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For Honor: Swordsmanship "Shooter" - Page 4

Forum Index > General Games
Post a Reply
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Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 12 2017 16:57 GMT
#61
My biggest problem is that damn menus taking forever between matches. That shit gets old when I just want to spam duels.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Aando
Profile Joined August 2011
1304 Posts
February 12 2017 17:33 GMT
#62
On February 13 2017 01:50 Pr0wler wrote:
60 euro for multiplayer game with p2p conncection... I will skip that.
It looks good, the combat is decent, lacks depth and the bad latency doesn't help. The game itself is repetitive - just like any other multiplayer game...
Overal a decent game, but the p2p connection is what is killing it for me. Ubisoft never fails to disappoint.

It should be p2p, like every fighting game is. Ass netcode is one thing but don't blame it on p2p.
Deleted User 26513
Profile Joined February 2007
2376 Posts
Last Edited: 2017-02-12 17:59:05
February 12 2017 17:53 GMT
#63
On February 13 2017 02:33 Aando wrote:
Show nested quote +
On February 13 2017 01:50 Pr0wler wrote:
60 euro for multiplayer game with p2p conncection... I will skip that.
It looks good, the combat is decent, lacks depth and the bad latency doesn't help. The game itself is repetitive - just like any other multiplayer game...
Overal a decent game, but the p2p connection is what is killing it for me. Ubisoft never fails to disappoint.

It should be p2p, like every fighting game is. Ass netcode is one thing but don't blame it on p2p.

No, it shouldn't be. This is not a fighting game and it's not strictly 1v1.
DannyJ
Profile Joined March 2010
United States5110 Posts
February 12 2017 18:04 GMT
#64
On February 13 2017 01:57 Plansix wrote:
My biggest problem is that damn menus taking forever between matches. That shit gets old when I just want to spam duels.


Yeah definitely. There needs to a be a rematch option that just puts you back in the same stage and it just starts up again. They could even take out the dumb zooming in and out that happens right before each fight...
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 12 2017 18:08 GMT
#65
On February 13 2017 03:04 DannyJ wrote:
Show nested quote +
On February 13 2017 01:57 Plansix wrote:
My biggest problem is that damn menus taking forever between matches. That shit gets old when I just want to spam duels.


Yeah definitely. There needs to a be a rematch option that just puts you back in the same stage and it just starts up again. They could even take out the dumb zooming in and out that happens right before each fight...

The UI is sort of a nightmare, but that is what I expect from Ubisoft. I swear they have one dude in their office that is obsessed with weird symbols in diamonds as an ascetic
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Pwere
Profile Joined April 2010
Canada1556 Posts
February 13 2017 07:28 GMT
#66
On February 12 2017 14:08 semantics wrote:
Show nested quote +
On February 12 2017 13:54 Pwere wrote:
I see a lot of mentions of the shallow combat, and when you look at streamers, almost none of them are even scratching the surface. The vast majority of players online have no defense and mainly mash their 2-3 best moves.

The fact is, we don't know how deep the game goes yet because nobody's even there. And once people are there, what's to say the devs won't step in to fix the defensive stalemate (which seems to be the main problem that might arise).

Concerns about bots is pretty valid, however, and policing an entire community might not be on Ubisoft's radar. I don't think the game will feature a replay option with inputs either, which is huge for spotting bots in other fighting games. But they seem to have really good programmers on this game, so let's hope for the best.

Combat is shallow compared to actual fighting games the characters just don't have the same level of depth.
It seems like I didn't have the same definition of depth as you guys. If we're talking about the amount of knowledge or possibilities to "hit the lab", then yeah, this game is definitely lacking. So far I'm aware of only a single option select (feint parrying), and it takes only a couple hours of practice to build the reflex, and has no downside.

It's hard to tell where Ubisoft wants to go with this. I hope it doesn't crash and burn after a month. They're trying something new and there are areas where it really shines.
nanaoei
Profile Blog Joined May 2010
3358 Posts
February 13 2017 08:45 GMT
#67
honestly i don't think they are trying anything new. this kind of gameplay existed with other games like jedi academy and even DS. it's just more accessible, being that this is its only mode of play and is more popular than those titles were for the PVP.

this is mainstream pvping. good old 'easy to pick up, hard to master', and lots of room for creativity, as well as inserting your persona in character gameplay.

in fact, if the game borrowed elements from a little known strategy game called Shattered Galaxy, it would be seen as revolutionary for gaming.
in shattered galaxy, there's a world map + faction system with three sides. sound familiar?
you fight over territories, each having their distinct mapping. for key points like chokepoints there are sometimes different objectives. after a territory is claimed, you can move onto the next as an attacker, or have to defend the same point that was taken. there's travel distance and time involved so it is like a grand strategy game beyond the in-map strategy elements.

