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  1. #1

    Immersion vs Gameplay

    Hi,

    First of all the game looks great! Not only the characters are very detailed but the movements are very realistic too. Mostly ! Since the DEV-Team did a great job in resaerching all kinds of different sword figthing styles, we should look for things that are not very likely .

    Starting with the minions: All minions are smaller and have the same size. It s a great way to keep the overview over the battelfield and doesnt effect the immersion to much.

    Ladders: The magical glued swords and sliding characters . Well i think, everybody has seen it so often, that it doesnt effect the immersion.

    Rolling over characters during the fight: Well i dont believe that this move is teached in fighting sports ( i did Bujinkan, Kendo, Medival sword fighting), but it looks pretty cool and is great way to switch position, considering the gameplay. The movement looks good and possible though i dont believe that it was used. The possibility of falling on the ground is to high and if you fall you are pretty dead. Great way to change position and great animation - its ok i guess .

    Arrows: I cant see where the arrows and other ballistics are coming from. They seem to be generated in the sky. Well we only have one video and its the alpha footage but still. In my opinion the ballistics should be generated on point of firing, if it doesnt effect the performance. You can argue that you cant the see the arrows beforhand, but big rocks? It s disturbing me more than it shoud be and breaks my immersion .

    Arrowstrike: It s a cool ability, but why does he has archers always looking at him, waiting for his command? If he would light a signal fire or something, that would be great. But its a cool skill and breaks immersion only a bit .

    Rotation: You normally wouldnt show your back to the enemy. Never ever.

    Swinging: In Kendo your movement ends where the body of your enemy ends. You dont swing your sword from left to right you cut trough them . Knights do though . But no rotations .

    Glowing swords: Saw it in an other post. Yes its somehow disturbing. Cant tell the purpose yet.


    Please write your opinion on immersion breaking features, how much you get kicked out of the medieval setting and how much it effects the gameplay .
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  2. #2
    If we're counting unrealistic things as breaking the immersion (Well, they do for me) I have few. Although I warn you that these things are hard to delete without breaking balance anyway.

    Everything's about knights, maybe because we saw them played most.

    1. Their armor is like butter. In medieval times it was actually hard to defeat a heavy armored knight just by swinging sword at them, axes and heavy maces were preferred (Eventually halberds to get them from horse, crossbows etc.). It was possible to slash mail in less protected places (Some joints) but... damn... we clearly see on the gameplay that the samurai has no actual problem in just piercing through heavy plate or slashing it. I know that it cannot be fixed while maintaining game balance but... damn... also arrows damaging knight for 50% HP while they shouldn't even pierce the armor.

    2. Finishers made only to ,,look cool". Knight killing enemies with the damn hilt while holding it by a blade? I know that it won't hurt him through armored gauntlet but c'mon, I think it's just stupid, finisher showing him just chopping part of the enemy body off will be in same way pleasant to eye while less silly.

    That's just my opinion, I don't think it will help anyone but I wanted to point that out when there's a thread specifically for this.
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  3. #3
    I'm not a swordmanship's expert, but here's my two cents: immersion is cool, makes you say "wow, well made very evoking etc." but whats make the difference from a good game to a great game is gameplay.
    To me immersion is important, but if what I see is plausible (more or less) it's fine as long as the gameplay gets enhanced from it.
    For istance the roll on the back is quite hard to perform in a real fight, but in this game adds more tactical options (change facing quickly) so more than welcomed
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  4. #4
    Originally Posted by Gavaroth Go to original post
    If we're counting unrealistic things as breaking the immersion (Well, they do for me) I have few. Although I warn you that these things are hard to delete without breaking balance anyway.

    Everything's about knights, maybe because we saw them played most.

    1. Their armor is like butter. In medieval times it was actually hard to defeat a heavy armored knight just by swinging sword at them, axes and heavy maces were preferred (Eventually halberds to get them from horse, crossbows etc.). It was possible to slash mail in less protected places (Some joints) but... damn... we clearly see on the gameplay that the samurai has no actual problem in just piercing through heavy plate or slashing it. I know that it cannot be fixed while maintaining game balance but... damn... also arrows damaging knight for 50% HP while they shouldn't even pierce the armor..
    Yeah thats true, but longbows and crossbows could penetrate the armor of knights. The english longbow archers were the reason heavy armored knights werent used anymore, if i remember correctly. But a sword against heavy plate armor...

    Originally Posted by Gavaroth Go to original post
    2. Finishers made only to ,,look cool". Knight killing enemies with the damn hilt while holding it by a blade? I know that it won't hurt him through armored gauntlet but c'mon, I think it's just stupid, finisher showing him just chopping part of the enemy body off will be in same way pleasant to eye while less silly.

    That's just my opinion, I don't think it will help anyone but I wanted to point that out when there's a thread specifically for this.
    This technique to grab your sword by the edge and use it as a hammer actually exists .

