My attempt to solve Lower Prison (updated: 200 runs now)
TLDR
If you spend a zillion hours running nothing but Lower Prison and getting a good feel for the different room types, you can gain a slight edge in races; but, you will sometimes still just get fucked by an enormous deadend, which I think GGG could easily fix by adding "breadcrumbs" along the correct path (in this zone and every other zone in the game).
After getting DESTROYED by seemingly horrible layouts in today's Brutus race, I decided to do a hundred (and one!) runs of Lower Prison to see if I could make better sense of it [EDIT: I've added another hundred runs for 200 total!]. Below are the results. Each data point tells you: was the correct direction from the waypoint left/down ("west") or right/up ("east"); and did the layout generally move in an upwards ("up"), downwards ("down"), or straight ("straight") direction towards the exit (I'll explain DOGLEG later). In the raw data (below) I also recorded whether a master was encountered somewhere in the layout. I did not think to note when i saw a shrine until it was too late. Note that I may have just missed some masters that existed but I'm sure that I stumbled in to the majority of them. Masters and Shrines really messed with my intuition sometimes as I tried to learn the layouts and guess the correct path, but I'm not even 100% sure if they actually screw up "standard" layouts (if there is such a thing). [EDIT: raw data now 200 runs total. The second half has shrines noted as well as masters]
raw data
You can copy-paste this into a spreadsheet if you really want. west straight west straight east straight west up west down east straight west down east up east up east up east down east straight haku west up east down elreon east up elreon west down east up west down east down elreon east up elreon east down east up west down haku west down west down east down east DOGLEG haku east DOGLEG east down east up east up east straight elreon east DOGLEG east down west straight east down east up haku east up west down east straight east down west straight east up east down east down west straight west up elreon east down west straight east straight east down east DOGLEG west straight east straight west straight east straight west straight west straight east down east down east down west straight west straight west straight west down haku west down east straight elreon west DOGLEG east down west straight east DOGLEG east down west straight haku east up east straight east down west down east straight east DOGLEG west down west down west down west straight west straight west down west straight east DOGLEG east down east down east DOGLEG east down east straight west up east straight west up east straight elreon east down east up east up haku east straight haku east up west down east straight east down elreon east DOGLEG elreon east DOGLEG elreon west straight haku west straight shrine east up shrine west down east down west up east up east up shrine west down east down east up east down shrine west straight west down west up east DOGLEG east down east up east straight east down shrine east DOGLEG east straight east straight shrine west down east down east down elreon west down west straight west straight east down west straight east down east up east down east DOGLEG east up east up east up west down west down east straight haku east DOGLEG east up east down elreon east down west up elreon west down east down west straight haku east down east down west straight east DOGLEG west up west up west straight west down shrine west straight west down shrine east down east down west up east up west straight east straight west straight east down east up east up west down west straight west down east up east DOGLEG east down east down east straight east straight east up east straight haku west down east straight east down east up east up east straight west down east down west up east straight elreon east straight west down shrine west straight east straight As for DOGLEG: for a while this was the only 100% foolproof pattern I found. I noticed that when the west direction IMMEDIATELY deadended (so there's just 1 tiny empty room in that direction), the correct path always seemed to start east, but then immediately wrap back around to the west (passing underneath the waypoint again), in an L-shape basically, and the exit would be to the west. This worked the first 9 times that I got this pattern!... but I decided to keep going until I got the western deadend ONE LAST TIME to "confirm", and sure enough it wasn't a dogleg that time. It just went east. Fuck. (This happens to be the 101st data point, btw) [EDIT: after encountering more doglegs in the second hundred runs, I feel that this pattern is VERY reliable after all]. Dogleg Example Anyway, the data generally says that it's way better to go East, and down/straight instead of up. There are some more specific room patterns that you need to recognize to maximize your success rate though. For example, it generally seems better to travel through as many doors as possible (marked in yellow on the map). After the first 50 or so runs, the general heuristic I settled on for running this