now there are heavy RPG elements, you control units like starcraft but we would say in For Honor's case that you only control yourself, or a small AI regiment at most. for leveling, you're able to dump stats into different points which affect how many units you can bring to the field, the technology youre capable of equipping, the quality or type of units (another type of tech). the balance of these stats are very important in the long term because it affects how quickly you progress (leveling you units level give your commander experience) and change your playstyle or exact type of units you can deploy (your role and capabilities, and relative unit strength).

because of the class system in For Honor, we could say that everyone is basically using the same kind of unit, with its own little quirks and options that are unavailable to the others. technology would make the game extremely complicated and a class of it's own, so i won't get into that possibility.

but, i like the idea of territory control, and territory benefits, like easier to defend points, like hubs, making it very hard to recapture and easy to reinforce. it would add some longevity to the game past 1v1s and pure competition.
In shattered galaxy also, you move onto a very different planet once you hit level cap for the first planet, or you stay as level cap and command troops and perfect your army. there's a political aspect as there's a governor or a faction leader that needs to be elected via a process, who de-facto calls the shots so players in the faction have direction.
of course, there are in-faction clans too.
*@boesthius' FF7 nostalgia stream bomb* "we should work on a 'Final Progamer' fangame»whitera can be a protagonist---lastlie: "we save world and then defense it"
Yoav
Profile Joined March 2011
United States1874 Posts
February 13 2017 10:08 GMT
#68
On February 13 2017 17:45 nanaoei wrote:
honestly i don't think they are trying anything new. this kind of gameplay existed with other games like jedi academy and even DS.


DS has VASTLY fewer options than Jedi Academy (and For Honor).

And I would buy a modern iteration of that game in a heartbeat... (hell, I love and still play all three of those)
Pwere
Profile Joined April 2010
Canada1556 Posts
February 13 2017 10:22 GMT
#69
Heh, I think I still have my Shattered Galaxy box somewhere. A game way ahead of its time.

Granted, the ideas aren't entirely original, but those examples are from decade old games. It's still a refreshing mix of ideas, even if the execution isn't perfect.
WhosQuany
Profile Joined June 2013
Germany257 Posts
February 13 2017 10:45 GMT
#70
This game is awesome is see it maybe even making E-Sports.
I Played the beta till Reputation 2 with Nobushi and i can say its a PURE SKILL GAME...! No Char feels overpowered. I might buy this one, you should check it out if your into a "Mortal Kombat Medieval" typ of game (with no Bullshit) based on timing.
The Dominion mode feels kinda like Viking on PS3 just with Multiplayer, very FUN!

Nice game so far we will see
Goin back to Cali
disformation
Profile Joined July 2009
Germany8352 Posts
February 13 2017 13:06 GMT
#71
On February 13 2017 19:45 WhosQuany wrote:
This game is awesome is see it maybe even making E-Sports.
I Played the beta till Reputation 2 with Nobushi and i can say its a PURE SKILL GAME...! No Char feels overpowered. I might buy this one, you should check it out if your into a "Mortal Kombat Medieval" typ of game (with no Bullshit) based on timing.
The Dominion mode feels kinda like Viking on PS3 just with Multiplayer, very FUN!

Nice game so far we will see

warden apparently has a vortex. probably they will/should remove the ability to cancel the shoulder bash into a guard break, like they did with the warlord headbutt. otherwise balance seems fine.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-13 13:13:04
February 13 2017 13:09 GMT
#72
When you talk about balance what do you truly mean?
I found an imbalance in the way you fight each other - The defender have to much power against the attacker. There is only so much you can do to attack, i feel this is a problem atm and will become a bigger problem when people master the defensive side.


So its not balanced at all atm. Still the fights feel "fair", meaning that you still have a realatively good control in the fights. But thats not enough.

disformation
Profile Joined July 2009
Germany8352 Posts
Last Edited: 2017-02-13 13:46:18
February 13 2017 13:29 GMT
#73
On February 13 2017 22:09 Foxxan wrote:
When you talk about balance what do you truly mean?
I found an imbalance in the way you fight each other - The defender have to much power against the attacker. There is only so much you can do to attack, i feel this is a problem atm and will become a bigger problem when people master the defensive side.


So its not balanced at all atm. Still the fights feel "fair", meaning that you still have a realatively good control in the fights. But thats not enough.


not sure what you mean?
like guard breaks and feints are a thing?

edit: hm. did take a look at the off. forums. Seen quite a few complaints about that. Didnt really notice it myself. *shrugs*
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-13 13:52:27
February 13 2017 13:48 GMT
#74
You can block every weapon attack, light and hard.
You can parry the attacks, if you practice well you can probably master this vs every class.

