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  1. #11
    Originally Posted by Miyren Go to original post
    I think it's a great idea. I've played since beta now aswell and i'm pretty sure actual new players are struggling alot when they enter a game now, because 8/10 of the time they will be facing someone that played longer than them. It causes them to stop playing too. So a casual and ranked system will do the trick well. To also keep people that are high level playing, a tier system, just like you said would do wonders.

    Ranked mode should look like this;

    Play 10 placement matches to determine your tier.

    Tiers should be, just like in other games;

    - Bronze
    - Silver
    - Gold
    - Platinum
    - Diamond
    - Master or Champion

    This would make the game more spicy.

    On the side note;

    There are phases to this game that you need to get past in order to improve/get better. Alot of people take this differently though, people with less patience leave the game.
    I think that is the beauty of the "tier" rank system. Players who are NEW or BAD will be ranked in the "Bronze" tier and only play against eachother... So it allows people to learn at their own pace. But yes, there is a STEEP learning curve to this game and a large part of that is the poor tutorial and many things are counter-intuitive (IMO).

    All that said, I think a tier system and a ranked/unranked Que would go a LONG way to making it more fun for everyone. One BIG factor with "new" people is that a veteran cant currently bring people in and teach them to play because the CURRENT rank system puts that "duo" of players up against more seasoned players do to the seasoned player being in tha party...

    In THIS system, you can do unranked games OR even ranked games on an ALT and it would put you in lower tier brackets = more fun for ALL!

    Originally Posted by Miyren Go to original post
    Revenge
    In my opinion revenge doesn't really need a nerf or removal, because it's an aspect to the game that allows you to fight 4 people at the same time. Without it you'd get destroyed instantly. There will be moments where you'll have to rely on your teammate and without revenge you'll lose hope instantly. Altough the speed of how fast you can get it can get a little nerf to balance it out perhaps. It should appear faster like it does right now when you're fighting more at the same time, but not so fast when you're fighting 1v1 (even on max gear).

    Hero balance
    I honestly think all the heroes are quite balanced, there is no class that fully overpowers other ones, although zone attacks on some characters you'll have to guess rather than wait for it to come. It's more based on intuition and enemy playstyle than reaction speed. It's all about knowing the mechanics to the game and how every character works. However, this will obviously be very difficult for someone that started out playing yesterday. A queueing system that priors hours played could do the trick or a casual mode like mentioned before, where people derp around to learn more. Since there is one mode (no ranked or casual) people take it quite seriously i suppose.

    Also not quite sure why people complain about parries. There are many counters to this. It's all about knowing how to do it.

    Conclusion;

    Ranked with tiers will save this game for many others, although it'll cause more rage too . I'm loving the game so far, still. But for how long is the question.
    Revenge - My ONLY beef with Revenge is the ability to spam zone attacks. IMO Revenge shouldnt grand unlimited stamina but do something LIKE "increase your stamina regen rate by X%" or something, so its still a factor and you cant just spam ZA.

    Hero balance - I generally agree here too. Ive been killed by all heros. There are a few "better than others" such as the Warden and Warlord IMO... but that is only observable at higher "tiers" of gameplay that frankly will ALWAYS be in games. There is no way to remove that with class diversity.

    Parry This is the foundation of the "defensive meta" everyone talks about. I think there are a few ways to address this, such as "stamina drain" for blocking attacks and Parry then could NOT give free damage but its "value" would be to drain their stamina + no stamina drain for you. Stuff like this would make attacking a little better since merely blocking has a "cost" now. You dont just want a "spam fest" though so thats a tough tradeoff... But this is ALL an entirely different issue.


