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  1. #1
    Be1dou's Avatar Senior Member
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    Nov 2013
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    Submit questions for a Q&A podcast with Pre-Alpha Testers

    Howdy, I'm hosting a Q&A podcast with a few other forumers. Many of our questions have already been submitted in my other thread, but this a great chance for Assassin_M to elaborate on his impressions and we're also joined by another fortunate E3 attendee, SixKeys. So double the answers and opinions!



    Leave your questions, or copy & paste the one you'd like to be discussed from the other thread, here. The podcast is planned to be uploaded this week, so please submit your requests within the next two days.

    [EDIT] The video will be posted here when it's done, but we're also planning to start uploading more For Honor content on my channel, so do check it out and subscribe!

    We also host a fan page on Facebook that will keep you up to date with the latest news if you're interested. Cheers!
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  2. #2

    SUp

    Originally Posted by Fatal-Feit Go to original post
    Howdy, I'm hosting a Q&A podcast with a few other forumers. Many of our questions have already been submitted in my other thread, but this a great chance for Assassin_M to elaborate on his impressions and we're also joined by another fortunate E3 attendee, SixKeys. So double the answers and opinions!



    Leave your questions, or copy & paste the one you'd like to be discussed from the other thread, here. The podcast is planned to be uploaded this week, so please submit your requests within the next two days.

    [EDIT] The video will be posted here when it's done, but we're also planning to start uploading more For Honor content on my channel, so do check it out and subscribe!

    We also host a fan page on Facebook that will keep you up to date with the latest news if you're interested. Cheers!
    Equiping shields and do the range of the weapon matter?
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  3. #3

    What will the minimum specifications a PC need to run For Honor at 60 fps?

    Originally Posted by Fatal-Feit Go to original post
    Howdy, I'm hosting a Q&A podcast with a few other forumers. Many of our questions have already been submitted in my other thread, but this a great chance for Assassin_M to elaborate on his impressions and we're also joined by another fortunate E3 attendee, SixKeys. So double the answers and opinions!



    Leave your questions, or copy & paste the one you'd like to be discussed from the other thread, here. The podcast is planned to be uploaded this week, so please submit your requests within the next two days.

    [EDIT] The video will be posted here when it's done, but we're also planning to start uploading more For Honor content on my channel, so do check it out and subscribe!

    We also host a fan page on Facebook that will keep you up to date with the latest news if you're interested. Cheers!
    Please do discuss the possible specifications a PC needs to run For Honor.
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  4. #4
    Originally Posted by Fatal-Feit Go to original post
    Howdy, I'm hosting a Q&A podcast with a few other forumers. Many of our questions have already been submitted in my other thread, but this a great chance for Assassin_M to elaborate on his impressions and we're also joined by another fortunate E3 attendee, SixKeys. So double the answers and opinions!



    Leave your questions, or copy & paste the one you'd like to be discussed from the other thread, here. The podcast is planned to be uploaded this week, so please submit your requests within the next two days.

    [EDIT] The video will be posted here when it's done, but we're also planning to start uploading more For Honor content on my channel, so do check it out and subscribe!

    We also host a fan page on Facebook that will keep you up to date with the latest news if you're interested. Cheers!
    Ok... What you guys think about the Art of Battle feedback systen. You guys feel that the feedback, after a time, may stay on the way of the fun?
    I ask this because many forum members want a option to disable the feedback system.
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  5. #5
    Is it possible to stop a final execution (for example like in the Viking scene from the trailer) or fail it (like in the Knight vs Samurai scene in the trailer)? Even from the gameplay it seems that every execution runs through two phases so it could get implemented.

    What are the circumstances for the different effective blocks, how does it work?
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  6. #6
    Havemercy87's Avatar Member
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    What kind of options we're there for armor and weapons? How many options were there each? Did the gear have stats/effects? Lastly, if yes, what kind of stats/effects? Of course if you can't remember it's understandable. Thanks!
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  7. #7
    What causes guard crushes, the bad parries?
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  8. #8
    Be1dou's Avatar Senior Member
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    Awesome questions! Keep em coming! ^^

    Originally Posted by Solid_Altair Go to original post
    What causes guard crushes, the bad parries?
    May u elaborate?
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  9. #9
    Originally Posted by Havemercy87 Go to original post
    What kind of options we're there for armor and weapons? How many options were there each? Did the gear have stats/effects? Lastly, if yes, what kind of stats/effects? Of course if you can't remember it's understandable. Thanks!
    This...mainly how many weapons per character.
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  10. #10
    Originally Posted by Fatal-Feit Go to original post
    May u elaborate?
    Sure. I guess, in fear of being too long, I ended up being too short.

    The parries seem very complex. There are different degrees of good they are. Parrying well doesn't seem to be about sharp timing of inputting the parry in the last instant. Instead of having normal and sharp timing, the logic seems to be about normal and very bad timing, which is wise, since sharp timing and latency don't go well together, specially in melee gameplay. It also seems that timing isn't the only element that matters. From dissecting the gameplay videos, this is my most promising hypothesis:

    There seem to be 3 kinds of parries:

    Normal: The attack is immediately repeled and the parrier has the advantage - he can act before the attacker, but the attacker still has time to defend.

    They seem to happen when fast attacks are parried in normal circumstances.

    Very Good: The attack is deflected by a long animation and the parrier has a big advantage, enough to land a guaranteed (fast) hit on the attacker.

    They seem to happen when a strong attack is parried in normal circumstances.

    Bad (Guard Crush):The parrier is staggered by the impact and is left at disadvantage, while the attacker is allowed to carry on with his combo (if he is performing one).

    They seem to happen when:

    (a) any attack is parried when you don't have your stance, such as when you're: taunting, recovering from a parry (against another enemy), have just locked on the attacker, etc.

    (b) against strong attacks after you've kept the same stance for too long (very bad timing, so to speak).
    __________

    So, the question is: is this correct? If not...

    What determines the effectiveness of the parries?

    BTW, I'd totally understand if this subject is too tricky to be talked about in a podcast, due its details and all. If it's better to be treated in written media, I'd be totally OK with it. I just wish we could get some answers in the subject kinda soon at least. I'm very curious about it, sinc eit seems to be very important for the gameplay, even if its mechanics are far from obvious.

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