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  1. #21
    Lyskir's Avatar Senior Member
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    Originally Posted by The_B0G_ Go to original post
    Faction classes have ZERO to do with faction war. I'm Knight faction, have been since the beta, how can you say knight faction is favored when we didn't win a single round in season 1? We lost season 2 on a tie breaker. Samurai have the largest player base as well, not Knights.

    Also one faction had to recieve 2 heroes in a row, why not have the faction that lost the first two rounds get it?

    As far as the boosts when your faction is down goes, I agree, they are way too big and they aren't always fair, but it works the same with all factions. Last season the Knights were up to 31 territories the last day and went down to 18 territories in one round because of this mechanic, then a couple rounds later the Samurai had 31 territories and went down to 21 and ended up winning the season.

    Knights are not favored, the way you win rounds in Faction war right now is just luck of the draw, Faction War is pure luck. If there is 2-3 rounds left and you're at 30-31 territories, you've already lost the round, whoever is in last at that point is probably going to win.

    There needs to be huge changes to Faction war before it can ever be taken seriously. One thing is for sure, this losing buff needs to be toned WAY down. Season 2 when Knights had 31 territories in the last round with 3 turns left, every territory besides 2 had a -%30 disadvantage at the start of the next turn, that's impossible to come back from. Both sides fought over the only 2 territories that were %50-%49 and it just kept going back and forth until the timer ran out.
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  2. #22
    Like i wrote in my post, it's nothing personal against the knight players. It's just the way things happened over time that make many people believe, the knights are in any kind of way favourized. And yes, you are right, any faction could have received two hero's in a row, but it was the knight faction.

    But anyway, since i completely don't understand this boost/disadvantage BS after any map update, i don't care about faction war until this get's a complete rework with clarification.
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  3. #23
    Is there a writeup somewhere that explains this boost stuff?

    From what I see each time I log in, it seems that whoever has won the most last time, will probably be more on the losing end. Like there is some intentional rubbber band effect in place, that makes it that the last placed faction has it easier to move forward, while the best faction will have it harder to stay on top.

    Which probably makes sense, to not have one faction just stomp away. On the other hand, rubber banding is something I totally hate in racing games, where the AI will just rubberband behind you. This means that every driving mistake near the finish line is a disaster.

    In the faction war, if there is such rubber banding, it means that the final hours before the end of a term are the most crucial. If you then have people that login exactly for that and do stuff, they can have a huge impact.

    Can anyone point me to some writeup that explains the whole mechanics behind the faction war?
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  4. #24
    Originally Posted by Malyngo Go to original post
    Is there a writeup somewhere that explains this boost stuff?

    From what I see each time I log in, it seems that whoever has won the most last time, will probably be more on the losing end. Like there is some intentional rubbber band effect in place, that makes it that the last placed faction has it easier to move forward, while the best faction will have it harder to stay on top.

    Which probably makes sense, to not have one faction just stomp away. On the other hand, rubber banding is something I totally hate in racing games, where the AI will just rubberband behind you. This means that every driving mistake near the finish line is a disaster.

    In the faction war, if there is such rubber banding, it means that the final hours before the end of a term are the most crucial. If you then have people that login exactly for that and do stuff, they can have a huge impact.

    Can anyone point me to some writeup that explains the whole mechanics behind the faction war?
    I don't know of any writeup, just what I have seen and one piece I have heard on the den that works alongside it.

    There is already a natural rubber band effect, we were shown a graph of asset allocation between the three factions. This is a very simplified way of putting it but on a scale of 1-3 (lowest to highest, not rank), early utc we have vikings 3 knights 2 samurai 1, late utc we have vikings 1 knights 2 samurai 3. So knights are at a constant and the vikings and samurai peak and trough.

    On top of that is the boost effect. I don't know how it goes but if a faction has been losing heavily, they will have a 66-33% advantage on a bunch of territories. So take the samurai on a day they get the boost, they get hammered all day when they are low and then when they are catching up, the boost kicks in just in time for their prime asset allocation time and steamroll the map, vikings could have the same, knights will also get the boost at times but there is always someone doing better and worse than them without it so unless it hits the time the factions are closer together it probably isn't as effective for them (that is speculation though).

    People are making a lot out of the vikings losing territory all over yesterday, here is the thing though, last day of the second season, knights started with 31 and went down to 18 over two turns, numerically we could not win the round by territories. First round of this season knights were in the same position the vikings were, we lost every contested territory, the difference was the samurai had been pushed so far back by the vikings they got the recovery boost and the vikings couldn't take any additional territories to overtake us whereas second round the knights held three territories off the samurai and took three more, that is six territories in a situation we won by four, the boost not kicking in for them was the difference, so it happens to everyone on the last day. The boost makes it very much seem the luck of the draw and yeah that is something I have called BS on more than once. I hold to my belief it isn't rigged, but I will say that the boost and the lack of transparency in places don't help the devs quash those conspiracy theories.In reality, and they acknowledged at pax they need to fix this, unless it comes to a tie on asset allocation only the last three or four turns matter and you don't want to be leading with three or four to go and that is something they need to fix as soon as possible or these conspiracy theories will keep dogging them.
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  5. #25
    The_B0G_'s Avatar Senior Member
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    Originally Posted by Malyngo Go to original post
    Is there a writeup somewhere that explains this boost stuff?

    From what I see each time I log in, it seems that whoever has won the most last time, will probably be more on the losing end. Like there is some intentional rubbber band effect in place, that makes it that the last placed faction has it easier to move forward, while the best faction will have it harder to stay on top.

    Which probably makes sense, to not have one faction just stomp away. On the other hand, rubber banding is something I totally hate in racing games, where the AI will just rubberband behind you. This means that every driving mistake near the finish line is a disaster.

