Sprinter/Speedracer Conquest - QOL suggestions for future develpment

One of my goals in the last few seasons has been to complete all the various conquests, especially the more skill/planning intensive ones. Of all the conquests in the available pool, the only one I have yet to complete and really want to is the Sprinter conquest, or Speed Racer for hardcore. In my attempts, looking at advice from videos and forums on the best way to achieve this, I found it just out of my skill range on the first tries, which made me want to work harder to get it. However, I found that there were several aspects of the campaign that felt particularly egregious to the speedrunning experience that I wanted to address here.

These comments are not new by any means, and are common complaints about the campaign generally and specifically in regards to this conquest. They do however represent my perspective on this matter, namely that I think the conquest should not be made “easier” per se, but certain QoL adjustments can be made to the campaign to soften some of the abrasive edges to the experience that make it less frustrating at certain points.

These “points” all share one thing in common: they tend to bottleneck the progression of the speedrun artificially due to the following features:

  • NPC movement speed being unnecessarily slow
  • Campaign-necessary conversation sequences being delayed without reason
  • Map indicators for proximity to objectives varies wildly from quest to quest, region to region

There are other things I could mention - such as the overall superfluity of conversations with NPCs to progress questlines, etc. - but would only amount to an attack on the campaign design choices of the original developers and not on the implementation of those ideas. As far as the latter goes, there are many ways in which implementation of the current campaign as it stands can be improved for QoL concerns.

My main concern is for solo play, but these changes will (hopefully) have just as positive an effect on group play, even appreciable to experienced groups that get this conquest every time. I find that it is typically hard to get a group together over chat to attempt these conquests, and the coordination is usually not something players enjoy outside their known friends and clanmates. I would like to increase the doability of this conquest as a solo player, which I know well is already doable, but it falls into the realm of the more maximally try-hard players, and not consistently available to the average player without lots of practice. I’d like to see this conquest consistently attainable in solo play by making it dependent upon a specific, viable speed build and general knowledge of the game. There are always those who want to min/max their performance for records, but most people just want the option to do this conquest without distracting from other elements in the game, like greater rifts and what not.

So here are my suggestions for improvement. Rather than getting an itemized list of every frustrating issue, I will group generally applicable suggestions with examples of where these could be implemented to maximal effect.

  • Make all chat sequences available immediately in sequence: an example here is where Lyndon in act 1 after the Khazra den event is completed shows up, but you go up to him at first and his exclamation goes away for a few seconds while he talks at you. The quest icon should not go away, and you should be able to interrupt his monologue and get right to the quest.
  • NPC interactions and movement speed sped up dramatically. Most follower NPCs share your movement speed or else teleport to you if you get ahead of them. But in certain instances, like in the Lyndon quest again, lyndon lags behind you as you run to the waypoint for the drowned temple. Yet another example here is the death sequence of Nigel Cutthroat in the Lyndon quest, which makes you have to wait until his prolonged expiration ends to resume the quest. These sorts of interactions add nothing substantial and should be cancelable by the player. Another example of this is Emperor Hakan in act 2 sewers, Haedrig walking to the cellar in act 1, Karyna walking out of Aranae’s lair.
  • All object interactions made instantaneous. There is a sequence in the temple of the ancients quest in Act 1 where you have to interact with the pillars outside the drowned temple and for no reason at all you have to fiddle with the obelisk for about 2.5 seconds each. This also applies to many sidequests in adventure mode which have inexplicable wait timers (and no progress bar) while others do not, such as Last Stand of the Ancients in Act 1 festering woods.
  • Large, open maps need higher indicator radius. There is an art to this, but I believe it could be better tuned. For example, Act 1 Halls of Agony L2 the indicator for the next level is visible from super far away, but for the Khazra den, the locations of Kulle’s bodyparts in the Desolate sands, Aranae’s lair, Cathedral levels, etc. are all basically within line of sight distance. My suggestion would be either scale this radius over time (i.e. the more time you spend looking the bigger the radius, so you get a hint if you’re struggling) or just increase it over time. Some events this really doesnt seem to create an issue, such as the Khazra staff event, which only has three static locations on a static map and can be memorized with an easy route.
  • Interruptible chat sequences: The main example of this I can think of is the beginning of act 4 where Imperius talks to Tyrael and blah blah blah. The easiest way currently to get around this sequence is to start the conversation, TP, and return - thus interrupting the sequence. I think that cancellable chat conversation here is what is needed.
  • Other slow animations sped up or skipped. The Skeleton king is the worst offender here, with his requiring that you click him then wait about 20 seconds for him to get down off his chair so you can kill him. I think this should be sped up or made into a skippable cutscene, like how the Skele King spawns in ubers. There is a precedent for altering bossfight animations: Skeleton king skeletons no longer spawn, barring the gate to the boss, and Belial’s animation was changed (much needed!) to make his true form spawn faster.

