Speedrunning can cause overly-aggressive death groupings

Kharel
Kharel Alpha Surveyor Posts: 21

See screenshot above for an example. The player attempted to speedrun my map, which has quite a few anti-speedrunning features. Since each of his attempts mostly ended in death under 30 seconds or so apart, most of the deaths got grouped together, despite occurring over the entirety of the replay.

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Comments

  • Kharel
    Kharel Alpha Surveyor Posts: 21

    Another example, this one a bit more extreme.

  • noggieB
    noggieB Alpha Surveyor Posts: 63

    I've also seen that on my "normal " outpost. I think the algorithm for grouping deaths could use a little tweaking.