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It has next galaxy level visuals compared to Dauntless. Locations feel more like an actual living ecosystems rather than empty, artificial arena with boss in it. Fighting is quite alike though I would say a bit more complex and tad more satisfying. Inventory and item usage is worse, a lot of crap to remember and do, craft in middle of fight etc.
That being said I'm not dissing Dauntless, it's free, it's simpler which isn't necessary worse and probably has a better online service/quality. MHW is just harder, more demanding but generally better in most aspects game which is why I prefer it.
That's gonna be a hard transition since it's totally backwards in MHW, it's easier and takes way less time to kill a monster solo. But screw that I'd rather cart in group than win in solo.
Dauntless devs made a huge mistake: they weren't sure their game will succeed so they've saved every single penny on graphics and animations and continues to do so with the playtests. So there are now a bunch of ugly toons struggling to kill some bosses while mowing down others of the same tier. I've tried the game a year ago and couple weeks ago (after Epic store transition) and its look and gameplay are frustrating / irritating and make me uninstall the game few hours later.
On the other hand I have almost 400h in MHW. My recommendation: get MHW now and see if the Daunless devs will stop hating their own game and release 2.0 version with actually acceptable graphics and gameplay.
For anyone who doesn't know, hit detection is how the game determines whether or not hits are registered, both by and against you and the monster.
Monster Hunter World has client-side hit detection. This means that, even if you play with people halfway across the world, what you see on your screen is all that matters when it comes to timing your attacks, dodges, shields, counters, etc. Attack timings are constant in MHW.
Dauntless has server-side hit detection. This means that what you see on your screen isn't exactly accurate. Your attack and dodge timings are going to be affected by your latency to the server. If your ping to the server is either unstable or different between hunts, the timing of your dodge is going to have to change based on that hidden parameter that you have absolutely no control over.
Dauntless's server-side hit detection was a massive problem throughout the game's entire Alpha and Beta test phases. Players were frequently getting hit despite appearing to successfully dodge through attacks on their screen. The devs said they were aware of the problem, but stubbornly stuck to their guns and kept trying to work around this massive weakness in the core of the game's design rather than just fix it for good and make hit detection client-side.
As an added bonus, server-side hit detection means that the game has an effective region-lock. You can never play with any friends across regions, because whoever joins the host from a different region will not be able to time their dodges for nuts.
With regards to the TC's question, MHW is going to feel a lot tighter than Dauntless. Once you learn how a monster's attacks work, that knowledge will always be consistent. You don't have to worry about latency or lag affecting your dodge timings ever in MHW.
Also yes, Monster hunter is what Dauntless wants to be, but never will. It's better in every aspect, and has a dev team behind it that had many years to absolutely perfect the formula. From my perspective, there is zero reason to play Dauntless when MH exists, even if Dauntless is a free game.
It makes sense though,they are a free to play game. Which sells "progression" in there shop. If detection would be client side, hackers would flood that game and farm bosses in seconds ....
And exactly who will be harmed if a handful of hackers will get top tier armor? It's not like there is an auction house to sell it for imaginary profit - because the game has no economy.
"Anti-cheat" is the most commonly touted reason on Dauntless's reddit and forums for it server-side hit detection. And its a pretty pointless.
What is the point of putting in an anti-cheat, in a PvE game that only tracks personal progression, if that anti-cheat causes so much problems that it completely breaks the core gameplay loop?
Players aren't going to stick around for any content when something as fundamental as hitreg is broken, especially when there's no perceivable mechanical reason for hitreg to be intentionally made to be broken.
At thier core, they're more or less the same sorta thing - Kill monsters, carve em up, make stuff, kill more monsters.
MHW just has more. More everything. More monsters, more maps, more weapons and armor.
Everything feels tight and balanced, and looks amazing.
I'm well over 100 hours in, and i've still barley started scratching into the 'good stuff', and i've only crafted maby like 1/3 of the stuff available. If even that.
Do it <3
Comparing the two titles against each other is an insult to MHW. Yes, Dauntless is similar but at the same time its like a 'Game Trailer' Compared to the content MHW brings to the table. All I can say towards the creators of dauntless is that they have an amazing starting point to build something spectacular on, lets just hope its not another freemium game that dies out after their sales pitch expires