Monster Hunter: World

Monster Hunter: World

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Alatreon and Fatalis - A game design problem
After years spent playing MH, I was very surprised by the huge impact that the Alatreon and Fatalis updates had on the game and the way they have been perceived by the community.

In this post, I do not wish to discuss the difficulty of the fights per se.
Instead I would like to focus on a perspective that, as far as I can see, is being completely ignored.

Monster Hunter is a tough game. Simple as that.

This game introduces itself to the player very honestly from the very beginning.
It tells you that you need to learn complex, sophisticated mechanics in order to master it, that the monsters you discover will force you to face an increasingly high level of challenge.
It shows you that mastering a weapon has never been such a time-consuming activity in the history of video games but also rewards you with a feeling of exhilarating power at the end of this process. And you can rinse and repeat this wonderful experience for every single weapon in the game.
Furthermore, you will have to learn what to gather, what to cultivate, what to craft, how to use the quick menu’ and all the additional facilities available for the players, if you want to play it right.

However, this game is NOT an MMO.

When you play and MMO, the social component is intrinsically carved into everything you do.
During the first hour playing an MMO, chances are you will receive several invitations to join a guild or another. Because of the presence of this social aspect, it is incredibly easy to find a group of people with whom you can play as regularly and as frequently as possible, in order to “git gud” together and progress with content. If you are lucky enough, you can join or create a “static party”. You do that long enough and the coordination that will emerge will enable you to clear pretty much any challenge the game can offer you.

In MH, even considering the generally high difficulty, and with the exception of the arch-tempered monsters and some badly designed encounters (hello Lunastra), the game also tells you that you will be able to clear the vast majority of the content offered with a party of random players or solo.
If this is true, than the advanced coordination and builds set-up present in MMOs becomes a non-requirement.

This IS a game that allows you to play exclusively with strangers and that is what I have personally done for 700+ hours.

Now, the solo option is something I would like to not consider strongly, because I firmly maintain that the multiplayer, cooperative experience of MH is one of if not THE greatest asset the game offers. No game has ever been able to give me these kind of rewarding feeling for teaming-up with someone, towards a common goal.
So, let’s consider the solo experience as an option, but not a main trait of the game.

So, what’s the problem with MH?

The problem is that with the Alatreon and Fatalis updates, the game has radically and abruptly changed its approach to the gaming experience and what is expected from players.

These fights DO require a party composed of only competent, experienced players, with the right builds and with good coordination during the different phases.
Alatreon takes this concepts to an even higher level, inserting an additional (and very artificial) layer of sophistication with the “Elemental Damage” approach.

So now, your average player has to face something that the game never mentioned before and for which he might, and rightfully so, be completely unprepared.
Suddenly, the usual approach to the game does not work any more.
Now he needs to look into his friends list and try to find adequate companions for these challenges. He never had to do this before.
He also needs to practise with those friends for as long as it is necessary, until they overcome the challenge.
Another thing he never had to do before.
With over 700 hours of game played, I must admit that I do not have one single “friend” in my list that I have actually contacted, ever, to play together. Because it was never necessary.

Your average player has seen the game changing its basic “nature” and with it, it also came a change in “what is required to beat this game” and “what is expected of me in order to succeed”.

The other option, once again, is to go solo.

This is the option that offers what is probably the highest success rate, if you do not have access to a reliable party. Sure, you will need to practise a lot, but you can completely eliminate the nightmarish triple cart that ends the quest, 45 seconds after you started it. You can eliminate the risk of the player MR 35 joining something he should have steered clear from. You can eliminate the risk of the player who has never unlocked the recipe for Feline Safeguard.

Higher rate of success? Sure. However, the solo experience here mutates, from “something that might be an option if you fancy it” to “you must do it this way, cause you got no party.”
This is a cardinal shift in what the game offers to the players, quite unprecedented and, in my personal opinion, unfair.

