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翻訳の問題を報告
Come on OP try harder, 0/10
there's alot of keyboard shortcut now + the focus mode is musch easier to aim using m&K
If the monsters never fought one another, it would now feel even more jarring than if they did it all the time. That, and it also allows them to make the hunts feel more dynamic -- again, if it occurs from time to time, and not in a canned manner -- if a mission is interrupted by a monster-on-monster battle... Heck, I'd even go an RNG system where story progression could be made more difficult or easier, based on random MvM encounters manifesting during a hunt. It would certainly make imbue more replay value for hunts which need to be grinded for drops, than merely chasing the drops themselves.
and as i have stated i dont hate turf wars in fact i love seeing a good turf war but i could see the complaints reason and i agree it can be super frustrating to be interrupted all the time ! now wilds has maps the same size as worlds with more monsters so even more turf wars and for me the immersion completely breaks in the wilds format as it makes it seem as all these predators are living directly adjacent to each other meaning this is unlivable for them ! ?? a monster shoudl fear walking into Nycillas den not walk through their every few moments and start a turf war! the ratio would be better at 1 turf war every 10 hunts or so not 10 turf wars every hunt !
Anything dynamic will expand replay value exponentially compared to what that dynamic component is; and that is because it creates "emergent gameplay". If every hunt for monster-X ends up with monster-Y interrupting at point-B in the hunt, the MvM battles make things worse, not better. Conversely, if monster-Y is not guaranteed to appear, and when it does appear, it appears at some indeterminate time in the hunt, it then makes the proceedings less predictable and, thereby, far more engaging.
So, unless the system is refined, I'm agnostic on its inclusion... Albeit, on balance, having turf wars is still preferable than not having them at all. Either way, Capcom really don't have an excuse to have not have refined the system by now...
they dont actually play the game. they're trying to make it look good, or worse, thinking of ideas, that they never test.
and with many cooks in the kitchen and the limited work week theres probably very few people playing it long term.
capcom occasionally get stuff really right tho its like they take 1 good step forward 2 small steps backwards its annoying and i wish they would listen to the older more dedicated fans a bit more as they raise very valid points!
Yup same, they like to complain. I'll allow myself to be critical after at least 40 hours of gameplay.
now a big problem is the wilds maps are similar design and size of worlds maps but with much more monsters leading to many predators living ontop of each other this makes no sense lore wise and feels annoying when you are on a timer and your hunt is getting interrupted constantly by the monster turf wari`ng and running away!
it should be a rare cool event ! 1 turf war every 10 hunts not 10 turf wars every hunt!
but its clear to me ever since the re release of mon hun tri to the west where they straight up nerfed the monsters in the same game for the western versions saying they did not thin western gamer`s would clear the first hunt if they did not make this changes !
they know the western market is heavily driven by children and they also think western older gamer`s are a bit ♥♥♥♥ lol
i had the same feeling at the start of rise as i do with wilds and its gimmicks from wirebug to focus mode and sekriet !
they are trying to dilute and make the game easier for kids to the lead dev literally said ! "we do not look to the older games to make the new games" ! sell bigger numbers the focus is not to make a new great monster hunter game! showing that they do not care about the old fan base or the franchise! they want more money!