TBH, I always found the "wander aimlessly and try to find the monster" aspect of the MH series really boring. I'm glad Rise streamlined it away, so I could spend more time fighting the monster. I play MH for the combat system and multiplayer experience, not so I can wander around the wilderness looking for tracks. While it's true that Monster Hunter doesn't do a good job simulating the more tedious elements of hunting, that's a good thing.
TBH, I always found the "wander aimlessly and try to find the monster" aspect of the MH series really boring. I'm glad Rise streamlined it away, so I could spend more time fighting the monster. I play MH for the combat system and multiplayer experience, not so I can wander around the wilderness looking for tracks. While it's true that Monster Hunter doesn't do a good job simulating the more tedious elements of hunting, that's a good thing.
One thing that I feel was missed potential in Rise was making use of the verticality and traversal to better find Monsters. I've been playing with the map off, and having to explore a bit to find the monster definitely fits more with the movement and the endemic life buffs. Though I would like something that provides some guidance. Something like a high up lookout point where you could send out something to help find the target or that lets you see some sign of thier presence like falling trees or an electric glow from far away would have been cool.
It's honestly less of an issue with diverging from the legacy features or not fulfilling the fantasy and more of an issue of the new systems could come together to work really well in a way only rise could (assuming wirebugs and endemic buffs aren't returning) but it doesn't. I don't care about most of the other things people always harp on about rise vs world vs legacy games, but this is probably least favorite thing about Rise. I quite like rise so I don't think that's saying to much though.
One thing that I feel was missed potential in Rise was making use of the verticality and traversal to better find Monsters. I've been playing with the map off, and having to explore a bit to find the monster definitely fits more with the movement and the endemic life buffs. Though I would like something that provides some guidance. Something like a high up lookout point where you could send out something to help find the target or that lets you see some sign of thier presence like falling trees or an electric glow from far away would have been cool.
It's honestly less of an issue with diverging from the legacy features or not fulfilling the fantasy and more of an issue of the new systems could come together to work really well in a way only rise could (assuming wirebugs and endemic buffs aren't returning) but it doesn't. I don't care about most of the other things people always harp on about rise vs world vs legacy games, but this is probably least favorite thing about Rise. I quite like rise so I don't think that's saying to much though.
Well I'm late to the party, but I still think World did it rather well. While I get how ppl complain about scoutflies cluttering the screen & snapping the player's camera, the way World introduced the quests was still very good in terms of showing their general habitats World being my 1st MH Game, ofc I got immersed in the world instantly, poking around with everything I had in Low Rank (including the Hunter's Notes). The Assignments have alot of monster tracks scattered around the general area that specific monster would roam, like the Tobi-Kadachi quest where it's footsteps can be found around the mid section of the ancient tree where it roams. Add on top of the fact that Tobi fights so well on tree tops, it gave the impression that it would usually be found around spots with walls (tree trunks) it could jump onto. Afterwards when hunting Tobi, there would alr be a general idea of where Tobi could be. Hunter Notes also show the basics of which locale monsters would spawn, like Rathian can be found in Ancient Forest & Wildspire Waste. Based off these information, it can be assumed that Rathian would roam the Western part of Wildspire Waste (near the Silent Forest) more often.
I think a important part of MH games with emulating "Hunting" is to make a world as immersive and interesting as MH World. The second the game is able to reel in a player's interest and immerse themselves in the environment, the player will naturally read through more text about it. Playing Rise after experiencing Iceborne, MHFU & MHGU, I wasn't as interested in reading the lore Rise has to offer, which I can say feels like 2 reasons 1. I alr know alot of the things about this game, based off the first few games I played, I don't think there's much to learn from reading the text. I have no insentive to go through everything slowly, since in my previous MH experiences, I have alr reached the point of just "Quest, Hunt, Return". 2. The locales don't look interesting, but I don't get to see it. The different maps in Rise are interesting, alot of details of by gone civilization, or remnants of conflicts. But all of these just zip past me cuz Wirebug & Palamutes move so fast. It's like how sitting in a car, u can go very far places very fast, but if u drive too fast it's easy to miss the details around ur home, compared to walking. I end up only looking at Battle Zones most of the time I enter maps, not really learning much about the environment. U could say "yeah well u could just NOT use them", but that goes back to the 1st point. WHY should I not just zip past everything, if I alr play the previous entries. WHAT is there for me to SEE in this new game? what is my INSENTIVE to enjoy the environment, if a game does not insentivise me to poke with an aspect of it's content, why would I bother with it?
If I were to take a different game as example to why insentive is important, TLoH: Trails. I don't particularly like reading, I prefer watching & listening to videos. But that series made me enjoy reading mountains & mountains of text for days on end. The Story is interesting, so I read. The World is interesting, so I read. The NPCs are interesting, so I read. There are miss-able items, so I search(completionist mindset yes). The series made me read through all it's text because it insentivised me to. I don't do it cuz "Oh I bought this game, so I have to enjoy 100% of it's content). The battle system of the 1st game of the series was complex, but since the battles were easily won(normal mode), I never bothered poking around with it's supposingly complex skill equipping system.
so basically, MH World did it very well, it used more other parts of the game to tell hunters what and how the monster behaves. A more important part to the game should be to incentivize Old & New Hunters to immerse themselves in the world from the get go, otherwise the "Hunting System" no matter how well it's done, Old Hunters will find it tedious, while New Hunters will find it off-putting.
