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View Poll Results: Should we keep the CCU 100ms hiding of indicator change?

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  • Yes, keep the 100ms hiding of Indiciator

    24 25.53%
  • No, remove the 100ms hiding of Indicator

    70 74.47%
  1. #11
    MrBdur's Avatar Senior Member
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    100% support.

    CCU is fantastic, just needs refinement.

    Feels a bit clunky and a few things are currently messed up (I honestly haven't played much since CCU went live) but ultimately, it's an excellent direction, Ubi just needs to keep refining their numbers now.
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  2. #12
    Originally Posted by Soldier_of_Dawn Go to original post
    Indicator:
    PC: Yes
    Why? Harder to land a hit before CCU due to better setups, higher framerates(60-100+), minimum latency/input lag, etc.

    Console: No.
    Why? Easier to land a hit than PC, as well as in general, before CCU due to latency and capped 30fps framerate.


    Hidden 1st 100ms frames:

    In terms of making offense less reactable:
    PC: Yes
    Why? Same reasons as above.

    Console: No.
    Why? Same reasons as above.

    However:
    Making attacks less reactable for read-based combat is fine in general. However, hiding frames isn't the way to do it because:
    • Principle - What you see on your screen should match your opponents unless feats, OOS, critical health, custom UI & HUD, etc. are at play.
    • Less attractive - Hidden frames makes the game less attractive from a cosmetic point of view.
    • Skippy animations - The hidden frames cause the animations of some heroes to appear skippy and they seem to teleport on some attacks. This produces a similar experience to lag during games.
    • Reduced marketability - With next-gen gaming around the corner, the audiances' attention to detail and expectations is becoming even greater, especially concerning better visuals, higher framesrates, and animations. From an animation standpoint, For Honor's marketability is reduced due to a combination factors:
      • hidden frames
      • skippy animations
      • sped up animations for certain heroes and slowed down animations for others

    The combination of the above is below standard for current-gen games, let alone next-gen.


    Summary:
    From a costmetic standpoint, hiding the first 100ms of indicators is harmless but hiding frames of animations is damaging for both current and next-gen standards. If For Honor is to have an extended lifecycle, it needs to be as marketable as possible. Compromised anmations will hurt it a lot in the long run.

    Given the reactions from the community, making attacks less reactable wasn't necessary for console since the platform already had a higher hit rate than PC before the CCU. This was mainly due to the combination latency and the 30fps cap making offense less reactable all-round. Only PC needed to be made less reactable, not console. This is one of the reasons why many want separate balancing between console and PC.
    Sums up my opinion on this. Indicator delay good, animation shortage is not....especially when animations get the shortage treatment in special cases due to high ping or/and when synchronization fails because one of the players is almost permanently gamestate wise behind on a lot of frames.
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  3. #13
    I dont like the casual boost, it just shets on everyone who spent months perfecting combos, reaction times, hit recovery frames. I rather play day one patch with vanilla heroes tbh
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  4. #14
    I agree that the hidden indicater is great however I think it should be left
    out of console because the hidden indicater was made to help PC more
    rather than console.

    Console is better off with frame advantage/disadvantage and sticking to it's
    fast paced style of combat that most of us are sorta used to.

    While I have no hope that devs will split balancing I hope that they will
    at least consider trying by way of TTG.
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  5. #15
    This is me thinking from both sides don't think I'm anti CCU I loved the frame advantage and stuff
    but it was the hidden indicaters and the loss of "fast" paced combat that made me want to drop the
    game in the first place. The only problem was that characters were taking too long to get standardized.

    This update wasn't actually standardizing that problem it's not truly the fountain of youth we've been
    looking for just something that fixed an issue but then made something completely more blatent to me turtling
    is still a thing not parrying but blocking in general who likes chip dam and having your "openers" stopped?
    I sure don't however not all characters have enhanced lights or unblockables nor bashes. I did intend to use
    every single character but knowing they have flaws when it comes to throwing mixups and combat viability
    it's a pain to use em. I still got nervous using characters like PK,orochi,nobushi, etc because they can't truly open
    people up.

    I can't just feint to open up people because they'll adapt to it combat still feels one dimensional when it
    comes to the character you use for that match that is another occuring theme with this game so far that
    really needs to change. I can still see it with the upcoming patch that it will still feel one sided.

    So I can't really expect this game to change much for me or other people who'd think the same
    so i'm leaving it off with that.
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  6. #16
    King_of_Xibalba's Avatar Senior Member
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    just moments before I post this a 69 orochi that was losing like 6 times in breach against my rep 1 zanhu, resorted to a furious lightspam to at last win over me. Pathetic, not even my well timed blocks or dodge attacks couldn´t do anything except for one block and two dodge attacks(16 dam in total wow), want to know why? I was having 40 ping and he 80,90, 100,his lights in that moment were totally unreactable. So in console this 100ms reduction can balance the match in favor of higher pings users. He, with a few dodge attacks that passed my defenses(i normally parry them) and full lightspam won. Pitiful for an almost 70 rep. LIGHTS ad Infinitum with lag.

    That´s why since the anouncement of the testing grounds I proposed a 66, or 50 ms reduction for consoles, or only the marker changes.Console issues includes input lag AND with ****ty internet users this is sometimes unbearable.
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  7. #17
    I‘m on console and still enjoy playing the game but I don’t like the 100ms bc it is harder to react to lights. In other words...you don’t have to read attacks you really have to predict...Yeah it’s true, a lot of other chars are now more viable to play and I support this to 100%. BUT 30frames and a bad latency is an unhealthy combination and it’s hard to react to attacks.
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  8. #18
    Gaser.'s Avatar Senior Member
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    Originally Posted by garr1999 Go to original post
    I agree that the hidden indicater is great however I think it should be left
    out of console because the hidden indicater was made to help PC more
    rather than console.

    Console is better off with frame advantage/disadvantage and sticking to it's
    fast paced style of combat that most of us are sorta used to.

    While I have no hope that devs will split balancing I hope that they will
    at least consider trying by way of TTG.
    Having no hope is in separate balance is justified.

    Even the old devs already said that they Won’t do. Separate balance.

    I mean best thing you can hope for that it will come out for new console gen and that these can run the game normally. (Also that they reduced input delay)
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  9. #19
    I haven't played the game in months, what is this hidden frames everyone is talking about?
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  10. #20
    Originally Posted by OhHowSheGoingEh Go to original post
    I haven't played the game in months, what is this hidden frames everyone is talking about?
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