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  1. #11
    yep, the R-Shield and the HP-bar are distracting the actual fight and kills the immersion of the fight-scene together with all this flashing glowing stuff. But a fixed and a dynamic hud could easily suit all players.....i'm sure there are people who do like this kind of dynamic hud.
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  2. #12
    Great post from OP!
    I totally agree pretty pretty please, keep it as realistic as possible. Let Blood spread, but no glowing, shiny, flashy special effects! Its just to much. I always wonder why designer use white borders or make character or objects shine. It was ok in the old days, where we needed help to spot things in all the pixels, but today we shouldn´t even need health bars! Just use optical hints, like a character covered in blood is low in health! Or at least make it optional.
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  3. #13
    After seeing what was show at this E3 i must say that the minimalistic look that was shown at the 2015 E3 and the last alpha had a much more immersive feel to them, there was alot lass going on to draw your eye away from the battle.
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  4. #14
    Casp3r42's Avatar Member
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    I'm fine with the outline but the health bar seems a bit too big and the white circle below the player and the 'L2' and 'R' that appear over the player are not needed. I think they should make a lot of these things toggle-able in the options.
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  5. #15
    FLYINGvDUTCHMAN's Avatar Member
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    It sounds like a lot of us would be happier with a hardcore mode of this game, where in multiplayer there is almost/no HUD and none of the magical feats are included (Heal, damage buff, Speed buff).
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  6. #16
    V4nClief's Avatar Member
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    I know for one I'd be mor excited about having a hardcore mode as I'm so not a fan of the fantasy glowing orange chest bump garbage i seen.
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  7. #17
    handheld brando's Avatar Senior Member
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    Originally Posted by AvarusTyrannus Go to original post
    It does seem like this game in particular could stand to have customizable UI options to suit every palate. Just the option to click on or off various aspects would be a boon, scaling them doubly so.



    That might be an aspect of the various difficulty modes. I can confirm that in the harder modes the various bot attackers do not hold off when you aren't locked onto them. There was however an extra UI element that flashed the direction and attack was coming from if it was made by an enemy other than the one you were locked on. This made it easier to throw your gaurd in that direction for a block without having to leave your current locked target.
    This

    They told me to make it more easily accessible for people they toned down the difficulty so everyone could get a feel for the game and get through it. The harder difficulties will be far more punishing on picking a fight with multiple people.
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  8. #18
    Would like to add my own vote for the ui to be toned down to minimalistic/non-existent. The stance indicators particularly stood out and appeared incredibly distracting--we already have the visual cues of the enemy shifting weapon stances so it seems unneeded.

    Maybe look toward chiv: medeival warfare for ideas on how to tone it down.
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  9. #19
    MisterWillow's Avatar Senior Member
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    Originally Posted by AvarusTyrannus Go to original post
    I played both campaign demos. The Knight one was much easier. I'm not sure if that is a natural progression of the games campaign (knights vikings samurai), a difficulty choice you can make, or a combination of both.
    Just for further context for people, they said that the Knight mission was literally the first mission of the game (hence all the tutorials), and that the Viking mission was somewhere around the campaign's half-way mark.

    I think it was during the masterclass (but it could have been a personal discussion someone had), but they said that you would play Knights first, then Vikings, then Samurai, in one long series of events (alluding that you would play all the Heroes available in multiplayer to get the feel of them, but not quite confirming it, so don't quote me). If that is indeed the case, I would presume it's a natural progression (since, as you said, the Knight mission was much easier than the Viking), but I presume there will be difficulty options that alter damage taken, Ai aggression, or some other aspect I'm not considering (maybe an 'Elite' difficulty with all the difficulty of 'Hard' but with all the UI elements turned off).
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