Well I'm late to the party, but I still think World did it rather well. While I get how ppl complain about scoutflies cluttering the screen & snapping the player's camera, the way World introduced the quests was still very good in terms of showing their general habitats World being my 1st MH Game, ofc I got immersed in the world instantly, poking around with everything I had in Low Rank (including the Hunter's Notes). The Assignments have alot of monster tracks scattered around the general area that specific monster would roam, like the Tobi-Kadachi quest where it's footsteps can be found around the mid section of the ancient tree where it roams. Add on top of the fact that Tobi fights so well on tree tops, it gave the impression that it would usually be found around spots with walls (tree trunks) it could jump onto. Afterwards when hunting Tobi, there would alr be a general idea of where Tobi could be. Hunter Notes also show the basics of which locale monsters would spawn, like Rathian can be found in Ancient Forest & Wildspire Waste. Based off these information, it can be assumed that Rathian would roam the Western part of Wildspire Waste (near the Silent Forest) more often.
I think a important part of MH games with emulating "Hunting" is to make a world as immersive and interesting as MH World. The second the game is able to reel in a player's interest and immerse themselves in the environment, the player will naturally read through more text about it. Playing Rise after experiencing Iceborne, MHFU & MHGU, I wasn't as interested in reading the lore Rise has to offer, which I can say feels like 2 reasons 1. I alr know alot of the things about this game, based off the first few games I played, I don't think there's much to learn from reading the text. I have no insentive to go through everything slowly, since in my previous MH experiences, I have alr reached the point of just "Quest, Hunt, Return". 2. The locales don't look interesting, but I don't get to see it. The different maps in Rise are interesting, alot of details of by gone civilization, or remnants of conflicts. But all of these just zip past me cuz Wirebug & Palamutes move so fast. It's like how sitting in a car, u can go very far places very fast, but if u drive too fast it's easy to miss the details around ur home, compared to walking. I end up only looking at Battle Zones most of the time I enter maps, not really learning much about the environment. U could say "yeah well u could just NOT use them", but that goes back to the 1st point. WHY should I not just zip past everything, if I alr play the previous entries. WHAT is there for me to SEE in this new game? what is my INSENTIVE to enjoy the environment, if a game does not insentivise me to poke with an aspect of it's content, why would I bother with it?
If I were to take a different game as example to why insentive is important, TLoH: Trails. I don't particularly like reading, I prefer watching & listening to videos. But that series made me enjoy reading mountains & mountains of text for days on end. The Story is interesting, so I read. The World is interesting, so I read. The NPCs are interesting, so I read. There are miss-able items, so I search(completionist mindset yes). The series made me read through all it's text because it insentivised me to. I don't do it cuz "Oh I bought this game, so I have to enjoy 100% of it's content). The battle system of the 1st game of the series was complex, but since the battles were easily won(normal mode), I never bothered poking around with it's supposingly complex skill equipping system.
so basically, MH World did it very well, it used more other parts of the game to tell hunters what and how the monster behaves. A more important part to the game should be to incentivize Old & New Hunters to immerse themselves in the world from the get go, otherwise the "Hunting System" no matter how well it's done, Old Hunters will find it tedious, while New Hunters will find it off-putting.
I'd honestly be so bold as make monster behavior during fights and outside of them like Shadow of Mordor did. You try to kill an orc with an arrow and then you just find out he enrages if you use a bow, and it's shown to you with a message somewhere in the screen. The same could be added to MH, you hit a monster with what is usually enough to poison them and it isn't poisoned? You get a small pop-up somewhere telling you "You learned that this monster has poison resistance" Same for something like Sonic bombs or traps shenanigans (Rajang, nargacuga, deviljho, for example)
I'd honestly be so bold as make monster behavior during fights and outside of them like Shadow of Mordor did. You try to kill an orc with an arrow and then you just find out he enrages if you use a bow, and it's shown to you with a message somewhere in the screen. The same could be added to MH, you hit a monster with what is usually enough to poison them and it isn't poisoned? You get a small pop-up somewhere telling you "You learned that this monster has poison resistance" Same for something like Sonic bombs or traps shenanigans (Rajang, nargacuga, deviljho, for example)
i disagree with the notion that theres no hunting in the old titles. for 1 you can watch them leave the area and have an exact or aproxamit idea of which area they went to. and with more experiance having that happen without a paintball on youll learn the monsters patterns and where it goes. not to mention as a new player youll learn where monsters sleep so if they are low health and ran away unpaintballed youd know cause you learned it perviously or for example where a monster goes to eat like in 3u rathalos in D island will go to i think only 2 or 3 to eat aptonoth. not saying its perfict but i dont think it should be ignored what the older games had in terms of hunting and learning how to find the monsters. also isnt preperation a part of hunting? which has been less important in the newer games. beyond just what weapons and armor youll take. your items and item managment was a big part of it in the past as well. like in the real world you dont go to hunt an animal without prepairing and taking weapons and equipment you may need, as well as food to keep you going during the search.
i disagree with the notion that theres no hunting in the old titles. for 1 you can watch them leave the area and have an exact or aproxamit idea of which area they went to. and with more experiance having that happen without a paintball on youll learn the monsters patterns and where it goes. not to mention as a new player youll learn where monsters sleep so if they are low health and ran away unpaintballed youd know cause you learned it perviously or for example where a monster goes to eat like in 3u rathalos in D island will go to i think only 2 or 3 to eat aptonoth. not saying its perfict but i dont think it should be ignored what the older games had in terms of hunting and learning how to find the monsters. also isnt preperation a part of hunting? which has been less important in the newer games. beyond just what weapons and armor youll take. your items and item managment was a big part of it in the past as well. like in the real world you dont go to hunt an animal without prepairing and taking weapons and equipment you may need, as well as food to keep you going during the search.
