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Incline Monster Hunter World - G-rank edition. Now on PC.

sullynathan

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>Monster Hunter Frontier has been on the PC for over a decade, but that was never localized and it kinda sucked.

Monster Hunter Frontier or Online are bad MH games to begin with. Even latest one MHO is using 3rd gen mechanics at best. Even if it was localized it would do poorly.

Are you sure about that? I'm 100% positive that the general non-weeb western audience (including every codexer) would love to fight MH Frontier gems like anime Nargacuga:


WTF is that bullshit?
 

TheHeroOfTime

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This game is great. But man, why I can’t see the materials in the normal chest? I have to click in the selling menu to see them. The forgot to add the mechanic or what lol
 

Kitchen Utensil

Guest
Now you've gone full retard [...]

You basically want another Souls clone with a different flavor but plays the exact same. Soulsfags.. Soulsfags never change.

Yeah, and now you've gone full retard, because apparently you're such a fanboy that your reading comprehension stopped working and you start attacking straw men. I mentioned multiple times that I quite like much of the combat and the general idea of MH:W. But it's the only fucking thing MH:W is competent at. And that's not quite enough for me to make it great game.

You guys realise what fucking decline-enablers you are, right?

"The game was there long before DS and Souls copied much of the combat." — Yeah, so what?
"The game has a shit-story with unskippable cutscenes, but it's not about the story and neither is it about about level-design" — Ah yeah, all the more reason to implement that shit-story and make cutscenes unskippable. Great design right there. And I'm sure some kind of exploration-element would've really hurt the game. Scout Flies are great, most immersive implementation of a quest compass until now. And the game has already sold 5million copies! Great incline.

Rofl. Well, I'm outta here. Fanboyism on reddit-levels in this thread.
 

Perkel

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Mar 28, 2014
Messages
15,811
It's nowhere near as satisfying as Souls. Souls offer more gameplay-wise as well as story-wise.

What dumbing down? The scout flies for example are beyond dumbed down. That shit is designed for comatose people.


And painball wasn't ? You hit monster with painball and that is it. For next 10 minutes you know exactly where monster is all the time.

Also MHW changed completely environments. They are no longer completely horizontal, which means painball would not work anymore as you would not know if monster is underground, base, high or on highest level.
Maps are also FAAAAR bigger than they used to and without some pointing system in place you would spend 10-20 minutes looking for monster to fight it 5 minutes and again look for him next 10minutes or more.

I also initially was sceptical but it works and it is useful tool and frankly i wouldn't change it for painball system even if they would pay me.


Painball system worked because older games maps were flat and small now it wouldn't work correctly.
 

Hobo Elf

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It's nowhere near as satisfying as Souls. Souls offer more gameplay-wise as well as story-wise.

What dumbing down? The scout flies for example are beyond dumbed down. That shit is designed for comatose people.


And painball wasn't ? You hit monster with painball and that is it. For next 10 minutes you know exactly where monster is all the time.

Also MHW changed completely environments. They are no longer completely horizontal, which means painball would not work anymore as you would not know if monster is underground, base, high or on highest level.
Maps are also FAAAAR bigger than they used to and without some pointing system in place you would spend 10-20 minutes looking for monster to fight it 5 minutes and again look for him next 10minutes or more.

I also initially was sceptical but it works and it is useful tool and frankly i wouldn't change it for painball system even if they would pay me.


Painball system worked because older games maps were flat and small now it wouldn't work correctly.

Why even bother, this is his first time playing Monster Hunter and so he has no idea what he or you are talking about. He hates it because it's not Dark Souls, instead of trying to enjoy the game for what it is trying to be, which is entirely its own thing.
 
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TheHeroOfTime

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And don't forget that in the other MH games you can salute certain characters like zeppelin guy and then get instantly marked the monsters on the map, or certain abilities that do so.

As more I play the game I realize that the green bug system is not game breaking at all. Later missions requires searching traces through the map without having it at the start of the mission, and the game rewards the knowledge of the player (Like knowing the position where the big monster tend to habit or "respawn") with instantly marking the monster. This is the same that the unlimited sharp stones or picks; it can impact you at first, but when you think about it and compare to how it is done in other games of the franchise then you start to realise the sense it actually has.
 

Kitchen Utensil

Guest
It's nowhere near as satisfying as Souls. Souls offer more gameplay-wise as well as story-wise.

What dumbing down? The scout flies for example are beyond dumbed down. That shit is designed for comatose people.


