Post by thenitromefan on Jan 19, 2015 8:09:13 GMT
I'd like to fill in the answers for some of the excellent questions Tapping has provided. Many of these are subjective, so feel free to argue against anything I say.
"...some tied WR's happen [in other games]. Are they any less impressive? We have been fortunate to have a game like Portal 2 at 60 fps with a reliable challenge mode timer. How many chambers are affected by this issue? Laser Crusher is an example, but other than that, are there others? Are you genuinely going to be upset because you can't get a X.x2 or X.x7? "
Just about any chamber that has been optimized to a few hundredths of a second would be prime examples, e.g. Dual Lasers, Fizzler Intro, Infinifling, Fling Block, Cooperative Polarity, etc. Many people here agree that the more optimized in-game timing is, the better, on the condition that it changes nothing else in the game. But it does, which brings me to my next point:
"This is like the phys_timescale argument all over again: you can play faster if you change the physics of the game. But, in my opinion, that ruins the "awe" and fun of speedrunning. It also puts another wall in front of PC versus console speedrunning."
Not to say that I don't appreciate the "awe" that speedrunning gives, but that's not actually the main point of speedrunning; the point of speedrunning is, put simply, to run through the game as quickly as possible. The only reason I bring this up is because we've already allowed in the past certain changes that benefit players in speedrunning the game - sv_player_funnel_into_portals (altering portal funnel in certain maps), developer 1 (removing delay), mat_monitorgamma_tv_enabled (for added brightness in Turret Factory), etc. I feel that changing tickrate (and thus giving minimal advantages at best) isn't as significant as changing portal funnel (which creates new routes), and if we were to allow the latter, we definitely should the former.
Speedrunning in PC vs console was never comparable to begin with; it's not as though allowing this change suddenly makes it impossible for console speedrunners to compete with those on PC.
""CM will then become experimentation with new routes and what is an optimal tick rate." This is true, and is the same argument we had with phys_timescale. We didn't use phys_timescale because it changed the physics of the game. Besides, is that how we want to spend our time routing? Finding a magic number that works best?"
Again, changes in the physics of the game were allowed before - the only reason phys_timescale wasn't accepted was because its effects were too extreme compared to the others. Also, I'm pretty sure a change as small as changing the tickrate isn't going to create many new routes; a few minor changes in airstrafing and elevators are all we have found so far. It's a bit of a far-fetched hypothetical, imo.
New routes and improvements are constantly being found, even to this day. Many of them are petty and insignificant, yet we all strive to use them to our advantage, simply because that's the nature of speedrunning. Be it discovering a route that skips half a map or "Finding a magic number that works best", an improvement is an improvement. I just see no reason why we shouldn't use them.
"We could all use commands that even the playing field, but at what point do we draw a line?"
This is the crux of the matter, and admittedly I don't have a satisfying answer. So far things have been solved via general consensus, the speedrunning community as a whole deciding whether the command in question is wrong or not. We've rejected phys_timescale, yet we haven't for sv_player_funnel_into_portals or any of the other commands. The only reason for this is because, as stated earlier, phys_timescale was too game-breaking to enjoy for much of the community. Abusing tickrate, on the other hand, is on a different scale. It's just... too unimportant, compared to other commands.
"I agree, 0.01 does make a difference, but is it important compared to other issues, like changing the physics of the game?"
Changes in the physics of the game are indeed important for speedrunning. It's just that it's almost non-existent, especially in challenge mode. I don't feel that it should be much of an issue, especially compared to portal funnel toggling, which drastically changes the physics of the game.
"Was the decision made with phys_timescale a reasonable one?"
I'm gonna be the unpopular one here and say that, while it seemed reasonable at the time, in retrospect, the decision was somewhat hastily made. I don't mean to say that phys_timescale should have been allowed, but the arguments behind disallowing it were iffy at best. Many people in this community only argued against it for the sake of the speedrunning community, and not the command itself. I'm sorry, that's just how I feel.
"In my opinion, it was something that shouldn't have been there, and I'm glad it's gone from CM now. If you feel that way too, then you will need to argue why changing the tickrate should be treated differently."
I agree. Should phys_timescale have been in challenge mode? Many agree that it shouldn't have. Sure, tickrate is in a different league from phys_timescale, but the same reasonings that go against phys_timescale also go against tickrate. Just because they're different doesn't mean they're mutually exclusive.
"The only reason phys_timescale had an argument was because it was hard to enforce. Tickrate is easy to enforce."
Hard, but possible. As long as it is possible (whether easy or hard), I don't see a reason for not allowing. (Unrelated to the discussion above.)
