Monster Hunter: World

Monster Hunter: World

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Wrayday Dec 24, 2018 @ 6:12pm
Exceptionally long animation control lock out times.
Over the past few days I've noticed a few issues with this game and animations.
In sort a few times animations are non-sensically long, for no other reason but to punish the player. Hopefully tighting up these issues will fix a bunch of quality of life issues. (Exploting an immunity frame is not a fix.)

Dive animation - So, when I am close to a transfer drop ledge, the game gets confused and the caracter dives, then lays there, then slowly gets back up. When the enemy is hot on your tails, 1 - a dive over a drop is not the intended outcome, 2 - there is no scramble to get back up that a perosn would do in real life.

Anidote potion - Sometimes the animation takes way too long to clear the ailment, in a few instances moving on the map/monster actions far away triggered an animation break and required 3 times and lots of lost hp to fix.

1H weapons and potions - There is no excuse why you have to slowly put your weapon away and then slowly get a potion out and then slowly put it to your mouth, then get your weapon out again... you have a 1h weapon, your offhand is empty... just grab the potion.

Enemy Huff - For some reason the Monsters can just Huff the air, not a roar, not a ground stomp, this causes your char to break actions... this needs to go away.

Monsters Chain Roaring, - well without earplugs, like real life, you would go deaf afterawhile, thus, enemy roar needs to have a deminished return on stun time. Also, if you are behind the monster roar'ing and you are not in a big empty cave ... it shouldn't have the same debuff effect as you are getting the reverb and not teh direct energy.
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Showing 1-4 of 4 comments
♋Phenex Dec 24, 2018 @ 9:43pm 
Antidote potion is garbage make them into herbal medicine.

Only sword and shield can use items when weapon is unsheathed, all other weapons need you to sheathe before using an item and it's been that way for basically all MH games although sword and shield may have needed to sheathe as well in older games.

If drinking a potion is too slow use gobbler decorations to drink/eat faster.

Wind pressure can be negated with the correct skill and possibly mashing out.

Use rocksteady or earplugs for monster roars or just take it like a man.

You can also play maplestory if the game is too complicated.
Wrayday Dec 25, 2018 @ 12:10am 
Well,at least your information on the medicine was useful... rest, not so much.

But do tell me more about earplugs after I included it in the post in the 1st place. Follow that up with the great insight on the item in use phase, when I am talking about the lengthy animations that lead into/and out of that phase. You seem to have trouble with reading comprehension, so, I dunno, leave this section to the dev's.
♋Phenex Dec 25, 2018 @ 2:16am 
Devs don't read steam forum posts or barely do so. Everything else I mentioned previously is game design.

The game is about learning and adapting so if you get punished it's cause you did something stupid.

As for the diving off a ledge part, you did a superman dive which happens when you press dodge when facing away from a monster while running. Any other time would've just been a hop off the ledge or just straight dropping down if you walked off the ledge.

The superman dive is basically one of those oh ♥♥♥♥ moments like in a movie to get down so why would you want to get up so quickly just to get hit by something like Lunastra's shockwave or Nergigante's spikes.

Also it's probably easier to code static roar effects instead of scaling ones and devs probably decided to just do that.
Wrayday Dec 25, 2018 @ 3:14am 
They have a rally stone in the game that if you fall, your stats increase, 10% then 15%. So, all they would need to do is apply a stacking deaf debuff. Meaning if the Monster Roars 3 times... your hearing is shot and the roar doesn't stun you.

The problem with the dive vs jump is this. I decide when I want to get up and when I want to stay down.. when I'm mashing the jump button to make the char get up, then I don't want to be down and thus, a scramble is what I'm trying to accomplish so the char should respond to my input. It's bad enough when my char spots something it hijacks the camera to look at the thing I aware is there... that is the biggest problem with the game. These animations suffer from a lack of urgency... they are sloppy, forcing players to rely on a immunity frame to survive. That stupid fire lion thing is the worst offender.. He often spams 2 roars, a wind sheer and then a tremor stomp, before he does his aoe explosion stuff. I want to fight the monsters, not my controls.
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Date Posted: Dec 24, 2018 @ 6:12pm
Posts: 4