Monster Hunter Wilds

Monster Hunter Wilds

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Wacky's Take On Wilds: Something NEEDS To Change
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Last edited by wackyspartan; Mar 31 @ 9:24am
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Showing 1-14 of 14 comments
Originally posted by wackyspartan:
A lot of people talk about difficultly, but this just inventively gets better overtime, you can see this with each game, it's title updates and it's expansions, all they really need is time. And even then, I'm ok with base game leaning towards being more new player friendly, since I know g rank is the thing that's always built to beat my ass.

But there's one thing that can't really be fixed so easily with bumping up monster hp, or by giving them new movesets, there's one thing that Monster Hunter has always had a hard time reconciling with, something so core to the gameplay and it's aesthetics that it may be too late to change.

And that is the Hunting
And as of right now, Wilds has a very conflicted identity over whether it wants to be more like Rise, a really fun, high action hack and slash-esc game, or like world, a slightly more methodical game, having you literally track the monster you're looking for a get familiar with it's habits to reach it quicker, using the environment around you to help find your target and put them on equal footing. This is one of those things that are very fundamental to what the game is and ends up being .

So, before I give my suggestions, I want to make this really clear, I very much want this game to be a pretty heavy mix of Dos (where this game has taken A LOT of mechanics from) and World, I really want it to embrace the aesthetics of a hunting game, I really want it to make you engage with world in a way that no other MH game has, esp since it's so absurdly beautiful and full of so many wonderful details. Now lets get to it!

Ahem
CURRENT CONFLICTS
  • Waypoint system
  • Monsters Icons on Map At All Times
  • Seikret Functions

    IMMEDIATE SOLUTIONS
  • Change the waypoint system to be an armor skill, with a charm that is unlocked at the start of the game, much like auto-guard from 4u and genult
  • Remove icons from the map, bring back Scenthound as an armor skill AND food skill, have them allow monster icons to show up at all times at max level (you can also bring back psychoserum)
  • Remove Seikret auto tracking, have it require the above skills in order to work.

    These are the things I view as absolute necessities, and relatively simple changes for them to do in order to have people engage with the game further, it's a good start to having prep still be apart of the series while not having it be over bearing. This will also just have paintballs instantly have a place again and force players to consider where exactly they want to put their power, and where they want their QoL.

    This does not, however, fix problems with lack of tracks dropped, or monster research levels and things of that regard, but I think this will contribute to an overall better aesthetic and much stronger immersion while having wilds retain a really distinct identity.

    Lemme know what y'all think! I hope you guys like these ideas as much as I do :D
I can see why people want the tracking back, but its Monster HUNTER not Monster PARK RANGER. I personally like that the game is leaning into the parts that are actually the most fun, fighting the monsters, and cutting out the bits that honestly just get in the way of this.

The monsters are the distinct identity of the games, not the minutia and tedium between the hunts. By cutting a lot of the busywork and chores you needed to do in prior titles, they have made the game more accessible without genuinely sacrificing the core of the game. Never mind that, from my perspective, Wilds actually encapsulates the settings power dynamics in a more immersive way; the tracking of monsters to a generalized location is done by people other than hunters, the science by scientists, engineering by engineers instead of the hunter doing EVERYTHING. The world is more dynamic and alive for it, where it shows and not tells the player that people other than the hunter are important for the overall goal of the guild.

I also think, generally speaking, that its bad game design to force players to have to choose between integral QOL over survivability or damage. When the whole decoration system all but requires 2 to 3 gems to get a bonus thats worth a damn, sacrificing a single slot that would otherwise be utilized by earplugs, ironwall, ect decorations is absolutely debilitating to the feeling of viability of a decoration. Very few skills are front loaded where minor investment is valuable, adding in more skills that arent valid for the meat and potatoes of the game is just not a good choice.
peach ? Mar 31 @ 9:11am 
Originally posted by Varagonax:
Originally posted by wackyspartan:
A lot of people talk about difficultly, but this just inventively gets better overtime, you can see this with each game, it's title updates and it's expansions, all they really need is time. And even then, I'm ok with base game leaning towards being more new player friendly, since I know g rank is the thing that's always built to beat my ass.

But there's one thing that can't really be fixed so easily with bumping up monster hp, or by giving them new movesets, there's one thing that Monster Hunter has always had a hard time reconciling with, something so core to the gameplay and it's aesthetics that it may be too late to change.