There are obviously so many more ways that the campaign could be made smoother, but I think these are very conservative QoL suggestions which can and should be made. We will always have sequences of the campaign more annoying than others that we would rather skip, but that is just life. We can however hope that these will be improved over time.

All this said, most people never play the campaign except to do this achievement. These changes are meant to soften the awkward edges of the campaign to make this achievement slightly more accessible to solo players. coordinated group play and try-harders are always going to outperform the majority of us, but this makes it less frustrating for the layman to get these conquests done.

What are your thoughts? I’d love to hear other ideas for QoL improvements to the campaign that would make this conquest a bit more manageable for the average player.

Here’s a tip for you: you don’t seem to be aware that you can speed up some convos via ‘close all windows’. There’s the regular convos that pop up a window, and those you can escape. Those are the obvious ones. There’s also a second set of convos, that doesn’t pop up a window, and can’t be escaped. HOWEVER you can still advance the convos quickly via ‘close all windows’. It’s spacebar by default. You should be mashing spacebar for both of these examples (you also have to be in range of Nigel Cutthroat for this to work). Or, if you want to really optimize it, bind close all windows to mousewheel. Then spin your mousewheel to rapidly spam close all windows and advance these conversations.

There’s other places in campaign where this will work too. It doesn’t work for everything, but this can save you a significant chunk of time. Doesn’t really change your main point really, just struck me as something you might not be aware of. Might help you on your quest/personal challenge.

EDIT: as an example, notice how quickly I advance the Tyrael conversation here:

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Yeah I do this, though I have it bound elsewhere. But you know what I mean, I’m sure, with the Nigel Cutthroat sequence? The examples I gave were all ones where you could not speed up the interaction or availability of the interaction at all. Karyna after you kill Aranae is another example, she walks super slow, you cant exit the zone until she gets there, then she gets out and you cant talk to her until a second or so afterwards - though I don’t think you need to. I just want the next step to be available more quickly or be able to be player-prompted somehow.

Edit: Ok, i’ve never seen a cancellation that fast for Tyrael, how did you do that exactly? I use close all windows and ive never been able to do that.

I mean, you can definitely speed up the Tyrael/Imperius one. Did you watch my linked clip? I advance it instantly. If you’re TPing to town to skip it, you’re doing it wrong. You aren’t advancing it properly.

There are definitely cases that can’t be advanced, but the Tyrael/Imperius one is not a good example. The Nigel Cutthroat still has a short delay, but it definitely has a longer one if you don’t skip the convo.

I did watch it, and as far as I know I am spamming the close windows button, but I’ve never seen it happen that fast, I just want to know what I’m not doing.

I have close all windows bound to mousewheel. I just spin my mousewheel as I approach. Same thing should work for whatever key you use though, I used to just use spacebar and it worked then too.

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Oh yeah, for this one you don’t have to talk to her if you don’t want to. It adds the ping for the staff when you get close, but if you know the three spawn locations for the staff/wagon, you don’t actually need the ping. The quest will still advance once you find the staff.

I agree her slow walk to the door out from the Araneae fight is pretty annoying though.

EDIT: You also don’t have to talk to Tyrael going into Pandemonium 1. That’s a pretty common one people assume is required but actually isn’t. Sometimes the quest objectives aren’t always accurate, and will advance automatically anyway once you get a bit further along.

