Resident Evil 4

Resident Evil 4

Statistieken weergeven:
The in game clock is stupid for not going back to the time saved if I don't go to the title screen/to another save before loading in
I hate this so much, the rank is time sensitive so you'd be encouraged to load in a previous save if you die, except for the absolute mind numbing fact that when you do from the death screen, your timer won't go back to the time you saved, you'll have to go back to a different save and then back again to reset it back down.

This is nothing short of willful malice since the game KNOWS the time on the previous save, but insists to keep counting if you don't "reset it manually".
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16-29 van 29 reacties weergegeven
Origineel geplaatst door Saint Wolf:
Origineel geplaatst door Unidentifieded:
This does not work, I've did it this way the very first time on my S+ attempt, before I went with the ALT F4 route until people mentioned exiting to the main menu suffices.

The timer is shared on the entire save file run.

If you save twice and reload the earliest save, you'll notice the timers are still synced with your latest save.

EDIT: Sorry don't know how to quote the proper people with mutliple quotes LOL.

this has not happened to me, I had two save stages before the cabin siege on professional and every time I loaded in the vendor before going from save slot 1 to 2 after every attempt and my clock remained at about 1:36:xx

Maybe you went to the title screen at SOME point between making those saves and initiating your attempts? That might "break the link" between the multiple saves.
Origineel geplaatst door Dark-Buddha:
Origineel geplaatst door Saint Wolf:

this has not happened to me, I had two save stages before the cabin siege on professional and every time I loaded in the vendor before going from save slot 1 to 2 after every attempt and my clock remained at about 1:36:xx

Maybe you went to the title screen at SOME point between making those saves and initiating your attempts? That might "break the link" between the multiple saves.

I spent nearly 4 hours in that cabin siege, every time checking the clock to make sure I wasn't adding time, it remain at that 1:36:xx time after every load (the clock kept on going after the load adn during the siege
Just close the game then re-launch and re-load, will save you quite a bit of time.
Yeah this is stupid. I get continuing since it's not really a reload of the last save (except on Professional), but actually loading last save you made should reset the timer.

It's stupid and the fact that it's been like this since RE2 remake doesn't change the fact that it's stupid. I'm not even sure it's intentional or just a quirk of the engine that they can't fix for some reason.
Origineel geplaatst door Pierre Doon:
don't die? lmao
This. The whole point of the timer persisting between deaths is that you don't exactly deserve an S+ rating if you needed to repeatedly die-then-Continue just to clear the run.
Laatst bewerkt door arsenicBumpnip; 30 mrt 2023 om 13:01
Origineel geplaatst door arsenicBumpnip:
Origineel geplaatst door Pierre Doon:
don't die? lmao
This. The whole point of the timer persisting between deaths is that you don't exactly deserve an S+ rating if you needed to repeatedly die-then-Continue just to clear the run.

But I die and then I reload a previous save state from the typewriter function on the death screen and it still adds time. Not to mention if it was like that then why even offer a save function at any other point except the chapter start?
Origineel geplaatst door Saint Wolf:
Origineel geplaatst door arsenicBumpnip:
This. The whole point of the timer persisting between deaths is that you don't exactly deserve an S+ rating if you needed to repeatedly die-then-Continue just to clear the run.

But I die and then I reload a previous save state from the typewriter function on the death screen and it still adds time.

And that's exactly how it should be. If you can't clear the run without dying, then why do you deserve an S+, the absolute highest performance rank, on that run?
The "going back to the menu resets the timer" oversight is clearly just that: an oversight. That it lets you cheese to still get an S+ despite dying a bunch should be cause for you to jump for joy, not something you treat like a gross inconvenience, given the intended behavior is that you'd have to start the run over from scratch if you die too much.

Not to mention if it was like that then why even offer a save function at any other point except the chapter start?
For people who aren't trying to S+ Professional? And for Normal/Hardcore S+ runs, so you have more opportunities to take a break from your attempt than just chapter-start? Critical thinking -really- isn't that hard on this one, fam.
Origineel geplaatst door Aegis:
Thank god I stopped caring about getting good time and speedrunning :steamfacepalm:
Honestly I've never liked speed running for myself personally, and kinda hate glitch speed runs altogether, so I've never liked that as a unlock mechanic personally since I don't like to speed run a playthrough at all. Getting that machine gun is going to be a slight frustration, but if I can do it one time then it won't be much of an issue.
That or I'll never unlock it and just play without it. Whichever comes first.
Origineel geplaatst door arsenicBumpnip:
And that's exactly how it should be. If you can't clear the run without dying, then why do you deserve an S+, the absolute highest performance rank, on that run?

The "going back to the menu resets the timer" oversight is clearly just that: an oversight. That it lets you cheese to still get an S+ despite dying a bunch should be cause for you to jump for joy, not something you treat like a gross inconvenience, given the intended behavior is that you'd have to start the run over from scratch if you die too much.

