - Start day off by buying junk for orders.
Shoot for Merchant Lv4 before the end of Day 5

Using this routing, I usually hit Lv4 halfway through Day 5.

+There seems to be a way to skip Recette's greeting at the start of deals. A sample is seen on my vid, (1:13 and 2:07). I mashed Button 1 during those parts.
+Selling at 110% to 115% and buying at 45% to 50% is accepted by most of my run's buyers. Little Girl is different: Guaranteed sales are at 110% and under, buys at 51% and over. (16:14 for sample of buying haggle from Little Girl)
+Playing the game windowed allows me to reset the game quicker by Alt-menuing instead of using the ingame menu.
just some nerd
Nice!  I've been hoping for a fresh perspective on any%.  I'll be interested to see what you come up with.

I'm pretty sure that atmosphere changes are unnecessary, as you can't have more than 3 of a single townsfolk NPC in your store at once, and you can get 3 of each in your store during evenings with fully stocked shelves as long as you don't have more than a couple Plain items on display. 

Why do you prefer day 1 charm over the dagger?  I just reset when the dagger doesn't immediately sell for 1700 to the old man or 1800 to guild master.
Just a poor boy
Just saw Recettear come up in a Steam Roulette spin, so I decided to take a look around and see if anyone here was doing anything with it.

Here's an idea: SDA doesn't have any special requirements for starting from a save, correct? So why not do a NG+ a bunch of times off-camera, get all of the True Cards, set up all of the adventurers with gear, and do a "clear all dungeons as fast as possible" run? I feel like a run of this sort would be a lot more fast-paced than a "pay off the debt on Loop 1" run.