I must say that after starting playing monster hunter shortly after watching this video, I disagree with you, I played the first rank 1 guild quests on MHFU unite, and MHW until the point where you are asked to face Rathalos and Dialos, so my toughts are subject to possible change. But so far, I do get the feel of a "hunt" from MH games, specially due to the preparations you do before a hunt: getting the regular supllies(potions, meals, etc) and the specific items to track, stun, and damage the target monster. but also, due to small tips, such as learning its weak spots. Those two aspects feels specially strong to me when its something I take 1 or 2 failed hunts to learn, for example, I was struggling a lot with Daimyo Hermitaur in FU, then I learned that its head was a weak spot, you can dodge through his legs, and that you can stun him with sonic bombs when he defends itself. That allowed me to prepare and strategize accordingly to the monster I was hunting, and allowed me to beat the crab fairly easily. Another big selling point for me, is the way that the enviroment can affect your hunts, encouraging you to be ready for certain situations, and to use your surroundings for your advantage, one example of that is the Rathalos quest in MHW, you can use the den to drop him down, can make use of some jumping spots to mount him, and also gotta be ready to deal with the rathian possibly trying to mate him, wich you can do if prepared with a dung pod. Another thing that makes me feel like a hunter hunting its prey, is during the end of the hunts in MHW, where the monster becomes unable to walk properly, and starts to run away, only for you to track him down to its nest and attack it while it sleeps.
I must say that after starting playing monster hunter shortly after watching this video, I disagree with you, I played the first rank 1 guild quests on MHFU unite, and MHW until the point where you are asked to face Rathalos and Dialos, so my toughts are subject to possible change. But so far, I do get the feel of a "hunt" from MH games, specially due to the preparations you do before a hunt: getting the regular supllies(potions, meals, etc) and the specific items to track, stun, and damage the target monster. but also, due to small tips, such as learning its weak spots. Those two aspects feels specially strong to me when its something I take 1 or 2 failed hunts to learn, for example, I was struggling a lot with Daimyo Hermitaur in FU, then I learned that its head was a weak spot, you can dodge through his legs, and that you can stun him with sonic bombs when he defends itself. That allowed me to prepare and strategize accordingly to the monster I was hunting, and allowed me to beat the crab fairly easily. Another big selling point for me, is the way that the enviroment can affect your hunts, encouraging you to be ready for certain situations, and to use your surroundings for your advantage, one example of that is the Rathalos quest in MHW, you can use the den to drop him down, can make use of some jumping spots to mount him, and also gotta be ready to deal with the rathian possibly trying to mate him, wich you can do if prepared with a dung pod. Another thing that makes me feel like a hunter hunting its prey, is during the end of the hunts in MHW, where the monster becomes unable to walk properly, and starts to run away, only for you to track him down to its nest and attack it while it sleeps.
I really like your heat map idea. I'd actually like to expand on it a little. For one, I think it would be cool if Palamutes interacted with this system a little bit. Removing the green glow of the scoutflies would make tracks much harder to spot, but maybe the Palamute can point It's nose at nearby tracks to show you them. It would be super cute and flavorful, and it can also serve as an explanation for the heat maps. Your dog gets the scent, so it can narrow down the location of the monster and its tracks.
I'd also suggest a specific way for the heat maps to work. When you grab a track, a question mark icon with a number next to it will appear on your UI. Finding a set of tracks for a separate monster brings up another question mark icon. The number next to it is the order in which you discovered the set of tracks. The ? icons can be targeted by clicking in the joystick, just like targeting a monster in all the other games. The selected target will have it's heat map shown.
The icons will remain as question marks until you sight the monster. This means that tracks that you find won't ever tell you what monster they belong to, just the name of the track itself, like "old footprints," "old gashes," etc. This makes the player actually pay attention to the tracks they find. Say you're hunting a Rathalos. You find some footprints and the heat map leads you to more tracks. Then however, you find some "old scales" that are green instead of red. Any hunter that is paying attention will realize that the track set is that of a Rathian, and will deselect the ? icon and look for a different set.
This rewards the player for the level of monster knowledge that they have. For another example, both Diablos and Glavenus leave "old gashes" on walls. But most will be able to tell that a single slice means a Glavenus, and two slices means a Diablos. Particularly knowledgeable hunters might even be able to tell exactly what they are tracking just based on the shape of the footprint. Their reward naturally comes from the satisfaction of fast and efficient tracking, based entirely on their own knowledge. It would be both immersive and rewarding.
I think near endgame this system can still remain engaging as well. If you make it so that near endgame, all heat maps are shown at the start even before you gather a single track, you can remove some of the tedium. You still keep the icons as question marks until you spot the monster. Having access to the heatmaps however will allow skilled hunters to determine where to look before even leaving the camp. Since the heatmaps show general locations of where tracks are found, if you know where specific monsters generally go, you can narrow down which heatmap likely belongs to the monster you want based on the locations it's showing. For example, if you know that your monster never goes to area 6, you can rule out the heatmaps that shows that there are tracks there. This would hopefully be consistently fun and satisfying for hunters that really get to know their monsters and where they travel, and even for people that aren't as good at that type of map logic, starting with the heatmaps is still an advantage since they can immediately know where to start looking.
I really like your heat map idea. I'd actually like to expand on it a little. For one, I think it would be cool if Palamutes interacted with this system a little bit. Removing the green glow of the scoutflies would make tracks much harder to spot, but maybe the Palamute can point It's nose at nearby tracks to show you them. It would be super cute and flavorful, and it can also serve as an explanation for the heat maps. Your dog gets the scent, so it can narrow down the location of the monster and its tracks.
