Inexperienced players will be chosen to play with like-minded, better players dealt with the better . I see no reason to enter different modes for different players.
What would rely on such a mode for inexperienced players? It was enough to hold the button corresponding to a block and it would suffice ? Each such type of game would quickly bored , even noobs.
Following is a matchmaker to solve such problems . To everyone could play comfortably and pleasantly.
if the devs did not put two mods means that they place only with the aid ..... and I refuse to play something like that! too easy after realizing how the fighting work. I do not want the guided help on the screen and if I fight with someone I want to be sure he did not have those.Originally Posted by MrJ0kerR Go to original post
matchmaker can help. good ideabut who decided how the match works?
I agree there should be two modes: one with the UI assist and other without, even if it splits the community. I'm OK with both of them having HUD elements to indicate objectives, though. I do wish the targetting (lock) effect to be toned down... a lot. It has a huge visual polution right now and there is really no need for it... all that sacred light coming from the sky. It should be toned down even for the mode with the UI assist.
And an alternative to having two modes would be to only have online modes without the UI. So, the UI would be to singleplayer and stuff... while to venture in multiplayer you'd have to be good enough to play without the UI.
I wouldn't like such a hardcore mode to change the actual mechanics, though. Some games have hardcore modes that give players less health, but that sucks, because of how tthe breakpoints work. So... the hardcore mode definitely shouldn't temper with damage and health. The number of hits to defeat a dude seems reasonable in the demo we've seen.
Yes. But not enough.
Having a "hardcore mode" is important so that I can play without assists and only against other players without assists. I don't wanna play clean against a dude using the assist. This is very similar to the aim assist situation in shooters. Being able to turn yours off doesn't solve the problem.
Second thought(its a habit lol), another option could be, a team or a single player set up a match and get to pick assists enabled/disabled and other options for match, ie maps, number of AI units(dont know about this one, but I suppose it's possible). Again same with previous comment, ppl may not choose to play your match, leaving you to change it or play someone else's..
How is having an big indicator telling you which direction a strike is coming from similar to aim assist? The strike isn't being made for the person, nor would a strike be more likely to hit. They have no mechanical advantage, not even theoretically. The Art of Battle system relies entirely on visual cues, and most of the complaints I've seen regarding the UI is that it's too 'cluttered', 'busy', and most significant 'distracting'. Being used to watching for little arrows means you're attention is drawn away from other things; like a second enemy trying to flank you. More importantly, if you're accustomed to watching an opponent's stance---arm position, body posture, weapon angle---then I think you'll do just as well as someone who's waiting for a little arrow to scream "THEY'RE ATTACKING FROM THE LEFT!!!" In fact, you might even do better, because that person is essentially playing Red Light, Green Light, while you're observing the flow of traffic and can observe and anticipate changes faster.Originally Posted by Solid_Altair Go to original post
Incidentally, I always turn my aim assist off and often play against people I assume have it on, and do about the same, if not better, because it always locks you onto the centre of a target, which generally isn't good enough to drop a player faster than someone who's aiming for the head, which is actually easier to do without it on.