First, that doesn't truly make any sense. During a livestream, game director Damien Kieken had this to say: "We never had an intention for you to unlock everything in the game. Days later, overwhelming pressure from the community forced Ubisoft to address the complaints. Prime_Ribberįor Honor's steep progression system led to Ubisoft having to ban 1,500 players who were AFK farming its in-game currency. "Lootboxes come in pretty reasonably through leveling up and weekly arcade wins, whereas For Honor requires a lot of grind for gear to even to remain competitive in 4v4 game modes."įor Honor requires a lot of grind for gear to even to remain competitive in 4v4 game modes. "People compare this to Overwatch in an effort to justify its shitty microtransactions, but Overwatch only ever has cosmetic items," they write. In its 4v4 game mode, gear has stats that impact your warrior's abilities and overall strength. Part of the problem, as Prime_Ribber explained on Reddit at the time, was that For Honor's unlocks weren't purely cosmetic either. On top of the $60 price tag, it would cost players an additional $732 to unlock every item available in the base game. ![]() In March, Reddit user bystander007 crunched the numbers and discovered that if you were to grind for an hour or two every day, it would take two and a half years to unlock every hero and every cosmetic item (excluding DLC heroes). ![]() "This can be particularly aggravating when you've spent five minutes getting into a game, only for it to collapse after just a few seconds." Steel yourselvesĪs players trudged through the complications of For Honor's matchmaking, another major problem began to irritate its community: aggressive microtransactions. "I'd say one in four matches ends with a disconnection error, booting me back to the game menu," wrote Wesley Yin-Poole over at Eurogamer. And For Honor was full of ragequitters.Ĭompounded with the long queues and instability, many players could not reliably connect to a game. But the moment someone quit a match, the action would pause for everyone while the system reconfigured the connection. For Honor circumvented this problem by having players connect to every other player instead of to a single host. One of the weaknesses of p2p setups is that one player hosts the game for every other player, often giving them an advantage due to natural network latency. As Eurogamer reported, many players encountered significant issues with For Honor and it wasn't just the usual case of servers straining under the initial rush of excited players. But it wouldn't last.ĭuring the first few weeks after For Honor released, players' worst fears about its p2p were realized. Despite the concerns over its p2p networking, For Honor attracted over 25,000 concurrent players on Steam during its first day, proving to be more popular than Rainbow Six Siege by a decent margin. Andy gave it a 74 in our review, praising the combat and strategy while criticizing the needlessly bloated progression system and free-to-play style microtransactions. And players encountered an equally as frustrating problem: For Honor's aggressive microtransactions.įor Honor's launch was, by all accounts, a big success. But it wasn't until For Honor released that fears over its p2p networking came true. ![]() Across every platform, the For Honor beta saw six million people dueling each other. "Or even just as a matter of principle: Why do I need to be connected if I'm playing solo?"ĭespite these concerns, For Honor ended up attracting 1.8 million PC players during its open beta weeks before launch, the most popular beta Ubisoft had seen at the time. "Even though we're getting used to this kind of nonsense it has to be frustrating for people with poor or intermittent connections," Andy wrote in our coverage of the news. Ubisoft defended the decision saying that the progression system that tied single and multiplayer together needed to be hosted online. "Even a small amount of lag can ruin a fight, as seen in the Souls games or Chivalry (amongst others)."ĭays later, people had another reason to groan: For Honor would be require you to always be online while playing-even during the singleplayer campaign. "As a game primarily featuring close combat, For Honor absolutely needs robust and incredibly accurate netcode," wrote Vaeh on Reddit. Even a small amount of lag can ruin a fight, as seen in the Souls games or Chivalry.
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