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  1. #21
    Bloody hell. They keep spinning round and round and round.
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  2. #22
    MisterWillow's Avatar Senior Member
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    Originally Posted by Solid_Altair Go to original post
    I had the same feeling I think it's a complex melee thing. I get a similar feeling in Soul Calibur. In For Honor it seems even more intense. Maybe it also has to do with this kind of game modes usually lasting longer in other games (shooters), so we kinda tend to assume it lastts long in For Honor, too. Makes sense?
    Maybe that's it. Like I said, not that important. Just something I noticed.

    Originally Posted by CheezaOne Go to original post
    Those piruettes tho, omg, I hope they cut the frequency of those animations to minimum, it's ridiculous.
    I think it's all just the same 'up-strong; up-strong' combo over and over again. He's not varying his attacks at all, which is hard to blame him for, I suppose, since it keeps working for him.

    I'm more concerned that the catapult strike (and presumably the arrow storm) is effective inside a building (1:45). If you want to make criticisms concerning realism, I think that's a more blatant disregard for it.
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  3. #23
    MrJoker.'s Avatar Member
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    I wonder if the players will behave honorably and will not interfere in 1v1 duels or quarter will be behind us like pigs
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  4. #24
    Mr_Shade's Avatar Senior Community Manager
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    Originally Posted by MisterWillow Go to original post

    I think it's all just the same 'up-strong; up-strong' combo over and over again. He's not varying his attacks at all, which is hard to blame him for, I suppose, since it keeps working for him.
    indeed..
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  5. #25
    Originally Posted by MisterWillow Go to original post
    I'm more concerned that the catapult strike (and presumably the arrow storm) is effective inside a building (1:45). If you want to make criticisms concerning realism, I think that's a more blatant disregard for it.
    Didn't notice that, you're right, I hope they make it unusable indoors.

    It's more of question of practicality than realism, since it's realistic just impractical. Let's say I'm okay with spinning, I understand the need for it being a telegraphed attack. Does that mean we can't get more variety for the heavy attack?

    It's okay too if you think this is nitpicking, but if it's a viable tactic (and here it was) then it shouldn't look repetitive.
    (Of course I don't know how varied the attacks are or how the combos work, it's just that beginning part was too much for me.)
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  6. #26
    MisterWillow's Avatar Senior Member
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    Originally Posted by CheezaOne Go to original post
    It's more of question of practicality than realism, since it's realistic just impractical. Let's say I'm okay with spinning, I understand the need for it being a telegraphed attack. Does that mean we can't get more variety for the heavy attack?

    It's okay too if you think this is nitpicking, but if it's a viable tactic (and here it was) then it shouldn't look repetitive.
    (Of course I don't know how varied the attacks are or how the combos work, it's just that beginning part was too much for me.)
    I understand your concern. It would be a bit boring if you saw nothing but those two hits for an entire match (which practically was the case in that person's case). It could be because it's still early, and it could have been the first time he'd played it, so he found something that worked and stuck with it. I imagine that as people familiarise themselves with the controls, and how to counter things, there will be more variety in the fights.

    It would be nice, though, if they had a couple of different animations per attack.

    My guess is, their reasoning is that in order to read a certain attack, to know which direction to block from, they can't have several variations of the same basic attack, lest the player be confused, and block where they didn't need to. It would be like if a fighting game had more than one animation for, say, a standard mid kick, and one of those animations looked like a low kick, so you duck to block it, but because of programming logic, because it was a mid, you didn't block, because to block a mid, you need to be standing (this is all assuming there is the ability to turn off the UI, and you'd actually have to watch your opponent''s movements).

    Of course, with enough time and experience, a player could adjust to read that attack coming, but then the question becomes, 'Is it worth it to have people adjust, when they could have designed a system that's equally as competent but probably less confusing?'. Sure, it might be boring to see people spam the same move, but it also makes them more predictable than someone who uses a variety of attacks, which makes them easy(er) to counter.
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  7. #27
    Thx for the new video.

    I've picked up on a few things:

    * The orientation of his sword magically shifts at 1:28.

    * At 4:30 we see a new path. At least I don't think any video had shown it so far. It's a cool path.

    * At 5:30 we see a player performing a good parry against a strong attack. Interestingly, he is actually standing a long time in the same stance. Maybe that's the way to do it, the opposite of what I thought.

    * But then at 5:56 a guy performs a bad parry, even though he was at the stance for quite a while. Dunno. Maybe it wasn't long enough.

    I'm suspecting there is some extra command required, that they haven't told us. Argh, the mystery!

    And about the spins, I've roughly counted 3 spins in what will probably be 24 comboes. He did lots of a couple of comboes that spin, but a more normal game probably won't have this much.
    _______

    Edit:

    * At 1:38 the guy is interrupted when performing an execution. It looks good. I've seen interruptions looking bad in other games.

    * I've noticed you don't gain the points revenue simply by owning an objective. When each team has 1 place (and the othe is being contested), no one wins points. So the revenue only happens when a team has more objectives than the other.
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  8. #28
    Hey. Someone else have noticed the friendly "fire/damage" in those* matches?

    It appear to be off


    EDIT:*
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  9. #29
    Originally Posted by MisterWillow Go to original post
    My guess is, their reasoning is that in order to read a certain attack, to know which direction to block from, they can't have several variations of the same basic attack, lest the player be confused, and block where they didn't need to. It would be like if a fighting game had more than one animation for, say, a standard mid kick, and one of those animations looked like a low kick, so you duck to block it, but because of programming logic, because it was a mid, you didn't block, because to block a mid, you need to be standing (this is all assuming there is the ability to turn off the UI, and you'd actually have to watch your opponent''s movements).
    Now that you've mentioned fighting games, I guess having the same moves helps with the eSport aspect, if it's ever gonna become one. It could be slight variations on the animations though, but then it's all hand made that's quite a lot of work for parries and whatnot for every character (weapon).
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  10. #30
    premiumart's Avatar Member
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    Originally Posted by CheezaOne Go to original post
    Those piruettes tho, omg, I hope they cut the frequency of those animations to minimum, it's ridiculous.
    Also the legion does seem to have high tech bunker breaking flaming bouldrs and laser aided catapult targeting systems ( because you can just show em where to shoot and even in a room . lol)

    Also beheading ones opponent is dishonorable. Grant them a death a warrior deserves.
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