    I agree. The "Ranked Tiers" will save this game for MANY people. It gives people a sense of accomplishment. Right now the "Rep" system doesnt do that. I see a rep 10 player and sometimes they suck... What I would RATHER see is a "tier" system where I know when I see a "Diamond" Tier Warden, he is probably pretty good.... Or if I see a "Gold" tier Orochi, I can probably beat him etc.
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  2. #12
    The more we have options, the less we have people in each of them. Ill tell you what, this is a fighting game, gear stats should not be a thing, It should never have been a thing in the first place. Same thing with feats and power ups. Check every fighting game played at a competitive level: be it Street fighter, MK, DoA, Blazblue and even Super Smash Bros, they all have a thing in common; there is no stat boosting item used, items and all matches are played on the most neutral maps possible.
    Fighting games are games about skills and fighting on even ground with the least amount of contrôlable BS possible. For honor should not have included those feats/gear stats/powerups in game, it should have stayed in the custom game menus.
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  3. #13
    Originally Posted by Mjolnir1337 Go to original post
    I have logged over 80 hours since launch. Participated in TWO betas, and have had a blast in the game. Overall, I just ended up losing desire to log in and it wasnt until I started playing prior games again until I really figured out "why".

    There is no "progression" for me. I am already 108 with multiple sets of gear on an Orochi. Rep 7 or 8 (I forget now) and what is there to do? I play Orochi and get more EXP to eventually unlock a new color set? Not appealing to me... If I play an alt class, which I started a Warden and got him to rep 1, I not only feel out classed and out geared by my opponents I am matched against, but I also feel as if I am getting WORSE on my Orochi due to playing a class with completely different "timing" on all his abilities.

    Bottom Line: I got bored. I felt like I have "beat" the game (which I also did beat SP) and nothing left to progress.


    SOLUTION: This is where I dont understand trying to reinvent the wheel. What this game needs is a "ranked" Que and an "Un-Ranked" Que system along with a leaderboard.


    Un-Ranked Que, can have a much wider "net" when matching players. So this is where you can go to learn new classes, try new things, maybe play more casually with a friend and not feel it "counts against you" for a loss.

    Ranked Que - This is where you want strict matchmaking based on leaderboard position. Many other games have found that you need more than just a leaderboard with a "#" assigned to each player. People dont want to log in and see they are ranked #9,735 on the leaderboards. People want to log in and see they are ranked "Gold Tier" or whatever.

    So implement a ranking system that uses tiers like this in which players can feel they "progress" and move up through the tiers. The OTHER thing I would suggest here is that is be based PER HERO not "per gametype". So if I achieve "Diamond Tier" on my orochi, it applies to ALL game modes - dominion, skirmish, 1v1s, you get the idea. Because why shouldnt it? If you are good with a class it will have extremely high correlation to any game mode.... HOWEVER...

    What I can then do is swap to my Warden who maybe is only "Silver Tier" and play against similar ranked opponents to my Warden, NOT my Orochi's "Diamond Tier" opponents. Both because of "skill" being lower on the Warden as well as having less gear.




    BONUS: The other two things you MAY want to consider.
    - "Purple Gear" should only allow you to max 1 stat, not give you a bonus of 2 stats. This would solve the "revenge" problem. It also balances things out nicely because now a full attack weapon cant also be near full stamina. If you want revenge gain, you cant have revenge attack, etc.

    - Allow ALL game types to have both a "gear enabled" and "gear disabled" function. Coupled with the above (ranked and non ranked) this will let ANY player play ANY way they want. If I want to do 1v1s ranked WITH gear. Let me. If I want to do Skirmish UNRANKED without gear. Let me. Let me have all my options. You guys might find that some of these Ques are not popular and maybe can remove them later but right now, the game still has a good population so it would be wise to open things up to monitor who wants to play what. I can GUARANTEE you that many players want to do the 4v4 game types WITHOUT gear, but we cant... I know for a fact many players would like 2v2 with gear, but we cant. Coupled with the above (purple = 1 stat not 2) I think this will be a HUGE improvement to the game.
    See, I DO consider that to be matchmaking related. I agree with you 100% by the way. But as I see it, that's what the skill level filter for the busted matchmaking system should sort out. Only they can't get it to work. At all.

    I've got some screen shots of hilarious matchmaking results; Rep 6 - 12 players on the left all with 108GS, 2 Rep 0 players with 0-5 GS and two bots.

    Good work fellas. Really hit it out of the park with that one.