Now your average player finds himself in a situation where he cannot experience these fights in multiplayer (at least not consistently) and does not have experience playing solo or simply does not want to play solo. A right to choose he has always had access to. Until now.

Moreover, with extreme sadness, I also register a catastrophic drop in the quality of our community.
The same community that once used to be heralded for being, by far, THE best, most helpful, kindest community in the world of video games, now reacts to the discomfort and frustration of millions of average players with the “git gud” argument, which is not only stupid but most of all, empty, cold and bereft of empathy and imagination.

But this is the end-game!

Certainly.
However, MH has always been designed to be able to entertain the necessities of both the average and the extremely skilled player.
So far, every player could access to the basic pieces of content, BUT, only the skilled once could have access to those fights that were specifically designed for them.
MH had this wonderful way of offering fights, the Arch-Tempered versions, that presented a level of difficulty no average player could even hope to face. However, the skilled player was indeed rewarded with items and achievements that the average player would not even think of.
With this system the game left the choice in the hands of the players.
Do you want to play the game, or do you want to challenge it to the extreme?
Up to you, but in the meantime, the base offer stays at the base level, so everyone can access it.
I find this approach to be brilliant.
It offers a base product accessible to pretty much anybody BUT it does offer better and exclusive rewards to the ones who dare.

Alatreon and Fatalis are the opposite of this.

Now, the base fight requires a non-average level of skills, equipment and coordination.

For this reason, so many people just tried to avoid Alatreon and decided to miss this piece of content. And then Capcom, with an incomprehensible move, decided to lock Fatalis behind the completion of Alatreon.

Do you know what happens when you forcibly lock a player behind a wall he does not have the means to tear down? When you just use the dumb “git gud” concept instead of asking yourself IF maybe there is a problem? The player finds a way around the wall. Specifically, I am talking about cheats, a terrible plague that is now seeing a renaissance, of course.

The argument “this is the endgame” is therefore short-sighted because is not defining an increase in difficulty but the obligation to face modalities of difficulty that have been, so far, completely alien to the experience of this game and for which a huge portion of the player base simply cannot be prepared.

As a person who did not have any problem with these two updates, I wanted to share a sympathetic opinion towards all those players that feel left out by the recent events.

I do not share it personally, but I do believe this frustration certainly has merit.
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Messaggio originale di Malakith`4f:
Messaggio originale di Hiding in Plain Sight ):

I forgot to mention something else -> Due to the nature of my build (Frostfang Barioth armor set and Alatreaon Revolution GS), I have negative fire resistance. But I even tried with the Kulve Taroth set and 35 Fire resistance...I still got carted...
Don't go out of your way to stack fire resist, it won't do you much good. The best defence you got against this monster is Vitality 3 and Stun Resist 3. Divine Protection can be good but is RNG dependent.

Fire resist 20 can be nice since you can't catch fire anymore, but that's about it. You're better off just bringing a fireproof mantle.

I can't disagree with this enough. 30-50 fire res turns almost all of his 1 shot fireballs into 2-3 shots. It's really worth stacking the 1-2 deco slots for it lol.

On top of fireproof it means you survive way, way more then other players do.
Ultima modifica da Flip_Light; 4 ott 2020, ore 14:45
Messaggio originale di Flip_Light:
Messaggio originale di Malakith`4f:
Don't go out of your way to stack fire resist, it won't do you much good. The best defence you got against this monster is Vitality 3 and Stun Resist 3. Divine Protection can be good but is RNG dependent.

Fire resist 20 can be nice since you can't catch fire anymore, but that's about it. You're better off just bringing a fireproof mantle.

I can't disagree with this enough. 30-50 fire res turns almost all of his 1 shot fireballs into 2-3 shots. It's really worth stacking the 1-2 deco slots for it lol.

