I don't think that would work because that's 20 levels of practicing with the HUD and then it suddenly goes away without the option of bringing it back. Also, if you run into a lower level while you are a higher level then it turns into a massively handicapped fight.Originally Posted by bent_toe Go to original post
You may say the fix is then to basically have a playlist for levels 1-20's and that playlist goes away while another one (the 20+ playlist) opens up. The problem with that would be that once the game is well into its time there would just be a bunch of high levels playing and fighting with no HUD. The developers of this game mainly want the HUD used because that's the way they have designed it. They likely want the majority of players using the HUD and having the HUD taken off at higher levels defeats their vision for the game.
It's kind of like saying at level 50 they then take away your ability to block all together. Blocking is a main component of the game, as is their HUD.
The game looks beautiful, but the HUD has Ubisoft written all over it. I wouldn't mind the HUD sticking around if it didn't look so jarring in comparison to the game world. At least keep it in-line with the game's art style. I know it's supposed to stand out, but it just looks ugly and serves only to break immersion. Nothing pulls me out of the experience like a bunch of glowing holograms.
Aye, this version of Animus interface is kinda broken =)Originally Posted by Vejymonster Go to original post
Maybe it is too minimalistic to serve as an example for FH, but it looks really cool.Originally Posted by Fatal-Feit Go to original post
look even the blood splashes, there wasnt any neon or sayajin effects coming from everywhere (except revenge mode), just pure combat, all you could see was blood and sparks coming out from the blades and armors.... that was ideal. They implemented so much arcade-disney effects that makes me sorry for the immersion the game hopes to bring us. The feats are highly exaggerated and looks like voodoo magic with that 5m aura radius and glowing like a fungus. Make those feats something more "discreet" and maybe let them have actual models instead of magic auras, such as when you get an armor/speed/damage feat in deathmatch. Make it an anesthetic plant, medicine or repair hammer, instead of sayajin auras.
The old HUD was so much better, dont know why they had to change it, and I know that old gameplay was somewhat scripted and masked... you cant even see the scoreboard there, but that was all. I could play just fine in that old HUD, i hope they bring it back or at least make an option to disable HUD.
I want this so bad that i rather play with the HUD off than to play with this new one...
x(
Like I've previously stated that it's pretty unfair to compare the look of the game in it's infancy to the look of it now.Originally Posted by Orisoll Go to original post
Just take a second to think about it and imagine why they needed to make changes or what was different from the current build to that build 2 years ago.
The old footage could easily be before any of the following things were put into the game:
1. Other classes
2. Unblockable attacks
3. Uninterruptable attacks
4. Revive option
5. Feats
6. Feints
7. Stamina
Even in the footage you can't see Health bars or control points, that in itself should tell you that you really shouldn't compare the two builds.
Lastly, I'll say this again I think the middle ground is for them to minimalize the HUD as much as they can. Even if they kept everything largely the same but just not so intrusive. (Because again a lot of the HUD is needed to make it a balanced fighting game..)
Also I think a sort of "Hardcore Mode" would be nice! (Even though I still think it would be ruled by unblockable and uninterruptable attacks since there would be no way of knowing that's what they are without HUD indicators.)