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  1. #11
    I agree, but I'm never leaving knights. I wish they balanced that member of the population of the factions. A faction of few players should get higher overall assets to balance stuff out.



    Edit: never mind that's already a thing.
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  2. #12
    Alustar.exe's Avatar Banned
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    Mar 2017
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    I find the biggest problem for me is deciding where to put war assets in between matches. At times I just say fk it I'll just let them auto deploy this time.

    So here's a thought. Make it more like a fast pace chess game?

    First off rework that. Extend war assets to a currency that if not spent by the end of the hour they are lost. However this way you can spend them whenever during the down time. (Let's face it, if you are doing more than an hour of tandem matches you might want to slow down)
    Next rework the round system. Have a two fold point system that updates every hour the goal should be to force back to an enemies stronghold and take it. Every 8 hours the map resets, then who ever is left standing wins that round. If no clear victor is in place, then whoever has the most territories at the end of the round wins.
    Next, make the territories actually worth something. I mean literally. It should cost "x" amount of war assets to take "x" territory form a team. As well it should cost x war assets to buff an owned territory to a degree and no higher. Maybe give key territories special properties? I know for sure the first to adjacent zones from a stronghold need to be owned before being able to apply war assets to take it. This would give defending players the option to quickly come around to the side and cut off the flow of war assets and give them time to get back up.

    Lastly war assets should not count in the total at end of a season the help determine a winner in the event of ties. It should be the total captures/loses and the team with the better ratio should win.
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  3. #13
    UbiNoty's Avatar Community Manager
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    Nov 2016
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    We've seen some pretty well-documented trends among the three factions according to active time zones, so that may be impacting your perception of the give/take of the territories. Also, if you try going through all the turns on the player barracks, you'll see that there's a pretty good degree of give/take of territories between all three factions.

    And also, something to keep in mind, the number of players in a faction doesn't matter since all your deployed assets and contributions are weighted by the size of your faction. So it all balances out regardless of how many Knights there are.
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  4. #14
    Originally Posted by DrinkinMehStella Go to original post
    the results are so inconsistent because nobody cares and just lets the system automatically place war assets, if everyone played and thought the same way in faction wars then it would probably be even more tense and close. I also think that if the player base were put into a faction at the start of the season automatically so you have no choice and every season you get switched so the player base for each faction is even obviously they can't predict people leaving etc but that would have been better.
    Don't you use the same number of assets whether you manually place them or not? I think it would be better for each faction if they used auto place, so they go across the areas evenly. If every player in the faction did this, and only manually place if there was an area being mobbed, they wouldn't lose any areas.
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  5. #15
    Are there still people that care about Faction Wars ?
    Like ... really ?!
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  6. #16
    I used to be interested in the Faction War but have so lost interest in it. Perhaps it was that the Knight faction was mislead in season 2, just kinda put a bummer on things.
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  7. #17
    Originally Posted by Dude_of_Valor Go to original post
    I used to be interested in the Faction War but have so lost interest in it. Perhaps it was that the Knight faction was mislead in season 2, just kinda put a bummer on things.
    You know, basically their faction system is just a ripoff from MK X system with a map slapped on it.
    A feature added at the last minute to help with player retention by adding a artificial sense of persistency and make the players believe that their choices have weight, when it's infact impossible to really coordinate deployment since you don't have the tools to properly communicate with your faction (no lobby, no faction chat), even more when they play on other platforms.
    So it turns to be more of a gimmick than anything else in the end, that totally mess with the UI on top of that. I always thought the game would have been better without it.
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  8. #18
    Originally Posted by Captain-Courage Go to original post
    A feature added at the last minute to help with player retention by adding a artificial sense of persistency and make the players believe that their choices have weight, when it's infact impossible to really coordinate deployment since you don't have the tools to properly communicate with your faction (no lobby, no faction chat), even more when they play on other platforms.
    So it turns to be more of a gimmick than anything else in the end, that totally mess with the UI on top of that. I always thought the game would have been better without it.
    Agree with you there. Faction war is very depth lacking, if you ask me. Ofc, one can't expect the faction conflict be on the scale of Warhammer Online (best RvR game I was lucky to enjoy), but the devs could have implemented more variety into that, like siege modes and the need to defend or attack castles with actual medieval defense or siege tools.

    I know we don't agree on the ballistas, but I think they are a step into the right direction.
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  9. #19
    Pretty sure at least 1 other person plays as Knight faction so you are fundamentally incorrect
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