I'd also suggest a specific way for the heat maps to work. When you grab a track, a question mark icon with a number next to it will appear on your UI. Finding a set of tracks for a separate monster brings up another question mark icon. The number next to it is the order in which you discovered the set of tracks. The ? icons can be targeted by clicking in the joystick, just like targeting a monster in all the other games. The selected target will have it's heat map shown.
The icons will remain as question marks until you sight the monster. This means that tracks that you find won't ever tell you what monster they belong to, just the name of the track itself, like "old footprints," "old gashes," etc. This makes the player actually pay attention to the tracks they find. Say you're hunting a Rathalos. You find some footprints and the heat map leads you to more tracks. Then however, you find some "old scales" that are green instead of red. Any hunter that is paying attention will realize that the track set is that of a Rathian, and will deselect the ? icon and look for a different set.
This rewards the player for the level of monster knowledge that they have. For another example, both Diablos and Glavenus leave "old gashes" on walls. But most will be able to tell that a single slice means a Glavenus, and two slices means a Diablos. Particularly knowledgeable hunters might even be able to tell exactly what they are tracking just based on the shape of the footprint. Their reward naturally comes from the satisfaction of fast and efficient tracking, based entirely on their own knowledge. It would be both immersive and rewarding.
I think near endgame this system can still remain engaging as well. If you make it so that near endgame, all heat maps are shown at the start even before you gather a single track, you can remove some of the tedium. You still keep the icons as question marks until you spot the monster. Having access to the heatmaps however will allow skilled hunters to determine where to look before even leaving the camp. Since the heatmaps show general locations of where tracks are found, if you know where specific monsters generally go, you can narrow down which heatmap likely belongs to the monster you want based on the locations it's showing. For example, if you know that your monster never goes to area 6, you can rule out the heatmaps that shows that there are tracks there. This would hopefully be consistently fun and satisfying for hunters that really get to know their monsters and where they travel, and even for people that aren't as good at that type of map logic, starting with the heatmaps is still an advantage since they can immediately know where to start looking.
I absolutely loved freedom unite when I was a kid, although I did hate it when the monster were getting their cheeks clapped and they’d bitch it and run away from me 😂
Because my dumbass doesnt like to read i didnt know that THAT is why we have the owl in the first place. I just thought it was as simple as being a poogie replacement
So actually in the 2nd gen there was something similar to what you said but it wasn’t for all monsters. The magazine “Hunting life” gave clues to what monster like tigrex kut ku and such did and were they liked to stay overall. The magazine said khezu lives in the caves of snowy mountains and swamp region. And khezu spawn is literally area 3 of artic ridge. But they gave up on this in later gens
I think you have an excellent idea here. To address the researching about Master Rank and such, I had an idea that you could possibly do additional Master Rank research in that case. With the addition of the camera, let's say there's a recording feature implemented in the future, or even just the camera is fine. You can record scenes of Master Rank monster behaviors, deviations in their attack patterns, new patterns, more extreme forms of ailments the monsters can cause, etc. Furthermore, you can record environmental things as well, such as the behavior of other monsters in the area when your target is around (in the case of Deviljho or some other invasive species that doesn't belong to a locale).
All of these can be compiled, and, if you're like me and have a sudden disparity in funds between HR 70 to HR 300, this optional research can be sold to line your pockets, as well as, in-universe, assist the Guild. In addition to this, you can even have bonus content unlocked from doing this optional research, like extra quests that have more unique cat and mouse dynamics in them or something that really tests your monster knowledge, with cosmetic and unique layered weapon rewards.
(hopefully im not misunderstanding) 25:27 i dont see the problem of giving the player the certain position of the monster after gathering a lot of tracks and informations, not only it would follow the needs of the player that at the beginning has to actively search and in master rank, having the privilege of knowing were the monster is,,,, but also nothing says that it isnt impossible to make it optional. with that i mean… have you gathered enough infos to know where the monster is at the start of the hunt? if yes, me (the researcher or the game itself) will give you the choice to: -use the informations you gathered to have the monster icon on the map -still using the "heated areas" to get an idea of where it could be without explicitely telling the exact location -throwing all the infos you gathered out of the window and deciding to give us no more informations (for that monster) so that if the player wants to explore, he has room to do it
liked quite a lot the concept, maybe just some adjustments like (the first time you do a quest with a new monster, you have a question mark but you also have the quest description hinting on his habits and… for gameplay sake… his main element and main weakness). other than those 2 adjustments, i hope this idea will be implemented in mh6 even if it is unlikely
Domem
08.06.20233:24 Die Kommentarsektion ist nun Eigentum der Bundesrepublik Deutschland.
taragnor
15.04.2023TBH, I always found the "wander aimlessly and try to find the monster" aspect of the MH series really boring. I'm glad Rise streamlined it away, so I could spend more time fighting the monster. I play MH for the combat system and multiplayer experience, not so I can wander around the wilderness looking for tracks. While it's true that Monster Hunter doesn't do a good job simulating the more tedious elements of hunting, that's a good thing.
taragnor
15.04.2023TBH, I always found the "wander aimlessly and try to find the monster" aspect of the MH series really boring. I'm glad Rise streamlined it away, so I could spend more time fighting the monster. I play MH for the combat system and multiplayer experience, not so I can wander around the wilderness looking for tracks. While it's true that Monster Hunter doesn't do a good job simulating the more tedious elements of hunting, that's a good thing.