On top of fireproof it means you survive way, way more then other players do.
I never got oneshot by any of his fireballs (except the one he charges for 3 seconds, but these are easy to dodge) . Do they always oneshot you or only in stage 3 with no head breaks?
Ultima modifica da Malakith`4f; 4 ott 2020, ore 14:46
Messaggio originale di Malakith`4f:
Messaggio originale di Flip_Light:

I can't disagree with this enough. 30-50 fire res turns almost all of his 1 shot fireballs into 2-3 shots. It's really worth stacking the 1-2 deco slots for it lol.

On top of fireproof it means you survive way, way more then other players do.
I never got oneshot by any of his fireballs (except the one he charges for 3 seconds, but these are easy to dodge) . Do they always oneshot you or only in stage 3 with no head breaks?

I've gotten to stage 3 with no headbreaks close to a dozen times now and I'm the only one who never goes down in that phase. We usually get both breaks in stage 3 because rando parties arent good with targetting and I'm usually the only one hitting the head with arty.

I've completed the hunt a few times now, it's way easier with fire res then without lol
Messaggio originale di Flip_Light:
Messaggio originale di Malakith`4f:
I never got oneshot by any of his fireballs (except the one he charges for 3 seconds, but these are easy to dodge) . Do they always oneshot you or only in stage 3 with no head breaks?

I've gotten to stage 3 with no headbreaks close to a dozen times now and I'm the only one who never goes down in that phase. We usually get both breaks in stage 3 because rando parties arent good with targetting and I'm usually the only one hitting the head with arty.

I've completed the hunt a few times now, it's way easier with fire res then without lol
Ah yea, I can see why you'd like it in that cenario. I usually do him solo or with one friend and we break his head in stage two 95% of the time so oneshots aren't that much of an issue for us. You should be able to block them as well with a shield deco, that might be a good alternative if you want to fit some more skills like free meal.
Messaggio originale di Jack Reaver:
Comparing old MH World I'd say has a worse lobby system than MHG/GU or MH4U since those games actually allowed you to have an offline lobby not just for the singleplayer content, but also the multi-player content.

We're going back in time all the way to MH3Tri where the servers shut down and made online content impossible, except if the same thing happened here my load times would improve.


World's lobbies actually SCALE for players. That's never been a thing in previous games and it's why capcom stresses multiplayer as being the best way to experience monster hunter. World is the first mh game with actual player scaling. It's why bosses USED to be separated for solo and multiplayer.

I have no idea how you can say world has worse lobbies then old games when mechanically they're objectively better. They actually give solo players a fair shot now without 40+ minute fights being necessary lmao

This series has always stressed multiplayer above singleplayer. You can read capcoms interviews as proof of that. World is the first one to add actual solo "difficulty" to online bosses.
Ultima modifica da Flip_Light; 4 ott 2020, ore 15:21
The problem of Fatalis is very simple.
It ignored and crushed the essential rule of "ACTION GAME".
Design of Fatalis is evaluated very simply.
It is very similar to various endgame Boss characters in Fighter games like SF series.

In those Fighter games, Bosses have very quick attack skills for not to be punished.
If you play Fighter games, you would know that the importance of frame of skills and information related to 'whether it is able to be punished or not'. Almost attack motions of Fatalis are NOT punishable. It is clear difference btw Alatreon. Almost all attacks of Alatreon are punishable. Even though, it could be a light jab but you can correctly hit and conquer the patterns of Alatreon. But Fatalis is completely different. There is a few punishable pattterns but almost all attacks are clearly not punishable. The fastest attacks of many weapons are not safe when they hit Fatalis because there is completely no recovory frames after attack motions of Fatalis. Also, Fatalis has various fast and strong punishers. It is very intended design because Capcom wanted it. They made Fatalis quest as an adventure game, not an action RPG or whatever related to actions. They made it is impossible to be cleared by ways like fighter games. It only needs for hunters to clear puzzles in the map. Various ballistic objects and dragonator, etc. That's the problem. It ONLY require to solve puzzle gimmicks and confrontation is practically forbidden. The idea is not quite bad but it should not be done to Fatalis in Iceborn, though it looks like past MH series showed it. So, by this idea, the first rule of MH(fighting against with weapon actions) is broken.