And painball wasn't ? You hit monster with painball and that is it. For next 10 minutes you know exactly where monster is all the time.

Also MHW changed completely environments. They are no longer completely horizontal, which means painball would not work anymore as you would not know if monster is underground, base, high or on highest level.
Maps are also FAAAAR bigger than they used to and without some pointing system in place you would spend 10-20 minutes looking for monster to fight it 5 minutes and again look for him next 10minutes or more.

I also initially was sceptical but it works and it is useful tool and frankly i wouldn't change it for painball system even if they would pay me.


Painball system worked because older games maps were flat and small now it wouldn't work correctly.

Why even bother, this is his first time playing Monster Hunter and so he has no idea what he or you are talking about. He hates it because it's not Dark Souls, instead of trying to enjoy the game for what it is trying to be, which is entirely its own thing.

That's simply not true. The reason I keep comparing it to Dark Souls and Dragon's Dogma is simply because those two are my most favourite games that are even remotely similar to MH:W and which do certain similar things objectively better than MH:W. Yes, I get that MH:W is a different game and doesn't want to be DS or DD. And no, I've had enough of Dark Souls. It's a great game, but not something I want to play over and over again. My SL1 run of DS 1 was a nice closure for me. I'd very much like a new Dragon's Dogma though, but that's not what I expected when I bought MH:W.

I absolutely love the general idea of MH, I just think that besides the combat (and even some parts of it, like the mounting minigame) its execution is utterly mediocre, regardless of Dark Souls or Dragon's Dogma comparisons.

But yeah, why even bother. I suggest you follow the MH reddit. Reasonable criticism of the game gets downvoted and outright banned there. Should be right up your alley. Retards.

:happytrollboy:
 
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Mr. Pink

Travelling Gourmand, Crab Specialist
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Leaving forever or taking forever to leave?
 

TheHeroOfTime

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No darling, stupid retardation like "taking items out of and putting them into storage needs way too many clicks." is what is getting downvoted here. Stop making out of place comparisons, and if you take that seriously the ratings of your messages I recommend you to delete system32 folder from your PC and then throw it to the nearest bin.
 

Kitchen Utensil

Guest
No darling, stupid retardation like "taking items out of and putting them into storage needs way too many clicks." is what is getting downvoted here. Stop making out of place comparisons, and if you take that seriously the ratings of your messages I recommend you to delete system32 folder from your PC and then throw it to the nearest bin.

Yes, that was my main point I was trying to make with that post:

So this is my first Monster Hunter game and I've just reached Coral Highlands, so I'm not sure whether my critique applies to MH in general or just MH:W specifically and whether it'll get better or not; but I'm pretty disappointed. While some of these points may be nitpicking, some are game-breaking. For me it's the sum of the points which makes the game unenjoyable so far. Your mileage may vary.