And that is the Hunting
And as of right now, Wilds has a very conflicted identity over whether it wants to be more like Rise, a really fun, high action hack and slash-esc game, or like world, a slightly more methodical game, having you literally track the monster you're looking for a get familiar with it's habits to reach it quicker, using the environment around you to help find your target and put them on equal footing. This is one of those things that are very fundamental to what the game is and ends up being .

So, before I give my suggestions, I want to make this really clear, I very much want this game to be a pretty heavy mix of Dos (where this game has taken A LOT of mechanics from) and World, I really want it to embrace the aesthetics of a hunting game, I really want it to make you engage with world in a way that no other MH game has, esp since it's so absurdly beautiful and full of so many wonderful details. Now lets get to it!

Ahem
CURRENT CONFLICTS
  • Waypoint system
  • Monsters Icons on Map At All Times
  • Seikret Functions

    IMMEDIATE SOLUTIONS
  • Change the waypoint system to be an armor skill, with a charm that is unlocked at the start of the game, much like auto-guard from 4u and genult
  • Remove icons from the map, bring back Scenthound as an armor skill AND food skill, have them allow monster icons to show up at all times at max level (you can also bring back psychoserum)
  • Remove Seikret auto tracking, have it require the above skills in order to work.

    These are the things I view as absolute necessities, and relatively simple changes for them to do in order to have people engage with the game further, it's a good start to having prep still be apart of the series while not having it be over bearing. This will also just have paintballs instantly have a place again and force players to consider where exactly they want to put their power, and where they want their QoL.

    This does not, however, fix problems with lack of tracks dropped, or monster research levels and things of that regard, but I think this will contribute to an overall better aesthetic and much stronger immersion while having wilds retain a really distinct identity.

    Lemme know what y'all think! I hope you guys like these ideas as much as I do :D
I can see why people want the tracking back, but its Monster HUNTER not Monster PARK RANGER. I personally like that the game is leaning into the parts that are actually the most fun, fighting the monsters, and cutting out the bits that honestly just get in the way of this.

The monsters are the distinct identity of the games, not the minutia and tedium between the hunts. By cutting a lot of the busywork and chores you needed to do in prior titles, they have made the game more accessible without genuinely sacrificing the core of the game. Never mind that, from my perspective, Wilds actually encapsulates the settings power dynamics in a more immersive way; the tracking of monsters to a generalized location is done by people other than hunters, the science by scientists, engineering by engineers instead of the hunter doing EVERYTHING. The world is more dynamic and alive for it, where it shows and not tells the player that people other than the hunter are important for the overall goal of the guild.

I also think, generally speaking, that its bad game design to force players to have to choose between integral QOL over survivability or damage. When the whole decoration system all but requires 2 to 3 gems to get a bonus thats worth a damn, sacrificing a single slot that would otherwise be utilized by earplugs, ironwall, ect decorations is absolutely debilitating to the feeling of viability of a decoration. Very few skills are front loaded where minor investment is valuable, adding in more skills that arent valid for the meat and potatoes of the game is just not a good choice.

I agree with this take, they aren't sacrificing the CORE elements of the game. Just the small bits that do sometimes get in the way of the point, hunting. As much as I love going back to the older games to play them, they have such tedious nonsensical game features that would make a good portion of the people picking up the series within the last 3 entries give up the game entirely. I like the direction its going I just wait to see what they do from here really.
I saw the thread title and thought it said "Wacky Takes On Wilds" and got excited. I thought it would be a fun read. Then I read it, only to find that, no, it's actually just another complaint essay.

I am severely disappointed in reality right now.
Originally posted by Emerald Lance:
I saw the thread title and thought it said "Wacky Takes On Wilds" and got excited. I thought it would be a fun read. Then I read it, only to find that, no, it's actually just another complaint essay.

I am severely disappointed in reality right now.
But, but I'm not complaining, I'm giving critique :(

Also like, I just really like hunting, it's one of the things I really like in the series
Last edited by wackyspartan; Mar 31 @ 9:18am
Originally posted by Emerald Lance:
I saw the thread title and thought it said "Wacky Takes On Wilds" and got excited. I thought it would be a fun read. Then I read it, only to find that, no, it's actually just another complaint essay.

I am severely disappointed in reality right now.
Y'know what, I can not leave my beloved hunters disappointed! I shall workshop this and repost it another time when it's better fleshed out!
Originally posted by wackyspartan:
Originally posted by Emerald Lance:
I saw the thread title and thought it said "Wacky Takes On Wilds" and got excited. I thought it would be a fun read. Then I read it, only to find that, no, it's actually just another complaint essay.