    Honestly I think the only immediate fix will be - have the option to matchmake all modes with gear on or off so people can choose their jam, for GS off mode give 50-100% higher XP and steel rewards.
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  4. #14
    Originally Posted by DecoyAssist Go to original post
    See, I DO consider that to be matchmaking related. I agree with you 100% by the way. But as I see it, that's what the skill level filter for the busted matchmaking system should sort out. Only they can't get it to work. At all.

    I've got some screen shots of hilarious matchmaking results; Rep 6 - 12 players on the left all with 108GS, 2 Rep 0 players with 0-5 GS and two bots.

    Good work fellas. Really hit it out of the park with that one.

    Honestly I think the only immediate fix will be - have the option to matchmake all modes with gear on or off so people can choose their jam, for GS off mode give 50-100% higher XP and steel rewards.
    Here is the thing though.

    Point 1) Its very likely those Rep 0 players are ALTS of players who have other "mains". So this is part of the issue I have with an "account wide" skill rating. When you hop to an alt, not only do you not know that class, the skill doesnt carry over as much as they think. I can play X class type well but swap to a different type and all the timing is off..

    Also,

    Point 2) Some of the rep 0 might NOT be alts however this is what my GUESS is:

    Team A: Players -
    Rep 6
    Rep 5
    rep10
    Rep 0

    Team B: Players -
    Rep 0
    rep 1
    Rep 2
    rep 0


    So here is my GUESS. (and I know its not based on Rep, but a "skill" level that I am going to for simplicity sake say there is a direct correlation from Rep to skill level),.

    On Team B:
    BOTH "rep 0" players are likely ALTS of a main player who is Rep 10+. Meaning what MATCHMAKING sees is:

    "Rep 10"
    Rep 1
    Rep 2
    "Rep 10"

    Now when it puts the 5/6/10/0 team YOU are on against that other team, things look more "even".

    Total Rep on team 1: 21
    Total Rep on Team 2: 23

    So it says "fair match".

    This is the problem with ACCOUNT based matchmaking. I may play an alt, who I have no experience with, and no gear on, and play against players who "matchmaking" thinks I am playing my main 108 gear toon. This is the flaw. It should be based on each CHARACTER I que up with.

    Character Selection should happen PRE-Que not After.
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  5. #15
    Originally Posted by Mjolnir1337 Go to original post
    Here is the thing though.

    Point 1) Its very likely those Rep 0 players are ALTS of players who have other "mains". So this is part of the issue I have with an "account wide" skill rating. When you hop to an alt, not only do you not know that class, the skill doesnt carry over as much as they think. I can play X class type well but swap to a different type and all the timing is off..

    Also,

    Point 2) Some of the rep 0 might NOT be alts however this is what my GUESS is:

    Team A: Players -
    Rep 6
    Rep 5
    rep10
    Rep 0

    Team B: Players -
    Rep 0
    rep 1
    Rep 2
    rep 0


    So here is my GUESS. (and I know its not based on Rep, but a "skill" level that I am going to for simplicity sake say there is a direct correlation from Rep to skill level),.

    On Team B:
    BOTH "rep 0" players are likely ALTS of a main player who is Rep 10+. Meaning what MATCHMAKING sees is:

    "Rep 10"
    Rep 1
    Rep 2
    "Rep 10"

    Now when it puts the 5/6/10/0 team YOU are on against that other team, things look more "even".

    Total Rep on team 1: 21
    Total Rep on Team 2: 23

    So it says "fair match".

    This is the problem with ACCOUNT based matchmaking. I may play an alt, who I have no experience with, and no gear on, and play against players who "matchmaking" thinks I am playing my main 108 gear toon. This is the flaw. It should be based on each CHARACTER I queue up with.

    Character Selection should happen PRE-Que not After.
    Again, totally agreed. I only read that the matchmaking used the account score and not the character score a few days ago. I thought, "Nah, that's fkn idiotic. What about the vastly different skill sets for some of the characters? Surely, they wouldn't grade you on your past performance."

    But damn, I guess they do.

    A simple tier system does seem to be the way to go. You ever thought about running a major game studio?
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