For honor is a fantastic game idea that is suffering from a few issues that for the most part come from the same general problem.
Ubisoft Montreal have created an entirely new experience with the game "For Honor"
This unique idea plays straight to my heart as a fellow game developer and pro gamer, and fulfills some of my greatest pvp fantasies to a T. So why does this game make me cringe consistently? What part of the very foundations of this game make it so innately frustrating in a very bad way?
The answer is in cohesiveness. The game panders more to the fantasies of the player and less to the players ability to feel in control and apart of the experience in front of them. Creating something beautiful and fulfilling while tainting it with just a few small failings of true immersion.
LUCKILY these problems are all or almost all simply fixed.
My concerns are as follows.
-Inability to map controls
*obvious reasoning
-The left joystick in console versions
*The game receives input for guard and attack direction in a accurate if unergonomic way.
*The top guard should be available within around 100° for faster reaction times instead of the current 178°
* The reason? A player often will instinctively go slightly above the direct left or right direction when moving the joystick directly to the left or right under stress. This happens for a variety of reasons such as thumb angle and proximity to the up input.
-Dodge snagging
*Dodging in this game needs to have some level of directional compensation for obstructing objects.
*The reason? A player using a dodge heavy character such as the assassin classes runs into a HUGE issue in tight quarters. The dodge mechanic cancels and shortens invincibility frames upon colliding with a wall, post, small object, or (most infuriatingly) uneven ground with slight raises such as rocks or wooden planks.
*A player should be able to move around these items with some directional movement loss for the obstruction and should never lose i-frames. A perfect example of a game that implemented this well is Sony America's and From Softwares Bloodborne, which also features fast paced combat in cluttered and intricately detailed environments.
-A complete overhaul of the War of Factions
*The war of factions makes no sense, because theres no tactical involvement in playing it.
*Most players likely allow their assets to be spread evenly across the available territories because theres no consolidating factors to unite players to show interest in any one terrotory. Sure theres percentages, but every player knows that their minute contributions are a drop of water in the bucket. If controlling certain territories provided specific buffs, gear, or even tactical advantages for the war alone such as asset multipliers, you would see alot more interest in controlling various important territories.
-The tutorial
*The tutorial is at best, extremely vague and at worst, wildly innacurate.
*Some mechanics are never taught outside of videos that are also vague and difficult to learn from, and others are taught in ways that give entirely the wrong idea about how to respond to certain situations.
*Two perfect examples among many are the timing of guard break counters, and the timing of peacekeepers grab and stab. While through experience and research a player can learn these things on its own, these are basic mechanics that should be more descriptively represented and or indicated in the UI.
-The User Interface.
*The user interface insists that the player look at and react to indicators that could be spread across the screen contextually to a situation.
*Some of these should be consolidated into one place on the screen, such as the Hit indicators for incoming outer attacks and the indicator for attacks coming from a locked on opponent.
These are likely only just some of the major discomforts with this games digital ergonomics. Among other problems such as finding ways to balance out gank squads and recognizing and adjusting the frequency of some characters unblockable and guaranteed hit attacks. These things will kill the game if not adressed in some way or, if they are designed as intended, material is not provided to learn how to respond to them properly within the game.
Thank you for reading my little bit on these potential improvements to the game. If you agree, disagree, or would like to add anything, please comment below so that others can see and express their ideas too. Have a nice day, and I hope to see you on the battlefield.
I'm sorry but the first thing they teach you in the advanced tutorial is Guard Break Interrupt.Originally Posted by AngelNoire Go to original post
https://youtu.be/6fHLQcsBysM
Yes but they teach it incorrectly. I hear alot of people complaining about the guard break and how crappy it is. They are complaining for the wrong reason. The guardbreak counter is crappy because the tutorial teaches you to perform it at the beginning of the guardbreak. When in actuality its immediately after.Originally Posted by RYUJINdotEXE Go to original post
This means people are spamming gb counter as soon as they see the red gb indicator but youre supposed to do it when the thump sound byte plays and the players flash. The tutorial never touches on this and the vast majority of players are confused by it. Please remember this post is not about mechanics, but ergonomics.