Before the Alatreon, many slow-weapon users had dissatisfaction in IB because, in many case, essential actions of them are broken against faster monsters. If you don't understand look at the charge blade in the MHW and IB both. New design of Alatreon(it is heard that Alatreon from the past series was also awful and not fun because of similar reason of current Fatalis.) that giving equal chance to every weapon to conquer by responding and punishing various actions is the very first reason why people so love it. Actually I think Alatreon is the best monster in IB. Alatreon is even very easy when people are well experienced. But it gives enough enjoyments. The reason Alatreon is good is not the low difficulty. Giving ways for responding with all of weapon mechanic and skills is the reason. Because of that, Alatreon is very good monster from newbies to veterans and different from very fast monsters in IB like Rajangs. Rajang, Fatalis and Barioth etc, gives very few chance to respond because almost motions are not punishable and too fast to respond by any weapon skills. It only require hunters to run, too much sheathing or gimmicks not related to weapon skills. In case of Fatalis, it is very purposeful that CAPCOM wanted that hunters not use the weapon skills. That's the tragedy. That's one of the reason why IB failed to satisfy hunters. Even CAPCOM staffs know that, though they don't mention it. That's the reason why the Fatalis is garbage. Actually it is a little bit fun in multi-play. Just A LITTLE.





Ultima modifica da EastCLiff; 4 ott 2020, ore 15:26
Messaggio originale di EastCLiff:
The problem of Fatalis is very simple.
It ignored and crushed the essential rule of "ACTION GAME".
Design of Fatalis is evaluated very simply.
It is very similar to various endgame Boss characters in Fighter games like SF series.

In those Fighter games, Bosses have very quick attack skills for not to be punished.
If you play Fighter games, you would know that the importance of frame of skills and information related to 'whether it is able to be punished or not'. Almost attack motions of Fatalis are NOT punishable. It is clear difference btw Alatreon. Almost all attacks of Alatreon is punishable. Even though, it could be a light jab, you can correctly hit and conquer the patterns of Alatreon. But Fatalis is completely different. There is a few punishable pattterns but almost all attacks are clearly not punishable. The fastest attacks of many weapons are not safe when they hit Fatalis because there is completely no recovory frames after attack motions. Also, Fatalis has various fast and strong punishers. It is very intended design because Capcom wanted it. They made Fatalis quest as an adventure game, not an action RPG or whatever related to actions. They made it is impossible to be cleared by ways like fighter games. It only needs for hunters to clear puzzles in the map. Various ballistic objects and dragonator, etc. That's the problem. It ONLY require to solve puzzle gimmicks and confrontation is practically forbidden. The idea is not quite bad but it should not be done to Fatalis in Iceborn, though it looks like past MH series showed it. So, by this idea, the first rule of MH is broken.

Before the Alatreon, many slow-weapon users had dissatisfaction in IB because in many case essential actions of them are broken against faster monsters. If you don't understand look at the charge blade in the MHW and IB both. New design of Alatreon(it is heard that Alatreon from the past series was also awful and not fun because of similar reason of current Fatalis.) that giving equal chance to every weapon to conquer by responding and punishing various actions is the very first reason why people so love it. Actually I think Alatreon is the best monster in IB. Alatreon is even very easy when people are well experienced. But it gives enough enjoyments. The reason Alatreon is good is not the low difficulty. Giving ways for responding with all of weapon mechanic and skills is the reason. Because of that, Alatreon is very good monster from newbies to veterans and different from very fast monsters in IB like Rajangs. Rajang, Fatalis and Barioth etc, gives very few chance to respond because almost motions are not punishable and too fast to respond by any weapon skills. It only require hunters to run, too much sheathing or gimmicks not related to weapon skills. In case of Fatalis, it is very purposeful that CAPCOM wanted that hunters not use the weapon skills. That's the tragedy. That's one of the reason why IB failed to satisfy hunters. Even CAPCOM staffs know that, though they don't mention it. That's the reason why the Fatalis is garbage. Actually it is a little bit fun in multi-play. Just A LITTLE.

