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We always have access to unlimited potions via collecting and crafting. And healing is safer in the age of old: you can simply walk to another zone, monsters won't chase you. It just LOOKS more dangerous because of the dumb flex animation. Old games' mons are A LOT LESS AGGRESSIVE too.
Also, there's no way the devs balanced around unlimited healing lol. They simply trust that if you burn through 20 potions including megas, you'd know your place and restart because bosses in MH aren't once-n-done, you'll need to repeat them multiple times.
Not just unlimited healing, unlimited AMMO for the weapon groups that already destroyed speedrun times before this change. This so far has probably been the most gamebreaking of all IMO, though the mobility perks you have in modern monster hunter certainly make not carting easier, most of the time anyway. The rest of it though, I would just say are QoL features that they just decided didn't make for good gameplay.
The old games still exist, heck, I was playing MH1 again while waiting for Rise to release. Those of us who care about the old ways can always go back and revisit them. Theres still communities to find players for almost every title
Old games exist just for handheld/consoles. Maybe that's also a reason why this game wasn't that popular in EU/US. I think MH4U would be great on the PC with ofc better graphics.
Monster Hunter Online was also a good game. The sad thing is, the game was just released in china. They make some cool monsters like Estrellian, Slicemargl etc. This Monsters are so much better than a Almudron, Tetranadon.
MH2: PS2
MH3: Wii
I don't really see any other posts in this thread that need input, so I'll address the OP with my opinion on the game as someone who started playing the MH series in base World. I know you're really looking for people that are more veteran than myself, but having points of view from all different eras could give you some insights.
1. I think it was fun to have the tracking from World. It had a little inflation time on earlier hunts, but eventually you just understood that monsters had certain zones that they spawned in, so them just appearing on the map in Rise doesn't really bother me.
2. I am not familiar with this mechanic, so I can't comment.
2 (again)... It's pretty irrelevant since your pets do a callout for you when the monster is in capture range.
3. I assume you're referring to a situation like the wyvern crashing in a random zone in world. This was a silly mechanic and I hope it remains out of the game. All it added was me just fast traveling to the camp that was closest to the monster anyway.
4. Superfluous items aren't included in the game? Sign me up.
5. Since this existed in World, this is the norm to me. However I have read about it not existing in the past. It doesn't really matter to me, but I think the game balance has to exist around it. If you can port back, then the balance needs to be that monsters have 1 shot attacks. If you can't, then monster fights should be fights of attrition instead.
6. Videos of old Monster hunter games make me say good riddance to the "eat 'n flex"
7. This also existed in world, so I couldn't imagine not having it. Limiting whetstone use seems like a pretty silly concept to me anyway.
8. Considering a big part of the meta is running double palicos, I'd say that this is pretty highly irrelevant. While you can do it, it just simply doesn't do that much to impact difficulty. I'd say if anything it's just a neat QoL adjustment.
You remind me of this
https://www.youtube.com/watch?v=1qyCRPf7wqQ
That statement kinda killed any good impression I could ever have for now. Before that I thought "you might be not wrong". Now what is left is "is this a another bait thread?" Really?
Monster Hunter is developing in the correct direction so far. I was heavily worried with MH:W, that the roots would not be supported anymore as in the game will not be going back to handheld consoles and become a current Playstation generation console + PC only. That it actually got back on a Nintendo entertainment system, the Nintendo Switch even which can be used as a handheld fills me with joy.
The fluid and fast gameplay clearly shows of thoughtful developement which respects veterans as new players to the franchise alike with the current Zeitgeist.
"Too easy" "Too easy" "Too easy" "Too easy" "Too easy" "Too easy" ~ count me in among those veterans who are annoyed to read that. As a veteran: SURE IT IS TOO EASY
But it does not mean the game is bad, nor that the game is ACTUALLY TOO EASY. It just reflects what I am missing as a veteran and what I am envying the new players for.
