🛈 Announcement
Greetings! The For Honor forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #101
    Doing some one-size-fits-all input lag compensation, which is something thats different for every player depending on his exact setup is fundamentally bad idea.
    Share this post

  2. #102
    The_B0G_'s Avatar Senior Member
    Join Date
    Jan 2016
    Posts
    3,449
    Originally Posted by Arekonator Go to original post
    Doing some one-size-fits-all input lag compensation, which is something thats different for every player depending on his exact setup is fundamentally bad idea.
    I small amount would help everyone, no matter what your setup.
    Share this post

  3. #103
    DrinkinMyStella's Avatar Senior Member
    Join Date
    Feb 2017
    Location
    London
    Posts
    1,196
    Originally Posted by Charmzzz Go to original post
    Yes, better go to 60 FPS on Console and even have higher frame drops then? Because that is what people seem to demand in here. They do not realize that this wont solve their problem (input lag due to bad setup), but will create even bigger ones.



    Alright, so now you argue with everyone seeing different things on his screen? What kind of base for a discussion is that? I dont get it.

    Keep ignoring that the FPS difference is not what makes Lights hard to react. It is your experience, not mine nor of every other player out there (but you assume that).
    clearly you couldn't tell my post was for a laugh I was just taking the P!ss in London we call it banter mate. and what do you mean by experience? what I meant was on console you have to purposely start the parry earlier in their attack to allow for that input delay same for GB. If I throw out an attack the animation on my screen will be delayed on the enemies screen by more than 16ms we have to constantly time our attacks earlier than on PC hence why lights see too quick to parry and sometimes block. i'm not disputing FPS check back I never said it's to do with FPS and im not saying the maths is wrong but if 16-20ms is what console players are feeling then im telling you it feels like 100ms and on paper that seems negligible but in reality it feel like a big deal and is clearly a problem, it doesn't matter what the numbers are it could be 16ms difference but if its causing problems for users then it doesn't matter about the numbers. If we had no numbers, no analytics, and no wiki or google and only had statistics then we would just have to agree that console is easier to react to Than PC because of a majority of peoples experience.
    Share this post

  4. #104
    Vakris_One's Avatar Senior Member
    Join Date
    Oct 2015
    Posts
    3,449
    Balancing consoles seperately isn't viable, both financially and from a workload perspective. That would mean all of their work that goes into patches and balancing updates would double. They would essentially be responsible for supporting 2 different versions of the same game, each version requiring it's own set of bug fixes and seperate balancing updates all the while the dev team size stays the same. If you're expecting Ubisoft to even consider that as an option then I'm afraid you're living in a dream land.

    The best that console players can expect is a lag comp or other such optimisation related solution designed to alleviate the FPS limitation.
    Share this post

  5. #105
    ChampionRuby50g's Avatar Senior Member
    Join Date
    May 2017
    Location
    Australia
    Posts
    2,242
    Originally Posted by Charmzzz Go to original post
    I just give facts and get hated for that. I am being called a goof, toxic and worse things. Go ahead and find a post of me where I say something like this about others. I act like I do because I cannot give in on people who declare that what they are feeling denies the facts.

    Well, there was the post when you bothered to search 5 different peoples FHTracker accounts to see what main they played so you could somehow base it as an argument and tried to shame them for it, pretty toxic. There’s also the fact that a lot of threads you end up in turn into a flame war and arguments, must be a coincidence though right? There’s also the fact that you can’t help but bring it up to me in nearly all off your replies to me that you’ve put me on ignore before to try and provoke a reaction, that’s fairly toxic. Don’t forget how most people on this thread seem to agree you aren’t really a pleasant person due to your tone and “I’m-holier-than-thou” attitude. If heaps of people say you’re toxic, that probably makes you toxic.
    Share this post

  6. #106
    I dont agree with the point charmz made ever extra frame is a gift on a game like this and from playing on all platforms you can see feel the difference (even using the calculator it basically gives you double the visual cues) but I wouldn't call him toxic he's just stubborn the fh tracker comments tho depends if it was before and after it was put against the rules
    Share this post

  7. #107
    The frame rate is largely irrelevant. Just play in arena mode on console where there's 0 network latency and you'll find it's a lot easier to land light parries. They probably need to boost the amount of timesnap up. It's only 33ms right now I believe.
    Share this post

  8. #108
    Well regardless of PC or Console, 60 fps or 30 fps, the fact that light attacks are supposed to be predicted is the dumbest decision Ubisoft could have ever come up with.
    When was the last time you won a game of rock-paper-scissors out of pure skill? It's the same thing as rolling a die, only it gives the illusion of choice, because you can control your own pick. It's Cups and balls essentially. This is what this game is turning into. Cups and balls.

    Is that desiderable Ubisoft?
    Is that what you call skill-based gameplay?
    What role does skill play in a game of bingo?
    How come Ubisoft never responds to topics like these?
    Share this post

  9. #109
    Charmzzz's Avatar Senior Member
    Join Date
    Feb 2017
    Posts
    1,974
    Have a read here: http://shoryuken.com/2015/05/21/huma...t-always-easy/

    and here: http://ki.infil.net/reaction.html

    Street Fighter and Killer Instinct both have unreactable Moves as well, this enables for mindgames and attacking being better than defending. Both are very good reads concerning fighting games and reaction times.
    Share this post

  10. #110
    Originally Posted by Charmzzz Go to original post
    Have a read here: http://shoryuken.com/2015/05/21/huma...t-always-easy/

    and here: http://ki.infil.net/reaction.html

    Street Fighter and Killer Instinct both have unreactable Moves as well, this enables for mindgames and attacking being better than defending. Both are very good reads concerning fighting games and reaction times.
    Quite interesting indeed. I have never played either of the two games, have you?
    How strong are these "neutrals"?
    What is a linker?
    Are there also 3 block directions or are there 2?
    How big is the difference in damage between fast and slow attacks? In other words, how long is the "time to kill" only using fast, unreactable attacks as compared to slower, more reactable ones, assuming none of them are blocked?
    Do different attack directions branch into different combos or is attack direction just as arbitrary and in For Honor?
    Share this post