Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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 am severely disappointed in reality right now.
Also like, I just really like hunting, it's one of the things I really like in the series
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.
I will elaborate on this a lot more alter though.
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!
"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. ;_;
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
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.