The amount of personal growth one can get from the franchise in its latest installment is still there. A brand new fresh player will still struggle with a lot. They will still get out awesome incredible battles they thought those are probably impossible to win, and they will win. They get to love Monster Hunter the same way I did back then when I started playing the game on a HANDHELD CONSOLE.
It gives no one anything nor nothing - that much I see those threads about too easy or too hard already seemingly like a hobby of people. I mean those threads must be made with excessive love to ~ complain? Us passionate players are busy playing instead. As if we would allow ourselves to have our fun spoiled rotten by complaints...
I respect and understand it if people are not happy with certain changes, But from like 100 of complaints less than 5 are usually actually thoughtful enough to earn my acknowledgement that it was made with passion and love for the franchise and the game. Most are merely scratching on a surface, trying to explain it by reasoning it weirdly, as if I am watching people trying to explain electricity with that being some sort of magic.
Did mechanics were made leaner to make the gameplay different? Yes.
Were mechanics introduced to make the gameplay easier? Definitely.
Is it the wrong way for Monster Hunter to take? What the heck?! We have yet to see the end of the path it is going!
Like with Monster Hunter: World, I say.
Right now, with this latest installment, Monster Hunter has become pseudo-mainstream. Somewhat. I believe? That is the best time EVER for the franchise. A game which was considered niche to break out and become bigger and better for the lovers and fans than it ever was. I can go horribly wrong! Sure! But what is a Monster Hunter without willing to take the risk? There would be no Monster Hunter to begin with, considering the foreign gameplay with its punishing, challenging, and super rewarding gameplay considering the past Zeitgeist when it was first released to the west.
Dark Souls... ************* Monster Hunter players can only chuckle about people celebrating that "birth of the souls-like-genre". As if that has not existed before ~
Quality of Life changes are Quality of Life changes. They would not be there if they are no good changes for the quality of life on a long term. And I assure you: as a veteran I am happy about plenty of those changes. The impact of the wirebugs on the difficulty is a questionable topic. Would I want to go back? No.
What Monster Hunter needs now is not taking steps back - its about taking meaningful steps forward.
Source: https://steamcommunity.com/app/1446780/discussions/0/3196994470047064218/#c3196994470047111501
That is from the topic
Should Monster Hunter stayed a niche?
https://steamcommunity.com/app/1446780/discussions/0/3196994470047064218/
If anyone is interested ~
We clearly need more changes toward the right direction as in: monsters which fit the current Zeitgeist and current hunting tools. Something newer and more creative than just variant after variant. Like mutations from Sanctum 2, but less in health growth only and more in Feats of Strengths terms. With more creativity. More 3rd forms and above!
Now that I have ♥♥♥♥♥♥ that out of my system I feel like puking when I see more "the game is too easy threads". For Narwa's sake ~ if you played any Monster Hunter game before and you got enchanted by the game's wonderful charms - stop barking the wrong tree and enjoy the game more. The charms are still there and its looking better than never before in all its beauty, with the details, the love for going back to the roots, the incredible designs and so much more.
If you solemnly keep your eyes on the timer it will be as if you have your eyes fixed on the future. You will miss out on the present. That is my opinion as a veteran.
By the end of the day ~ do what you want.
And if people enjoy... whatever they do on the forums, so be it. In the meanwhile I am going for every hunt, every monster encounter, every second I am playing the game with a smile - for Monster Hunter is giving me so much joy. And while it might be just gibberish thinking and talking of an elder woman: each time I fight a monster I also feel gratitude and respect towards them. As I remember fondly the first time I struggled against each of them, and how much personal growth I have ♥♥♥♥♥♥ thanks to overcoming them and their challenges. That is my Monster Hunter. It is just awesome!