    In the faction war, if there is such rubber banding, it means that the final hours before the end of a term are the most crucial. If you then have people that login exactly for that and do stuff, they can have a huge impact.

    Can anyone point me to some writeup that explains the whole mechanics behind the faction war?
    I'm not sure that write up exists, they tend to give out the most info about faction war when they explain to all the pissed off players at the end of each season why they lost lol so you could look that up on youtube for post season 1 and 2 Warriors Den.
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  6. #26
    I am not suggesting a boycott or blackout or whiteout or anything like that but I would love if the all factions came together and just tried to do the following:

    -Pick a day early in a Round because it is known that the early days really don't matter as much.
    -Every player of every Faction use their War Banner and pick ONE defensive territory to place it on for the entire day.
    -See what happens on the whole map for that day.

    In theory, all territories should stay 50-50 all day and the War Banner defended territories should be 100-0. There should be no territories gained or lost. Asset deployment will still vary but the map should stay static. Getting every single player to agree to do this would not be possible but it would be very interesting to see if we can get enough people to keep the map relatively static for a day.

    I am not happy that I used the word "rigged" again in this thread. I want to truly believe it is not. I will say that Faction War is MASSIVELY FLAWED and we, the players, have no way to prove or disprove the numbers we are given.

    The last three turns of Round 2 went like this:

    End of Turn 55 - K (24+2) (33.1%), V (32+6) (33.5%), S (22-8) (33.4%)
    End of Turn 56 - K (25+1) (32.6%), V (39-6) (35.5%), S (14+5) (31.9%)
    End of Turn 57 - K (26+7) (32.9%), V (33-4) (34.8%), S (19-3) (32.3%)

    In the last two turns the Knights gained 8 territories with an average of 32.75% assets deployed. The Samurai gained 2 territories with an average of 32.1% assets deployed. The Vikings lost 10 territories with an average of 35.15% assets deployed. I can only scratch my head and say "Wow!"
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  7. #27
    Originally Posted by thornh Go to original post
    I am not suggesting a boycott or blackout or whiteout or anything like that but I would love if the all factions came together and just tried to do the following:

    -Pick a day early in a Round because it is known that the early days really don't matter as much.
    -Every player of every Faction use their War Banner and pick ONE defensive territory to place it on for the entire day.
    -See what happens on the whole map for that day.

    In theory, all territories should stay 50-50 all day and the War Banner defended territories should be 100-0. There should be no territories gained or lost. Asset deployment will still vary but the map should stay static. Getting every single player to agree to do this would not be possible but it would be very interesting to see if we can get enough people to keep the map relatively static for a day.

    I am not happy that I used the word "rigged" again in this thread. I want to truly believe it is not. I will say that Faction War is MASSIVELY FLAWED and we, the players, have no way to prove or disprove the numbers we are given.

    The last three turns of Round 2 went like this:

    End of Turn 55 - K (24+2) (33.1%), V (32+6) (33.5%), S (22-8) (33.4%)
    End of Turn 56 - K (25+1) (32.6%), V (39-6) (35.5%), S (14+5) (31.9%)
    End of Turn 57 - K (26+7) (32.9%), V (33-4) (34.8%), S (19-3) (32.3%)

    In the last two turns the Knights gained 8 territories with an average of 32.75% assets deployed. The Samurai gained 2 territories with an average of 32.1% assets deployed. The Vikings lost 10 territories with an average of 35.15% assets deployed. I can only scratch my head and say "Wow!"
    Massively flawed I definitely do get behind, I can't remember seeing it happen to the samurai (probably has, I missed two rounds last season and they were in the mix first season as well), I have definitely seen exactly that happen to both the knights and the vikings more than once.
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  8. #28
    Vakris_One's Avatar Senior Member
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    I don't beleive it's rigged, just very badly implemented and with zero transparency or communication to the players.

    You'd think that over 3 Seasons they would address this lack of transparency but no. Therefore we get conspiracy theories, some of them actually quite plausible because none of us know how it really works. All we know is what we see and often times we see stuff that doesn't make logical sense, which then forces us to guess why these things happen. The only time the person in charge, Bio, has talked about the Faction War was when she made a series of gaffs and pissed off everyone who had an interest in the end of the Seadon 2 FW.

    And even then her statements were laced with barely concealed passive agression towards the very justified criticisms and feedback that the community was giving her. That kind of attitude only works when you haven't just royally f****d up in your duties. And so here we are. We still don't know much about the hidden mechanics in play in the Faction War and the person in charge of it is too defensive and cynical to foster a healthy line of communication with the community.
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  9. #29
    Originally Posted by CandleInTheDark Go to original post
    Massively flawed I definitely do get behind, I can't remember seeing it happen to the samurai (probably has, I missed tow rounds last season and they were in the mix first season as well), I have definitely seen exactly that happen to both the knights and the vikings more than once.
    Yes, I just happen to be a Viking but I want to make it very clear that this stuff happens to ALL factions. When the Vikings had no shot at winning Season 2 I was all on board hoping the Knights would win to disprove the whole new hero conspiracy theory. But the Samurai "dramatically" won based on assets deployed at the last second. By the same token we Vikings "dramatically" won Season 1 at the very last second. Now, I am kind of hoping the Knights win the next round so we are done with this. If it goes to 5 rounds again and the Knights pull it out at the last second it is going to be a mess.
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  10. #30
    ...and the Knights "dramatically" won the Open Beta when the Beta ended before the current round ended and it all reverted back to the last turn. Vikings were leading with 24 territories at the time yet the Knights were given the victory...
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