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  1. #1

    Alternative Fatigue Bar

    Based on my own experience with full contact combat sport, I want to suggest a more realistic and intuitive approach to the issue.

    Instead of a single green bar that is either active, or inactive with a timer to refill, how about a bar that changes colors as it nears depletion and introduces different levels of fatigue.
    It could be split into a green, a yellow and a red zone, each with their own penalties and regeneration rate:
    ----------

    I suggest this because on one hand it seems to really disrupt the flow of the battle when people instantly transition between "vigorous" and "exhausted", and on the other hand seems to limit the balancing possibilities for the developers.
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  2. #2
    MisterWillow's Avatar Senior Member
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    Interesting idea.

    It could have the benefit of people being better at managing their stamina.

    My only question is how the penalties would actually work. Currently, once you run out of stamina, you swing your weapon very laboriously. I imagine that as being the 'fatigued' state of swing in the proposed system. So would players who are completely out of stamina not be able to attack, or would it simply be a gradual degradation of how sluggish your swings are?
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  3. #3
    Originally Posted by MisterWillow Go to original post
    Interesting idea.

    It could have the benefit of people being better at managing their stamina.

    My only question is how the penalties would actually work. Currently, once you run out of stamina, you swing your weapon very laboriously. I imagine that as being the 'fatigued' state of swing in the proposed system. So would players who are completely out of stamina not be able to attack, or would it simply be a gradual degradation of how sluggish your swings are?
    That would all be up to the developers and their balancing professionals. I would have to play the game for a good while before I could come up with more detailed ideas myself.
    And it is actually a pretty standard mechanic, so I'm not sure why the devs decided to go for the sluggish "either 100% fatigued or 100% energetic" method.
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  4. #4
    Dez_troi_aR's Avatar Senior Member
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    I agree, the transition often looks a little aprupt. Having a state in between were some actions are not as cost effective as others might even add some tactical depth.
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  5. #5
    Thumbs up. It feels right I would advise to use more pale colors so that ui won't be so intrusive on the screen.
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