1000Tomatoes
15.04.2023One thing that I feel was missed potential in Rise was making use of the verticality and traversal to better find Monsters. I've been playing with the map off, and having to explore a bit to find the monster definitely fits more with the movement and the endemic life buffs. Though I would like something that provides some guidance. Something like a high up lookout point where you could send out something to help find the target or that lets you see some sign of thier presence like falling trees or an electric glow from far away would have been cool.
It's honestly less of an issue with diverging from the legacy features or not fulfilling the fantasy and more of an issue of the new systems could come together to work really well in a way only rise could (assuming wirebugs and endemic buffs aren't returning) but it doesn't. I don't care about most of the other things people always harp on about rise vs world vs legacy games, but this is probably least favorite thing about Rise. I quite like rise so I don't think that's saying to much though.
1000Tomatoes
15.04.2023One thing that I feel was missed potential in Rise was making use of the verticality and traversal to better find Monsters. I've been playing with the map off, and having to explore a bit to find the monster definitely fits more with the movement and the endemic life buffs. Though I would like something that provides some guidance. Something like a high up lookout point where you could send out something to help find the target or that lets you see some sign of thier presence like falling trees or an electric glow from far away would have been cool.
It's honestly less of an issue with diverging from the legacy features or not fulfilling the fantasy and more of an issue of the new systems could come together to work really well in a way only rise could (assuming wirebugs and endemic buffs aren't returning) but it doesn't. I don't care about most of the other things people always harp on about rise vs world vs legacy games, but this is probably least favorite thing about Rise. I quite like rise so I don't think that's saying to much though.
Zansolo
15.04.2023Well I'm late to the party, but I still think World did it rather well.
While I get how ppl complain about scoutflies cluttering the screen & snapping the player's camera, the way World introduced the quests was still very good in terms of showing their general habitats
World being my 1st MH Game, ofc I got immersed in the world instantly, poking around with everything I had in Low Rank (including the Hunter's Notes). The Assignments have alot of monster tracks scattered around the general area that specific monster would roam, like the Tobi-Kadachi quest where it's footsteps can be found around the mid section of the ancient tree where it roams. Add on top of the fact that Tobi fights so well on tree tops, it gave the impression that it would usually be found around spots with walls (tree trunks) it could jump onto. Afterwards when hunting Tobi, there would alr be a general idea of where Tobi could be.
Hunter Notes also show the basics of which locale monsters would spawn, like Rathian can be found in Ancient Forest & Wildspire Waste. Based off these information, it can be assumed that Rathian would roam the Western part of Wildspire Waste (near the Silent Forest) more often.
I think a important part of MH games with emulating "Hunting" is to make a world as immersive and interesting as MH World. The second the game is able to reel in a player's interest and immerse themselves in the environment, the player will naturally read through more text about it.
Playing Rise after experiencing Iceborne, MHFU & MHGU, I wasn't as interested in reading the lore Rise has to offer, which I can say feels like 2 reasons
1. I alr know alot of the things about this game, based off the first few games I played, I don't think there's much to learn from reading the text. I have no insentive to go through everything slowly, since in my previous MH experiences, I have alr reached the point of just "Quest, Hunt, Return".
2. The locales don't look interesting, but I don't get to see it. The different maps in Rise are interesting, alot of details of by gone civilization, or remnants of conflicts. But all of these just zip past me cuz Wirebug & Palamutes move so fast. It's like how sitting in a car, u can go very far places very fast, but if u drive too fast it's easy to miss the details around ur home, compared to walking. I end up only looking at Battle Zones most of the time I enter maps, not really learning much about the environment. U could say "yeah well u could just NOT use them", but that goes back to the 1st point. WHY should I not just zip past everything, if I alr play the previous entries. WHAT is there for me to SEE in this new game? what is my INSENTIVE to enjoy the environment, if a game does not insentivise me to poke with an aspect of it's content, why would I bother with it?
If I were to take a different game as example to why insentive is important, TLoH: Trails.
I don't particularly like reading, I prefer watching & listening to videos. But that series made me enjoy reading mountains & mountains of text for days on end. The Story is interesting, so I read. The World is interesting, so I read. The NPCs are interesting, so I read. There are miss-able items, so I search(completionist mindset yes).
The series made me read through all it's text because it insentivised me to. I don't do it cuz "Oh I bought this game, so I have to enjoy 100% of it's content).
The battle system of the 1st game of the series was complex, but since the battles were easily won(normal mode), I never bothered poking around with it's supposingly complex skill equipping system.
so basically, MH World did it very well, it used more other parts of the game to tell hunters what and how the monster behaves. A more important part to the game should be to incentivize Old & New Hunters to immerse themselves in the world from the get go, otherwise the "Hunting System" no matter how well it's done, Old Hunters will find it tedious, while New Hunters will find it off-putting.
Zansolo
15.04.2023Well I'm late to the party, but I still think World did it rather well.
While I get how ppl complain about scoutflies cluttering the screen & snapping the player's camera, the way World introduced the quests was still very good in terms of showing their general habitats
World being my 1st MH Game, ofc I got immersed in the world instantly, poking around with everything I had in Low Rank (including the Hunter's Notes). The Assignments have alot of monster tracks scattered around the general area that specific monster would roam, like the Tobi-Kadachi quest where it's footsteps can be found around the mid section of the ancient tree where it roams. Add on top of the fact that Tobi fights so well on tree tops, it gave the impression that it would usually be found around spots with walls (tree trunks) it could jump onto. Afterwards when hunting Tobi, there would alr be a general idea of where Tobi could be.