1, 2. I actually prefer MHW's scoutflies. It's a happy middle of tracking and convenience, rewarding the player for hunting the monster repeatedly. Paintballs are very archaic in comparison to World and Rise. Capturing used to require a skill for an indicator on the map, and capture quests are a pain, especially if you're like me and do most optional quests after getting endgame gear.
3. I never minded this at all, and liked how in previous instalments, you had a chance to be dropped off in an otherwise non-accessible areas with great resources. You were punished sometimes, and rewarded others. MHW I think always made you spawn with the monster.
4. Overall good. Drinks and upkeep of them was never terribly skill-oriented, more for punishing players who forget them.
5. To add, changing equipment and eating at camps is also very new as of MHW. I've been indifferent about this, but it can add depth with some hunts and change builds on the fly if your party gets new members. It's a little underutilised, but an incredible boon.
6, 7, 8. These are pretty minor and wouldn't be upset if it's removed in other games. Healing while walking, however, feels pretty necessary nowadays since MHR is much faster than older titles. Whetstones being infinite is like the drinks, you're just getting punished for forgetting them. A nice change.
Don't really care about 3 and 4.
5 is irrelevant unless you're a gunner. I've never needed to go back to camp except for sticky/cluster/slicing ammo in World, Iceborne, or Rise.
6 through 8 are good changes.
Entered the series in Monster Hunter Freedom 1.
1+2.
-I don’t really mind it. While I miss the hunt, experience showed that after a few missions, we always just went to the same locale to nab the monster anyway. Though no longer needing paintballs did eliminate “losing” the monster, which I somewhat miss. Overall, I like it more than I hate it. World's system felt too slow to get to the monster, as maps were too complex to run on memory without a degree of initial frustration (of course diminished over time). But it does have a thematic issue I cannot quite ignore. As these required quite potent skills to unlock. While I don't mind the system as it is in Rise, I wouldn't mind seeing it remove, but I did not enjoy World's method of handling it, and would not know what to offer as a better solution
2.
-I support it. This used to be a skill, but given the fact that the hunter can visually see the monster limping when they are weak, I think this can be justified as the hunter knowing the monster is weak by visual cues too subtle to be worth programming. In the end, the hunter is a guild-certified expert who has likely spent a lot of time studying many monsters. Additionally your palico calls out when the monster is getting weak. So I assume this is chalked up with your hunter, with the assumption of being a professional, knows more about the monster than the player.
3+5
-I’d like to see the threat of a random spawn return, and I’d like to see a timer preventing unlimited transfers between bases. But it should return to the World system, where you choose which base you wish to spawn in at the beginning of the quest. Otherwise, I feel it is thematic to have unlimited resupply in the event you do reach your base, as it is reasonable to assume the hunter brought much of the equipment, (more equipment than reasonably used in most hunts) during the trip to the campsite. With a tent so well-furnished, it doesn’t quite make sense the hunter would only travel with what was in their inventory. Food provisions, extra items, and the like can all fit in a small chest that easily fits in whatever cart, or other vehicle they used transporting to the campsite. Using farcasters to get around the time limit also sounds like a reasonable exploit, as it expends materials.
4.
-I’m honestly not sure how to feel about this one. On the one-hand, tradition and thematic elements dictate it’d be worth keeping. But I feel World saw decreasing emphasis on these mechanics, until it was ultimately removed in Rise. I’ll admit I’m quite enjoying no longer worrying about it, and to me it is more fun without making any particular blows to the experience, as in the end these items feel somewhat superfluous.
6.
- I support it. The current system of a potion having an initial gain, and then growing over time as you keep drinking makes sense, while being friendly enough for emergency top-offs, but reinforcing that it’s still dangerous to chug the whole potion while threatened.
7.
- I support it. A whetstone wouldn’t become useless after one use. If anything it'd be more damaging to the weapon than the whetstone.
8.
- I support it. It simply makes sense, and gives the palamute excellent utility for safe-mobile item usage. Otherwise, it would get a huge blow to it’s usefulness in comparison to having two palicos.