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-Small fighting rooms
-WAY too zoomed in
We need to have better zoom out options and more open areas to fight in. Despite Rise's very basic environment design, it was very good at making open areas.
I'm fine with some spots like resting areas being small, but big clearings should be more common or at the very least small rooms should be just as hazardous to the monsters themselves.
So they took the cool, vertical maps in World, flattened them out in sacrifice to the seikret, and connected them with Gears of War XB360 style loading screens?
Lame.
OMG LOL
Rise had the same issue actually, but people excused that because it was a switch game.
Ironic because people were saying that the map was going to be so much larger than World!
Turns out if all you need to do to navigate the map is hit up on the d-pad it's going to feel small no matter what size it is.
The "rooms" where you fight monsters just feel smaller and you seem to have less fun iteractables in them.
Like the third monster you fight? The spider rose thing? It's literally in a tiny room with a hill in the middle of a puddle. And it never even leaves it's den.
The mounts in World are earned rather then given at the start. The maps in World were designed to be traversed on foot while the maps in Wilds were designed around the seikret. It's very obvious.
Yeah, this is a complaint I have seen from many people. That's why I find it so ironic. A lot was made about the "open-world" in Wilds.
But I think it is intention as World also like that and DEV may think the fight will be felt more epic due to closer view.
I am quite surprised to find out that I enjoy the map design of World more then I do Wilds. I expected differently due to Wilds being marketed as open world and also as a successive iteration of the Monster Hunter games.