I am severely disappointed in reality right now.
But, but I'm not complaining, I'm giving critique :(

Also like, I just really like hunting, it's one of the things I really like in the series
Sorry, don't mean to devalue your input. What I mean is that I was expecting a fun time, but what I got was a long and dry "here's how I think Wilds could be made better" thread. Which is fine, but I've already read soooo many of these, and it isn't at all what I was expecting when I misread the title.

Originally posted by wackyspartan:
Y'know what, I can not leave my beloved hunters disappointed! I shall workshop this and repost it another time when it's better fleshed out!
Goodness, don't do it on my account. It isn't the content of your post that I'm bouncing off of; it's the nature of it. I will say that your energy is refreshing. Most people who write these sorts of threads are just screaming "lazy devs" and "♥♥♥♥ game" into the void, which also just get tiring to read. Glad to see you're actually trying to have a civilized discussion.
Last edited by Emerald Lance; Mar 31 @ 9:28am
Originally posted by Emerald Lance:
Originally posted by wackyspartan:
But, but I'm not complaining, I'm giving critique :(

Also like, I just really like hunting, it's one of the things I really like in the series
Sorry, don't mean to devalue your input. What I mean is that I was expecting a fun time, but what I got was a long and dry "here's how I think Wilds could be made better" thread. Which is fine, but I've already read soooo many of these, and it isn't at all what I was expecting when I misread the title.
Dw, I won't disappoint next time 🫡
Originally posted by Varagonax:
Originally posted by wackyspartan:
A lot of people talk about difficultly, but this just inventively gets better overtime, you can see this with each game, it's title updates and it's expansions, all they really need is time. And even then, I'm ok with base game leaning towards being more new player friendly, since I know g rank is the thing that's always built to beat my ass.

But there's one thing that can't really be fixed so easily with bumping up monster hp, or by giving them new movesets, there's one thing that Monster Hunter has always had a hard time reconciling with, something so core to the gameplay and it's aesthetics that it may be too late to change.

And that is the Hunting
And as of right now, Wilds has a very conflicted identity over whether it wants to be more like Rise, a really fun, high action hack and slash-esc game, or like world, a slightly more methodical game, having you literally track the monster you're looking for a get familiar with it's habits to reach it quicker, using the environment around you to help find your target and put them on equal footing. This is one of those things that are very fundamental to what the game is and ends up being .

So, before I give my suggestions, I want to make this really clear, I very much want this game to be a pretty heavy mix of Dos (where this game has taken A LOT of mechanics from) and World, I really want it to embrace the aesthetics of a hunting game, I really want it to make you engage with world in a way that no other MH game has, esp since it's so absurdly beautiful and full of so many wonderful details. Now lets get to it!

Ahem
CURRENT CONFLICTS
  • Waypoint system
  • Monsters Icons on Map At All Times
  • Seikret Functions

    IMMEDIATE SOLUTIONS
  • Change the waypoint system to be an armor skill, with a charm that is unlocked at the start of the game, much like auto-guard from 4u and genult
  • Remove icons from the map, bring back Scenthound as an armor skill AND food skill, have them allow monster icons to show up at all times at max level (you can also bring back psychoserum)
  • Remove Seikret auto tracking, have it require the above skills in order to work.

    These are the things I view as absolute necessities, and relatively simple changes for them to do in order to have people engage with the game further, it's a good start to having prep still be apart of the series while not having it be over bearing. This will also just have paintballs instantly have a place again and force players to consider where exactly they want to put their power, and where they want their QoL.

    This does not, however, fix problems with lack of tracks dropped, or monster research levels and things of that regard, but I think this will contribute to an overall better aesthetic and much stronger immersion while having wilds retain a really distinct identity.

    Lemme know what y'all think! I hope you guys like these ideas as much as I do :D
I can see why people want the tracking back, but its Monster HUNTER not Monster PARK RANGER. I personally like that the game is leaning into the parts that are actually the most fun, fighting the monsters, and cutting out the bits that honestly just get in the way of this.

The monsters are the distinct identity of the games, not the minutia and tedium between the hunts. By cutting a lot of the busywork and chores you needed to do in prior titles, they have made the game more accessible without genuinely sacrificing the core of the game. Never mind that, from my perspective, Wilds actually encapsulates the settings power dynamics in a more immersive way; the tracking of monsters to a generalized location is done by people other than hunters, the science by scientists, engineering by engineers instead of the hunter doing EVERYTHING. The world is more dynamic and alive for it, where it shows and not tells the player that people other than the hunter are important for the overall goal of the guild.

