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  1. #1

    Additional Game Mode Modifier: Realistic

    Dear UBI,

    I just thought of something after having a few matches tonight. Realistic Dominion was super fun, kinda sad now that it's gone... Any engagement in realistic was exciting and intense. Also, a fight felt like a fight and not like a sit back and follow the prompt setup. It took actual skills, and those were the best matches I've had in For Honor, whether it was 1v1 or getting ganked by 4; it was immersive and satisfying regardless of if I could walk away from the fights or if I was waiting to respawn.

    With that being said, I'm no game developer, but I would imagine that adding the option to have a realistic only multiplayer experience wouldn't be that hard to implement, especially if it's implemented in a similar manner as setting the preferences for selecting Skirmish or Elimination matches in the Deathmatch playlist by ticking a box in the Parameters menu.

    Not asking for everything that was included in Realistic Dominion like no gear stats, no revives, etc. Just a line of coding that forces the no HUD setting to be enabled for everyone in the playlist that has also ticked the box for realistic.

    Not sure about others thoughts on this, but after playing the Realistic Dominion event while it was around and going back to regular Dominion afterwards. I just found it annoying that I couldn't have a fight that seemed fair, dare I say it, if not BALANCED against every character like it felt in realistic mode.

    Every player I met in realistic mode actually fought like an actual person, attempting to psych each other out, making mistakes, and trying to learn how their opponent fought. You could actually feint a heavy into a Guardbreak. Characters felt like they played the way they were meant to because there's no "training wheel icons" that signified someone was attempting a GB, or which direction the attack was coming from.

    Going back into regular matches just ends up feeling like it's a prompt/reaction game where all I basically do is trade parries and GB/CGB endlessly until someone runs out of stamina since no matter how much you try to feint and mixup attacks, it's all presented to your opponent before you even execute the attack.

    What do you guys think? Is it possible to get the option to implement a No HUD/Realistic mode for all existing game modes via a modifier option in Parameters?

    Sincerely,
    The guy that has put in 283 hours, accrued 7233 kills, and sustained 3145 deaths into this game that I have high hopes for and see so much potential in. 😂😂
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  2. #2
    FredEx919's Avatar Community Manager
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    Thanks for the suggestion. I've always been a fan of realistic / hardcore modes in my games. It definitely makes things more tense and adds to the immersion. Since this is an event mode, i'm not sure how likely it is to be added there, but I'll definitely share the thoughts with the team.
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  3. #3
    If there were ever a chance that realistic mode became the new normal, I would 100% support it. It is true that going from realistic to normal feels like selecting easy on the menu. It is indeed just a prompt game now.

    I enjoyed realistic mode because as Vee63bMech siad, it felt real. People who you struggled against before, become beatable, they made mistakes and you actually stood a chance. Strange enough, it seemed to level the skill gap between players. It was really fun.

    My theory is this: the best players in this game currently, are those that rely on prompts the most (in my experience it was their wheels that came off the fastest in realistic). Now one might say "that's the whole point stupid" but it really isn't. The mistakes people make by not responding to prompts correctly are made because they pre-empted or expected something else. It also goes the other way around, when that prediction goes just right.

    Anyone who's played this game long enough would agree that the best players are those ones that only throw safe attacks (the quickest lights and unblockable melee, or the most unpredictable attacks like some zones) and turtle the rest of the time. These guys are considered the best because they win the most. But are they really?

    Realistic mode is the ultimate anti-turtle method and test of real skill and I think prompts should completely be removed from the game. It actually gives power to the person that initiates (exactly what the developers said they wanted) and rewards it.

    Come on developers, make this game the emersive experience it should have been from day one.
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  4. #4
    Originally Posted by FredEx919 Go to original post
    Thanks for the suggestion. I've always been a fan of realistic / hardcore modes in my games. It definitely makes things more tense and adds to the immersion. Since this is an event mode, i'm not sure how likely it is to be added there, but I'll definitely share the thoughts with the team.
    Awesome!

    Just wanted to add that I understand that it was an event mode, but from just looking at a few things it would be an addition that could breathe new life into For Honor as well as the For Honor Community.

    To be more specific, the things that I've observed and noticed:
    -The state of For Honor as a game, which includes;
    -The reception of the game's community
    -The request for a constant "Rebalancing"
    -The presumed workload and challenges the developers must currently be facing

    To start with, looking at the state of For Honor, I'm sure that a lot of people can agree that the sense of realism that UBI was trying to foster has gone in every direction except where they wanted it to be. Otherwise the community of players wouldn't always be asking for a rebalance/rework. Now granted that I'm not an Ubisoft employee nor a game designer/engineer, however, I have thought about this for awhile now and there may be a way to satisfy all parties involved.

    If I remember correctly, For Honor is utilizing the AnvilNext Engine, which is C++/C# based. I'm not sure what the coding or the structure of the coding for For Honor is, but I am familiar with both C++ and C#, so it should be safe for me to make a few assumptions as i write this.