Not sure after a parry right now you get a free light hit? If not, then you get a free light hit after this sequense:
Parry->Guardbreak(now your char moves forward automatically)->light hit
Still kinda weak damage, not enitrely sure every char gets a free light hit either.

You can also block guardbreaks. What can the attacker do then? Its like a drawn out fight in the end which isnt fun. And balance in this case i dont care about its a imbalance in the player vs player interaction and it needs a change.

Also the assassins can dodge the
Parry->guardbreak sequence because they are so fast so for some classes it seems to be really hard to even touch them. Like the conquerer with his slow attacks and good defense, if he try and attack the assassin the assassin will simple dodge it and then get a "free damage" to him and rinse and repeat.

Feels like a drawn out fight in the end which isnt fun. And balance in this case i dont care about its a imbalance in the player vs player interaction and it needs a change.




what about mindgame the dodge then? Ye the game shouldnt revolve around mind gaming the opponent, that becomes dull fast and is also not consistent. Mind gaming is fine but it should at most be 20%~.
We need more moves in the attack department. Tweaks or whatnot. Up to ubisoft in the end, and they should aswell in the end fix it themself, i mean they should see this problem without feedback even.
disformation
Profile Joined July 2009
Germany8352 Posts
February 13 2017 13:58 GMT
#75
imo most classes get a free heavy after a parry.

yeah, you can block guardbreaks, but you kinda have to read that the break is coming. or have god reflexes.

yeah, conqueror against orochi was hella painful. try to corner them, they are super dead if they have no room.

also: have you tried feinting to create an opening for an attack?

i am super confused about the mindgame thing. like it is basically a fighting game... fighting games are like 80% mindgames, esp. at higher level?
if you introduce more attack vectors the game becomes even more of a guessing game? since you/your enemy have more options to choose from? so it either becomes more mindgamey or random.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2017-02-13 14:26:23
February 13 2017 14:24 GMT
#76
Blocking guardbreaks is really easy.

also: have you tried feinting to create an opening for an attack?


Yeah and thats where mindgames comes into play. You can feint, trick your opponent but if you mindgame your enemy its more like " I knew he was gonna feint so i decided to go a full heavy attack." and then it hits the enemy because of it. He could just as well be wrong, in the long run its at best 50/50. Might work splended sometimes while others it dont.

Thats the type that cant be dominant in a game that is supposed to relie on skill.
Thats why i say we need more attacks and mindgames should be at most 20%.

if you introduce more attack vectors the game becomes even more of a guessing game? since you/your enemy have more options to choose from? so it either becomes more mindgamey or random.

Dont know what vectors mean but i think i understand the the point.
Not really, and not even close if done well since using tactics in combat isnt about luck its about skill. It all deponds how you design it.

Like lets take chess for example. You can win by setting traps. A trap in chess=Enemy can take that pawn for free or maybe a piece but by doing so you will lose because my pressure will become to much.
Thats kind of mindgame in this game.

In chess, you can outtactic your opponent(chess is mostly about tactics actually), you can outstrategy him. Its like outmicroing someone.
In a game like this, it could be for example in the way how you do combos perhaps put more skill into it and perhaps enemy shouldnt be able to parry everything either so instead of parrying that one attack and then he gets the opportunity he might need to block three attacks in a row.


Just important that there are play for both parties. Like a good relationship against one another thats when games are fun because even when you lose you can say afterwards "damn he really outplayed him" or "yeah i need to work my blocking" or something like that.

Like back in the way when i lost in broodwar it was always something that i could work on where in sc2 it just feels like shit because of the fragile and to much rng crap there.

Aceace
Profile Joined June 2011
Turkey1305 Posts
February 13 2017 15:54 GMT
#77
Soo....

Where is Team Liquid For Honor team? 2 betas and still no team?
Dün dündür, bugün bugündür. (Yesterday was yesterday, today is today)
disformation
Profile Joined July 2009
Germany8352 Posts
February 13 2017 16:00 GMT
#78
Ah I think I understand now.
You are basically saying that the defender has a lot of easy and strong tools and the attacker needs to resort to mindgames to find an opening. you would like there to be some sort of attack that relies on the skill of the attacker.
so you dont think the game is very balanced because the defender is favoured.

actually makes sense now that i think about that a bit.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
February 13 2017 17:30 GMT
#79
when you attack you gain nothing as a basic block is not hard to achieve by someone skilled.
you lose a lot because the attack can be parried or dodged+counterattack by some classes.
So the only reason to attack is that otherwise the game would be pointless.

so in the end in high skill matches, noone really wants to attack, there is no point to it.


I dont even know if ubisoft is interested or able to fix that.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
February 13 2017 17:41 GMT
#80
Yeah exactly.
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