Mhw is a fighting game and action game both. The series has always been both. It borrows elements from both.

Again, if you're having issues with fatalis you reeaaaallly just need to "get good." Hell if I can clear it as a mediocre player I'm sure you can too. The fight is one of the best in this game's history, far better then the dps check that is alatreon lol
That's a big wall just to say "I sympathize with the people who can't beat Alatreon and Fatalis".

I don't think it's a big question of game-design faults, trying to cram MWH into some neat little box with a label on that says it can only do this one thing; isn't going to help anybody surpass the challenge these monsters are supposed to be.

The game-designers intent is obvious. That's all there is to it, really.
Ultima modifica da Twice; 4 ott 2020, ore 15:33
Messaggio originale di Flip_Light:
Messaggio originale di EastCLiff:
The problem of Fatalis is very simple.
It ignored and crushed the essential rule of "ACTION GAME".
Design of Fatalis is evaluated very simply.
It is very similar to various endgame Boss characters in Fighter games like SF series.

In those Fighter games, Bosses have very quick attack skills for not to be punished.
If you play Fighter games, you would know that the importance of frame of skills and information related to 'whether it is able to be punished or not'. Almost attack motions of Fatalis are NOT punishable. It is clear difference btw Alatreon. Almost all attacks of Alatreon is punishable. Even though, it could be a light jab, you can correctly hit and conquer the patterns of Alatreon. But Fatalis is completely different. There is a few punishable pattterns but almost all attacks are clearly not punishable. The fastest attacks of many weapons are not safe when they hit Fatalis because there is completely no recovory frames after attack motions. Also, Fatalis has various fast and strong punishers. It is very intended design because Capcom wanted it. They made Fatalis quest as an adventure game, not an action RPG or whatever related to actions. They made it is impossible to be cleared by ways like fighter games. It only needs for hunters to clear puzzles in the map. Various ballistic objects and dragonator, etc. That's the problem. It ONLY require to solve puzzle gimmicks and confrontation is practically forbidden. The idea is not quite bad but it should not be done to Fatalis in Iceborn, though it looks like past MH series showed it. So, by this idea, the first rule of MH is broken.

Before the Alatreon, many slow-weapon users had dissatisfaction in IB because in many case essential actions of them are broken against faster monsters. If you don't understand look at the charge blade in the MHW and IB both. New design of Alatreon(it is heard that Alatreon from the past series was also awful and not fun because of similar reason of current Fatalis.) that giving equal chance to every weapon to conquer by responding and punishing various actions is the very first reason why people so love it. Actually I think Alatreon is the best monster in IB. Alatreon is even very easy when people are well experienced. But it gives enough enjoyments. The reason Alatreon is good is not the low difficulty. Giving ways for responding with all of weapon mechanic and skills is the reason. Because of that, Alatreon is very good monster from newbies to veterans and different from very fast monsters in IB like Rajangs. Rajang, Fatalis and Barioth etc, gives very few chance to respond because almost motions are not punishable and too fast to respond by any weapon skills. It only require hunters to run, too much sheathing or gimmicks not related to weapon skills. In case of Fatalis, it is very purposeful that CAPCOM wanted that hunters not use the weapon skills. That's the tragedy. That's one of the reason why IB failed to satisfy hunters. Even CAPCOM staffs know that, though they don't mention it. That's the reason why the Fatalis is garbage. Actually it is a little bit fun in multi-play. Just A LITTLE.

Mhw is a fighting game and action game both. The series has always been both. It borrows elements from both.