  • Make it possible for the player to show/hide the in-game timer used.

  • Don’t include loading times in the in-game timer.

  • Make cutscenes possible to skip automatically on console.

  • Make it possible to create a public game marked with “Sprinter” (and all the other conquests).

  • Show the user’s best Sprinter time next to the conquest so the user knows how close they are to getting the achievement (or how well they did).

And some Diablo 4 requests:

  • Maps with a pattern (e.g. Fields of Misery, Vault of the Assassin or The Silver Spire Level 1) are way more interesting/fun than maps where the pattern is far from obvious (e.g. Eastern Channel, Paths of the Drowned or Battlefields of Eternity).

  • Auto-scroller sections (like The Ram) are not fun when you’re trying to go fast.

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Right, this really doesnt bother me and doesnt need a change imo.

This is mainly the stuff I want fixed, stuff that you can’t get around that isnt smooth and doesnt lend to the speedrunner theme that would benefit folks working on this conquest.

I did think of another annoying conversational glitch. In Act 2 when you get Kull’es head, you go back to town and Adria has an exclamation over her head, then you get close and it disappears for about 8 seconds while she talks to Leah. This should be cancellable.

Another one: the Battle of Caldeum event where you have to click the carts, some sort of fix to this to make the clicking of carts faster or NPCs follow better, I find that NPCs dont follow easily enough and get left behind when you;ve already been there, not sue what can be done but it is annoying.

You can make that one go away by talking to Leah and then immediately talk to Adria. Still annoying though.

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Yes please.

Had no idea this was a thing! That is terrible

I agree, more variety in game tags especially for achievements and conquests would be welcome.

Is there no way to compare personal bests across seasons? I never checked before.

Frankly, I’m just going to say “No” to all of these.

Why?

Because it’s not the NPCs job to help you along on this conquest, it’s the players job to overcome them.

As frustrating as these may be, these aren’t the portions of the quest where you are to make time. It’s in the practice, knowledge, skill and luck of the execution that makes you prevail.

Consider the “Bosses in 20m” quest from last season. Yea, you’re stuck there watching Diablo or Malthael go through their death throes for what seems like an eternity, but you know that going in. These aren’t a surprise, it’s not random, it’s just the reality of boots on the ground.

So, simply, “given that…” the NPCs are slow, that they walk with a shamble and shuffle, etc. etc. Given all of these nitty realities, beat the game in an hour.

That’s the quest.

I agree with the other person about having counters and timers available to show status. One nice thing about the Set Dungeons is that you KNOW when you fail or win. You know right away.

In contrast to the “Bosses in 20m” conquest, you have no idea how close or not you are. Hands of those who have completed the Boss conquest, ie. killed all the bosses, but failed the timer. You didn’t even know.

Same with the 2 minute rift. You rush back and close the rift and…did I win? Yes? No? No!? by how much? /shrug “Thanks a lot”

So, those are QOL improvements I can get behind, but no reason to change the game and its denizens to suit my whims.

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Your place on the leaderboard: Yes.
The actual time you used to complete the conquest: Not to my knowledge.

On the console:

Allow groups to continue on if everyone talks to the person to end the act. It’s a bug that’s been around forever, and wastes a couple minutes of time.

Give the ability to close all windows. Yes, I realize you can dash away, but even doing this will add a minute or two to the final run vs the PC where you can just space through them.

Allow teleports to be continuous if you hold down the button. That’s the way it works on the PC, and it’s annoying to have an hour run being based on constantly spamming the dash/teleport button.

Allow the ability to move when the map is open. Just another thing you can do on the PC where on the console, you’re wasting seconds.

Give the ability for short/medium/long teleports. Right now, you just have one. I don’t know about the Xbox or Switch, but the PS4, most of the buttons are analog. There are certain shortcuts I can’t take on the PS4 that I can on the PC due to a fixed dash. Maybe just tie it to the analog stick. No analog, and just hitting teleport will go the shortest. Maxed out will do a far teleport. Barely moving it will do a mid teleport.

