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that i like
my 9 tailed fox palico
that i hate
I still like Rise but I hope this doesn't continue in MH6
Dislike: The ♥♥♥♥♥♥♥ hundreds of dollars of microtransactions.
Capcom, really? We could be getting a ton of that from Event Quests.
Why are you selling stuff we got from World as dlc? Why is this not an item in the game to earn?
World:
https://monsterhunterworld.wiki.fextralife.com/Wyverian+Ears+Layered+Armor
Rise:
https://store.steampowered.com/app/1797960/MONSTER_HUNTER_RISE__Wyverian_Earrings_Hunter_layered_armor_piece/
This microtransaction stuff is going to be just as bad in MH6 too...
"But Fleshly Delight," you say, "the ones in Rise added EARRINGS!"
Oh, silly me, that makes it worth the 1.49 USD...
I dislike that animations for each body type are universal and I wish I could pick a more macho or fem movement/run animation.
In essence:
I dislike that i don't have more options for my character to be customized.
dislike: the map and minimap, really wish they didn't cut corners there.
As for what I like mobility and flexibility given to us with wirebugs plus how you can get volvidon into a loop of rolling and falling to the ground with the lbg counter.
Dislike: khezu roar spam and thunder serpent narwa getting stuck in a constant loop of sending the 3 large rings down on my melee character(I think that was my own fault with where I was relative to Narwa).
Dislike : Environment. All feels very static
Dislike: Wire bug attack balance. Some wirebug attacks within a weapon feel absolutely useless.
Meanwhile in GU/earlier games, going from one sharpness level to another immediately changes the hitlag and hitsound significantly, as does getting full spirit gauge on LS as it boosts the sharpness mod by 1.05 or something. And on top of that, most weapons have unique sounds when swinging, Mizu weapons have bubbly sounds, the three Fatalis Glaives have ominous Kinsect send sounds, CB still sounds mechanical and feels slow, unlike the disgusting mess that is Rapid Morph CB animations which makes it behave like a cheap plastic toy.
Elemental hitsounds are way too quiet too, even World had highly distinguished hit sfx for each element but Rise just scrapped it because the switch speakers can't output that detail anyway.
Combat is among the best in the series though, I came back to IB some time ago and beat up Alatreon for old times' sake and it felt even slower than low rank in GU. Sure there's some issues with sfx, vfx and balance in Sunbreak but most of the time the actual gameplay is top notch.
I'm going to have to disagree broadly with that statement. Except for the village/gathering board segregation (and maybe the more consistent food buffs) I don't think there's much of a return to form in general, which, mind you, is not necessarily good or bad imo, but Gens was the last "orthodox" mohun game; clunky menus, instanced maps, threshold decos and paintball tracking included.
Which brings me to the following con: no tracking, no paintballs, no nothing. Not that I'm going to miss having to keep a paintball up on my target but having all monsters visible everywhere all the time feels incredibly cheap to me. Scoutflies were a nice system in world, they just got annoying 'cause maps were huge and monsters kept running away at the drop of a hat.
dislike: random talismans is fine and qurio crafting is fine but both together kinda sucks, expert and attack jewels are now lv2 jewels which makes enough sense but still feels bad after World, I low key kinda miss rampages ngl, I high key fr fr miss customizable rampage weapons, World's SOS system is leagues better than Rise's quest board, raising the framerate past 30 also slightly slows the game's timing on all sorts of stuff,
hope: it's decidedly extra, but since all the other RE Engine games have been updated with raytracing, I'd like to see it here too, especially since this game is so light and easy to run