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  1. #1

    Pay-to-win balance

    I loved the game in the Alpha state, but one of my concerns is about the pay-to-win aspect.
    I don't know if the Dev are answering to the forum posts, but I would like to know how are they gonna balance this aspect of the game, because if you can buy in-game currency with real life money you will always have better gear than your non-paying opponents, and in this game better gear means higher damage and higher stats overall.

    So...how are they gonna fix this? Will the equipment have his own ''level'' so that everyone can fight against opponents with the same ''equipment level''?
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  2. #2
    Originally Posted by TyrrelDuckard Go to original post
    First getting gears seem easy enough: you get some (for the character you played as) at the end of a match, and you also get steel that you can use, between other things, buy scavenger packs that contain random gear.

    Gear itself has not that much of an impact: I have read, but it could be adjusted, that the biggest effect it has is 10%.
    Also keep in mind that all gears have advantages and disadvantages, proportional to how good is is: a blade that give you more attack will balance this by giving you less block.

    Also keep in mind that your gear is tied to your character level: you need to reach the level of a gear piece to use it, and leveling up will probably give you enough gear you'll never feel behind because you did not fork over additional cash.

    I also mention that Duels and maybe Brawls (2v2) DO NOT factor gear in, only you skill.

    Lastly this is a game where skill trumps equipment, so I wouldn't worry too much about gear, it only serves to enhance your play-stile.

    Still I suppose we'll see how things play out in a few hours, (if you got in the beta) I'll certainly write something here/on reddit about the speed of progression and gear acquisition.
    Thanks for the reply.

    I did not know that 1v1 and 2v2 did not factor gear, this is a GREAT news if true.

    The fact that getting gear is easy is not that big of a consolation thou, because it's always easier by paying real life money.
    My issue was that the matchmaking is done BEFORE you select the hero you are fighting with, so if I have a level 20 hero and a level 5 hero, I have no idea how the game is gonna balance me, because it seems like I will always be forced to play with the strongest one, or get Recked
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  3. #3
    If gear and level has a big impact on the game, it will die. If it is pay to win the game will die. I doubt Ubisoft want the game to die.

    I want to fight, not join a gear/level threadmill.
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  4. #4
    Originally Posted by Mr_Gallows Go to original post
    If gear and level has a big impact on the game, it will die. If it is pay to win the game will die. I doubt Ubisoft want the game to die.

    I want to fight, not join a gear/level threadmill.
    What if now hear me out. Fighting is the treadmill. Boom; mind blown.
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  5. #5
    Casp3r42's Avatar Member
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    Originally Posted by Bigweight93 Go to original post
    I loved the game in the Alpha state, but one of my concerns is about the pay-to-win aspect.
    I don't know if the Dev are answering to the forum posts, but I would like to know how are they gonna balance this aspect of the game, because if you can buy in-game currency with real life money you will always have better gear than your non-paying opponents, and in this game better gear means higher damage and higher stats overall.

    So...how are they gonna fix this? Will the equipment have his own ''level'' so that everyone can fight against opponents with the same ''equipment level''?
    there is currently no way to buy ingame currency with real money, gear is also gated by character progression and players will be matched by gear score as well as other factors in the matchmaking on release. Having been in multiple tests up to this point i have ZERO concerns regarding pay to win gear advantages.
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  6. #6
    Originally Posted by THEGODLYNESS Go to original post
    What if now hear me out. Fighting is the treadmill. Boom; mind blown.
    Lol what if aliens made the game. Boom; mind blown 😂

    Fighting is the game. But things getting in the way of fighting (the game) would be annoying.
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  7. #7
    Originally Posted by DeathsDestroyer Go to original post
    there is currently no way to buy ingame currency with real money, gear is also gated by character progression and players will be matched by gear score as well as other factors in the matchmaking on release. Having been in multiple tests up to this point i have ZERO concerns regarding pay to win gear advantages.
    Even with no-microtransaction aspects to progression, how is said in-game progression going to be done? Is it done on an individual basis? Does a team share all the XP or what have you as the progression resource?

    One of the things that turned me away from Titanfall 2 was the fact that you needed to last-hit kill something in order to be awarded the next tick mark in its progression. That means if you have someone on your team getting 50 kills, everyone else has a combination of maybe 6, that's up to five other players suffering a a huge amount to their personal progression. They have just added back the "glitch" that allowed assists to rank up as a full feature though, so I wonder where that goes. I'm holding out for the Horde Mode CoOp.

    That last-hitting craze is annoying as heck. I see it in MOBAs. I hate it. A team is fighting each other just as much as the other team in order to have the right person get all the kills. A new player is quickly chewed out for not accepting this mechanic, discouraged from playing the game further. It's not so bad in Free-to-play ones like League of Legends or Dota2, but it's a mechanic I feel detracts from the ability to focus on teamwork.

    You should be focusing on beating the enemy. That's all that matters.

    Heroes of the Storm brought something new to the table where the team at least shares the experience gained, in- and out-of-game for progression.

    Mass Effect 3 CoOp, which is surprisingly still active with people flocking to it before Andromeda comes out, only measures points for the sake of indicating who contributed what. They don't capture the entirety of the game like who tanked the most, did most objectives, but ultimately the team was rewarded with the same amount.

    This is what my fear is for this game, going into the Closed Beta starting tomorrow. Player-based focus instead of team performance for progression helps only to polarize the "git gud" crowd and the "not gud" group. It would be better for the dynamic to be people who are good teammates versus people that do not work with the team and could quite possibly be singled out as a griefer. The latter accounts for new players. Experienced players should take newbies under their wing and show them the ropes for a bit as best they can.

    When everyone's on the same page, everyone can have fun.
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  8. #8
    Each character type garners points in different ways. Characters like the Warden, Raider, and Kensai all get extra points for killing mooks. Characters like the Warlord and Conqueror get points for defending zones. Characters like the Orochi and Berserker get points for killing other players. Generally, people aren't at odds with who gets what points because everyone's doing something different. And one thing that has yet to be an issue in any of the tests for me (I've been in both technical tests and the closed alpha) is people infighting. Everyone in 2v2 and 4v4 is playing for the win, because everyone benefits from winning. Rare is the person who feels that their fun was ruined because someone "Stole a kill"
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