Miscellaneous:
- The character creator is a joke. Only face customisation, and approximately 80% of the options for face shapes, eyes, hair styles, noses, mouths etc. are ugly, and there aren't that many to begin with. Standard body is shit, especially female. No waifus to be created here. Dragon's Dogma proved some 5 years ago what char creators are capable of. From ugly, fat midgets, noble muscular knights, brute giant warriors, hunched old witches to various kinds of waifu, everything was possible, and all with minimal clipping issues (see next point). Here? Nothing much to be customised.
- Armor/weapon clipping like I've never seen before. Yeah, it's not really important when gameplay is right, but since a lot of this game's appeal is supposed to be customising your character's armor/weapon, it's quite disappointing that this stuff is getting worse instead of better in 2018. Pretty much everything is clipping into everything. Even parts of the same weapon like bow and quiver.
- Way too much hand-holding: The first two hours or so feel like a tutorial. I think I would've learned the mechanics faster if the fucking game would've just let me try out shit faster without explaining obvious stuff with text-boxes. Scout flies are really the next step in the dumbing down of quest compasses (yes, things can get worse than a simple quest compass!* How long before a quest compass will be considered old-school?) They lead the way to everything, gathering spots, monster tracks, everything. And once they track the monster for you, they obstruct the whole view as they're way too bright and obnoxious. Complete shit.
- The story: Absolutely uninteresting and immaturely presented crap. The characters are all complete shit. Many unskippable cutscenes. Terribly gimmicky missions.. And with the focus on a shit-story and cutscenes like this, most dialogs aren't even voiced. The game generally tends to take control away from you too often for my tastes and has too much down-time. The cutscenes, tutorial texts, forced cam angles, results screens after a hunt, loading quests and actual loading screens just to name the most prominent offenders.
- HUD and UI: Holy shit — how complicated, cluttered, unintuitive and generically-looking can it get. Again, Dark Souls, Dragon's Dogma, many many games have okayish UIs and HUDs. Here? Want to see what kind of materials you have? Good luck finding that out (you have to go to a vendor and chose "sell" in order to see them). Taking items out of and putting them into storage needs way too many clicks. Upgrading armor and weapons takes too many button presses. Crafting takes too many button presses. Everything needs way to many clicks and button presses. It's a fucking joke. A genius couldn't have intentionally come up with a worse UI. And I'm sure the cluttered HUD and mediocre controls could be enhanced, too...
...and in some cases it's not even working. The order of your item pouch for example resets randomly and auto-ordering leads to semi-random results. You can work around this by ordering them manually and saving that loadout as a preset (and load it every now and then), but Jesus Christ, Dark Souls isn't that much less complicated and the UI there works just fine...
- Music is mediocre. The battle music, village music, everything. Actually, it ranges from mediocre (village) to annoying (hunting music).
- Graphics and performance are also mediocre. Especially the lighting seems to be somewhat fucked up. Tune it for dark places to look good, sunlit places are way too bright. Tune it for day at the beach to look good, and dark places are way too dark. Some places' contrast is way too high, others are washed out and look like mud. Textures are also nothing to write home about and a game looking this mediocre has no business running at less than 60fps on PS4 Pro and X1X respectively, but it does. Base models' graphics look like shit and constantly dip below 30, even below 20fps.
- Level-design/-layout: At first, the three maps I've seen so far (Ancient Forest, Wildspire Wastes, Coral Highlands) are quite impressive — verticality, forest, beach, muddy caves, rocky caves, a desert, a swamp, blooming march, a coral reef with really exotic sceneries etc. And from an artistic point of view, most places are great. But gameplay-wise they soon turn out to be lacklustre: lots of invisible walls. The invisible walls and the ingame-map, which shows all gathering spots and monsters after a while, in combination with the scout flies, makes sure that exploration is not really a thing in MH:W.
- Can't play offline (unless pulling the plug) and MP is barely working atm.
- And then the game feels all over the place. You can get story and optional quests and Investigations from the Quest Board (or the Handler), Bounties and Investigations (Investigations you have to accept, then they get added to the Quest Board and Handler menu) from another girl, some quests from a Biologist dude who lets you cultivate plants, herbs and honey, some quests from random people. Some get accepted automatically, some you have to accept manually, some get added to the Quest Board after you accepted them, some stack and can be done while doing other quests, some are main quests in that you have to start them immediately after you accept them. Some can be found in some kind of research log, others not. You can craft items from your pouch anytime, you can access the crafting menu from the storage. But everything requires too many clicks and is just the epitome of unintuitive. It's all over the place and bad game design, just like the UI and HUD. It's not hard after you know what is what, it's all just overly complicated whithout necessity.

Gameplay:
Okay, here are some good things, but not enough to overcame the general feel of bleh. Mastering your weapons and the monster movesets is an okay experience. The weapons I've tried so far feel sufficiently different from each other and there should be a weapon for everyone's taste with wildly varying complexity. But that's where the positive stuff ends again. After you have mastered your weapon's moveset, it's pretty basic actually (some more than others). Weapons have between 3 to maybe 8 or so basic (combo) moves which you then have to further combine in combat according to situation. I don't know, but after playing a weapon for 2 to 5 hours or so, depending on complexity, it really, really starts to feel repetitive in a bad way. Not like "yay, I finally got it" but more like "Jesus, this is becoming tedious". Also, movement has that shitty inertia that lets your character continue to move for a while after you intended for him to stop. Realistic? Maybe. Good from a gameplay perspective? Shit no. Also, movement is automated to a worrying degree. No need to jump up ledges, no possibility to fall to your death thanks to invisible walls and no fall-damage. Even jumping from vine to vine is automated. It doesn't feel like I'm maneuvering my character through the landscape.
But the hunts, right? That's where it all should come together to make it worth it. With these exciting, huge, archaic monsters as your prey, and 14 wildly different weapons to master in order to tackle these monsters and take them down, some sub-par design decisions shouldn't matter that much. Well — you can mount the monsters, but it's a QTE minigame. You can track the monsters, but the scout flies do it for you and all you do is follow a glowing arrow. You can use environmental traps, lure one monster into the area of another, stronger or weaker, monster to hurt or distract it, you can set up traps and use various other items, but all this started to feel gimmicky after a couple of hours. And, also quite important' the monsters movesets are very limited, and from what I've read, the only thing that changes in High Rank is the damage they do and the HP they have. It's just not worth it, everything is too mediocre to give me any satisfaction or let me feel like I've achieved anything.