Because it's not a performance rank, it's a time rank and there are seven ways to sunday to bypass that system. Title screen, two saves, game reboots, switching between one run and another. And it's been like that since RE2 remake, so it's an oversight that's gone overseen for a few yers now. So I'm inclined to argue that the actual oversight is having you return to an earlier save state where your timer was lower and keeping the timer you had whe you died.
Origineel geplaatst door arsenicBumpnip:
Origineel geplaatst door Pierre Doon:
don't die? lmao
This. The whole point of the timer persisting between deaths is that you don't exactly deserve an S+ rating if you needed to repeatedly die-then-Continue just to clear the run.
What kind of dumb sh-- ........ that's not what OP is talking about. Continuing is from a checkpoint/autosave which is valid to keep the death/timer persisting against you. OP is talking about loading from a previous save altogether, from a typewriter. The problem is doing it from the death screen has the same effect as hitting Continue instead, that's not intentional, that's redundant. The evidence being that when they go back to the main menu and hit Load Game from there, it works like it should.
Origineel geplaatst door Tenshu:
What kind of dumb sh-- ........ that's not what OP is talking about. Continuing is from a checkpoint/autosave which is valid to keep the death/timer persisting against you. OP is talking about loading from a previous save altogether, from a typewriter. The problem is doing it from the death screen has the same effect as hitting Continue instead, that's not intentional, that's redundant. The evidence being that when they go back to the main menu and hit Load Game from there, it works like it should.

It only rolling the timer back if you go all the way back to the title screen is far more an indication that the timer isn't meant to roll back, with the title screen/an alt-f4/etc trick allowing one to cheese around that being a limitation of the nature of how a manual save file works, rather than any sort of indication that it "should" roll back.

If it "should" roll back, then surely by the third game on the engine they would've fixed it, no? (If not even the fourth, I can't remember if Village is the same engine or not)



Origineel geplaatst door Saint Wolf:
Because it's not a performance rank, it's a time rank and there are seven ways to sunday to bypass that system. Title screen, two saves, game reboots, switching between one run and another. And it's been like that since RE2 remake, so it's an oversight that's gone overseen for a few yers now. So I'm inclined to argue that the actual oversight is having you return to an earlier save state where your timer was lower and keeping the timer you had whe you died.

"A time rank" is a measure of your performance time-wise, so please don't bother unnecessarily splitting hairs there. Even then, the time it took you to make multiple attempts at an encounter is definitively all time it took you to clear that run, and should thus count toward that run's total time.

And the likely reason it's gone overseen for multiple games is because, due to the intrinsic limitations of how a manual save file works, it's functionally unfixable. Capcom -could- replace the system with what essentially amounts to an autosave that you can manually update, but that'd be in total opposition to Resi's established identity as a series with manual saving. Not to mention how it'd be fixing an already-inconvenient-to-use exploit in a single-player, MTX-free game, a medium where exploits/skips/etc to unlock content generally aren't seen as issues worth expending effort on fixing.



TLDR In speedrunning for record times, you don't get to roll your timer back 10 minutes if you ♥♥♥♥♥♥ up a mid-game skip and want to retry it. You either start the run over from scratch, or your run is no longer a record-attempt and is now just for fun/practice.
RE Time Ranks are a form of speedrunning, so they're naturally going to follow that same logic as speedrunning. It's silly to try to argue that they shouldn't just because an inconvenient-to-use exploit exists that lets less-skilled players cheese their run times to get the unlocks despite lacking the skill to earn them legit.

If y'all're so concerned with wanting a convenient way to earn the speedrunning achievements/unlocks without actually doing a speedrun, Cheat Engine is literally free and I won't judge you for using it.
Laatst bewerkt door arsenicBumpnip; 30 mrt 2023 om 20:33
In other words, Resident Evil shouldn't remove manual saves because that's a core trait of RE games, but you SHOULD be punished for dying, and instead of losing the ENTIRE RUN for dying too much, your punishment is a return to title screen. More than fair, and we should be grateful.
There's a trainer out there that you can use to stop the time limit if it's bugging you that much...

That way you don't gotta stress yourself out worrying about bad RNG in a stupid video game for some stupid banana sticker no one but you gives a flying ♥♥♥♥ about. :)
Origineel geplaatst door arsenicBumpnip:
Origineel geplaatst door Tenshu:
What kind of dumb sh-- ........ that's not what OP is talking about. Continuing is from a checkpoint/autosave which is valid to keep the death/timer persisting against you. OP is talking about loading from a previous save altogether, from a typewriter. The problem is doing it from the death screen has the same effect as hitting Continue instead, that's not intentional, that's redundant. The evidence being that when they go back to the main menu and hit Load Game from there, it works like it should.

It only rolling the timer back if you go all the way back to the title screen is far more an indication that the timer isn't meant to roll back, with the title screen/an alt-f4/etc trick allowing one to cheese around that being a limitation of the nature of how a manual save file works, rather than any sort of indication that it "should" roll back.

If it "should" roll back, then surely by the third game on the engine they would've fixed it, no? (If not even the fourth, I can't remember if Village is the same engine or not)
A manual save, by logic, is designed for you to save the game to stop playing and come back to it later... yes, there's save-scumming and all that but it's very design, that's how a manual save works. If the save is holding your timer on a pause, it is baked into the save and is how it ♥♥♥♥♥♥♥ works.

Think about this scenario. Imagine this, someone not trusting autosave functions, maybe they play a lot of Skyrim and instead would rather manually save in this game. They die and get frustrated, they don't continue, they just quit and close the game, come back to it later and load the game from the typewriter save. That's not cheesing, that's how it ♥♥♥♥♥♥♥ works.

The timer being baked into the save is evidence this is something overlooked if it happens in the other RE Engine games, otherwise the timer wouldn't rollback upon loading from main menu.
Laatst bewerkt door Tenshu; 30 mrt 2023 om 20:45
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