And Tide, that thing is 6 months in advance if you really don't think you have a good run the people involved will appreciate knowing this far in advance, it gives you or them better time to find a more appropriate game.
I've thought about dropping but there's a few issues with that:
1) The other games I offered are between 5.5 hours to 9.5 hours. Basically I don't think I can give them another game without completely resigning
2) Because I submitted other games, I feel like leaving would make it appear like I'm rage quitting because I didn't get my first choice in (or even second/third, etc).
Past that I *do* want to attend. I'm just finding this entire thing very discouraging because I can't see or feel any improvement. I was going to practice again today, but I just ended up putting it off. And see, that's part of the problem. It's like I'm not enthused about going to do it. When I did Wild ARMS 4 last year, I had a lot more gusto and wasn't so meh to the entire ordeal.
Or do you need to find a safer route? I dunno. Maybe you need to steal Vancouver Crew for a group play of it (if you live in an alternate dimension where that is actually a thing that could happen).
The route is pretty optimized so I don't know if the Vancouver group can really help me there. What they can help with if they actually have time is to watch the parts where I don't have much of a script to follow and scrutinize. I mean like when you're forced to take extra math turns, or doing the job grind to open up calculator. Or even Mandalia/Gariland in the beginning less the objectives you need to meet. Like, the route is safe. Its just super easy to forget or miss something and when that happens, you're dead in the water.
An 8 hour Lunar 2 speedrun sounds like the worst thing. Next to a 40 hours Dragon Quest 7 speedrun?
ACTUALLY, Highspirits DID route Dragon Quest 7 and ran it. I believe it was like 17:54:XX or something. I personally don't think Lunar 2 is that good of a choice for a long run myself (my personal vote would've been for FF7 if you wanted more donations/viewers) but they want to try something different. Its just a bit of a shame since I personally feel of course that Wild ARMS 3 is a very cool run and could be that long game. But they already put Wild ARMS 1 in and diversity and all that good jazz.
Anyway Tide is that really that much of a problem since there are two backups? Don't put pressure on yourself.
I guess part of it is the jitters or just over expectations. I mean, you're right Fenrir, in that they don't expect a WR level run (it would be impossible given FFT's opening). But I feel like 4:30:XX should be easily attainable. Why can't I do it? I'm losing like 10+ minutes in Chapter 1, its kinda ridiculous. And I can't really see what I'm doing wrong, which is the further frustrating part.
Just for the record since people may not know what I mean by FFT openings, here are all the ways your run can die and you have no control over it:
- An overly long Orbonne. Dependent on if the 6 guests in that fight act stupidly and do things like cast Blind and Cure 2 when they can just hit things
- An overly long Gariland. Dependent completely on the enemy's side compatability
- Bad starting generics. In particular, getting a low Faith (sub 55) Female Chemist. Also bad are low overall faith on your other units. In addition, it is HIGHLY preferable if the units you have are either neutral/bad/worst comp with Ramza. It is also preferable, if these same units have GOOD/BEST compatability with Delita.
- Ramza with low starting Chemist JP is a death sentence because he gets Chemist JP mainly from spillover
- Algus getting a knockback in Mandalia, which screws up the formation, forcing you to use back up on Delita, which can't be used if your generics have bad/worst compatability with Delita
- The enemies getting a crit on Algus and putting him into Critical, which makes him run away, thus screwing up the formation
- If you are forced to grind in Thieves, getting charmed by one of the male thieves and not having a turn staggered in between is basically GG.
- Having 5-6 enemies on the Calculator grind and multiple of them having bad faith with your Wizards.
- Actually, overall low faith on enemies, which can make Chapter 1 take longer due to needing multiple castings of Bolt 2.
Here are all the stupid ways your run can end if you do something dumb:
- Not getting enough Chemist JP on the female Gariland Chemist
- Not getting enough Chemist JP on Ramza and second Female Chemist by Mandalia Plains
- Not learning Potion/P.down in Chemist
- Not learning Yell/Accumulate like you're supposed to
- Not setting Gained JP Up like you're supposed to
- Not getting the 500 JP needed for Yellcumulate by the end of Mandalia.
- Forgetting to learn things in Black Magic
- Forgetting to equip the proper Skill-set after learning the abilities. This includes: Guts, Math Skill and Item.
- Charging a spell on your guest but the guest has time inbetween to move.
Other easy ways to screw up your run but these are recoverable:
- Not equipping Delita with Battle Boots before Sand Rat
- Forgetting to strip Delita after Mandalia
- Forgetting to strip Algus of armor but making sure he has a weapon and boots.
The fastest I've ever gotten out of Chapter 1 is about 1:35:XX. I kinda of want to make that sub 1:30:XX, which is very reasonable. For the record, Claude's WR gets out of Chapter by like 1:10:XX, so yeah.