Well, this shit is too long already and and about as unfocused as the game feels and I know I missed a couple of things. I don't know what it is. I think hidden below all this clutter is a neat gameplay-loop, one which very much resembles the ideal action-rpg of overcoming strong enemies, looting them, upgrading your gear and customising your character to identify more and more with the character and the world and tackle ever more difficult enemies. But unfortunately it's submerged deep down below all that mediocrity. I'll keep trying for a bit longer, at least I'll finish the story, but I doubt it'll change my mind.



*another example: Witcher senses, which are not quite as bad as the scout flies.

You don't even realize what an imbecile retard you are, right?
 

TheHeroOfTime

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Yes, that was my main point I was trying to make with that post:

You don't even realize what an imbecile retard you are, right?

Did I say that it was a main point that you were trying to make with that statement or something like that? No, I didn't. I quoted that fragment saying that is retarded, and it is. Sure it is.

When I read that message I considered to write a comment arguing against those "criticisms". Then I couldn't take it seriously anymore and I decided to not to waste my time writing to a mental maggot like you. :timetoburn:
 

Mr. Pink

Travelling Gourmand, Crab Specialist
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Note: if you equip the bandit mantle, the rare items that fall on the ground will DISAPPEAR if you don't pick them up quickly.
 
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73
Joking aside, I'm optimistic about the direction World is going (enjoying it so far), despite its flaws. The initial dumbing down can be attributed to the desire for a larger western customer base,

What dumbing down ?

I thought the tutorial part of the game was too long, and was a bit worried when the Handler and the Team Leader became too involved with the beginning quests (especially the constant "helpful" banter). Fortunately, that gripe dies down once you get past the beginning. Again, I understand why it's like that (trying to ease in new audience/customers), but it wouldn't of hurt to make the learning part optional as opposed to an unskippable part of the story.

As for the scout flies, I don't have problem with them when it comes to tracking monsters. I hated having to constantly use paintballs in the previous games, to the point where I would try gem in Autotracker in low/high rank (especially when hunting flying monsters), so the new mechanic is seemingly fine. Perhaps they could even offer a less breadcrumb-trailesqe replacement in the future, such as a hunting dog or other suitable animal companion (not including your cat). But it does become a little intrusive when it's highlighting all of the objects you can interact with in the near vicinity, and constantly providing notifications that it's near you. Yes, the hunting grounds are much larger now, with a lot more detail (including various vegetation, weird rock formations, ect.), but expedition mode lets you explore at your leisure, so anyone curious enough would investigate anything and everything to figure out what can be collected without the flies showing them to you outright. There should at least be an option to restrict how 'active' the scout flies are when interacting with the world, but again this is their first time utilizing the mechanic so it's not farfetched to assume it will be fine-tuned or optional in the future. A separate issue I also experienced concerned pathfinding trouble, sometimes leading me to a path that appeared to be traverseable but was blocked by an invisible wall (Coral Highlands was the largest culprit).

I also thought about bringing up armor sets in regards to being dumbed down, namely the changes with how skills work, but it's not a terrible system (just different). It does allow more freedom in what you can wear, as mixing things will still provide various skills (albeit weaker versions), while mixing in the previous games could net you zero skills since it was based on minimum point activation system. I'm still disappointed that they're not allowing more customization with armor/weapons yet, even if it's only cosmetic. Especially since some of the weapon designs were pretty lazy and bland, keeping the base model while slapping on a piece of monster skin to show that it's been upgraded, while previous games had unique models galore.

Gripes aside, do you really hate the village music that much? I thought it was catchy. Still haven't heard anything memorable like the Brachydios/Deviljho/Magala theme (only low rank), but the Rotten Vale battle theme is the best so far.
 

Mr. Pink

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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Here's a PRO TIP:

don't use SOS flares around HR 11. the chances you'll get someone who has their shit together is slim. The beginning of high rank is the first difficulty spike in the game, and all the quests are way easier without party members who aren't aware of the new movesets relentlessly carting.
 

