I'd cut that down to: listening to themselves 90% of the time, 6% listening to frequent meme requests from Reddit and a 4% effort towards paying lip service that they listen to competitive players a week or so before/after smacking out a half-baked rework that is either a one trick pony heavily skewed around one move (which fits nobody's idea of a "good" design) or actually lowers a character's viability at comp level while increasing their frustration factor at the casual player level.Originally Posted by Tundra 793 Go to original post
In my opinion they are learning bits and bobs as they go along but nowhere near fast enough and not consistently enough. They also can't make up their minds about who they want to cater the game to and end up contradicting themselves from one rework to the other.
Sounds about right... Wh... Why are we on the forums again? What do we contribute?I'd cut that down to: listening to themselves 90% of the time, 6% listening to frequent meme requests from Reddit and a 4% effort towards paying lip service that they listen to competitive players a week or so before/after smacking out a half-baked rework that is either a one trick pony heavily skewed around one move (which fits nobody's idea of a "good" design) or actually lowers a character's viability at comp level while increasing their frustration factor at the casual player level.
I don't feel like they've learned anything. At all. Like not even a little bit.In my opinion they are learning bits and bobs as they go along but nowhere near fast enough and not consistently enough. They also can't make up their minds about who they want to cater the game to and end up contradicting themselves from one rework to the other
They need to test more things, faster, with more people. Countless games employ test servers, or closed testing programs specifically to push out better updates, and improve quality and consistency.
I still feel like the whole game lost all direction when Jason left.
On that point I agree. I feel like the quotation marks really sent you off the deep end here. Of course the devs could have known better. They didn't, which was my point, but the should have, which is your point.Originally Posted by Vakris_One Go to original post
I'm not, actually. And those two points have nothing to do with each other. What the developers wanted to achieve with For Honor as a product in regards to eSports is far removed from how the game's core systems fail to hold up in an extremely competitive environment.You say that player intention ruined the design of this game but you're making the mistake of thinking the devs had no intentions of their own.
I think the win-at-all cost attitude is why the Art of Battle system broke, and I think that motivation to win is part and parcel. It's why in my last post I made the point of saying when the game was received by the public and the "competitive players" it fell apart. The competitive scene is simply a magnifying glass on the problems, they didn't invent them.I too used to feel like player intentions and the win-at-all costs attitude was largely to blame but eventually I realised that it wasn't. There is no such thing as these "other players" that aren't us that can be pegged as the catch-all scapegoat for all the failings of the Art of Battle fight system.
I hate to be the one to break it to you, but...I never said that.I hate to be the one to break it to you but the Art of Battle fight system isn't this perfect system that was just too pure for this cruel world of ours.
I agree, except I don't think it was gradual, I think it was near instant. My main point was, and is, that the developers went the wrong way about fixing the issues. They took the safest option and abandon what actually made the system unique and all the "fixes" they've implemented are straightforward nerfs or over-tuning the formerly most okay attack types. They're making superficial adjustments to correct a problem that exists at the core of the system.It wasn't so much tainted by the intentions of players as it was gradually exposed for the flawed system that it has always been underneath.
Yeah, I think I read your post as having far too much emphasis on the players being responsible for the failings of the combat system.Originally Posted by Jazz117Volkov Go to original post
For the record I honestly don't think the devs could have known any better because this was their first attempt at both a completely new IP and a purely PvP game at that. What they could have done however was to be prepared to start running as soon as their feet hit the ground and be much more adroit in their approach to updating their combat system.
How so? Surely you need the game's core systems to hold up in a competitive environment before trying to push it as a competitively viable game?Originally Posted by Jazz117Volkov Go to original post
"The competitive scene is simply a magnifying glass on the problems, they didn't invent them."Originally Posted by Jazz117Volkov Go to original post
^ That would be the key statement which was missing from your original post. If you had included that sentence originally I would have agreed with you and left it there. You didn't make it clear that is what you meant until now.
By the way you phrased it, it sure seemed like you thought the Art of Battle system was broken by the players rather than being fundamentally flawed from the ground up. But your clarification in the previous quote has just now cleared that up.Originally Posted by Jazz117Volkov Go to original post
I largely agree.Originally Posted by Jazz117Volkov Go to original post
A lot of the frustrations I read about would go away with a good MatchMaking system.Originally Posted by Halvtand Go to original post
I hit a skill-wall around 6-7 months after release. Since then, my skills have not really improved and most players have passed me by.
However, I know that there are people of my skills out there. I know because I play against them every once in a while. And I really enjoy these matches! It's not about min/maxing numbers. It's all about bashing heads in!
Unfortunately, these matches are few and far between...
I'm on my second extended FH break but I keep up with the forums and reddit in hopes of one day reading about a fix to the matchmaking system.
All good, my dude. I seem to always be thinking I'm long-winded, so I attempt to keep things brief. My attempts sometimes result in scrambled details.Originally Posted by Vakris_One Go to original post
Yeah, this is true. And the point that this is PvP is a big deal, I think, because with sociable AI, the system would be almost flawless, because ideally the AI want you to beat them, their code is your entertainment service. Other human beings want the opposite.For the record I honestly don't think the devs could have known any better because this was their first attempt at both a completely new IP and a purely PvP game at that. What they could have done however was to be prepared to start running as soon as their feet hit the ground and be much more adroit in their approach to updating their combat system.
In the big picture I suppose you could say the developers wanted the game to be a success on the competitive scene therefore they must also have wanted the players to play competitively. But that's too much of an abstract to be useful. And it is exactly what Ubisoft overlooked. Competition, by virtue of its definition alone discloses the culprit player intentions that sunk the ship, as it were, so I don't think they investigated their target on a real level. I think maybe they only looked at it from that abstract level.Surely you need the game's core systems to hold up in a competitive environment before trying to push it as a competitively viable game?
Yes, in my mind it was never in doubt because players don't have access to the code, therefore they couldn't have possibly broken anything. But having said that, in light of how people sometimes communicate, and indeed the things that they communicate, I think your concern was warranted, just not applicable in this instance.By the way you phrased it, it sure seemed like you thought the Art of Battle system was broken by the players rather than being fundamentally flawed from the ground up. But your clarification in the previous quote has just now cleared that up.