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  1. #1

    Impression of closed alpha

    hello, beautiful alpha here are my impressions:

    bugs: after relive next to the ballista samurai on "overwatch" I got stuck inside the baliste.Des hero feet sink into the ground a few problems during executions (including plague).

    lags: yes is all green time when I go into a dominion part player against player or images are slowed down or expelled from the party.

    customization: nothing to say on top, wide selection.

    awards: nice I got lvl 14 times a bit frustrating not to win equipment at the end of a game, a little more "steel" to fight would be better now and missions + per 6 hours would be more suitable.

    Customization: the opportunity to recycle equipment in another as in the reward screen would be great!

    Adjustments: I find the Orochi a little too hard (is it because I jous berseker?)

    I hate to see the other cards, the other unit (especially the knight assassin <3) and other small factions of soldiers (soldiers red / orange I realized after two days it was the Knights with the lion in the back XD) also eager to see the faction interret and unavailable boxes next to the profile, but especially look forward to the beta!

    That's what I had to say about the closed alpha 
    I leave the stars in his eyes and a growing hype! Sorry for this english it's Google traduction 😅

  2. #2
    The bugs will probably get fixed. And I totally agree with you for the lag, having a way to reduce the settings even more would allow more players to play. I also think the gear system needs a redesign.

  3. #3

    I have to say I am very impressed and super excited for the retail version. So you have a basis for where I am coming from, I played roughly 8 hours and was able to get to lvl 17 with the Orochi on the Xbox One.

    The only minor critics I had are:

    1. It would be nice to look at my challenge progress in between matches. If there was a way it was a little over hidden.

    2. It was a little frustrating having to know when I needed to long press (A) and when I needed to short press it. This made menu navigation, the post match menu and the "How to Fight" game mode a little sluggish.

    3. It would be nice to know what level each player is with their hero prior to or after the match. That way either going into the match I knew what to expect, or post match I had a better understanding why things went the way they went.

    4. I never totally figured out the scoring. I knew it had to do with defeating enemy heroes, and that they were worth different points depending on their effectiveness. I felt that claiming rally points was not as rewarding (point wise) as they should be.

    Overall I am very pleased and satisfied with the game. The classes are balanced nicely, I didn't notice any huge discrepancies (except when there was considerable lag or I was too frustrated). Keep up the good work, and I am looking forward to an open Beta.

  4. #4
    Agreed, the challenge system could be improved. It took me about 150 kills to get the 50 kils needed to complete it, and the fact that you couldn't view your progression was a bit annyoing.

    Personally, I never had problem with the long press, I recognized the icon instantely and never gave it more thoughts, but I can understand how some people might be confused. Still, I can't see any simple solution to this, and the system is really useful to avoid misclicks on important actions.

    Once again, I agree, you would know what to expect from someone. But this might not work because of second accounts or people trying out new classes. I think it should show an average or general level of the player, and perharps the level of the Hero somewhere else and smaller.

    Nothing that can't be solved by better tutorials. I suggested in the Modes sub-section to improve the tutorials and add trainings.

  5. #5
    Originally Posted by Ishesses Go to original post
    Agreed, the challenge system could be improved. It took me about 150 kills to get the 50 kils needed to complete it, and the fact that you couldn't view your progression was a bit annyoing.

    Personally, I never had problem with the long press, I recognized the icon instantely and never gave it more thoughts, but I can understand how some people might be confused. Still, I can't see any simple solution to this, and the system is really useful to avoid misclicks on important actions.

    Once again, I agree, you would know what to expect from someone. But this might not work because of second accounts or people trying out new classes. I think it should show an average or general level of the player, and perharps the level of the Hero somewhere else and smaller.

    Nothing that can't be solved by better tutorials. I suggested in the Modes sub-section to improve the tutorials and add trainings.
    I would have liked in the email invite a couple of commands released to the testers to help evaluate the client performance.

    Something along the lines of /showfps or /netstat

    running a netstat -a -o command I couldn't decipher which connection was yours...

  6. #6

    Some more impressions of the Closed Alpha

    For an alpha, I was quite impressed with how smooth the game play was overall. It played well, the animations and moves were generally smooth and efficient, and I was quite impressed with the overall set-up and maps. I'm particularly impressed with how significant stamina is; it's a very realistic trait, well-executed. That said, here are some of the issues I noticed:

    When trying to play with "friends," my friends list would sometimes disappear, or show friends as offline who were actually online. This happened multiple times, at two different times of play. In addition, my friends list would simply disappear, or show only a partial list of friends.

    On several occasions, I received the message "host migration unavailable." I would expect this to be something that will be resolved, as one thing I hate about a host leaving a game is losing an otherwise good game.

    On several occasions, I would get a loading screen "setting up match" and then no match would ever be set up, requiring a re-start.

    Getting into 4v4 matches against other players was more difficult than getting into 4v4 matches against AI. Don't know if that was the match-making system, or a lack of players playing 4v4.

    On more than one occasion, on Citadel Gate, the game froze up when I was part of a 2-on-1 attack against another player. This required a re-start.

    As for suggestions:

    When 2 people are playing together in a group of 2, you should be able to start a private 1v1 duel. This option was not available when we tried multiple times. We tried joining as both player v. player and in a private match. We weren't able to start a private duel.

    I agree with previous comments that there should be a way to check, either in-game, or between matches without leaving a game, your progress on challenges, both daily and otherwise.

    My friend and I both agreed that it would be nice to see a ranged class added, perhaps archers, slings and stars. If flash bombs and "grenades" are an option, some ranged attacks might be appropriate as well.

    I expect there will be more than three maps available. The three modes work well, but there is a definite need for more settings.

    I expect we will see some clarification of precisely how scoring works. I figured out most of it, but it's still not entirely clear. Additionally, more "steel" rewards would be nice.

    Overall, I truly enjoyed this game and can't wait for the full version to come out.

  7. #7
    I haven't experienced many of the bugs you reported. The game was slow, the servers crashed often and once my computer froze but apart from that it was fine. Also, my friends were always shown as offline when they were online.

    As for the 4v4, I'd say the main reason is you only need 4 players for an PvAI while you need 8 for PvP. There were also many new players who'd rather practice against bots rather than players.

    I agree with the duels and challenges. But in my opinion, archers are a terrible idea. Many players already expressed their disagreement with archers before and after the Alpha. For Honor is based on melee, glory and honor on the battlefield. There ain't no honor nor glory in standing back 30 meters and shooting down the ennemy heroes from a safe defensive position. Although ranged minions could be possible.

    Yep, more modes, map and steel would be nice. As for the ranking system, I figured it out almost instantly and unconsciously but doing simple maths.

    Gaining 1 zone = 100 points
    Losing 1 zone = -100 points

    You get permanent points every seconds. The more zone you have the more points you gain.

    Standing in an controlled, unconquested zone, gives you 2 points per second.

    Killing minions give 3 points and players 8.