Hobo Elf

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Here's a PRO TIP:

don't use SOS flares around HR 11. the chances you'll get someone who has their shit together is slim. The beginning of high rank is the first difficulty spike in the game, and all the quests are way easier without party members who aren't aware of the new movesets relentlessly carting.

That's pretty much the case always and a good rule of thumb to live by. New players expect a seamless transition from LR to HR only to find a very rude awakening. Best to wait a few ranks into HR before partying up to give people a chance to get their shit together and craft some HR gear so they won't cart as soon as something sneezes at them.
 

TheHeroOfTime

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Considering that multiplayer increases the health of the monsters and allows to other creatures like the Rathalos to appear, you must consider carefully if is worth playing or not in comparison with solo game. I mean, the key of playing with others players is for being more faster and overall efficient. But playing with random players that aren’t gud enough wastes the same time than hunting solo, but with a bunch of setbacks included. I’ll not get surprised if it gets worse in latter missions.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
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PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
I think the new piece-by-piece armor skill system is a huge improvement because of how many armor skills are available to you from the start, allowing you to experiment with niche playstyles without having to invest massive amounts of time into getting the armor skills. Skills that are considered essential, like Attack Boost for dual sword users, Blast for gunlance users, or Guard/Evade for lances have multiple armor pieces in early/mid game that can do the job adequately. By the time you hit 7 star quests, you can already piece together a formidable evade lance kit, something you could never do in previous monster hunter games.

Here's the essential components of my evade lance set:
Charm: Evasion Charm I (Evade Window +1)
Head: Butterfly Vertex B (Evade Window +2) + decoration slot
Chest: Legiana Mail B (Evade Window +2) + decoration slot
Arms: Kadachi Vambraces A (Evade Extend +2)

What I'm wearing because I haven't found anything better yet:
Waist: Baan Coil A (Guard +2)
Legs: Alloy Greaves A (Speed Sharpening +2)


Coincidentally, this set is quite fashionable, with an all matching blue/white color scheme and a cute hat.


With maximum Evade Window and Evade Extend 2, you're one Evade Extend away from having the best dodge in the game. I use Baan Coil A to prevent myself from being blown away by attacks that I have no choice but to shield against. I equip Alloy Greaves for the speed sharpening, which is always useful, but mainly because it looks nice. A more optimal leg armor is Barroth A (Stun Resistance +2) but it looks dumb so I refuse to wear it. Stun Resistance is one of the best skills in monhun, because it reduces time stunned by (30%/60%/100%) which is a life saver.
 

Hobo Elf

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Yeah I agree. The new armor skill system is nice and makes more sense to new players. I like that we have more skills and more skills available from the get-go, but I dislike clown shoeing, so in the end I'll still go for sub optimal armor skills just to use armor I like for its looks. Not a huge fan of Evade Extender on Evade Lance, but that's a preference.
 

Hyperion

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Jul 2, 2016
Messages
2,120
Welp, I caved and bought the game, bros. I'm off today and will have a chance to familiarize myself with mechanics and a weapon.

Was torn between Lance, Insect Glaive, and Charge Blade. I hear CB is a bit ocerpowered so I'm not sure I wanna make that my first weapon and trivialize the game more than I'd like on a virgin run.

You bros are talking focusing on the triple backstep for Lances - is this THE premier build, or is a Guard-focused Lancer just as effective? The shield aspect of the weapon is definitely more appealing to me than dodging.
 

Hobo Elf

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Imo Evade Lancing is the way to go as I find that Guard Lancing has too many problems. Guard Lancing is far more demanding in player skill but the reward isn't worth it since the output will still be more or less just as effective as Evade Lancing. Secondly, Guard Lancing breaks apart once you play online or even with your Palico. The reason being that the whole idea of the build is to use the counter attacks, but it doesn't work well when the monster isn't focusing on you all the time. With Evade Lancing all you do is use the godlike hops and side steps to dance around monsters while poking them forever. It's a really aggressive style whereas Guard Lancing is about being passive and reacting to monsters attacks. Obviously you'll want to try both, but this is what I think about the two different styles of Lancing.

CB is really powerful but pretty much any weapon will wreck shit if you're gud at it. And to be truly good at CB takes a lot of practice and skill. Attaining peak performance with it is not easy but it is at least extremely rewarding once you figure out how to use Guard Points, which are kinda like i-frames in your attacks with the SnS mode. Basically during certain frames of your attacks if a monster hits you you will automatically block the attack with your shield and do a little bit of Blast damage.
 

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