Hunter Notes also show the basics of which locale monsters would spawn, like Rathian can be found in Ancient Forest & Wildspire Waste. Based off these information, it can be assumed that Rathian would roam the Western part of Wildspire Waste (near the Silent Forest) more often.
I think a important part of MH games with emulating "Hunting" is to make a world as immersive and interesting as MH World. The second the game is able to reel in a player's interest and immerse themselves in the environment, the player will naturally read through more text about it.
Playing Rise after experiencing Iceborne, MHFU & MHGU, I wasn't as interested in reading the lore Rise has to offer, which I can say feels like 2 reasons
1. I alr know alot of the things about this game, based off the first few games I played, I don't think there's much to learn from reading the text. I have no insentive to go through everything slowly, since in my previous MH experiences, I have alr reached the point of just "Quest, Hunt, Return".
2. The locales don't look interesting, but I don't get to see it. The different maps in Rise are interesting, alot of details of by gone civilization, or remnants of conflicts. But all of these just zip past me cuz Wirebug & Palamutes move so fast. It's like how sitting in a car, u can go very far places very fast, but if u drive too fast it's easy to miss the details around ur home, compared to walking. I end up only looking at Battle Zones most of the time I enter maps, not really learning much about the environment. U could say "yeah well u could just NOT use them", but that goes back to the 1st point. WHY should I not just zip past everything, if I alr play the previous entries. WHAT is there for me to SEE in this new game? what is my INSENTIVE to enjoy the environment, if a game does not insentivise me to poke with an aspect of it's content, why would I bother with it?
If I were to take a different game as example to why insentive is important, TLoH: Trails.
I don't particularly like reading, I prefer watching & listening to videos. But that series made me enjoy reading mountains & mountains of text for days on end. The Story is interesting, so I read. The World is interesting, so I read. The NPCs are interesting, so I read. There are miss-able items, so I search(completionist mindset yes).
The series made me read through all it's text because it insentivised me to. I don't do it cuz "Oh I bought this game, so I have to enjoy 100% of it's content).
The battle system of the 1st game of the series was complex, but since the battles were easily won(normal mode), I never bothered poking around with it's supposingly complex skill equipping system.
so basically, MH World did it very well, it used more other parts of the game to tell hunters what and how the monster behaves. A more important part to the game should be to incentivize Old & New Hunters to immerse themselves in the world from the get go, otherwise the "Hunting System" no matter how well it's done, Old Hunters will find it tedious, while New Hunters will find it off-putting.
The Average Gamer
15.04.2023They should add a way to sneak up on and instantly fell small or weak monsters (like kebli or aponoths) instead of swinging at them until they die.
The Average Gamer
15.04.2023They should add a way to sneak up on and instantly fell small or weak monsters (like kebli or aponoths) instead of swinging at them until they die.
HNTR
15.04.2023As someone whose name is Hunter this is funny to me somehow. Also I love this series. The name is just a sheer coincidence
Kashae Saint
15.04.2023lol – ah, debating whether a fictional game is real enough… time to get a snack.
Kashae Saint
15.04.2023lol – ah, debating whether a fictional game is real enough… time to get a snack.
kari
15.04.2023I'd honestly be so bold as make monster behavior during fights and outside of them like Shadow of Mordor did. You try to kill an orc with an arrow and then you just find out he enrages if you use a bow, and it's shown to you with a message somewhere in the screen. The same could be added to MH, you hit a monster with what is usually enough to poison them and it isn't poisoned? You get a small pop-up somewhere telling you "You learned that this monster has poison resistance" Same for something like Sonic bombs or traps shenanigans (Rajang, nargacuga, deviljho, for example)
kari
15.04.2023I'd honestly be so bold as make monster behavior during fights and outside of them like Shadow of Mordor did. You try to kill an orc with an arrow and then you just find out he enrages if you use a bow, and it's shown to you with a message somewhere in the screen. The same could be added to MH, you hit a monster with what is usually enough to poison them and it isn't poisoned? You get a small pop-up somewhere telling you "You learned that this monster has poison resistance" Same for something like Sonic bombs or traps shenanigans (Rajang, nargacuga, deviljho, for example)
Nami_moos
15.04.2023i disagree with the notion that theres no hunting in the old titles. for 1 you can watch them leave the area and have an exact or aproxamit idea of which area they went to. and with more experiance having that happen without a paintball on youll learn the monsters patterns and where it goes. not to mention as a new player youll learn where monsters sleep so if they are low health and ran away unpaintballed youd know cause you learned it perviously or for example where a monster goes to eat like in 3u rathalos in D island will go to i think only 2 or 3 to eat aptonoth. not saying its perfict but i dont think it should be ignored what the older games had in terms of hunting and learning how to find the monsters. also isnt preperation a part of hunting? which has been less important in the newer games. beyond just what weapons and armor youll take. your items and item managment was a big part of it in the past as well. like in the real world you dont go to hunt an animal without prepairing and taking weapons and equipment you may need, as well as food to keep you going during the search.
Nami_moos
15.04.2023i disagree with the notion that theres no hunting in the old titles. for 1 you can watch them leave the area and have an exact or aproxamit idea of which area they went to. and with more experiance having that happen without a paintball on youll learn the monsters patterns and where it goes. not to mention as a new player youll learn where monsters sleep so if they are low health and ran away unpaintballed youd know cause you learned it perviously or for example where a monster goes to eat like in 3u rathalos in D island will go to i think only 2 or 3 to eat aptonoth. not saying its perfict but i dont think it should be ignored what the older games had in terms of hunting and learning how to find the monsters. also isnt preperation a part of hunting? which has been less important in the newer games. beyond just what weapons and armor youll take. your items and item managment was a big part of it in the past as well. like in the real world you dont go to hunt an animal without prepairing and taking weapons and equipment you may need, as well as food to keep you going during the search.
