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  1. #1

    PLEASE remove the HUD! Looks generic now :(

    If the devs are on here listening, I literally signed up for the Ubi forums just to give my 2 cents on this game. When the game was revealed, it looked awesome (skip to 1:40):

    https://www.youtube.com/watch?v=RnQIqA1wTYs

    And here is the latest gameplay demo:

    https://www.youtube.com/watch?v=BHM0XzMpL1I

    WTF happened guys? It looked SO COOL before, and I was hyped on the idea that it was going to be a visceral experience that required skill, perception, and visual cues to make the fights truly tense. Fight Night Round 3 removed the HUD back in 2005 and it was amazing. You had to rely on visual cues to judge your condition, and with all of the tools and tricks games employ these days (pulsing red vignette for low health, life-like animations that demonstrate your stamina is low), I just don't see why we need all of the extra crap on the screen when everything can be conveyed without it. For those that don't remember, here's Fight Night pulling it off 11 years ago: https://www.youtube.com/watch?v=CuIXEhPo9HI

    For Honor may be amazing, but it just looks like a generic online hack 'n slasher now. I'm sure some dumb *** in a focus group said they were confused so you decided to put the health bar back in, but if this is really what the game is going to look like PLEASE add some kind of hardcore mode online that strips away the extra screen clutter. Thanks for reading!
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  2. #2
    There's a few threads on the HUD already, and there's lots of arguments *from people who have played the game* on why the HUD is how it is. I'd advise you to go give a read.

    I'll try and recap the general feeling. Most people feel some of the HUD features are a bit visually loud, and could be calmed down a bit, that's generally agreed upon. But all of the visual cues and information on-screen appears to be quite necessary, as there's a lot of chaos going on in each game, and in order to play to the best of your ability it is necessary to know where the enemy is attacking from, when it's unblockable, etc.. Especially when fighting against a very fast, mobile class, like the Orochi. They move so fast that the animations literally may not be able to give you enough information as to where the attack is coming from or what type of attack it is. Their extremely fast attacks literally may not give enough frames of animation to properly tell. There's also been some examples saying that some animations are intentionally misleading as to the direction the attack is coming from (may start with the weapon on one side of the body, end up swinging around and hitting you from the other in only a few frames of animation).

    That's probably a bad recap, though. Go check out the other threads, and hopefully you can get into the alpha if you've signed up, and you can draw a conclusion for yourself.

    Remember that the UI is not there for someone watching the game being played. It's for someone knee deep in the combat, sound effects going off, bodies everywhere, lots of things happening. It's really easy to backseat drive games and say "you obviously should have done X, Y, or Z here instead of what you did", but playing it is a different story.
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  3. #3
    Originally Posted by Pallbearer7 Go to original post
    There's a few threads on the HUD already, and there's lots of arguments *from people who have played the game* on why the HUD is how it is. I'd advise you to go give a read.

    I'll try and recap the general feeling. Most people feel some of the HUD features are a bit visually loud, and could be calmed down a bit, that's generally agreed upon. But all of the visual cues and information on-screen appears to be quite necessary, as there's a lot of chaos going on in each game, and in order to play to the best of your ability it is necessary to know where the enemy is attacking from, when it's unblockable, etc.. Especially when fighting against a very fast, mobile class, like the Orochi. They move so fast that the animations literally may not be able to give you enough information as to where the attack is coming from or what type of attack it is. Their extremely fast attacks literally may not give enough frames of animation to properly tell. There's also been some examples saying that some animations are intentionally misleading as to the direction the attack is coming from (may start with the weapon on one side of the body, end up swinging around and hitting you from the other in only a few frames of animation).

    That's probably a bad recap, though. Go check out the other threads, and hopefully you can get into the alpha if you've signed up, and you can draw a conclusion for yourself.

    Remember that the UI is not there for someone watching the game being played. It's for someone knee deep in the combat, sound effects going off, bodies everywhere, lots of things happening. It's really easy to backseat drive games and say "you obviously should have done X, Y, or Z here instead of what you did", but playing it is a different story.
    What he said.
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  4. #4
    Aside from the attack indicators, everything on the hud is supplemental information. I want to turn most of it off. The healing effect is atrocious.
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  5. #5
    N1GTHCR0W's Avatar Member
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    Originally Posted by waraidako Go to original post
    Aside from the attack indicators, everything on the hud is supplemental information. I want to turn most of it off. The healing effect is atrocious.
    i agree ,some effects is ugly ,like when you skip from the attacks ,have a smoke in you ? this is so ugly and nonsense (sorry for my english)
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  6. #6
    MathiasCB's Avatar Member
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    Originally Posted by iHunny Go to original post
    What he said.


    Most of things you see migth seem a bit flashy and whatnot. Once you get your hands on it it wont bother you too much. Every piece of information helps you make your next move. I haven't felt the need to change anything so far.
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  7. #7
    MisterWillow's Avatar Senior Member
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    Originally Posted by Pallbearer7 Go to original post
    There's a few threads on the HUD already, and there's lots of arguments *from people who have played the game* on why the HUD is how it is. I'd advise you to go give a read.
    It should also be pointed out that some of those arguments are coming from people who, prior to playing the game, had a very negative view of the UI way back in 2015, and advocated its removal then.
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  8. #8
    Also, put the damn map on the top left corner. It feels so out of place looking at the bottom right. Resize the map slightly bigger too.
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  9. #9
    i think you should just have a filter so you can play it with or without the HUD
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  10. #10
    Honestly, the HUD is pretty obnoxious and doesn't really jive with the feel of the game itself. It's just too clean, too sports like, rather than fitting the tone of the game.
    It's the same reason I usually turn off the Assassin's Creed games HUD, for immersion and to appreciate the graphics.
    And while it might make sense to have a high tech HUD in the AC games because you're technically playing through the animus, it doesn't really make sense here in For Honor to have such a crisp, bright, super clean HUD.
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