Again, if you're having issues with fatalis you reeaaaallly just need to "get good." Hell if I can clear it as a mediocre player I'm sure you can too. The fight is one of the best in this game's history, far better then the dps check that is alatreon lol

Do I have to say one more time at this post that I already cleared Fatalis in solo at the first day?
Why are so many git-gud parrots ignoring what someone is talking to and trying to trolling others?
Messaggio originale di Flip_Light:
Messaggio originale di Malakith`4f:
I never got oneshot by any of his fireballs (except the one he charges for 3 seconds, but these are easy to dodge) . Do they always oneshot you or only in stage 3 with no head breaks?

I've gotten to stage 3 with no headbreaks close to a dozen times now and I'm the only one who never goes down in that phase. We usually get both breaks in stage 3 because rando parties arent good with targetting and I'm usually the only one hitting the head with arty.

I've completed the hunt a few times now, it's way easier with fire res then without lol

Yeah, I can see that your personality from this post. WHAT A JOKE.
I'M THE ONLY ONE KNOWS WELL ABOUT FATALIS QUEST.
IN MULTI PLAY PARTY, I'M THE BEST FROM MY EXPERIENCES
LOL.
Then, MASTER how about giving a link of your TA video.
You should be a famous MHW player right ?
Ultima modifica da EastCLiff; 4 ott 2020, ore 15:57
Plz tell me how much time did you played MHW or the clear time of Fatalis in TA run? your weapon? I wish you didn't used dual blade, SnS or long sword. Because I don't need things of them.
Messaggio originale di Jack Reaver:
Messaggio originale di Flip_Light:
World's lobbies actually SCALE for players. That's never been a thing in previous games and it's why capcom stresses multiplayer as being the best way to experience monster hunter. World is the first mh game with actual player scaling. It's why bosses USED to be separated for solo and multiplayer.
First off that's a load of ♥♥♥♥♥♥♥♥♥♥. The amount of players in a hunt scales the monsters and until Iceborne is scaled very poorly as it scaled to 1 player and 4 players. To this day it still doesn't scale with 3. It also has nothing to do with the lobby.
Second the statement this is the first MH to do this is ♥♥♥♥♥♥♥♥. They've existed in all games it's called the singleplayer campaign, the only thing they did not scale is a few elder dragons and the final ranking of each game, so G Rank or High Rank depending on Whether or not G-Rank existed.
Monster Hunter World merged both together so now singleplayer enjoys everything that multiplayer has. The problem here is that has ♥♥♥♥♥♥♥♥♥ to do with the lobby. The lobbies are forced online which means solo players get to enjoy having their quest go through their quest being put online even if it's set to a single hunter.
You want to talk about the lobby, I'll talk about the lobby, I'll talk about the lobby, you want to talk about scaling, different discussion that has nothing to do with the lobby. It's exactly why I say the lobby system sucks for singleplayer and the game itself can still be considered the best singleplayer experience of any MH game. These two things don't contradict each other.

Messaggio originale di Flip_Light:
I have no idea how you can say world has worse lobbies then old games when mechanically they're objectively better. They actually give solo players a fair shot now without 40+ minute fights being necessary lmao
Easy, the lobbies have nothing to do with the scaling. Old world you could just not have a lobby and just play the game. Scaling again has nothing to do with lobbies.

Messaggio originale di Flip_Light:
This series has always stressed multiplayer above singleplayer. You can read capcoms interviews as proof of that. World is the first one to add actual solo "difficulty" to online bosses.
"Has" =/= "is." I could count the number of "online" bosses on my hand. Fatalis forces you to play solo until you get to a certain point, it literally encouraged solo play! Alatreon said "Get your buddies in" and then the fight became way less annoying solo because missing a Judgement didn't mean you failed the entire mission due to 4 people carting at once!
I say "online" bosses because so much in their fight encourages you to not play with other people

You're wrong. No other mh game had multiplayer lobby scaling outside of I THINK 3u, but I'm not even positive on that. They always scaled straight to 4, making it an objectively worse solo experience as many of the battles ended up taking far, far longer.