zone was: - Go west, if it looks like a deadend (and there are a few pretty obvious cases, which is why I suggest this even though east seems statistically better), chances are it is a deadend, so go east. - If you see Chatters in the first or second room, GO THE OTHER WAY (unless you just came from a direction that was clearly a deadend!). If you see chatters much later on a particular side (east or west), you are probably on the correct side. - If you're going west, generally you should heard straight/down; if east, go straight/up (unless its a dogleg) To confirm all of this, I'm going to do another 100 runs and see what my success rate is, and to collect more data! (Yes I am crazy, but this was actually kinda fun and good practice). Then I guess I'll try Upper? (ugh...) [EDIT: I've done this now - see reply post below.] GGG THIS IS THE IMPORTANT PART: pathing RNG is stupid from a racing perspective. Fixed seeds without the map revealed (like the boss kill races) don't really help with this, since you can still guess wrong while someone else guesses right. If there really ARE patterns that you can learn for every zone (which my limited data suggests, but certainly does not confirm), then great, but I still think it would be better if there were "breadcrumbs" in each zone (e.g. The torches in Prison could lead to the exit; add some skeleton/corpse breadcrumbs to Submerged Passage; follow the red carpet in Solaris; *SOME "CORRUPTION" EFFECT DOWN PATHS THAT LEAD TO A CORRUPTED ZONE*; etc.). Then your layout generator can generate as many deadends as it wants, and noone that is paying attention will complain. Last edited by Fightgarr#3134 on Nov 29, 2015, 1:21:15 PM
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russia confirmed the next world super power
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" rip | |
You are doing Sanic's work, my friend.
e: funnier name Last edited by Hemmingfish#1386 on Nov 28, 2015, 10:10:34 AM
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Mind doing something similar for The Vaal Ruins too? :^)
ProjectPT was right.
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" I honestly don't find vaal ruins very confusing. Its long and horrible sure, but you don't actually get LOST very badly. It's always a long wavy zig-zag hallway, and once you know the orientation, its really not that confusing. In other news, I've completed a second batch of 100 runs of lower, AND I ran upper this time as well (not collecting any data, just trying to learn... anything). I had an amazing 82% success rate on lower prison layouts this time, so studying paid off! Upper however, is a hopeless mess. Sometimes (like, less than half the time!) it spirals inwards and this helps you find the exit door once you are going in the correct general direction (you usually have to turn upwards to hit the door... most experienced racers will know this already), but good luck getting to that point. The deadends are huge and unrecognizable. So, fuck Upper. GGG breadcrumbs PLZ |
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fightgarr if i do this type of research for every zone in the game do you think i can finally get gooder?
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Yeah, seems impossible to know where to go. Intuition is used, but it is often wrong on Prison layouts.
And that bothers me how Gucci knew perfectly where to go on his fastest Brutus kill. To me, as an intermediate racer, to me it looks like he cheated. Say he did not, but it feels like he did, from my racing view. He perfetly did Mud flats, even if that was unusual layout. He perfectly traveled Submergedd pasage. (my brothers wasted at least 1 minute more on that particular layut that particular race, it was nasty layout!) He perfectly traveled Lower prison. He did 95% well on Uppoer prison. No matter how good i am and even when i guess right, i end up spending at least 10-30 seconds more, and he just straight from point to point runned exacrtly where needed. Especially on Lower prison, and Mud flats. Proud Crusader of Hardcore Leagues. Last edited by Lordemore#7362 on Dec 6, 2015, 3:25:08 AM
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" The more excellent players in a Brutus kill race, the more likely that there will be a lucky one that makes all the right coin flip decisions. Comparing yourself to that, even as a great racer, let alone a mediocre one, isn't really worthwhile IMO. It's just variance. He won all the coinflips this time, next time it will be someone else, and if you're good enough, there's a chance it will be you. Play enough races, and if you're good enough, eventually it will be you. Character archive: view-thread/963707 HC: 96 RIP SC: 95 97 96 100 95 96 97 98 95 97 P2: TBD 3.26: TBD Last edited by unsane#5479 on Dec 6, 2015, 2:37:01 PM
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Yeah... still learning. :)
Will practice more in next race season. I just hope one day that they make something like alternate art Lighting Coil, or any verified strong item that is popular. (not just alt art belts, rings, ammys) Proud Crusader of Hardcore Leagues.
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