    In "Custom Match" there is an option to toggle "Stance Widget"

    Now just looking at this screen leads me to an understanding that this screen could possibly fall into the category of a 'Submenu'

    This is the "Parameters" screen for the 'Death Match' playlist.

    Within this parameter screen there is the option to select your preferred game mode. To get to this screen you press 'X' on XB1, Square on PS4, and 'F1' on PC before entering the Matchmaking queue.

    Note that you can also access this "Parameter" menu before any game mode, be it Tribute, Dominion, Deathmatch, Duels, or Brawls. Although currently there are no other options in there you can change, unless you're doing a PvAI match, in which you can change whether or not to enable Matchmaking.


    This screen and how a player can set a preferred game mode has the possibility to provide a simple solution for the players and developers. Since these screens have a high probability of being a 'Submenu' something as quick as adding (mind you this is just a generic example, but should be enough to get the devs to figure out what and where they should look into):

    item = new ToolStripMenuItem();
    item.Text = "Sub-item";
    submenu.DropDownItems.Add(item);


    to the "Parameters" submenu for each game mode could be a solution to adding a 'Sudo-Realistic Mode' to all existing game modes without having to delve too far or changing too much of the game's coding.

    But, it will definitely bring about some changes that everyone can appreciate. For the new players that still need the stance prompts to play they can leave it unchecked to be added into regular matches with other players that have opted to leave the widgets on, for the experienced players that want a more immersive and fair fight they can enable it which will add them into a game where there are no widgets enabled, for the devs it'll be a change that can be adjusted easily without taking months to implement, no changes to Gear Stats or preventing reviving downed teammates needed. The only difference would be that the stance widgets would either be forced on or off. I couldn't even see the new servers suffering from something that's already built into the game being forced enabled/disabled.

    Even with just a sudo-relistic mode, without the stance widgets and complete with Gear Stats and Revives, the fights would still be individual challenges. It would bring a completely new dynamic to all the encounters.

    Honestly, in my most humble of opinions, and just to reiterate, I feel like this will actually bring a sort of balance as the game will no longer be a bloody version of something reminiscent of DDR or Guitar Hero, where instead of "Perfect" popping up on screen if you time the prompts correctly you may or may not be rewarded with a decaption. When the fights take actual skills and not a follow the prompt mechanic, it'll be like taking a breath of fresh air with each fight.

    It is true that during the Realistic Dominion Event, just thumbing through the forum and other online message boards, there were people complaining about how in the Event matches they could not differentiate any of Shinobi's attacks from his heavy charges, however, those are the people that relied on the prompts from the stance widgets.

    Simply playing through the event, I have noticed when fighting a Shinobi that his heavy charge starts on the arm that the attack originated from, but there are 3 distinctive changes that dictates what happens next. If the attack comes from the same side that it was started from, Shinobi will pull his/her arm back before throwing the ranged heavy. If the direction of attack comes from the opposite side Shinobi does a 360 to throw the ranged attack. If it's a guardbreak, Shinobi will shout out "Kakugo/O-Kakugo", which if you can manage to press the GB button before Shinobi is done shouting to "Prepare" you will counter the GB.

    This is something that you would do in an actual fight, study the opponent, figure out their strengths and weaknesses, any patterns that they may tend to follow. Leaving Gear Stats enabled would also add to the strategy that you would take into a fight, leaving you options to adjust your equipment for your playstyle. Will it be a fight with an aggressive attacker geared with things that will increase their attack for maximum damage, or geared towards defense for combat sustainability? Maybe a strategic fighter with gear for sustained status procs?

    The game has become so stagnant with players just reacting to red arrows and shield prompts that a fight now is no longer a fight that requires combat skills. Skills like being able to read an opponent's body movements, or anticipation of attacks and defense.

    When was the last time you saw a fighting game, be it Tekken, SF, MK, UMVC, etc. utilize prompts to show where the next attack is going to come from? Just simply having the option to disable the widget is going to bring a sense of balance to the game, besides the cheesy Uninterruptible Hyper Armor that is now on any class other than the Heavies, which should be removed by the way since Unblockables already have Hyper Armor, every character has the tools needed for an immersive and entertaining fight without the widget. Mix-ups and feints are useless now because as soon as you feint to mix up an attack it is telegraphed to your opponent before you've even swung a weapon. Without the widgets feinting and guardbreaks will become useful again.

    Taking off the training wheels shouldn't be an event or 'Custom Match" only game mode. Once a player gets past Rep 10, one has to wonder, "Isn't it time to get rid of the training wheels?"

    So thanks for passing this on. Let's get For Honor to a state where everyone new and experienced can enjoy it.

    PS: Sorry for being so dang long winded lol.
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  5. #5
    KitingFatKidsEZ's Avatar Banned
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    tl:dr

    would love to see more "realistic" type modes

    the realistic dominion was the most fun ive ever had in this game (besides the bots that are still prevalent in every 4v4 mode)
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