NieR: Automata Forum  /  NieR:Automata Demo timer start (Locked)
  VulcairnVulcairn

Hi ^^
Just a little precision, it's better to start the timer after the loading time, because this one depends of how much time you wait on the mission briefing (I hope you understand)
It's not hard to start the timer precisly on this point so i think it's more precise and fair to do like i said before
Gl for your future run, i hope you will take this on consideration

MASHMASH likes this. 
  MASHMASH

Starting it at the moment you can hit to continue past the mission brief makes sense in most cases as it's the first actual input unless we all rather have it at the start of the first cutscene and then after the final hit kills the boss as the input delay from what is show seem to make it hard to gauge when the timer would stop doing it mid animation can cause discrepancies and I'm already seeing this.

 
  MASHMASH
(edited: )

This exact explanation is why when the first cutscene fires to skip and to the last hit/input it was timed and got me a 10:25 for your recent run but doing it on last input alone without seeing the input being given untill the animation starts or finishes is hard to timeout without being the one who did it.
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10:25 would be where the last cutscene fires if we do it from start of first cutscene to the start of the last cutscene, so that would be with first input but a bit after the last input since it takes about 3 seconds before the last scene fires from the last animation to finish.

 
  VulcairnVulcairn
(edited: )

well, if i understand the timer end when the last cutscene begin ?
And for the start, as i said it begin when the first cutscene begin so ?
It make sense for me because there is no doubt about input or loading time
(I will retime my runn too, and can you edit my run when you verify it ? it's better if we do that way)

 
  MASHMASH
(edited: )

I just did several retimed again on my pc with the timer going and starting the timer on the first input before the first cutscene fires and stopping on the last input after it made contact with the boss for the kill seems to be a better point in which to stop the timer as that way visually the time would make more sense. so the animation for contact must finish in this way and this should remove any discrepancies. There was similar issues with the original Nier timing and it was settled to have it start after name input confirmation and end after you make the final save after the credit roll because of inconsistencies and the other fact that it gave a time stamped in game time that was timed RTA style. I got a 10:22 dead on from the last few times doing it till the animation made contact all other ways ended up being to inconsistent.

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This also removes the need for us to have the rule set for having the timer onscreen for those that do not have the ability to do so.

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Vulcaim and me both agree on timing the runs from the first input on the mission brief in which the first cutscene then fires which can be skipped. ( the avoid any load delay allow a brief pause on that screen while the game loads in the background about 10-15 seconds. ) The timer should end once the animation for the last hit makes contact in which the bosses death animation would fire before the last cutscene.