Non essential quests should not have a golden ! over their head. Give them a different symbol, so that people will know you don’t have to talk to them.

I’m not sure how every one does act 1 so quickly. It’s always act 1 that trips me up in my attempts. I can do other acts all within the time frame it should be done by. For some reason act 1 always takes me close to 20 minute mark and I can’t seem to make it any faster.

Which class, and do you have a link to your gear/skills?

EDIT

First, I believe PokeyToe has some detailed maps to use with tricks for the conquest. Perhaps he can provide? If not, there’s also Starlite’s Sprinter Guide which has help.

The reason why I asked for class and gear (outside that I can’t see what you’re using), is that 20 minutes usually signals something fundamentally wrong with your build.

Some tips:

Make sure you turn off cutscenes (can’t do this on the console).

When dealing with conversations, if you don’t see a dialog, you can usually space through them. On the console, you’ll need to dash away and come back to quickly close them. If you see a dialog window, press escape. On the PS4, it’s the Square button. There’s about 5 minutes of dialog windows within the game, and this will help cut that down significantly.

For the 3 defiled crypts, I know you can listen for ambient sounds, but an easier approach is just to look for an intersection. The right crypt will always have one near the beginning. While it’s possible for a wrong crypt to have one, that occurs very rarely. I typically run in for about 5 seconds (teleport is about 8 seconds long), and if I don’t see one, I leave.

If you can teleport, dash, etc., there are several shortcuts you can use. Rescuing Tyrael after the Skeleton King, (even starting the Skeleton King fight, there’s a little indentation when you enter the fight that’s a straight path to the Skeleton King, rather than having to dash in and turn), the Tomb of the Forsaken, skipping down to the Spider Queen Cavern, heading into Halls of Agony 3, etc. These are all seconds you can shave off.

The big one is Field of Misery. Look at the maps. There are only 4 spots it can appear. It’s sort of light a lightning bolt shape to run in, but you can avoid searching 90% of the map to find Kharza’s Den.

Skip unnecessary events. Skip trying to fight the guys capturing the Templar. Just run right past that and grab his gear.

In Wortham, the first round, you need to clear all the cultists, the second round, just the yellow guy, and the third round, the blue elites. Don’t worry about clearing the rest.

In the Cursed Hold with the Warden, when you rescue the 6 prisoners, reach the center, but immediately exit the center to trigger his appearance. (If you just wait there, you can delay his spawn.)

Wreath of Lightning & Warzechian Armguards work wonders. You’re after breaking all pots for the speed increase (even without the armguards), and that not only gets you a boost, but will destroy them too.

*she :slight_smile: Unfortunately, I can’t post links here but if you search for something like “speedrun diablo 3 guides” it should be possible to find.

I got ya covered!

Pokeytoe’s Map Guide

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Sorry about that :slightly_smiling_face:

Anyway, as to a previous conversation about the Necromancer on the console:

This is just a purely theoretical build setup. I managed to get a complete Act 1 down in 14:58, after about 10 tries. (It’s similar to your DH console time of Act 1, which means I think it’s definitely possible with a ton of vigilance.) Unfortunately, I don’t think I’d try this as a solo build, as it’s fairly complex to run. (I.e. You just can’t hold down buttons. They require timing, which requires looking at the map, rather than the mini map). You’ll gain more than enough speed though. The tries were mainly me overshooting hallways, and having to slow down a bit to get into them correctly.

It’s a little different than your PC necro run, in that Bone Armor will be used for the continuous Lost Time Buff, and I use Revive to keep Rechel’s buff up far more than normal. (And this doesn’t seem to work on the PC, as it pauses you, but on the console, you can keep moving forward without the pause while casting it).

I haven’t played that much necromancer so does Revive conflict with Devour? I assume that the kills needed will still come from the bone tornado, which means the corpses will be close to you: Is there enough time to cast Revive before the aura consumes the corpses and why can’t you just hold down the Revive button?

By timing, do you mean that you have to cast Bone Armor every 5 seconds to keep up your Lost Time stacks or do you mean something else?