    Originally Posted by SnorriUlversson Go to original post
    I'm not a swordmanship's expert, but here's my two cents: immersion is cool, makes you say "wow, well made very evoking etc." but whats make the difference from a good game to a great game is gameplay.
    To me immersion is important, but if what I see is plausible (more or less) it's fine as long as the gameplay gets enhanced from it.
    For istance the roll on the back is quite hard to perform in a real fight, but in this game adds more tactical options (change facing quickly) so more than welcomed
    Yes totally right. Thats why i made this thread. To discuss how much the gameplay effects the immersion and what could be changed without ruining the gameplay.
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  5. #5
    Sure, longbows could do when they were high-quality, wielded by trained archer and when arrow were going straight, not on a curve like in arrow rain skill. Crossbows also were able to penetrate plate armor, although that it still depends on armor quality and the distance of course.

    About using sword as a hammer... I know, but it wasn't popular, it was rather something like line of hope against armored oponnents, not very succesful in duels, more like a surprise type of thing. Meanwhile some characters of For Honor seem to really like using it often.

    Anyway, yeah, gameplay is more important than realism. I'm just a person that hates lack of that second thing. But even that's not stopping me from playing this game, I just love giant, armored knights. I hope that there will be a heavily defensive character with strong attack capabilities, but slow, heavy or even having problem with going through some spaces. As something brought often in terms of this game, "like Mountain from Game of Thrones".
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  6. #6
    Probably there will be something like this (sword and board knight?) and on the other side a fast glass cannon (the samurai assassin?) as the two extremes
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  7. #7
    To be honest I don't like that tanks are often portrayed as massive, armored monsters with heavy weapons while for the sake of balance doing barely any damage, only maintaining defense capability. Maybe they could introduce something like weight system? You know, harder for you to stop from running, more damage from falls or maybe even making character unable to go through specific places, like wooden catwalks.

    Oh! And for our discussion about realism/gameplay I found an interesting video. I haven't watched the entire one yet, but I see already that it covers the topic of speed, rolls of armored people and even fighting with a sword like a hammer.

    http://www.dailymotion.com/video/xh5...3-3_shortfilms
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  8. #8
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  9. #9
    spaff_meister's Avatar Member
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    Originally Posted by Gavaroth Go to original post
    To be honest I don't like that tanks are often portrayed as massive, armored monsters with heavy weapons while for the sake of balance doing barely any damage, only maintaining defense capability. Maybe they could introduce something like weight system? You know, harder for you to stop from running, more damage from falls or maybe even making character unable to go through specific places, like wooden catwalks.
    http://www.dailymotion.com/video/xh5...3-3_shortfilms
    I'm a big fan of this weight-based system idea.

    It would also be nice to see more HP/Armour effectiveness on PCs and NPCs - maybe exclusive to a "realism" mode, along with the subtraction of combat directional markers etc, for more experienced/serious players.

    Health and armour would be better, which wouuld mean that a person and their team would have to use tactics such as specific weaponry and strategy (faking map areas and singling out opponents in 2v1) to take down a hero. Maybe also then, heroes would have a small number of lives per game (3?). I can see a mode like this taking off well within the eSports community, should this game get that far, otherwise I worry that it may be too casual for such a hardcore crowd.
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  10. #10
    I'm a big fan of this weight-based system idea.

    It would also be nice to see more HP/Armour effectiveness on PCs and NPCs - maybe exclusive to a "realism" mode, along with the subtraction of combat directional markers etc, for more experienced/serious players.

    Health and armour would be better, which would mean that a person and their team would have to use tactics such as specific weaponry and strategy (faking map areas and singling out opponents in 2v1) to take down a hero. Maybe also then, heroes would have a small number of lives per game (3?). I can see a mode like this taking off well within the eSports community, should this game get that far, otherwise I worry that it may be too casual for such a hardcore crowd.
    I'm glad someone likes my idea. You're saying about armor and specific weapons, and that's a pretty good idea. To deal significant damage to heavily armored opponent you'll need some heavy crushing/piercing weapon, otherwise you just scratch him. To get over the tower shield you need a good strategy, flanking and fast movement. Limited number of lives is also a very good thing for such a realism mode we're talking about.

    About weight system... I guess that it would make possible balancing tank with heavy hits. I mean... he's very hard to kill, he's killing easily. But what about that when he cannot chase you, squeeze through small spaces (Heavier character would probably be bigger too) or for biggest, heaviest, baddest warriors even impossible to go down using ladder (Must go around, by the stairs). It would make character like that superior in combat situations but very depending on teamplay when it'll come to actually killing enemies, because most of them will probably run.

    It will put some balance when it comes to the nations too. Samurai won't be a giant, armored freak with heavy axe or tower shield, that's for sure, but instead they will have skills making them really flexible nation on the battlefield. Plus almost all of them will be rather lightweight, making them very mobile.

    But in this case I don't know what about vikings. Knights will have really strong combat characters but practiccally no lightweight ones, thus making them less mobile than samurais. The Chosen will have skills and mobility and vikings? I really don't know, I won't give them offence and defence over knights, nor mobility and skills of The Chosen. I guess they could be medium ones in this case. Most characters medium weight, medium combat stats and few skills. But they're vikings, dammit, they should have a heavy, musclebound class as well. But that's possible to do.

    If someone wants, comment my ideas. I would be happy if we could cut this into something fitting into game, mostly realism mode if something like this will exist. If it will be good, maybe developers will take some of it?
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