I liked the video but that Peace Keeper really came out of nowhere, it made me chuckle a bit.
It's because a few days earlier, AWE ME's DIY Cosplay Shop did the Peacekeeper, so it was on hand for Man At Arms.
Yeah I had that problem when I tried to play at first, the download said it stopped a few times, but starting it again twice had it work eventually.
How to piss off the entire Samurai faction
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edited 9th Feb '17 4:54:14 PM by VutherA
The AI are surprisingly brutal in this game, yeah.
I've been really enjoying the Warden. I may not be getting the full preview experience out of not trying some of the other classes (there are Vikings in this game?), but getting better with the Warden, and being able to use a simple kit effectively, is very satisfying.
It's been fun.Well, I've managed to put some decent time into the For Honor public Beta, enough to develop some solid first impressions on it, and so far it does not impress me in the slightest. For Honor is garbage, and I can explain precisely why in exacting detail.
So many things in this game are emblematic of everything that's wrong with Ubisoft as a company. It's clear that they're more of a place for artists than for game designers. They have no problem turning out gorgeous-looking trailers that they then have to downgrade to make run properly when people actually play it, or sculpting beautifully rendered worlds that feel lifeless or end up cluttered with the same set of generic cookie-cutter tasks. How For Honor was put together is emblematic of this skewed priority.
Starting right at the top- combat, the one major thing this game is supposed to be about, feels totally clunky and awkward. Vuther A mentioned that this game is hard, and it is, but half the difficulty comes from the fact that you have to fight the controls in addition to your opponent. The character models are gorgeously rendered and impeccably animated with excellent motion-capture work, but these fancy animations mean that attacking causes my warrior to plant her feet and commit to this slow, lurching strike that takes away my control of the character. It reminds me of some of the kill animations from Assassin's Creed: Syndicate, where Evie Fry would spend several seconds performing elaborate nonsense like this
with no input from the player whatsoever. It's completely jarring and takes you out of the game entirely, and they decided to build their core gameplay mechanics around this concept!
Attacking isn't the only thing wrong with combat either, the parrying system is broken also. Either that or Ubisoft's netcode is completely worthless, because I lost count of the number of times I moved my mouse to parry a strike and it just didn't register for whatever reason. Aside from that, it feels incredibly awkward to use the mouse for defending yourself in the way they decided to implement it. The game has you switching from using the mouse to look around like normal to, when you're engaged with an enemy, controlling the direction of your block. This will give any seasoned player of third-person action games control-scheme whiplash, adds unnecessary confusion and provides zero tactile feedback as to if you're defending yourself or not. Typically, in games like these, block is bound to the right-mouse button for a damn good reason. Pressing a button is an absolute input that ties easily into your natural proprioception, whereas sliding your mouse around is a relative input dependent on the position of your cursor, which makes blocking using the mouse like crossing wires in your brain. Consequently, blocking feels incredibly random, floaty and indecisive, and I thank my lucky stars every time I successfully parry an oncoming strike instead of feeling like I was the one to do that.
This use of the mouse to control For Honor's three-direction attack-defense system necessitates the use of a lock-on system that turns all combat into a series of one-on-one duels regardless of the number of combatants present. This makes engaging more than one hostile at a time effectively impossible, and if your friend is attacking an enemy, you're as likely to hit him as your actual target.
All of these problems are inherent to the fundamental design decisions used to create this game that put emphasis on artistry and fancy-looking animations over responsive mechanics and fun gameplay. Games with good combat are always designed so that their combat system serves as a kind of language with which the player can express themselves. The emphasis shouldn't be on what the developer has in mind, but what the game will let the player do. For Honor's basic combat mechanics- the entire central purpose of the game- are fundamentally at odds with this idea. I've only played the game for a few hours and I'm already so bored of the handful of canned animations they use for every attack and execution, and they make the game feel like I'm struggling through molasses when I try to fight someone.
It blows my mind how every single decision that was made regarding the design of the central mechanic backing the entire purpose and appeal of this game was so enormously incompetent. Skyrim's combat is notorious for being utter dogshit, and even it has a better combat system than For Honor.
This is not a fun game. It's one of the worst designed and most broken melee fighting systems I've ever come across. And, as a massive fan of melee fighting systems in games, here I was hoping that Ubisoft wouldn't fuck this one up.
edited 11th Feb '17 12:28:08 AM by Gault
yey
Well I have to disagree on the experience but I feel it may be little to do with the game itself.
I'm having a great time with the game itself as blocking with a controller is a breeze switching between enemies to attack is just a simple button press (or a tactical disengage of the button altogether depending on how you want to attack.
The netcode I give you is a bit of a gripe at the minute and the matchmaking is all over the place but being early on in the beta, skilled players and novices are all ranked alike which makes sense for now.
There is currently a special place in hell for me and the countless other people throwing new players off cliffs and bridges mid combo but it feels so damn good. I do think there should be a little more leway on stopping the grab and throw animation as reaction times need to be impeccable currently meaning in a lot of situations, a one hit kill if you aren't fast enough.
Once you get used to a class you realise how unique they are, but the game hides this from you at first, leaving you to trawl through all the text to find out what makes a character special and how to play them (and no, I don't think practice helps, some things are obscure without looking them up)
But overall the game has seen a marked improvement on the PS 4 even since its launch not long ago. While I'm still cautious on this as a purchase because Ubi and their money grubbing ways and I can see what will be monetised already, I can really see myself enjoying this game regardless as long as it doesn't become pay to win.
I will admit I am getting frustrated as well as controlling the parry system with my mouse is frustratingly hard at times and even then it rarely feels like the parries are registering in time anyway either that or they are broken by unblockable attacks
I am also seeing a lot of lag issues with the way Ubisoft set this up and considering the type of game this is it can get really frustrating at times.
Then again my frustrations might just be because I was never that great at fighting games like these anyway as remembering the combos in real time and stringing them together effortlessly always evaded me.
So yeah sadly I don't think I might be picking up this game at launch if at all
edited 11th Feb '17 2:55:12 AM by Wispy
Whelp, I gotta say I'm pretty sceptical about this game (mostly because of Ubisoft being involved) but all those vids from the beta do make it seem fun. Guess I'll be downloading the open beta.
So, quick question, would you play with mouse+keyboard or should I dig out my controller? I suspect the latter, but if there's any long-range combat there's probably some merit to the mouse as well.
Controller hands down. There are technically ranged attacks but they are special abilities you call on rarely and are used like casting spells in most RP Gs with blast markers.
Also has anyone checked out how OP ladders are in this game? Slide down a ladder somebody is climbing and you will do an obscene amount of damage (around 50-70% unless they were right at the bottom) and you have knocked them prone to boot. It just seems a tad broken, especially as the game doesn't tell you how to grab opponents who are above you to throw them off.
The mechanic of the game really makes me wish I could use a PS 3 controller (since these are the only controller I own) but I haven't found a way to make it work.
