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  1. #1

    The Art of Battle UI: feedback shutdown.

    Hi, I just read the page The Art of Battle page on the official site, very cool, but I would like to be able to turne off the feedback guard indicator of my opponent... idely also my own.

    I watch all the gameplays and during duel my eyes was following the arrows of the feedback system, not the opponent arms and sword. So I would like just to be a option on the main menu to turn off the feedback back system on my screen, not on the other players. I prefer to react to other players swings not arrows, this would increase the immersion to me.

    Well... Thanks for the time, congrats for the game, kisses, hugs... fron the back, and all the good stuff that people like.
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  2. #2
    Agreed, If you have good animation we dont need an UI in the way of the combat. Take notes from mount and blade.
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  3. #3
    Be1dou's Avatar Senior Member
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    I agree with you, 100%. I understand the UI are meant to make the game easier to pick and comprehend, but I believe it's a bit too excessive.
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  4. #4
    Yeah.. like, certainly most players will want to use the UI, to learn better the game and the Art of Battle system, but after a time it may just get in the way of the fun.... In my humble opinion of curse
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  5. #5
    Having matchmaking options for HUD OFF is a must, imo. I'd prolly start with HUD to get used to things, but soon want to move to no HUD. The thing is, the HUD does provide an advantage, so it's important that my opponent's don't have it, too.
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  6. #6
    Originally Posted by Solid_Altair Go to original post
    The thing is, the HUD does provide an advantage, so it's important that my opponent's don't have it, too.
    Uhnm, interesting... you think that the animations are not that easy to read like in the feedback system, even with experience. You may be right dude, you may be right... but this is something we will only know in the beta, unfortunate *.

    The problem with a diferent mod is that have the potential to divide the community, and no one wants that.

    EDIT: *
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  7. #7
    hallower1980's Avatar Member
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    I'd prefer there isn't a distracting UI, too. This is the problem with QTEs (quick-time events) in general: that they shift the player's focus from the characters and world to arcade-like elements, breaking immersion.

    Ryse: Son of Rome combat is a lot of fun despite its mild form of QTEs. In that game, rather than showing button prompts with a big "A" or "X" plastered on the screen, the enemy briefly glows in the color of necessary button. Even that was enough to break immersion, but I'd still play For Honor if something minor like that was present. At least, give us the option to toggle or customize UI elements.

    If y'all find in testing that some UI element is inescapable, and you try different possibilities, then it might be good to allow a variety of UI feedback options. This could be minor, like the way Call of Duty games allow reticule customization in multiplayer. In single-player mode, where player advantage isn't a concern, the options could range from minor hints to major prompts.
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  8. #8
    MajorCynik's Avatar Member
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    For me it would be better if you could only see your own guard indicator and that this is the default setting. The opponents guard indicator shouldn't really be visible at all. That way you really are observing the physical movements of your opponent/s whilst having a little more certainty, at a glance, of your own guard position.

    Sure, it's makes perfect sense to have a HUD option in the settings to turn your own guard indicator off. That would be for the hardcore folks though
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  9. #9
    hallower1980's Avatar Member
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    I suspect that the UI was as large as it was at E3 because it was E3. If a lot of attendees got to play the demo, then the UI eliminated need for a tutorial and kept the line of players moving. The UI also demonstrated at a glance the rock-paper-scissors combat model for marketing purposes.

    It might be that the devs never intended that UI to be in the final game.
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  10. #10
    MajorCynik's Avatar Member
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    Originally Posted by hallower1980 Go to original post
    I suspect that the UI was as large as it was at E3 because it was E3. If a lot of attendees got to play the demo, then the UI eliminated need for a tutorial and kept the line of players moving. The UI also demonstrated at a glance the rock-paper-scissors combat model for marketing purposes.

    It might be that the devs never intended that UI to be in the final game.
    Sure, good point. I would imagine in any case there will always be HUD options/settings, lesser or more, turn off this and that etc.
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