The singleplayer campaign is always missing several monsters, usually endgame ones you can ONLY fight online. So no, you're objectively wrong again. The whole game isn't designed for singleplayer in literally any mh game.

Mh - Original fatalis
Mhfu - akantor
Mhp3rd - amatsu
Mhgu - so ♥♥♥♥♥♥♥ many. Nark, the deviant monsters, alatreon, basically every endgame big boi
Mh4u - gog

All of these are locked to only mp and only had 4 player scaling, with mp being strictly in mind for these hunts. And these are only a handful of monsters that only scale to 4 players. So no, you can't "count them on your hands" because the deviants alone are 12 (I believe) ♥♥♥♥♥♥♥ monsters that scale to ONLY 4 PEOPLE.

World is the first monster hunter to do scaling for every monster. You are wrong, I'm sorry lmao.

Also no, you don't have to play online. Are you stupid? Seriously? You can literally set your lobby to offline or make it PRIVATE. It's not hard.

You really know nothing.

Messaggio originale di Jack Reaver:
Messaggio originale di Flip_Light:

You're wrong. No other mh game had multiplayer lobby scaling outside of I THINK 3u, but I'm not even positive on that. They always scaled straight to 4, making it an objectively worse solo experience as many of the battles ended up taking far, far longer.

The singleplayer campaign is always missing several monsters, usually endgame ones you can ONLY fight online. So no, you're objectively wrong again. The whole game isn't designed for singleplayer in literally any mh game.

Mh - Original fatalis
Mhfu - akantor
Mhp3rd - amatsu
Mhgu - so ♥♥♥♥♥♥♥ many. Nark, the deviant monsters, alatreon, basically every endgame big boi
Mh4u - gog

All of these are locked to only mp and only had 4 player scaling, with mp being strictly in mind for these hunts. And these are only a handful of monsters that only scale to 4 players. So no, you can't "count them on your hands" because the deviants alone are 12 (I believe) ♥♥♥♥♥♥♥ monsters that scale to ONLY 4 PEOPLE.

World is the first monster hunter to do scaling for every monster. You are wrong, I'm sorry lmao.

Also no, you don't have to play online. Are you stupid? Seriously? You can literally set your lobby to offline or make it PRIVATE. It's not hard.

You really know nothing.
I know plenty it's just you don't read. You're saying scaling doesn't exist. It did exist, not for everything but it did exist. I don't give a damn about all the monster singleplayer didn't have before because it still had plenty.
The rest of this, I literally said before but again, you can't read and you're projecting.

Your argument was "the entire game is scaled for singleplayer via the campaign."

My response is, "No, it's not because there are a couple dozen monsters locked behind multiplayer that don't scale."

YOU ARE WRONG.
Messaggio originale di EastCLiff:
Messaggio originale di Flip_Light:

I've gotten to stage 3 with no headbreaks close to a dozen times now and I'm the only one who never goes down in that phase. We usually get both breaks in stage 3 because rando parties arent good with targetting and I'm usually the only one hitting the head with arty.

I've completed the hunt a few times now, it's way easier with fire res then without lol

Yeah, I can see that your personality from this post. WHAT A JOKE.
I'M THE ONLY ONE KNOWS WELL ABOUT FATALIS QUEST.
IN MULTI PLAY PARTY, I'M THE BEST FROM MY EXPERIENCES
LOL.
Then, MASTER how about giving a link of your TA video.
You should be a famous MHW player right ?

Fire resistance objectively helps players survive more fire attacks. Social dissonance recommends it and he was literally in the mh world championship and holds the best time for a speedrun of the whole game, so I recommend fire resistance as well and have found it personally helpful.