João Junior
15.04.2023I must say that after starting playing monster hunter shortly after watching this video, I disagree with you, I played the first rank 1 guild quests on MHFU unite, and MHW until the point where you are asked to face Rathalos and Dialos, so my toughts are subject to possible change.
But so far, I do get the feel of a "hunt" from MH games, specially due to the preparations you do before a hunt: getting the regular supllies(potions, meals, etc) and the specific items to track, stun, and damage the target monster. but also, due to small tips, such as learning its weak spots. Those two aspects feels specially strong to me when its something I take 1 or 2 failed hunts to learn, for example, I was struggling a lot with Daimyo Hermitaur in FU, then I learned that its head was a weak spot, you can dodge through his legs, and that you can stun him with sonic bombs when he defends itself. That allowed me to prepare and strategize accordingly to the monster I was hunting, and allowed me to beat the crab fairly easily. Another big selling point for me, is the way that the enviroment can affect your hunts, encouraging you to be ready for certain situations, and to use your surroundings for your advantage, one example of that is the Rathalos quest in MHW, you can use the den to drop him down, can make use of some jumping spots to mount him, and also gotta be ready to deal with the rathian possibly trying to mate him, wich you can do if prepared with a dung pod. Another thing that makes me feel like a hunter hunting its prey, is during the end of the hunts in MHW, where the monster becomes unable to walk properly, and starts to run away, only for you to track him down to its nest and attack it while it sleeps.
João Junior
15.04.2023I must say that after starting playing monster hunter shortly after watching this video, I disagree with you, I played the first rank 1 guild quests on MHFU unite, and MHW until the point where you are asked to face Rathalos and Dialos, so my toughts are subject to possible change.
But so far, I do get the feel of a "hunt" from MH games, specially due to the preparations you do before a hunt: getting the regular supllies(potions, meals, etc) and the specific items to track, stun, and damage the target monster. but also, due to small tips, such as learning its weak spots. Those two aspects feels specially strong to me when its something I take 1 or 2 failed hunts to learn, for example, I was struggling a lot with Daimyo Hermitaur in FU, then I learned that its head was a weak spot, you can dodge through his legs, and that you can stun him with sonic bombs when he defends itself. That allowed me to prepare and strategize accordingly to the monster I was hunting, and allowed me to beat the crab fairly easily. Another big selling point for me, is the way that the enviroment can affect your hunts, encouraging you to be ready for certain situations, and to use your surroundings for your advantage, one example of that is the Rathalos quest in MHW, you can use the den to drop him down, can make use of some jumping spots to mount him, and also gotta be ready to deal with the rathian possibly trying to mate him, wich you can do if prepared with a dung pod. Another thing that makes me feel like a hunter hunting its prey, is during the end of the hunts in MHW, where the monster becomes unable to walk properly, and starts to run away, only for you to track him down to its nest and attack it while it sleeps.
Andrew
15.04.2023I really like your heat map idea. I'd actually like to expand on it a little. For one, I think it would be cool if Palamutes interacted with this system a little bit. Removing the green glow of the scoutflies would make tracks much harder to spot, but maybe the Palamute can point It's nose at nearby tracks to show you them. It would be super cute and flavorful, and it can also serve as an explanation for the heat maps. Your dog gets the scent, so it can narrow down the location of the monster and its tracks.
I'd also suggest a specific way for the heat maps to work. When you grab a track, a question mark icon with a number next to it will appear on your UI. Finding a set of tracks for a separate monster brings up another question mark icon. The number next to it is the order in which you discovered the set of tracks. The ? icons can be targeted by clicking in the joystick, just like targeting a monster in all the other games. The selected target will have it's heat map shown.
The icons will remain as question marks until you sight the monster. This means that tracks that you find won't ever tell you what monster they belong to, just the name of the track itself, like "old footprints," "old gashes," etc. This makes the player actually pay attention to the tracks they find. Say you're hunting a Rathalos. You find some footprints and the heat map leads you to more tracks. Then however, you find some "old scales" that are green instead of red. Any hunter that is paying attention will realize that the track set is that of a Rathian, and will deselect the ? icon and look for a different set.
This rewards the player for the level of monster knowledge that they have. For another example, both Diablos and Glavenus leave "old gashes" on walls. But most will be able to tell that a single slice means a Glavenus, and two slices means a Diablos. Particularly knowledgeable hunters might even be able to tell exactly what they are tracking just based on the shape of the footprint. Their reward naturally comes from the satisfaction of fast and efficient tracking, based entirely on their own knowledge. It would be both immersive and rewarding.
I think near endgame this system can still remain engaging as well. If you make it so that near endgame, all heat maps are shown at the start even before you gather a single track, you can remove some of the tedium. You still keep the icons as question marks until you spot the monster. Having access to the heatmaps however will allow skilled hunters to determine where to look before even leaving the camp. Since the heatmaps show general locations of where tracks are found, if you know where specific monsters generally go, you can narrow down which heatmap likely belongs to the monster you want based on the locations it's showing. For example, if you know that your monster never goes to area 6, you can rule out the heatmaps that shows that there are tracks there. This would hopefully be consistently fun and satisfying for hunters that really get to know their monsters and where they travel, and even for people that aren't as good at that type of map logic, starting with the heatmaps is still an advantage since they can immediately know where to start looking.