I also think, generally speaking, that its bad game design to force players to have to choose between integral QOL over survivability or damage. When the whole decoration system all but requires 2 to 3 gems to get a bonus thats worth a damn, sacrificing a single slot that would otherwise be utilized by earplugs, ironwall, ect decorations is absolutely debilitating to the feeling of viability of a decoration. Very few skills are front loaded where minor investment is valuable, adding in more skills that arent valid for the meat and potatoes of the game is just not a good choice.
To give my very abbreviated take here: I want games like Rise to commit to monster fighting and have the focus between you and your opponent, while I want games like wilds to go all in on immersion and really make you feel like, well, a hunter! It's what I really liked the world for, it's what wilds, in my opinion, wants to be, it just has a very conflicted identity as to what exactly it wants to be right now and I really want this series to be super diverse in it's gameplay styles while keeping the same boss rush core!

I will elaborate on this a lot more alter though.
Originally posted by Emerald Lance:
Originally posted by wackyspartan:
But, but I'm not complaining, I'm giving critique :(

Also like, I just really like hunting, it's one of the things I really like in the series
Sorry, don't mean to devalue your input. What I mean is that I was expecting a fun time, but what I got was a long and dry "here's how I think Wilds could be made better" thread. Which is fine, but I've already read soooo many of these, and it isn't at all what I was expecting when I misread the title.

Originally posted by wackyspartan:
Y'know what, I can not leave my beloved hunters disappointed! I shall workshop this and repost it another time when it's better fleshed out!
Goodness, don't do it on my account. It isn't the content of your post that I'm bouncing off of; it's the nature of it. I will say that your energy is refreshing. Most people who write these sorts of threads are just screaming "lazy devs" and "♥♥♥♥ game" into the void, which also just get tiring to read. Glad to see you're actually trying to have a civilized discussion.
Be the change you wanna see in the world, I am very much tired of the negativity in the community and I wanna try to bring about a super positive environment that people really wanna engage with!

Regardless, it's more so that I want to do better and I feel like I presupposed too much, I have pretty high standards for myself and the ways I interact and i really wanna meet em, y'know!
I thought it would be a thread filled with:

"Jin Dahaad is a giant air conditioner dragon, because he is ice element and he's literally made out of air conditioner fins and coils."

I need more ♥♥♥♥ posts in my life. ;_;
defnotj4 Mar 31 @ 9:46am 
no minimap icons for the newer 8 stars and archtempereds they plan to introduce could actually be very nice and add an additional element to those encounters that elevate them further. i propose that as a compromise.
Originally posted by Emerald Lance:
I thought it would be a thread filled with:

"Jin Dahaad is a giant air conditioner dragon, because he is ice element and he's literally made out of air conditioner fins and coils."

I need more ♥♥♥♥ posts in my life. ;_;
Oh that's a planned post at some point, I have a lot to say about monster design in this game (Doshagama is my favourite)
Originally posted by Emerald Lance:
I thought it would be a thread filled with:

"Jin Dahaad is a giant air conditioner dragon, because he is ice element and he's literally made out of air conditioner fins and coils."

I need more ♥♥♥♥ posts in my life. ;_;
I actually have plans for that at a separate time, I'm waiting to drop it post mizu update :)

But for now, I do wanna make a pretty solid but really positive critique of the game that gives a good plan of action.

I WILL make this community love this game and that's a guarantee
First MonHun here, so i can't really give you a proper answer.
I do think the game miss some hunt elements to make it feels like you're on a hunt as i only truly play when prepping and forging, or when fighting. However, the change you are listing, i feel like they were made as QoL elements more than "not hunting anymore".

In my opinion, clues and such thing should be in the game, but should give advantages (such as knowing what you're going to hunt, maybe clues on their abilities and weaknesses so that you could prepare better for the fight).

In your suggestion, instead of a food skill or armor skill, i feel like scent should be an infinite item (like wetstone) and then why not having to follow a track (but the easy way, other comments make it looks like before, it was just chores to make the game longevity increase, which is usually a bad thing to have in games).
Because i also feel like if you have to do a mini game when the monster flee the fight, it would make it a bit annoying, it's better to use an item to track it's scent and simply follow it.

But once again, it's an opinion without knowing how it was in other MonHun, but it's true that i don't really have a "hunt the monster" more a "fight the monster" feeling (although the wound, the fact that they get exhausted and all, make it feel like a hunt, not just a plain fight like a soul game boss).

Doesn't change the fact that the game is a lot of fun though.
Last edited by PurpuluDragon; Mar 31 @ 11:32am
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Date Posted: Mar 31 @ 8:51am
Posts: 14