Get over yourself.
Ultima modifica da Flip_Light; 4 ott 2020, ore 16:09
Messaggio originale di Flip_Light:
Messaggio originale di Jack Reaver:
First off that's a load of ♥♥♥♥♥♥♥♥♥♥. The amount of players in a hunt scales the monsters and until Iceborne is scaled very poorly as it scaled to 1 player and 4 players. To this day it still doesn't scale with 3. It also has nothing to do with the lobby.
Second the statement this is the first MH to do this is ♥♥♥♥♥♥♥♥. They've existed in all games it's called the singleplayer campaign, the only thing they did not scale is a few elder dragons and the final ranking of each game, so G Rank or High Rank depending on Whether or not G-Rank existed.
Monster Hunter World merged both together so now singleplayer enjoys everything that multiplayer has. The problem here is that has ♥♥♥♥♥♥♥♥♥ to do with the lobby. The lobbies are forced online which means solo players get to enjoy having their quest go through their quest being put online even if it's set to a single hunter.
You want to talk about the lobby, I'll talk about the lobby, I'll talk about the lobby, you want to talk about scaling, different discussion that has nothing to do with the lobby. It's exactly why I say the lobby system sucks for singleplayer and the game itself can still be considered the best singleplayer experience of any MH game. These two things don't contradict each other.


Easy, the lobbies have nothing to do with the scaling. Old world you could just not have a lobby and just play the game. Scaling again has nothing to do with lobbies.


"Has" =/= "is." I could count the number of "online" bosses on my hand. Fatalis forces you to play solo until you get to a certain point, it literally encouraged solo play! Alatreon said "Get your buddies in" and then the fight became way less annoying solo because missing a Judgement didn't mean you failed the entire mission due to 4 people carting at once!
I say "online" bosses because so much in their fight encourages you to not play with other people

You're wrong. No other mh game had multiplayer lobby scaling outside of I THINK 3u, but I'm not even positive on that. They always scaled straight to 4, making it an objectively worse solo experience as many of the battles ended up taking far, far longer.

The singleplayer campaign is always missing several monsters, usually endgame ones you can ONLY fight online. So no, you're objectively wrong again. The whole game isn't designed for singleplayer in literally any mh game.

Mh - Original fatalis
Mhfu - akantor
Mhp3rd - amatsu
Mhgu - so ♥♥♥♥♥♥♥ many. Nark, the deviant monsters, alatreon, basically every endgame big boi
Mh4u - gog

All of these are locked to only mp and only had 4 player scaling, with mp being strictly in mind for these hunts. And these are only a handful of monsters that only scale to 4 players. So no, you can't "count them on your hands" because the deviants alone are 12 (I believe) ♥♥♥♥♥♥♥ monsters that scale to ONLY 4 PEOPLE.

World is the first monster hunter to do scaling for every monster. You are wrong, I'm sorry lmao.

Also no, you don't have to play online. Are you stupid? Seriously? You can literally set your lobby to offline or make it PRIVATE. It's not hard.

You really know nothing.

I'd like to say something because you mentioned about single and multi games.
You are saying differences and giving different importance or weight on both modes, something like "multiplay is more essential" you didn't exactly say like this but it looks like you are willing to do that in my opinion.

Do you really know people who streaming and having thousands of viewers in real time stream with experience of various MH series are saying something in one voice?

They all say about past Alatreon, Fatalis and other endgame monsters like Bloodbath Diablos in one voice.

They were dirty they say. They were not fun and just a dung pile. Obstacle that must be overcome for farming items or something else.

With the mentions of them, they say they didn't like it or they had hard time that is not fun. Actually CAPCOM designed some of past games as multi-play based. But people famous for playing past MH games I know all says it was not fun. Fatalis and Alatreon are the cases. Do you really know that ? Many people and some famous streamers with experiences of years of MH series are not having fun of them or other monsters having notorious difficulties. Are you saying in this post with the knowledge of that ? I'm really curious about that.

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Data di pubblicazione: 3 ott 2020, ore 10:15
Messaggi: 201