Lastly, I'd like to paraphrase what Imanex said about this: Allowing tickrate change does not necessarily mean runners with less skill get better. Skill is still required for world records.
"...some tied WR's happen [in other games]. Are they any less impressive? We have been fortunate to have a game like Portal 2 at 60 fps with a reliable challenge mode timer. How many chambers are affected by this issue? Laser Crusher is an example, but other than that, are there others? Are you genuinely going to be upset because you can't get a X.x2 or X.x7? "
Just about any chamber that has been optimized to a few hundredths of a second would be prime examples, e.g. Dual Lasers, Fizzler Intro, Infinifling, Fling Block, Cooperative Polarity, etc. Many people here agree that the more optimized in-game timing is, the better, on the condition that it changes nothing else in the game. But it does, which brings me to my next point:
"This is like the phys_timescale argument all over again: you can play faster if you change the physics of the game. But, in my opinion, that ruins the "awe" and fun of speedrunning. It also puts another wall in front of PC versus console speedrunning."
Not to say that I don't appreciate the "awe" that speedrunning gives, but that's not actually the main point of speedrunning; the point of speedrunning is, put simply, to run through the game as quickly as possible. The only reason I bring this up is because we've already allowed in the past certain changes that benefit players in speedrunning the game - sv_player_funnel_into_portals (altering portal funnel in certain maps), developer 1 (removing delay), mat_monitorgamma_tv_enabled (for added brightness in Turret Factory), etc. I feel that changing tickrate (and thus giving minimal advantages at best) isn't as significant as changing portal funnel (which creates new routes), and if we were to allow the latter, we definitely should the former.
Speedrunning in PC vs console was never comparable to begin with; it's not as though allowing this change suddenly makes it impossible for console speedrunners to compete with those on PC.
""CM will then become experimentation with new routes and what is an optimal tick rate." This is true, and is the same argument we had with phys_timescale. We didn't use phys_timescale because it changed the physics of the game. Besides, is that how we want to spend our time routing? Finding a magic number that works best?"
Again, changes in the physics of the game were allowed before - the only reason phys_timescale wasn't accepted was because its effects were too extreme compared to the others. Also, I'm pretty sure a change as small as changing the tickrate isn't going to create many new routes; a few minor changes in airstrafing and elevators are all we have found so far. It's a bit of a far-fetched hypothetical, imo.
New routes and improvements are constantly being found, even to this day. Many of them are petty and insignificant, yet we all strive to use them to our advantage, simply because that's the nature of speedrunning. Be it discovering a route that skips half a map or "Finding a magic number that works best", an improvement is an improvement. I just see no reason why we shouldn't use them.
"We could all use commands that even the playing field, but at what point do we draw a line?"
This is the crux of the matter, and admittedly I don't have a satisfying answer. So far things have been solved via general consensus, the speedrunning community as a whole deciding whether the command in question is wrong or not. We've rejected phys_timescale, yet we haven't for sv_player_funnel_into_portals or any of the other commands. The only reason for this is because, as stated earlier, phys_timescale was too game-breaking to enjoy for much of the community. Abusing tickrate, on the other hand, is on a different scale. It's just... too unimportant, compared to other commands.
"I agree, 0.01 does make a difference, but is it important compared to other issues, like changing the physics of the game?"
Changes in the physics of the game are indeed important for speedrunning. It's just that it's almost non-existent, especially in challenge mode. I don't feel that it should be much of an issue, especially compared to portal funnel toggling, which drastically changes the physics of the game.
"Was the decision made with phys_timescale a reasonable one?"
I'm gonna be the unpopular one here and say that, while it seemed reasonable at the time, in retrospect, the decision was somewhat hastily made. I don't mean to say that phys_timescale should have been allowed, but the arguments behind disallowing it were iffy at best. Many people in this community only argued against it for the sake of the speedrunning community, and not the command itself. I'm sorry, that's just how I feel.
"In my opinion, it was something that shouldn't have been there, and I'm glad it's gone from CM now. If you feel that way too, then you will need to argue why changing the tickrate should be treated differently."
I agree. Should phys_timescale have been in challenge mode? Many agree that it shouldn't have. Sure, tickrate is in a different league from phys_timescale, but the same reasonings that go against phys_timescale also go against tickrate. Just because they're different doesn't mean they're mutually exclusive.
"The only reason phys_timescale had an argument was because it was hard to enforce. Tickrate is easy to enforce."
Hard, but possible. As long as it is possible (whether easy or hard), I don't see a reason for not allowing. (Unrelated to the discussion above.)
Lastly, I'd like to paraphrase what Imanex said about this: Allowing tickrate change does not necessarily mean runners with less skill get better. Skill is still required for world records.