Andrew
15.04.2023I really like your heat map idea. I'd actually like to expand on it a little. For one, I think it would be cool if Palamutes interacted with this system a little bit. Removing the green glow of the scoutflies would make tracks much harder to spot, but maybe the Palamute can point It's nose at nearby tracks to show you them. It would be super cute and flavorful, and it can also serve as an explanation for the heat maps. Your dog gets the scent, so it can narrow down the location of the monster and its tracks.
I'd also suggest a specific way for the heat maps to work. When you grab a track, a question mark icon with a number next to it will appear on your UI. Finding a set of tracks for a separate monster brings up another question mark icon. The number next to it is the order in which you discovered the set of tracks. The ? icons can be targeted by clicking in the joystick, just like targeting a monster in all the other games. The selected target will have it's heat map shown.
The icons will remain as question marks until you sight the monster. This means that tracks that you find won't ever tell you what monster they belong to, just the name of the track itself, like "old footprints," "old gashes," etc. This makes the player actually pay attention to the tracks they find. Say you're hunting a Rathalos. You find some footprints and the heat map leads you to more tracks. Then however, you find some "old scales" that are green instead of red. Any hunter that is paying attention will realize that the track set is that of a Rathian, and will deselect the ? icon and look for a different set.
This rewards the player for the level of monster knowledge that they have. For another example, both Diablos and Glavenus leave "old gashes" on walls. But most will be able to tell that a single slice means a Glavenus, and two slices means a Diablos. Particularly knowledgeable hunters might even be able to tell exactly what they are tracking just based on the shape of the footprint. Their reward naturally comes from the satisfaction of fast and efficient tracking, based entirely on their own knowledge. It would be both immersive and rewarding.
I think near endgame this system can still remain engaging as well. If you make it so that near endgame, all heat maps are shown at the start even before you gather a single track, you can remove some of the tedium. You still keep the icons as question marks until you spot the monster. Having access to the heatmaps however will allow skilled hunters to determine where to look before even leaving the camp. Since the heatmaps show general locations of where tracks are found, if you know where specific monsters generally go, you can narrow down which heatmap likely belongs to the monster you want based on the locations it's showing. For example, if you know that your monster never goes to area 6, you can rule out the heatmaps that shows that there are tracks there. This would hopefully be consistently fun and satisfying for hunters that really get to know their monsters and where they travel, and even for people that aren't as good at that type of map logic, starting with the heatmaps is still an advantage since they can immediately know where to start looking.
HNTR
15.04.2023As someone whose name is Hunter this is funny to me somehow. Also I love this series.
The name is just a sheer coincidence
HNTR
14.04.2023I miss the paintball item
Geilolp
14.04.20233:24 Die Kommentarsektion ist nun Eigentum der Bundesrepublik Deutschland.
Oceaniz being german an interesting revelation😅
Bob Joe
14.04.2023I think this is a genius idea and I would love to see this in the actual game
Matthew McLean
14.04.2023I absolutely loved freedom unite when I was a kid, although I did hate it when the monster were getting their cheeks clapped and they’d bitch it and run away from me 😂
Johan Khamaruddin
14.04.2023Because my dumbass doesnt like to read i didnt know that THAT is why we have the owl in the first place. I just thought it was as simple as being a poogie replacement
Chizitara Igwe
14.04.2023So actually in the 2nd gen there was something similar to what you said but it wasn’t for all monsters. The magazine “Hunting life” gave clues to what monster like tigrex kut ku and such did and were they liked to stay overall. The magazine said khezu lives in the caves of snowy mountains and swamp region. And khezu spawn is literally area 3 of artic ridge. But they gave up on this in later gens
Barlow Solus
14.04.2023I think you have an excellent idea here. To address the researching about Master Rank and such, I had an idea that you could possibly do additional Master Rank research in that case. With the addition of the camera, let's say there's a recording feature implemented in the future, or even just the camera is fine. You can record scenes of Master Rank monster behaviors, deviations in their attack patterns, new patterns, more extreme forms of ailments the monsters can cause, etc. Furthermore, you can record environmental things as well, such as the behavior of other monsters in the area when your target is around (in the case of Deviljho or some other invasive species that doesn't belong to a locale).
All of these can be compiled, and, if you're like me and have a sudden disparity in funds between HR 70 to HR 300, this optional research can be sold to line your pockets, as well as, in-universe, assist the Guild. In addition to this, you can even have bonus content unlocked from doing this optional research, like extra quests that have more unique cat and mouse dynamics in them or something that really tests your monster knowledge, with cosmetic and unique layered weapon rewards.
DragaleoReforged
14.04.2023I honestly loved world scout flies
FALCIONFF
14.04.2023(hopefully im not misunderstanding)
25:27 i dont see the problem of giving the player the certain position of the monster after gathering a lot of tracks and informations, not only it would follow the needs of the player that at the beginning has to actively search and in master rank, having the privilege of knowing were the monster is,,,, but also nothing says that it isnt impossible to make it optional.
with that i mean… have you gathered enough infos to know where the monster is at the start of the hunt? if yes, me (the researcher or the game itself) will give you the choice to:
-use the informations you gathered to have the monster icon on the map
-still using the "heated areas" to get an idea of where it could be without explicitely telling the exact location
-throwing all the infos you gathered out of the window and deciding to give us no more informations (for that monster) so that if the player wants to explore, he has room to do it
liked quite a lot the concept, maybe just some adjustments like (the first time you do a quest with a new monster, you have a question mark but you also have the quest description hinting on his habits and… for gameplay sake… his main element and main weakness).
other than those 2 adjustments, i hope this idea will be implemented in mh6 even if it is unlikely