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I'm not a veteran Monster Hunter player, but I do love Monster Hunter World. I think it's a fantastic game for what it is, but the user interface is real hard to swallow for new players and even for someone like me who's played the game for hundreds of hours, I still wrestle with it from time to time when I have to do something I don't do very often, like augmenting a weapon or trying to figure out which event quest gives me cool armors and stuff and which are just pointless filler.
There also IMO isn't any such thing as an "Optional mission that isn't worth your trouble" because for beating all LR/HR Optionals and MR Optionals both you get a unique extra Optional Quest. If it doesn't have the Completed mark next to it you should get around to doing it at some point.
I also don't think Insect Glaive is so bad as while Kinsect customisation being in its own Smithy menu is jank (it would make more sense if it had a unique vendor who said "Oh hey, this is a service for Insect Glaive users, don't bother with this if you prefer other weapons", as Kinsect upgrading isn't exactly something you do regularly), it really isn't any more complicated than upgrading other weapons.
Bowguns are another story, though there isn't that much more you can do as it's inevitably going to need a big spreadsheet to show all the different information you need to know when modding a bowgun.
If I had one simple suggestion for MHW's UI it's that a lot of things could and should easily be moved to the realm of NPCs. Guild Card customisation for example is something IMO has pretty much no place in an obscure tab of the menu and giving it to an NPC in the Gathering Hub would be much better game design.
Event rewards do need to be more clear, but most of the time you can just read the description of the event and it'll say if it rewards a special material at the end. Iceborne events are better at this than base game was.
Quest difficulty rankings is pretty contrived, but it's nothing major. They could definitely make it more intuitive to understand as opposed to just having to rifle through each difficulty tier to find a specific quest, but honestly how often do you end up having to do that? If you do your optionals as they pop up, this is basically a non-issue.
Glaive UI is extremely straight forward, actually. Bowgun is a little more complicated but again, it isn't anything major. If anything, having to constantly be swapping between radial menus to craft ammo is the real learning curve.
But for real it's bad. I couldn't understand how the radial menu was supposed to be customized, which really held the game back for me during the first few dozen hours. The nested menus are probably more console-friendly, but kinda suck for PC players.
Not sure if you've played previous games, but this is how the series has pretty much always been, except before G-rank and the online hub were split off from the single player in a completely different area. This is the first time to my knowledge they've not only not done that but also haven't re-released the initial game to include it, instead making it a downloadable DLC.
I personally don't have a problem with the UI as a whole, but skill proc notifications really get my goat. At the very least there should have been an option to hide these like almost everything else on the UI. It's a completely redundant system - I know when spare shot procs because of the ammo indicator on screen not going down. I know when peak performance is active because of the sound and particle effects as well as the fact that my health bar is full, and they could have just added a separate icon for it above your health bar with the rest of the indicators.
As of typing this I actually finally found a mod to remove them which I'll be installing as soon as I post this. I've looked before but I guess didn't phrase my searching correctly.
Besides that, the only other thing I'd wish for is a better deco organization system, because constantly going through the list is annoying. Granted I play with a controller anyway so maybe some of it is just that the menus being more designed for console in mind. This is the first Mon Hun on PC after all so there will be growing pains.
Fair points all 'round. As I said, I never gave insect glaive or bowgun a try because from an outside perspective they look daunting, even though I'm sure that as you said, insect glaive probably isn't as complicated as it seems. If the kinsect stuff was moved to a separate NPC or was integrated a bit more smoothly, I probably wouldn't even have mentioned it.
Even if all optional quests are worth doing, I still would like to see what I will get from each one. It just seems a bit odd that you're expected to do all this extra stuff (some of which is literally just busywork, like carrying a thing from point A to point B without fighting anything or going from gathering node to gathering node finding a certain number of a certain item) without knowing what your reward is.
Thanks for taking the time to justify your points. You certainly offered some added insight that I did not have before.
While I am aware a lot of the things I complain about are things that have been in the series from the beginning, I don't think that means it's perfect and can't be improved. In fact, I'd say sequels should improve shortcomings of the previous titles, especially since MHW has managed to reach an audience that previous titles never touched, so it ends up being many people's first experience with the series.
I personally started with Monster Hunter Tri Ultimate on WiiU and many of my complaints apply to that game as well.
Not saying you're wrong to like the UI. If it doesn't bother you then that's great and I'm happy for you in that regard, but I definitely think there are things that could be done to smooth out the experience for people like me without harming the experience of people like you who don't mind the current interface.