u/Plasma_FTW

Image 1 — Ubi's methods of making LTMs popular have failed. Yet the real solution has been right in front of them all this time.
Image 2 — Ubi's methods of making LTMs popular have failed. Yet the real solution has been right in front of them all this time.
Image 3 — Ubi's methods of making LTMs popular have failed. Yet the real solution has been right in front of them all this time.
Image 4 — Ubi's methods of making LTMs popular have failed. Yet the real solution has been right in front of them all this time.
Image 5 — Ubi's methods of making LTMs popular have failed. Yet the real solution has been right in front of them all this time.

Ubi's methods of making LTMs popular have failed. Yet the real solution has been right in front of them all this time.

Before the rambling starts. Credit goes out to the provided users. Their usernames are provided in the screenshot where possible.

Tldr for those not wanting to read a long wall of text, make the LTMs 2x XP, it's so simple.

As of the beginning of Year 10, Ubisoft has gone to various lengths to attempt to promote and encourage the playerbase to participate in the new/returning Limited Time Gamemodes (LTM). This includes:

* Making the event pass progression exclusive to the LTM (and partially through daily orders).

* Lock the gamemodes to PvP only (which they've since backed away from).

* Added limited time armour sets behind **NEW** LTM event passes.

These methods, while on paper sound solid, in practice are failures in taking and maintaining player interests. Locking event pass progress works but makes players feel like playing is a chore, and all incentive is removed upon completing the pass. PvP locking was an absolute and complete fuck up on Ubi's side. Shown how they immediately gave up on it ***a day*** after Wyverndale re-released. The new armour set has been the only working option, yet isn't even done for older events, thus not being applicable 60% of the time.

While Ubi is trying to make things work by making the system as tedious and forceful as possible. The solution is actually extremely easy, and has been in their face for over half a decade. **Make the LTMs have double XP**.

Wyverndale is a clear cut example of this. When the mode initially released alongside crossplay, the gamemode was further promoted with 2x XP. This made the event gamemode the most popular gamemode, even surpassing Dominon for an entire week, dropping it down to "high activity." When Wyverndale was brought back last season, it was PvP locked, and had no double XP. *The gamemode died in a day*. And Ubi immediately followed by making the gamemode PvE because no one could progress the event pass. A true fuck up

I even predicted this TWO YEARS AGO with the exact gamemode. It's too predictable.

Most LTMs are like this, I even found a post of TYM/DBM week 2 being dead because by then everyone's got the sets they wanted (or found out you didn't have to play the gamemode for it).

Bar the new event last season, which upheld popularity for a fair bit (due to the FOMO armour set). The last event to uphold such popularity was the return of the Jorogumu Halloween event, and guess what? It was only popular due to an XP exploit.

Ubisoft should already know this, they should already have the data for this. In my eyes they're simply being ignorant, choosing any and all anti-consumer methods as possible instead of just giving players what they really want. This isn't even exclusive to LTMs either, we have other permanent gamemodes not played for the same reasons (and other individual issues of course, but XP has always been the biggest dictator).

Maybe I'm just nagging, but I genuinely do enjoy the LTMs and wished they could stay active beyond the first 2 hours of existing. They're a refreshing experience, and yet Ubi seems to prioritise a singular day playercount over long term player retention.

In conclusion, I'm just sad I didn't get to play PvP on the DbD re-run, I logged on the day the gamemode came out and it was low activity within an hour.

u/Plasma_FTW — 23 hours ago

Petition to move the "Remove all "New" Icons" back down two notches to save my muscle memory

Ubi, the introduction of being able to cycle through the tips is cool and all, but the new cycle options have moved the Remove all "New" Icons upwards and now my muscle memory to clear all items has been messed up and I am extremely petty.

​

Ubi please fix.

u/Plasma_FTW — 16 days ago

Last year, two people predicted Qiang Pass to be the converted Dominion map. Can you predict this year's upcoming map?

Last year, I made two posts asking everyone what they thought the new converted maps of Y9 were going to be. Canyon was obvious, but surprisingly only two people had corrected predicted Qiang Pass. Good job to them!

So, will Ubisoft once again subvert our expectations and convert a map nobody expects? Or do you think they'll convert a much requested map like Canopy or Market Town.

What do you guys think, and what map would you want to see come to Dominion?

u/Plasma_FTW — 28 days ago
▲ 101 r/forhonor

Seasonal Map Variations - One of For Honor's Greatest Wasted Potential

Long discussion ahead, you have been advised. Also apologies for the quality of the photos, all these screenshots were taken from the seasonal trailers, which weren't particularly static.

Over the years, For Honor and the art/map design team has put hours upon hours of work to create (most of the time) beautiful map variations of our beloved maps (except Sanctuary Bridge, fuck you.) And has often the best means for Ubi to link the season's lore to core gameplay.

From the flooded experience of Gauntlet, Harbor or the Shard in Y5S3, the barren drought of Y5S4 on High Fort, the haunted Temple Garden in Y6S3, or even The Ring's statues in this current season. They all provide these often repeatedly played maps a fresh coat of paint, whether for the better or worse.

But there's one thing that has always irked me, they're ***seasonal***, once the season's done, **they're gone**. In a couple of days, the cool statues of The Ring will be gone too.

This really sucks, both as a player variety point of view, but I bet also as a map designer point of view. Putting in all this effort adding new models, lighting, weather effects, etc. All to be used for a singular season and be done with it (it's even worse if it's an event exclusive as that's even shorter).

*These variations IMO need their justice.* To be able to be played again. We already have variations to pick from in regards to location, weather, and time. So why not give us the option to choose the seasonal variations as well.

My biggest concern for this addition would be storage space. Though, given that many of the maps (including Deathmatch maps) have upwards of **Six** already existing variations, I don't see how adding a handful more is going to create significant issues.

Additionally if they were added and people got annoyed that they don't want to pick the map they want because the variation isn't the one they like during the ingame lobby. - I'd love to see them incorporate the variation select menu from custom games into the map select menu.

That way

A. People can opt out of the variations if they choose to do so.

And B. People can choose the variation they like the most instead of being forced into something like River Fort Night (Day variations are just superior on most maps).

To emphasise, I miss these map variations, a lot of the time they weren't always great and became repetitive, but that was because that map *only* became that variant, I believe if they were sprinkled in and not forced, they'd be really fun to play. Lemme know what you think, because I'd love to play these variations again.

u/Plasma_FTW — 30 days ago

Watch as I effortlessly stall a 1v2 for 30 seconds without taking damage.

Probably my best performance ever.

u/Plasma_FTW — 30 days ago