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  1. #71
    HarambeVendetta's Avatar Member
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    They won because they started with a boost, and had their terrirotires start at 55%. it was a garunteed win, because they were the weakest faction, hothing to do with tactics or skill as some people state
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  2. #72
    It definitely felt like we were handed the victory. I switched the game on after getting home from work, to watch our territories go from around 18 down to 9 then back up for the win. I was baffled.
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  3. #73

    2- part

    Originally Posted by UCFierce Go to original post
    Explain this because that is NOT what happened in reality.

    This was my initial understanding of "territory battle starting points"

    Say there is two factions' bases; in between are four territories.
    Thus it would look like:
    Viking Base - Territory 1- Territory 2 - Territory 3 - Territory 4 - Knight Base
    Initially Territories 2 and 3 are in dispute.
    If Vikings and Knights split the turn then those same territories 2 and 3 are again in dispute the next turn.
    If Vikings hold advantage in both disputed territories 2 and 3 then in the NEXT turn the disputed territories become 3 and 4.
    If Knights hold advantage in both disputed territories 2 and 3 then in the NEXT turn the disputed territories become 1 and 2.

    The problem then becomes why did Ubisoft allow Offensive gains to be made when clearly the losing faction could NOT maintain or defend its currently held position.
    You can't subjectively GROW the battlefield to compensate for former loses; just as you can't subjectively assign which game modes are awarded bonuses; just as you can't compensate if your Faction is half the size of another Faction. If you bring an army half the size of an opponent's army and win - it should be based upon skill, NOT because of some arbitrary modifier which seeks to equal the playing field.

    The argument that " There is a point at which factions cannot make a comeback in just a couple of turns." is inconsistent with what apparently happened due to the bonuses and modifiers that Ubisoft applied.

    So set me straight Ubisoft - show me that the bonuses and equalizers didn't make ALL the difference in the Faction War.
    Yes, that example is accurate with my understanding as well. If you go on the for honor website it actually lets you click thru the turns 1-by-1 and you can see where the gains and losses were made by the factions.

    For an example of a deficit that could not be overcome in a couple of turns: If the Vikings (or you can pick your own faction, like I did) were holding 50 or more territories, with the other 2 factions having 5 or less territories each, neither of the other factions would be able to win. Only half of the contested territories belong to the Vikings and most of the territory that the Viking hold cannot be contested until after the update is applied at the end of the round. In the following round (if all contested territories were taken away from the Vikings) the Vikings would still have enough territories that were behind the front to hold out. Even if the Knights (or Samurai) were to take all eligible territories (including territories belonging to the other faction that is behind) in both rounds they still would only secure enough territories to finish second.

    I have said all along that the last couple of turns are the most important, but I won't concede to the bs exaggeration that only the last couple matter.

    Once again, Ubi will not give the player base the formula they use to keep the playing field level so that a bunch of you can sit down and figure out how to manipulate it (yes, there would be a bunch of ways and I refuse to post the list I came up with off the top of my head cuz d-bags would try them.)

    The system does need some tweaking, it is definitely not perfect. Maybe add in end of turn steel rewards. Make the assets applied to a captured territory provide a bonus to that territory (i.e. if you capture a territory 55/45 it should start at 55/45 in your favor the following round) to reflect the troops you have invested into the area.

    ------------------------------------------------------------------------------------------------------------------------------------------------

    To all:


    What we need is a productive conversation about how to effectively participate in FW and minor suggestions that would help to improve it.

    What we don't need is a bunch of people screaming that it's broken because it didn't work the way they thought.
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  4. #74
    I actually posted about this nonsense a couple days ago:


    The problem is that after every update, each zone resets to zero troops. If Vikings, for example, go on a rampage, and conquer a zone by 100K troops, the zone will be back to 0 at the reset. This basically means that the only update that matters is the final one right before the end of the round. What about all that effort by the Vikings? It's wasted. And when those Viking players go to bed, the Samurai players who are just coming on, can win with 5 troops in each zone (theoretically).

    My solution is to keep track of the troops deployed in each zone throughout the update. In fact, why even have an update? It should be live. Then as a zone starts to become overloaded with Knights, the Samurai and Vikings will know to deploy more troops there. Zones will be conquered less often, and there can be a legit struggle for each zone. And as one faction pushes towards another faction's capital, it will realize that there are more and more troops dug in the "rear zones."
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  5. #75
    Gray360UK's Avatar Senior Member
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    Originally Posted by Vagor_D Go to original post
    The system is not perfect. If there is some kind of actual 'catch up system', that gives a faction a bonus for performing poorly, it needs to be removed.
    There is a catch up system, the boost I mentioned to you repeatedly, which you refused to consider even once. It's nice to see you almost on the verge of waking up and smelling the coffee after basically insulting the intelligence of anyone that mentioned this before now. You've set yourself up as some sort of authority on the way the Faction War works and have posted far more than anyone else in this thread about how it works, yet you actually have the least idea of how it works beyond the basic concept of deployment tactics, which you wrongly assume the rest of us don't understand. You have repeated the most obvious of facts to a tedious degree. Your 'knowledge' (being kind) seems to be based on things you've heard, or perhaps more importantly, the naive assumption that if you haven't heard it, it doesn't exist. Others are commenting from experience. Some of us have been deploying assets since the Alpha days.
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  6. #76
    Originally Posted by Gray360UK Go to original post
    There is a catch up system, the boost I mentioned to you repeatedly, which you refused to consider even once. It's nice to see you almost on the verge of waking up and smelling the coffee after basically insulting the intelligence of anyone that mentioned this before now. You've set yourself up as some sort of authority on the way the Faction War works and have posted far more than anyone else in this thread about how it works, yet you actually have the least idea of how it works beyond the basic concept of deployment tactics, which you wrongly assume the rest of us don't understand. You have repeated the most obvious of facts to a tedious degree. Your 'knowledge' (being kind) seems to be based on things you've heard, or perhaps more importantly, the naive assumption that if you haven't heard it, it doesn't exist. Others are commenting from experience. Some of us have been deploying assets since the Alpha days.
    The catch up system is something I have only seen mentioned by players, I stated that in an earlier post. You sure as heck don't look like a dev account to me. If you have actual proof from the developers post it, until then it is simply player speculation and may not exist at all.
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  7. #77
    Meh, faction war means nothing. There is no point in even caring about it. The fact that you only have to win the very final round is just insane to me. WTF is Ubi thinking...
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  8. #78
    Because in round one, the clear losers did not win.
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  9. #79
    The reason we were able to win is because all the vulnerable territory on the map was pushed hard 10pm-4-5am by Samurai. We always come back during the middle of the night due to the simple fact that most of the Samurai faction aren't USA time, instead these guys are overseas, etc, etc. If you're an American on the Samurai faction and want to make comebacks to the faction wars, your best times to attack are through the night-early morning. We just ****in Samurai bruh. We smoke tree and attack at dark. We deadly. Your girls send us pics. Fear us.
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