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Like with Counter-Strike. Just because you have smarter bots it does not mean they are ever be able to replace real players. If anything, then good followers show that there is an ongoing issue with how people learn to play multiplayer, as followers are ALWAYS inferior to actual passionate Monster Hunter players.
No one who plays with friends will ever prefer bots over their friends.
They need to either remove or redo SOS completely, give larger lobbies another try without SOS being a thing, or but more stricter HR/MR restriction of later games quests so we dont get a repeat of Raging/Alatreon/Fatalis, where you basically just cleared IB's story and have access to end game gear-giving monsters. Either that, or they need more monsters like Alatreon that force players out of their "I must follow what the Youtuber says is meta" and give the community to more police themselves into going into late game quests, like how older lobbies were.
Their damage are similar to previously unnerfed palamute turrets, but they appear to be strong because their existence doesn't make the monster HP scale upwards like Multiplayer does. Essentially you are getting a free +2 palico/palamute when you brought followers to a hunt.
So, from my point of view, followers system will only stop two kinds of players from playing multiplayer:
1. People who prefer not to socialize with real human due to various reasons
2. People who perform well enough in solo that multiplayer on average decreases their efficiency
Or in other words, follower system are just gonna make the ones who already prefer singleplayer to stay solo.
As for people who seek the fun in interacting with real human beings, they will still open a lobby and chill with randoms. And for those who seek carry, I would actually prefer them to go after followers than being a weight for randoms.
Region lock is the real issue that harmed multiplayer, and the terrible matchmaking system of Rise only made things worse.
For me the benefit is in that I can grab them as I "learn" a fight or weapon, as I prefer not to be fully carried or cart someone else mission.
The scaling seems to be similar to PSO2's NPC supporters (20-30% of the power), which is understandable but also provides some "status" problems since those thresholds are abit too large for certain weapons on followers (Luchikas bowguns running stickies never KO a target unless I also help with it).
in general thou Hinoa with HH will prolly be the most used, buffs, heals and high support trigger, combo her with a healing palico and you got healing for days to combo with a good layer of defence.
But I think the biggest counter to multiplayer is part region lock and part how they do lobbies threw steam, any of the consoles have the lobbies hosted on the servers, steam? one of the players hosts it, not to mention steams like to DC/go down randomly quite ofthen compared to any of the consoles, which doesn't help.
i'm not denying that hunting with real players can lead to moments that are truly special and can never be experienced with brain dead AI, but i will say that we could still have these moments with a formula that isn't so outdated and having years with no clear direction.
Not wrong. But I still would disagree unless people finally take the culture clash into consideration when they bring up such a statement.
The system with MH:W was in my opinion bad. It had it good sides but ruined a lot what made multiplayer of older Monster Hunter titles special.
Yet the perception is quite the opposite, depending who you ask.
Some simplify it with MH:W starters vs. MH veterans who see MH:W as the odd one.
An overhaul sounds good, but it needs to take into consideration the culture of the audience, like the fact that people in Japan enjoy multiplayer in a far different approach than Western players do.
https://www.youtube.com/watch?v=eMoEBkZDqnE
but some people just wanna play alone while also having some npcs so they aren't doing everything by themselves, sorta like rpgs.
Capcom actually kinda fixed the main issue the game had, silkbind gun dogs being overtuned, and nerfed both their damage and status buildup into the ground, so they don't deal 30% of the monster's HP with zero player effort anymore.
they should release it in stages. 80 new levels at once is a bit much for the already bad multiplayer system.