Hopefully less chance of me starting in Nightmare now, although not zero. Incidentally, my new favourite method for selecting difficulty - I have mapped H to a thumb button on the mouse. This will probably add 20% to my actual run count. So I'm going back to one save per run, but probably need to factor in an allowance for Cain visits. So the reason my run counts were messed up were because I started pressing return instead of clicking the difficulty. So if you drop some items on the ground in town, and ask him to identify twice, it saves twice. * At one point I thought saving on the character screen was time related, but it seems to only happen if you click the Play button with the mouse Selecting difficulty by clicking with the mouse ![]() Pressing Return / Enter key instead of clicking the play button* I set the run counter going indexed to one run and played on a second screen so I could check to see when the game saves. But last night my average run time was creeping up and it was obvious that I was now counting two runs as one. Based on these results I set my run counter to index 2 saves as one run. I thought it was doing it every run, so this batch of LK runs I actually timed myself with a stopwatch to check the counter. The problem is that D2R doesn't save in quite the same way, I knew that D2R saves on the character screen, but this didn't seem to be very consistent. If you are doing runs that take longer than six minutes, you can set the run counter to count every two runs as one run. This was all very simple in 1.14d as the game only saves every six minites or so, or when you save and exit. Silo's run counter indexes when the character file is saved. I have been running LK again with a new untwinked character, and using run counter.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |