Was lucky enough to get my hands on a copy of 4U recently, and I just adore the extra time and thought you have to put in preparing for a hunt. While I really enjoyed (and will hopefully continue to enjoy!) my time with World and Rise, I completely agree that being able to restock from your supply box mid-quest is ridiculously powerful. (Not to mention changing your choice of weapon or even your decorations mid-hunt! I think having to compromise with what element you choose based on what monsters appear is much more fun than swapping to suit each monster) There is something I find absolutely thrilling about being dumped in a quest, given 4 supply meds, 2 rations, some paintballs and a mini whetstone or two and being told: good luck! Great video, was fun to listen to a fresh perspective!
I think a good way to keep the World/Rise system would be to make a "personal supply box" like a special page in your chest that whatever items you put there are the ones you can acces mid hunt, this way we still have the qol of restocking if needed but in a more tame way and that way we can have the prep stage back, you can use that special chest to take prep items and resources ypu think you might need, it can have like 16 or so slots only
The item management and prepwork are really what gives MH its signature, manual feel. I do like most of the streamlining, the unnecessary steps like bomb casing being gone is nice. But I would prefer if herbs did still need the blueshrooms. Additionally I am very happy to see someone else finally talking about the restock system in more than just yes or no terms. I think a single restock box, same size as your normal item pouch, and maybe even ONE full change of gear would be a fine middle ground.
Cheers, I don't see enough people mention the extra restock options we got GU. I would like to see that brought back but this time letting us choose what gets sent on the quest. I'm hoping that the Chocobo saddlebag we see in the Wilds trailer is indeed used for this it would make a good middle ground. Bomb casing though I think something easier to obtain needs to replace them. Making a whole flash bomb off 1 flash bug is far worse then using a herb to make a potion.
I know it was a completely skippable side feature but bring back the Treasure Hunts from Freedom. Not even because they were amazing but because I'd be curious how much more fun they could be with the new faster gathering systems. Making an actual minigame out of those optimized routes people would take in Rise to farm ores for money.
I wanna see swimming return too, especially since we'd get to see what horrors lurk below considering that the underwater elder dragon (ceadus) is the only known competitor to nekarkos... if the gentle giant has such a terrifying level of strength, what might we find deeper in? the ocean in real life is much harsher than land, so what would it be like in a world with mountain sized snakes and infant dragons capable of casually destroying cities (lao shan lung)?
The deep ocean in real life terrifies me and in games I get the creeps swimming around down there. But being able to fight back in MH also helps ease the tension.😅 The unknowingness of it all is what I find so intriguing.
I actually do have to do prepared. I made bow main which means that I have to gather ingredients for other coatings. Because the game only provides you with power coatings and I don't use it.
2:57 gun the 4 hyper flagships and deviljho in gu. A few things about the infinite box restock, it does initially seem a throw in the towel in terms of any difficulty. some factors, gunning. Gunning is an impossible thing to balance, you either have 4 people do every hunt in a minute, or you have Dos where you (from what I've seen) cannot Bow White Fatalis to death solo without a White Fatalis Bow. While I was utilising a guiding lands specific fortify build, I would get everything to limp with just a little bit of Non Stickies for example, All the box would be doing for me personally then would be making that last little % a little bit faster. the guiding lands and the expeditions. as expeditions and the guiding lands are infinite, you have to have access to your box and refilling food, lest you have a monster spawn that you want to kill after being drained of resources, which I'd beg money on being why we've got the infinitely accessable box in the first place. 3:19 they were nerfed in gen 3 and even further so in 5, due to player power increasing immobilization on monsters had to decrease, though there are exceptions such as worlds daora and azure rathalos, which is more of a monster issue than an item issue, if an item is required for the monster to be bappable, it's more the monster than the item, cue Rise Rathalos rework. 4:25(ish) drinks, no it's just a button (end quote), an exceptionally annoying button as MH doesn't have buff timers. With drinks "immersion or rpg aspects" I've heard in the past, no the cold drink isn't going to save me from the active volcano, they had an entire game about "you can't go to X in this season", then because of the urgents had to ignore their own system of "too hot, too cold" or you'd just not be able to progress either online/offline pending the real world day. regarding follow-up hunts, I'm not certain on how they trigger, but i do know the following are available, Zinogre (low rank definitely *pre urgent?*, maybe high rank?) Deviljho and the Silver Rathalos, and the silver rathalos is notable as he had an unlock requirement aside rank, while the Deviljho is invader/rank. this has been done organically in previous games where you'll see something like the khezu in freedom 1 the tier below on a quest while in p3rd despite its ease aside from Zinogre, you will usually (especially not solo) have the tools/resources required to beat said monster, especially not something like Silver Rathalos. Subquests were mentioned but I forgot the timestamp, but honestly it surmounted to perfoming a specific thing then getting out, the "Return from Quest" button does the same albeit there's no individual reward for i stole 3 rathalos eggs. this has been my brain at 3 am, I'm gonna go have nightmares about the yama tsukami now
Cheers for taking the time out of your night to write all that. I don't have much to really comment on sadly I don't play bowguns much at all. I know if you get 4 hunters of any weapon with maxed out meta sets then monsters won't last long anyway. But in casual play without all that though constantly restocking all your good ammo every few minutes is like cheating. I've been in hunts where I see people do this constantly and I cannot imagine it's very fun to make those trips much like it is for me watching them do it. It's also frustrating that Capcoms attempts to nerf the bowgun hurt me as a hammer main. Sunbreak nerfed KO on monsters due to gunners crag shot spam instead of nerfing the ammo type itself like damn it's already hard being a hammer main recently stop making it worse. About the Dos mechanics I've never played that game but I think they sound really cool yet are likely never to return especially now in a mainstream MH being how tedious they were.
Generally all status effects and things like ko become harder to perform as monsters gain a higher base resistance and time to next ko/status in the g/master ranks but in rise specifically's case. I'm not a mathman, but ko was definitely tuned more heavily than in iceborne because of the base rise sticky bogan, though we do far, far more damage than in iceborne
I'm no math man either so it's alright, though I feel like stunning is easier in Rise then World. I know MHW at least at launch did some stupid stun threshold scaling to the amount of players on the quest like it expected us all to be using hammer. In a 4 player hunt I'd be lucky to KO a monster once before it dies compared to Rise where I can get 2-4. No idea if World still does that anymore though. Also the KO nerf in Sunbreak wasn't a change specifically for G-rank but rather the game as a whole as it was written in the expansions patch notes. Bowguns were the biggest factor for it but it's not only them that can out perform hammer in KO now. I think for the next game us hammer bros need an individual KO buff to give us our spotlight back.
My things i want: 1. Remove camp restocking and infinite eating. 2. Make the game generally harder, especially making rajang to former glory 3. More frontier monsters. Getting Batshit insane monster like disfuroa would be lovely. 4. Hunting arts. Adept and valor were broken in gu so i think just keeping the arts would be awesome. 5. Sub quests. 6. Make finding a monster actually feel like a “hunt”. Dont make it a slog like paintballs and “finding” tracks. Dont make it too free like rise. I don’t know how i would go about it but capcom need to make it work somehow
As a gunner who started playing on 3 Ultimate I can only agree that restocking bullets on cap feels like a cheat code. Hell, having shortcuts for quickly crafting all your Alchemy recipes and refill your ammo is kinda overpowered by itself.
My brother introduced me to Monster Hunter through 3U years ago. I definitely don't miss the failed combination mechanic, underwater combat or not being able to restock items at camp, especially since I've had dozens of runs where I forgot important items and had to abandon quests to restock, including mandatory capture quests.
Yeah well failed combos were a pain, especially the ones where even with every combo book it still was only a 95% chance to succeed. Another commenter mentioned having a few minute grace period for restocking items at the start of a hunt which would largely neutralize run resets. That's one of many ideas to blend the old and new I hope Capcom takes an approach like one of these for the next game.
Starting from zero - Agree to disagree on this one. I like having some starting point and the less time I spend getting all of these materials can instead be spent on actually hunting the monsters. There is still plenty pf progression in the game it just feels more focused on gear/unlockables rather than resources now. Item restocks - I can agree here. I liked the other comment that says after X amount of time lock out the camp...because I would on occasion forget to eat at the canteen. So, the camp would be a life saver sometimes. Switch skills - God bless yes please. Gunlance feels so much more satisfying to play with the switch skills and cant see myself going back to the old way of playing. Rocket ship go zoom and boom! More quests- I'm cool with more quests as long as they are filterable in quests for unlockables and stay away from "collect 8 of x materials/plants/account item/etc." These just feel tedious to me. Intrusions- I think these are fun unless they end up overdone. I like them when they rarely occur. If they happen every other quest like Bazel or Deviljho. Underwater combat - I havent experienced it, but if Wilds is anything it seems to be heavily biome focused so i wouldn't be surprised if it ends up showing back up. If not in the base game then likely in the expansion. My comments may come off as "Older man doesn't have time to play games, but still wants to play games" syndrome, but I think some of this video really gives some views I can certainly agree with, but there's one thing I'm certainly glad you didnt mention...paintballs. They can stay gone.
Your comments fine and I'm now at that age I don't have a lot of time to game either so I understand the view point. For me the prep in MonHun has always been a part of the game and something I came to enjoy, it's why I even poked fun at my old man view point there. Zawardos view on restock was really eye opening to me. I've grown up playing these games for so long I've only ever saw it as no restock or full restock. I appreciate everyone taking the time to comment on my videos I enjoy reading your thoughts. Cheers Boris!
As long they doing it like World were you can find that stuff to craft onlike rise were i almost run around for an hour to find a stupid thunder Bug for my trap
Definitely agree on underwater combat being reintroduced. From the fact that World, Rise and eventually Wilds is operate on a less restrictive level and the fact that they'd be able to play around with creating aquatic monsters, I definitely think they could do it better this time.
I agree on: -Subquests, not necessarily the "ending via subquest" though -more Quests, but I also want different quests and some with a nice spin, like a scripted but unannounced intrusion -intrusions, sounds fun, but don't make them too common -dynamic lighting, could be hard to propperly implement with modern engine and detailed maps, but would be very cool -water combat, all the yes, I need Gobul and Lagiacrus back, along with their dope ass themes I disagree on: -switch skills, I just don't care about them. They sound nice, but for many weapons, they might feel like getting implemented, just to be implemented. But that is a personal preference and I wouldn't have anything against them returning. -Hunt Preparation, I replayed MHFU recently and I gotta tell you, it's really not that hard. It's a bit annoying, keeping track of your items and restocking on some rarer ones, but most of the time it's just tedious busywork. It can feel rewarding, if done right though. So if the bring it back, but introduce better ways of farming the items, I would be totally on board. (for instance you have to hope for rng with some mushrooms or plants dropping, but if you give me specific regions and gathering spots for them, I wouldn't mind it) Over all a good video and I'm just as nostalgic for the old stuff and looking forward to the new stuff as you mate. Cheers.
I couldn't agree anymore about Lagiacrus and a theme track... only he doesn't have one. 😔 I'd love to see Lagiacrus return with a new personal theme just for him as well as Rathalos finally getting one too. It's strange that these two flagship monsters don't get anything special like the rest of the flagships. Even stranger that monsters like Yian Garuga get a personal theme. And I really like your take on hunt prep too since I've done a poor job conveying mine here. I agree that FU is a very extreme especially that village farm it haunts me going back to play the game. I want to see a mix of old and new hunt prep in future games. I think the faster gathering isn't bad either but we should be more inclined to do it tracking a monster then we are now. I especially like the idea of dedicated gathering spots it's something I wish they'd do with bugs again. These used to work the same as ore nodes and still could now with an instant net swing. I bet many new players were confused playing MHNow and wondering what was a carpenterbug, I miss them.
@@SirJacobFlames Ah yes, the good ol carpenter bug... I'm with you on hoping they return. BTW Rath theme is the "Forest and Hills" theme and lagiacrus is the "Deserted Island" theme. They are more or less their dedidacted themes and I was really disappointed when they didn't give Rathalos this theme in world. Fingers crossed both return with variations of their OG themes in Wilds.
I'm aware of their themes but they aren't unique like the others is what I was getting at. There's another TH-camr called @Bluerith who's imagined what both those might sound like if you're ever curious. In my previous video I used a couple of their tracks in the background. I really like their arrangement of Tris Sandy Plains or just Barroths theme done in Rises style.
Now here's an odd one I'd say: Me personally, I would LOVE for the "spotted" themes to return. Yeah these tunes were pretty short and completely ignored by most players but gen 5 without them feels... Idk kinda dry honestly. Having a sort of sinister introduction theme to a hunt instantly gave it different vibe.
Nah not odd at all actually you're not the first person I've heard say this. I've spent the past couple months running through GU with a bloke who started in Rise and he loves the spotted themes. I think World does have them but they are very mellow arrangements of the main battle themes.
I dont think I've really enjoyed a MH game since Gen Ultimate. I find the newer ones to hand holdey and how some monster gimmicks are getting out of hand. I did love the introduction of styles in Generations as i think it was welcomed as something to allow customization
Bloody oath it was. However I cannot see them returning with our current skill system being the way it is nor can I think of a way to rework them to fit so I didn't bother mentioning them.
1. hunt prep: i used to agree with you. i started in mhfu2. i think removing the entire item box from camp and replacing it with a smaller restoke supply is a good idea. but i want the simplified crafting list. i foud all the intermedate crafting requirements annoying. 2. Switch skills: GOD YES bring this to wilds. 3. bloated quest list: no. thats just an annoyance in the grind. i want to grind for armor/monsters i like. if i have to fight the great jagras 20 just to complete a list, im turning off the game. 4. monster intusion: eh i can take it or leave it. half the time i just left the quet when it happened. i prefer world's approach. multiple monster in the biome when can interfeer with your hunt. 5.: underwater: before this was a hard no for me. i was excited about underwater combat in 3 so the plesioth couldn't run from me. but the exection wasn't good in tri. but youre right we have better hardware now, id like to see another attempt at it.
Hey, thanks for sharing! I'd like to clarify a couple things some more here so to start I'd actually want to meet somewhere in the middle for combo ingredients. I think don't we need to go all the way back to bomb casings but stuff like just a flash bug is too OP for a whole flash bomb. Perhaps future games could add a stone to the recipe like what we used to use in bomb casings for a little balance. I think there's also potential room for both intrusions and random monsters in the hunting ground. I love having the random monsters roam around the maps it makes them feel lived in and I don't want to see that change. And ahhh, when I say quest list bloat I don't mean like 20 single monster quests don't worry. I do want a little more variety for single monster hunts especially if they spawn on multiple map locations but not a quest for every one of those maps. Mainly the bloat in these games comes from having massive hunt-a-thon quests with 3-5 different monsters at once, I bloody loves these! World made them optional, random to obtain and limited in attempts which sucked to see. I was happy Rise went back a little.
The old gameplay loop of preparing, checking ur items and then hunting your quarry for materials to make powerful armours and weapons sets for specify hunts and having fun of course
Hey I like checking out smaller channels and I think you made a pretty good video. My only criticism is I feel like putting a 2d static character on screen comes off really tacky these days. I almost closed the video right at the start, but once your character disappeared and the video started proper I enjoyed it. As for the actual points you made the only one I wholly disagree with is needing to gather regularly to craft items, I found it a bit tedious even back when I first started in FU myself. However I do think it's really lame you can just resupply at camp any time, it was always fun seeing how few items I could consume in any given hunt, knowing they were finite and now that pressure is totally gone. I do miss the preparation aspect, but not the scarcity if that makes sense.
My avatars not something I plan to change for awhile but I am working on minimizing it's appearance so thanks for tolerating it I guess. 😊 Something I'm noticing a lot here in the comments is I failed to properly convey the first point very well. I may one day make a smaller follow up video and that'd basically be a lot like what you say here. I don't want the old way we did items back 1 to 1 I just want some semblance of prep is all. Like I'm happy with how fast we gather nodes and how OP the traders are now it's all that other stuff like infinite resupply, piss easy combos and large item hand outs I would like to see removed or at least minimized.
Im kinda on the fence with some of your takes (like the bowgun one or the pre-hunt prep one), but i understand your reasoning and it will be interesting how capcom will choose to work with these older mechanics into the newer games. Also i would like for them to bring back the melding mechanics for rare parts and decorations to nerf the black dragon class monster known as "Desire Sensor" because i don't want to have to do 20 hunts on the same monster for a gem or gain a rare decoration needed for a specific build (mhwi moment)
I strongly disagree with that solely because the implication would mean that decorations would return to how they were horrendously handled in MHW which I never want to see again! Melding rare drops I'm okay with. Even the old games done it with a nice little man on each map who'd trade you the mantles but never again do I want MHWs deco system.
Ah I see! That was a confusing choice of wording to me since I've always used the word crafting when at the smithy rather then melding. Melding is another vender and system entirely. Also I'm not sure how much you're familiar with the older games and know that back in those decorations were always craftable like they are again in Rise. World is the only game to make them RNG drops on quests which used to be how our charms worked. It was this change that became one of my biggest reasons for hating World since now most my set building is ruined by not having what I needed on hand or easily in reach. You likely already know how decos are like 50% of an armor set where as a charm is only about 10% so this had greatly killed set building leading me to play suboptimal sets in a game that really punished you for that in the endgame.
@@SirJacobFlames yea I accidentally keep calling decoration crafting "melding" because that's what it was called in world. And I just started getting into mhgu and noticed that you can craft decorations straight up which made me question why the changed it in world
IMHO, 1. Prep, the combo and and the scarcity of the item can be fine if they bring back recipe book 1-5 2. Quest, they need to put more of them but now they have the problem of the type of maps since in older gen they almost copy past all the map from gen 1-4 so doubt it 3. Lighting, they need to think on how to make it natural and fun as it can be a chore 4. Under water combat, the hardest thing they have to tackle as even most of the game now have hard time to make an engaging water combat Other than that, I have to agree on all your takes
I like these points especially 3 that gives me a lot more to think about next time I bring up lighting. I do want to correct you by saying only MH2 reuses MH1 maps and MHGU reuses some of each past games maps. MH4U didn't reuse any old maps and still had almost as much quest variety as MHGU. 4U did reskin it's Sunken Hollow into the Volcanic Hollow. The there's the Dunes from MH1 that was completely remade in the same vein as the Sandy Plains in Rise. Base Rise and World could have took the 4U approach to quests but didn't. World half did with investigations but they didn't have the same click as normal quests. Not many people wanted to join my 3 different monster investigations and when people did win or lose the quest is gone after 5 attempts.
Yeah, 3 Ultimate was my first monster hunter so underwater combat was part of my experience from the start. It still feels weird hunting a Royal Ludroth and the whole hunt takes place on land.
I think the only one that i disagree with is the first one, partly due to that monster hunter can already be brutal enough and the main meat for a lot of players is fighting the monsters, theres a lot of menu sitting in mh, i dislike rize taking a less hunt and prep approach however, theres a big thrill in actively tracking down a monster
Yep I imagined a lot of people weren't going to be a fan of my first point and it's something I acknowledge is not likely to fully return. I believe there's room to find a middle ground between the old and new and hopefully Wilds is the game to find it.
I absolutely agree on all of these tho I'd rather have reworked Tonga over switch skills personally, I think a big issue capcom has now now is 5th gen brought in a the new players who are used and will be expecting to be able to restock so if they take it away you gonna get a lot of instant dopamine screeches complaining cuz they don't like hard games and just want easy wins
Sorry did you mean Tonfa? Also I've talked to newer players who agree restock is too OP so perhaps the complaints won't be as many as you'd think. I also find most quests in 5th gen really easy I don't need to restock if I'm playing semi decent.
i'm pretty sure i remember them saying underwater fight will probably never come back , because they are such a pain to design , we have to realise , there's 14 weapons each with it's own moveset. and you'd have to make 14 entirely new moveset for them underwater . i loved it but i can see why from a dev point of view it's a nightmare to do .
Sunbreak already has about 2 and half move sets for each weapon and while I'm no game dev to understand the complexity of it all the move sets in Tri were close 1 to 1s of land attacks so to me that doesn't seem like making a whole new move set rather small adjustments. But now you got me thinking about this it may be unreasonable to expect to see BOTH switch skills and underwater return. It'll likely be one or the other and either I'm happy to see back slightly leaning more towards water..
That'd be so cool and the Nibelsnarf too. Those two are really unique among the series monster roster I'd even like to see a third eating themed monster next time they appear to form a new trio.
Yeah, for me, hunt preparation is bringing antidotes against a monster that poisons, or slotting in Dragon resist and Iron Skin against a Savage Deviljho. Most of my monster hunter experience has been on 5th gen, but I remember some things form 3 Ultimate, like having having to run several expeditions or quests just to get certain things. Though I honestly chocked that up to limited inventory, especially back then when you had to bring specific gathering tools to even gather certain items likes bugs or mining deposits.
they need to add armor spheres back into normal hunt rewards. with 5th gen changing the upgrade system you need an unreasonable amount of spheres per piece. at the same time the only way to get them is doing those little sidequests wiich are not good enough. gathering 7 ore nodes for 1 armor sphere when you need 40 of them for every single armor piece....yeah no.
I didn't find World so bad but definitely felt it in Rise. With how easy they made everything else to obtain in these games it was silly armor spheres were ridiculously scarce.
i remeber in mhfu the first time i flashed a rajang, what a waste, flashed rajang in old games was way more dangerous than not flashed, i whod do that in emergengy just to not get targeted, bacause he whod go berserk and spam attacks left and right making it verry dangerous to aproach
Comming from someone who started with world and then played some of the older games afterwards (mh4u and mhgu): 1. Maybe the prep thing was more different in even older games, but i never actuallly had to prep for hunts in mh4u and mhgu. Just have the cats farm honey and buy potions works well in late game and in early game you get a massive amount of free items in the quest chest (if youre playing single player otherwise youe have to split). I still think the gathering for materials was fun though adn really charming in it's own way and like to see it return. 2. The camp....should be removed or at least make it so you can only restock items in the first two minutes of the quest (and on expeditions maybe you get some free items after defeating a large monster, for longer expeditions like those in the iceborne guiding lands). The reaso why i think you should be able to restock the first two minutes of the quest is because having to cancel the quest because you forgot to bring itmes is just annoying.....and even worse in multiyplayer. Weapon and armor switching is fine though in my opinion. 3.Monsters shouldn't be always visible on the map. I think the System of World for this was the best, but also wouldn't mind for the paintball to return. 4. For switchskills: I reeeealllllyyy want to keep insta block for lance or at least have an insta block like effect on lances counters. A lot of people want the old armor skill system to return and while i think it was fun, some weapons are far more deco hungry than others. Playing Lance without gurad and sharpness skills is miserable in late game and as such, weapons would need to be better balanced in order for the old skill system to work for all weapons and not just for some. Switch skills then would definitly help in that regard, since the can help in making up for short commings of a weapons, like how insta block removes Lance's dependence on the guard skill. 5. More quests are always welcome. Especially with how well monster interacted with one another and the hunter in MHW (turf wars, invaders, monsters both attacking the hunter and other monsters) having more quests with more mix ups of monsters is always better. 6. Invaders need to come back. Bazel hasnt been invading since base world. The warning system sounds really cool too, though i didnt play that specific game. 7. Don't care much for subquests honestly. I kinda always ignored them and just tried to get as many part breaks as possible.....and subquest with "hunt this small monster" i allways ignored. 8. playing with the vision of the players sounds fun. I allways thought that Chameleos's mist should be a lot thicker. 9. Never played underwarter combat. Would love to try it in a newer game, even if it doesn't work out and ends up being a bit clucnky.
Oh wow thanks for taking the time to write all that seriously! You got a lot there to digest so I'll quickly reply to my favorite parts tonight. I love your idea at 2. I've never thought of that before most likely since I'm so used to the old games but that's an amazing idea. I'm imagining it like the airship you arrive on sits around for a bit before departing it could work really well. For 7 I agree that the small monster and also those delivery subs aren't very good, at least when you're there to hunt the target monster. It's why I pointed out about my prize pelt farm method .It saves a dedicated Kelbi and Ankata hunt quest while still offering a way to farm them. I'm sure I'm not the only bloke who's had to boot a solo expedition in 5th gen to slay a dozen small monsters for a 30% drop. With 8 I think there's a good chance weather effects like mist might play a huge part in Wilds if that teasers anything to go off. In my first real video for YT I mentioned if weather is a major aspect then Rusted Kushala could be reworked into something epic.
Tbh i hope its a decent middleground, paintballs were horrible, and basically the rise owl with extra steps, i think grinding for hours just to get to the fun part sucked, but i didnt like the streamlined stuff
It unfortunately appears that way. 😔 Although underwater exploration is a huge step in the right direction! 😊 Anyway I have bigger concerns present in Wilds then any of these features missing but ultimately I'll have to play the demo for myself to judge if I like it or hate it.
Gotta say that I disagree entirely with the first point. The slow consumable grind is easily the worst part of these games. As for the camp restocking, I don’t see an issue with it at all since you’re not required to use it. Skilled players can ignore it and rely completely on what they bring or collect, but less skilled players can still restock to keep them from getting stuck for too long.
I've played many online hunts where I see people go back to camp every few minutes only for traps, flash bombs and bowgun ammo it's bullshit. If restocking was only healing items then fair enough but it's EVERYTHING. There's room for a middle ground between old and new I hope the devs find that in Wilds.
@@SirJacobFlames I actually starting writing my first comment when you brought up invading monsters (more than halfway through the video) and then finished watching. My opinion has remained the same unless they rework underwater combat.
You're the first person I've talked to who hates switch skills. I believe all these features could be reworked back into the series not just underwater. I'm also aware I've done a poor job explaining this especially in the hunt prep section that I don't actually want these brought back 1 to 1 as how they were before. I really shouldn't be taking a troll comment this seriously but since I already am I'll add the caves could use passive lighting on the hunter like in other modern games, for one example God of War 4 and 5. MH Rise even done this itself with a little spiribird that follows you into them only these caves are not dark enough to even need the light anyway.
@@SirJacobFlames I like how my opinion being different makes it a "troll comment". Ok bud, enjoy your echo chamber. When it comes to Switch Skills (which I didn't even say I hate just that I hope it doesn't return) I just didn't like how some just felt like regular moves that should be part of the natural moveset yet had to be equipped. Why do I need to equip an overhead swing on my Switch Axe? Then Sunbreak introduced the Switch Skill Swap which just made me have to keep track of which scroll I currently had on and what moves it brought. To me it almost felt like it was trying to be a successor to the styles system from Generations and it just didn't hit the same for me.
Some fair points there to be honest. I'm also not too big on skill scrolls so understand that part, even with the interesting mechanic they have on some armor skills it's annoying. I want my weapon to play the one way so I often make both scrolls the same if I'm ever forced to swap. And yeah if brought back in future games I hope there's better thought put into what is a switch skill and what isn't. Some attacks like the overhead slash aren't special enough to be forced one over the other, it should have been a positional attack like a few of switch axes other moves. Where as other skill choices were a massive change to the playstyle. It's almost like Capcom themselves were struggling to meet the switch skill quota on some weapons and cheaped out in a couple places.
I doubt they'll return anytime soon. I think the wirebugs were more to go with Rise's ninja monster hunters theme than being a series fixture going forward.
Was lucky enough to get my hands on a copy of 4U recently, and I just adore the extra time and thought you have to put in preparing for a hunt. While I really enjoyed (and will hopefully continue to enjoy!) my time with World and Rise, I completely agree that being able to restock from your supply box mid-quest is ridiculously powerful. (Not to mention changing your choice of weapon or even your decorations mid-hunt! I think having to compromise with what element you choose based on what monsters appear is much more fun than swapping to suit each monster) There is something I find absolutely thrilling about being dumped in a quest, given 4 supply meds, 2 rations, some paintballs and a mini whetstone or two and being told: good luck!
Great video, was fun to listen to a fresh perspective!
I think a good way to keep the World/Rise system would be to make a "personal supply box" like a special page in your chest that whatever items you put there are the ones you can acces mid hunt, this way we still have the qol of restocking if needed but in a more tame way and that way we can have the prep stage back, you can use that special chest to take prep items and resources ypu think you might need, it can have like 16 or so slots only
The item management and prepwork are really what gives MH its signature, manual feel. I do like most of the streamlining, the unnecessary steps like bomb casing being gone is nice. But I would prefer if herbs did still need the blueshrooms. Additionally I am very happy to see someone else finally talking about the restock system in more than just yes or no terms. I think a single restock box, same size as your normal item pouch, and maybe even ONE full change of gear would be a fine middle ground.
Cheers, I don't see enough people mention the extra restock options we got GU. I would like to see that brought back but this time letting us choose what gets sent on the quest. I'm hoping that the Chocobo saddlebag we see in the Wilds trailer is indeed used for this it would make a good middle ground.
Bomb casing though I think something easier to obtain needs to replace them. Making a whole flash bomb off 1 flash bug is far worse then using a herb to make a potion.
@@SirJacobFlames Agreed all around
Why are all aussie MH creators incredibly based? You have gained my sub
We're a based society
@@bormby_jonesYou humans might be, but I am not so lucky
As a person who played solos in generations i hated having to do 6 pages of quests per rank
I understand and respect you actually did it, well done!
I know it was a completely skippable side feature but bring back the Treasure Hunts from Freedom. Not even because they were amazing but because I'd be curious how much more fun they could be with the new faster gathering systems. Making an actual minigame out of those optimized routes people would take in Rise to farm ores for money.
That's actually a genius idea I love it!
I wanna see swimming return too, especially since we'd get to see what horrors lurk below considering that the underwater elder dragon (ceadus) is the only known competitor to nekarkos... if the gentle giant has such a terrifying level of strength, what might we find deeper in? the ocean in real life is much harsher than land, so what would it be like in a world with mountain sized snakes and infant dragons capable of casually destroying cities (lao shan lung)?
The deep ocean in real life terrifies me and in games I get the creeps swimming around down there. But being able to fight back in MH also helps ease the tension.😅
The unknowingness of it all is what I find so intriguing.
I just want to play as my Palico again.
I actually do have to do prepared. I made bow main which means that I have to gather ingredients for other coatings. Because the game only provides you with power coatings and I don't use it.
2:57 gun the 4 hyper flagships and deviljho in gu.
A few things about the infinite box restock, it does initially seem a throw in the towel in terms of any difficulty.
some factors, gunning.
Gunning is an impossible thing to balance, you either have 4 people do every hunt in a minute, or you have Dos where you (from what I've seen) cannot Bow White Fatalis to death solo without a White Fatalis Bow.
While I was utilising a guiding lands specific fortify build, I would get everything to limp with just a little bit of Non Stickies for example, All the box would be doing for me personally then would be making that last little % a little bit faster.
the guiding lands and the expeditions.
as expeditions and the guiding lands are infinite, you have to have access to your box and refilling food, lest you have a monster spawn that you want to kill after being drained of resources, which I'd beg money on being why we've got the infinitely accessable box in the first place.
3:19 they were nerfed in gen 3 and even further so in 5, due to player power increasing immobilization on monsters had to decrease, though there are exceptions such as worlds daora and azure rathalos, which is more of a monster issue than an item issue, if an item is required for the monster to be bappable, it's more the monster than the item, cue Rise Rathalos rework.
4:25(ish) drinks, no it's just a button (end quote), an exceptionally annoying button as MH doesn't have buff timers.
With drinks "immersion or rpg aspects" I've heard in the past, no the cold drink isn't going to save me from the active volcano, they had an entire game about "you can't go to X in this season", then because of the urgents had to ignore their own system of "too hot, too cold" or you'd just not be able to progress either online/offline pending the real world day.
regarding follow-up hunts, I'm not certain on how they trigger, but i do know the following are available, Zinogre (low rank definitely *pre urgent?*, maybe high rank?) Deviljho and the Silver Rathalos, and the silver rathalos is notable as he had an unlock requirement aside rank, while the Deviljho is invader/rank.
this has been done organically in previous games where you'll see something like the khezu in freedom 1 the tier below on a quest while in p3rd despite its ease aside from Zinogre, you will usually (especially not solo) have the tools/resources required to beat said monster, especially not something like Silver Rathalos.
Subquests were mentioned but I forgot the timestamp, but honestly it surmounted to perfoming a specific thing then getting out, the "Return from Quest" button does the same albeit there's no individual reward for i stole 3 rathalos eggs.
this has been my brain at 3 am, I'm gonna go have nightmares about the yama tsukami now
Cheers for taking the time out of your night to write all that.
I don't have much to really comment on sadly I don't play bowguns much at all. I know if you get 4 hunters of any weapon with maxed out meta sets then monsters won't last long anyway. But in casual play without all that though constantly restocking all your good ammo every few minutes is like cheating. I've been in hunts where I see people do this constantly and I cannot imagine it's very fun to make those trips much like it is for me watching them do it.
It's also frustrating that Capcoms attempts to nerf the bowgun hurt me as a hammer main. Sunbreak nerfed KO on monsters due to gunners crag shot spam instead of nerfing the ammo type itself like damn it's already hard being a hammer main recently stop making it worse.
About the Dos mechanics I've never played that game but I think they sound really cool yet are likely never to return especially now in a mainstream MH being how tedious they were.
Generally all status effects and things like ko become harder to perform as monsters gain a higher base resistance and time to next ko/status in the g/master ranks
but in rise specifically's case. I'm not a mathman, but ko was definitely tuned more heavily than in iceborne because of the base rise sticky bogan, though we do far, far more damage than in iceborne
I'm no math man either so it's alright, though I feel like stunning is easier in Rise then World. I know MHW at least at launch did some stupid stun threshold scaling to the amount of players on the quest like it expected us all to be using hammer. In a 4 player hunt I'd be lucky to KO a monster once before it dies compared to Rise where I can get 2-4. No idea if World still does that anymore though.
Also the KO nerf in Sunbreak wasn't a change specifically for G-rank but rather the game as a whole as it was written in the expansions patch notes. Bowguns were the biggest factor for it but it's not only them that can out perform hammer in KO now. I think for the next game us hammer bros need an individual KO buff to give us our spotlight back.
My things i want:
1.
Remove camp restocking and infinite eating.
2. Make the game generally harder, especially making rajang to former glory
3. More frontier monsters. Getting Batshit insane monster like disfuroa would be lovely.
4. Hunting arts. Adept and valor were broken in gu so i think just keeping the arts would be awesome.
5. Sub quests.
6. Make finding a monster actually feel like a “hunt”. Dont make it a slog like paintballs and “finding” tracks. Dont make it too free like rise. I don’t know how i would go about it but capcom need to make it work somehow
As a gunner who started playing on 3 Ultimate I can only agree that restocking bullets on cap feels like a cheat code. Hell, having shortcuts for quickly crafting all your Alchemy recipes and refill your ammo is kinda overpowered by itself.
My brother introduced me to Monster Hunter through 3U years ago. I definitely don't miss the failed combination mechanic, underwater combat or not being able to restock items at camp, especially since I've had dozens of runs where I forgot important items and had to abandon quests to restock, including mandatory capture quests.
Yeah well failed combos were a pain, especially the ones where even with every combo book it still was only a 95% chance to succeed.
Another commenter mentioned having a few minute grace period for restocking items at the start of a hunt which would largely neutralize run resets. That's one of many ideas to blend the old and new I hope Capcom takes an approach like one of these for the next game.
Starting from zero - Agree to disagree on this one. I like having some starting point and the less time I spend getting all of these materials can instead be spent on actually hunting the monsters. There is still plenty pf progression in the game it just feels more focused on gear/unlockables rather than resources now.
Item restocks - I can agree here. I liked the other comment that says after X amount of time lock out the camp...because I would on occasion forget to eat at the canteen. So, the camp would be a life saver sometimes.
Switch skills - God bless yes please. Gunlance feels so much more satisfying to play with the switch skills and cant see myself going back to the old way of playing. Rocket ship go zoom and boom!
More quests- I'm cool with more quests as long as they are filterable in quests for unlockables and stay away from "collect 8 of x materials/plants/account item/etc." These just feel tedious to me.
Intrusions- I think these are fun unless they end up overdone. I like them when they rarely occur. If they happen every other quest like Bazel or Deviljho.
Underwater combat - I havent experienced it, but if Wilds is anything it seems to be heavily biome focused so i wouldn't be surprised if it ends up showing back up. If not in the base game then likely in the expansion.
My comments may come off as "Older man doesn't have time to play games, but still wants to play games" syndrome, but I think some of this video really gives some views I can certainly agree with, but there's one thing I'm certainly glad you didnt mention...paintballs. They can stay gone.
Your comments fine and I'm now at that age I don't have a lot of time to game either so I understand the view point. For me the prep in MonHun has always been a part of the game and something I came to enjoy, it's why I even poked fun at my old man view point there.
Zawardos view on restock was really eye opening to me. I've grown up playing these games for so long I've only ever saw it as no restock or full restock. I appreciate everyone taking the time to comment on my videos I enjoy reading your thoughts.
Cheers Boris!
As long they doing it like World were you can find that stuff to craft onlike rise were i almost run around for an hour to find a stupid thunder Bug for my trap
Definitely agree on underwater combat being reintroduced. From the fact that World, Rise and eventually Wilds is operate on a less restrictive level and the fact that they'd be able to play around with creating aquatic monsters, I definitely think they could do it better this time.
And not just creating new monsters either I'm excited at the concept of seeing 4th, 5th gen and Frontier monsters get an underwater rework.
As a Hammer main I too used to hold ammo for my brother who was a gunner lol
I agree on:
-Subquests, not necessarily the "ending via subquest" though
-more Quests, but I also want different quests and some with a nice spin, like a scripted but unannounced intrusion
-intrusions, sounds fun, but don't make them too common
-dynamic lighting, could be hard to propperly implement with modern engine and detailed maps, but would be very cool
-water combat, all the yes, I need Gobul and Lagiacrus back, along with their dope ass themes
I disagree on:
-switch skills, I just don't care about them. They sound nice, but for many weapons, they might feel like getting implemented, just to be implemented. But that is a personal preference and I wouldn't have anything against them returning.
-Hunt Preparation, I replayed MHFU recently and I gotta tell you, it's really not that hard. It's a bit annoying, keeping track of your items and restocking on some rarer ones, but most of the time it's just tedious busywork. It can feel rewarding, if done right though. So if the bring it back, but introduce better ways of farming the items, I would be totally on board. (for instance you have to hope for rng with some mushrooms or plants dropping, but if you give me specific regions and gathering spots for them, I wouldn't mind it)
Over all a good video and I'm just as nostalgic for the old stuff and looking forward to the new stuff as you mate. Cheers.
I couldn't agree anymore about Lagiacrus and a theme track... only he doesn't have one. 😔
I'd love to see Lagiacrus return with a new personal theme just for him as well as Rathalos finally getting one too. It's strange that these two flagship monsters don't get anything special like the rest of the flagships. Even stranger that monsters like Yian Garuga get a personal theme.
And I really like your take on hunt prep too since I've done a poor job conveying mine here. I agree that FU is a very extreme especially that village farm it haunts me going back to play the game.
I want to see a mix of old and new hunt prep in future games. I think the faster gathering isn't bad either but we should be more inclined to do it tracking a monster then we are now. I especially like the idea of dedicated gathering spots it's something I wish they'd do with bugs again. These used to work the same as ore nodes and still could now with an instant net swing. I bet many new players were confused playing MHNow and wondering what was a carpenterbug, I miss them.
@@SirJacobFlames Ah yes, the good ol carpenter bug... I'm with you on hoping they return. BTW Rath theme is the "Forest and Hills" theme and lagiacrus is the "Deserted Island" theme. They are more or less their dedidacted themes and I was really disappointed when they didn't give Rathalos this theme in world.
Fingers crossed both return with variations of their OG themes in Wilds.
I'm aware of their themes but they aren't unique like the others is what I was getting at.
There's another TH-camr called @Bluerith who's imagined what both those might sound like if you're ever curious. In my previous video I used a couple of their tracks in the background. I really like their arrangement of Tris Sandy Plains or just Barroths theme done in Rises style.
@@SirJacobFlames Yeah, themes like those are exactly what I'm talking about, thank you for directing me towards them.
Now here's an odd one I'd say: Me personally, I would LOVE for the "spotted" themes to return. Yeah these tunes were pretty short and completely ignored by most players but gen 5 without them feels... Idk kinda dry honestly. Having a sort of sinister introduction theme to a hunt instantly gave it different vibe.
Nah not odd at all actually you're not the first person I've heard say this. I've spent the past couple months running through GU with a bloke who started in Rise and he loves the spotted themes. I think World does have them but they are very mellow arrangements of the main battle themes.
I dont think I've really enjoyed a MH game since Gen Ultimate. I find the newer ones to hand holdey and how some monster gimmicks are getting out of hand.
I did love the introduction of styles in Generations as i think it was welcomed as something to allow customization
I really want negative skill to return. It's so much more fun to make a build when you have to balance between positive and negative skill
Bloody oath it was. However I cannot see them returning with our current skill system being the way it is nor can I think of a way to rework them to fit so I didn't bother mentioning them.
1. hunt prep: i used to agree with you. i started in mhfu2. i think removing the entire item box from camp and replacing it with a smaller restoke supply is a good idea. but i want the simplified crafting list. i foud all the intermedate crafting requirements annoying.
2. Switch skills: GOD YES bring this to wilds.
3. bloated quest list: no. thats just an annoyance in the grind. i want to grind for armor/monsters i like. if i have to fight the great jagras 20 just to complete a list, im turning off the game.
4. monster intusion: eh i can take it or leave it. half the time i just left the quet when it happened. i prefer world's approach. multiple monster in the biome when can interfeer with your hunt.
5.: underwater: before this was a hard no for me. i was excited about underwater combat in 3 so the plesioth couldn't run from me. but the exection wasn't good in tri. but youre right we have better hardware now, id like to see another attempt at it.
Hey, thanks for sharing!
I'd like to clarify a couple things some more here so to start I'd actually want to meet somewhere in the middle for combo ingredients. I think don't we need to go all the way back to bomb casings but stuff like just a flash bug is too OP for a whole flash bomb. Perhaps future games could add a stone to the recipe like what we used to use in bomb casings for a little balance.
I think there's also potential room for both intrusions and random monsters in the hunting ground. I love having the random monsters roam around the maps it makes them feel lived in and I don't want to see that change.
And ahhh, when I say quest list bloat I don't mean like 20 single monster quests don't worry. I do want a little more variety for single monster hunts especially if they spawn on multiple map locations but not a quest for every one of those maps. Mainly the bloat in these games comes from having massive hunt-a-thon quests with 3-5 different monsters at once, I bloody loves these! World made them optional, random to obtain and limited in attempts which sucked to see. I was happy Rise went back a little.
The old gameplay loop of preparing, checking ur items and then hunting your quarry for materials to make powerful armours and weapons sets for specify hunts and having fun of course
Hey I like checking out smaller channels and I think you made a pretty good video. My only criticism is I feel like putting a 2d static character on screen comes off really tacky these days. I almost closed the video right at the start, but once your character disappeared and the video started proper I enjoyed it. As for the actual points you made the only one I wholly disagree with is needing to gather regularly to craft items, I found it a bit tedious even back when I first started in FU myself. However I do think it's really lame you can just resupply at camp any time, it was always fun seeing how few items I could consume in any given hunt, knowing they were finite and now that pressure is totally gone. I do miss the preparation aspect, but not the scarcity if that makes sense.
My avatars not something I plan to change for awhile but I am working on minimizing it's appearance so thanks for tolerating it I guess. 😊
Something I'm noticing a lot here in the comments is I failed to properly convey the first point very well. I may one day make a smaller follow up video and that'd basically be a lot like what you say here.
I don't want the old way we did items back 1 to 1 I just want some semblance of prep is all. Like I'm happy with how fast we gather nodes and how OP the traders are now it's all that other stuff like infinite resupply, piss easy combos and large item hand outs I would like to see removed or at least minimized.
Im kinda on the fence with some of your takes (like the bowgun one or the pre-hunt prep one), but i understand your reasoning and it will be interesting how capcom will choose to work with these older mechanics into the newer games. Also i would like for them to bring back the melding mechanics for rare parts and decorations to nerf the black dragon class monster known as "Desire Sensor" because i don't want to have to do 20 hunts on the same monster for a gem or gain a rare decoration needed for a specific build (mhwi moment)
I strongly disagree with that solely because the implication would mean that decorations would return to how they were horrendously handled in MHW which I never want to see again!
Melding rare drops I'm okay with. Even the old games done it with a nice little man on each map who'd trade you the mantles but never again do I want MHWs deco system.
@@SirJacobFlames I was talking more about rises decorations system and how you can just meld them instead of the rng system like world
Ah I see! That was a confusing choice of wording to me since I've always used the word crafting when at the smithy rather then melding. Melding is another vender and system entirely.
Also I'm not sure how much you're familiar with the older games and know that back in those decorations were always craftable like they are again in Rise. World is the only game to make them RNG drops on quests which used to be how our charms worked. It was this change that became one of my biggest reasons for hating World since now most my set building is ruined by not having what I needed on hand or easily in reach.
You likely already know how decos are like 50% of an armor set where as a charm is only about 10% so this had greatly killed set building leading me to play suboptimal sets in a game that really punished you for that in the endgame.
@@SirJacobFlames yea I accidentally keep calling decoration crafting "melding" because that's what it was called in world. And I just started getting into mhgu and noticed that you can craft decorations straight up which made me question why the changed it in world
incredibly based suggestions, liked
IMHO,
1. Prep, the combo and and the scarcity of the item can be fine if they bring back recipe book 1-5
2. Quest, they need to put more of them but now they have the problem of the type of maps since in older gen they almost copy past all the map from gen 1-4 so doubt it
3. Lighting, they need to think on how to make it natural and fun as it can be a chore
4. Under water combat, the hardest thing they have to tackle as even most of the game now have hard time to make an engaging water combat
Other than that, I have to agree on all your takes
I like these points especially 3 that gives me a lot more to think about next time I bring up lighting.
I do want to correct you by saying only MH2 reuses MH1 maps and MHGU reuses some of each past games maps. MH4U didn't reuse any old maps and still had almost as much quest variety as MHGU. 4U did reskin it's Sunken Hollow into the Volcanic Hollow. The there's the Dunes from MH1 that was completely remade in the same vein as the Sandy Plains in Rise.
Base Rise and World could have took the 4U approach to quests but didn't. World half did with investigations but they didn't have the same click as normal quests. Not many people wanted to join my 3 different monster investigations and when people did win or lose the quest is gone after 5 attempts.
GIVE ME BACK MY SWEET, BELOVED BOI, QURUPECO!!!!!!!!!!!!!!!!
I REQUIRE HIS WONDERFUL GOOFY DANCE AND HUNTING HORN!!!!!!!!!!!
Bloody oath I'm right there with you. Quru is LONG over due for his comeback!
I want a farm again very badly
Same especially in the smaller hub towns like we had in Pokke, Yukumo and recently Kamura, it makes them feel like more believable real communities.
If they really bring back the underwear battle I'm so much welcoming it return, since I never tested the underwater battle in monster hunter myself 😞
Yeah, 3 Ultimate was my first monster hunter so underwater combat was part of my experience from the start. It still feels weird hunting a Royal Ludroth and the whole hunt takes place on land.
I think the only one that i disagree with is the first one, partly due to that monster hunter can already be brutal enough and the main meat for a lot of players is fighting the monsters, theres a lot of menu sitting in mh, i dislike rize taking a less hunt and prep approach however, theres a big thrill in actively tracking down a monster
Yep I imagined a lot of people weren't going to be a fan of my first point and it's something I acknowledge is not likely to fully return. I believe there's room to find a middle ground between the old and new and hopefully Wilds is the game to find it.
@@SirJacobFlames yeah hopefully, do in a way that still keeps plenty of the quality of life
I absolutely agree on all of these tho I'd rather have reworked Tonga over switch skills personally, I think a big issue capcom has now now is 5th gen brought in a the new players who are used and will be expecting to be able to restock so if they take it away you gonna get a lot of instant dopamine screeches complaining cuz they don't like hard games and just want easy wins
Sorry did you mean Tonfa?
Also I've talked to newer players who agree restock is too OP so perhaps the complaints won't be as many as you'd think. I also find most quests in 5th gen really easy I don't need to restock if I'm playing semi decent.
@@SirJacobFlames yeah sorry mist have been a typo but Im happy that your finding new players would be OK with the change that gives me hope lol
Its progress. It does not need all the jank back.
i'm pretty sure i remember them saying underwater fight will probably never come back , because they are such a pain to design , we have to realise , there's 14 weapons each with it's own moveset.
and you'd have to make 14 entirely new moveset for them underwater . i loved it but i can see why from a dev point of view it's a nightmare to do .
Sunbreak already has about 2 and half move sets for each weapon and while I'm no game dev to understand the complexity of it all the move sets in Tri were close 1 to 1s of land attacks so to me that doesn't seem like making a whole new move set rather small adjustments. But now you got me thinking about this it may be unreasonable to expect to see BOTH switch skills and underwater return. It'll likely be one or the other and either I'm happy to see back slightly leaning more towards water..
@@SirJacobFlames hopefully they'll make it , i'd love to see the gobul back
That'd be so cool and the Nibelsnarf too. Those two are really unique among the series monster roster I'd even like to see a third eating themed monster next time they appear to form a new trio.
I played older games for MH, and I hate which passion hunting preparation.
I so wish it would never come back.
Yeah, for me, hunt preparation is bringing antidotes against a monster that poisons, or slotting in Dragon resist and Iron Skin against a Savage Deviljho. Most of my monster hunter experience has been on 5th gen, but I remember some things form 3 Ultimate, like having having to run several expeditions or quests just to get certain things. Though I honestly chocked that up to limited inventory, especially back then when you had to bring specific gathering tools to even gather certain items likes bugs or mining deposits.
they need to add armor spheres back into normal hunt rewards. with 5th gen changing the upgrade system you need an unreasonable amount of spheres per piece. at the same time the only way to get them is doing those little sidequests wiich are not good enough. gathering 7 ore nodes for 1 armor sphere when you need 40 of them for every single armor piece....yeah no.
I didn't find World so bad but definitely felt it in Rise. With how easy they made everything else to obtain in these games it was silly armor spheres were ridiculously scarce.
i remeber in mhfu the first time i flashed a rajang, what a waste, flashed rajang in old games was way more dangerous than not flashed, i whod do that in emergengy just to not get targeted, bacause he whod go berserk and spam attacks left and right making it verry dangerous to aproach
Comming from someone who started with world and then played some of the older games afterwards (mh4u and mhgu):
1. Maybe the prep thing was more different in even older games, but i never actuallly had to prep for hunts in mh4u and mhgu. Just have the cats farm honey and buy potions works well in late game and in early game you get a massive amount of free items in the quest chest (if youre playing single player otherwise youe have to split). I still think the gathering for materials was fun though adn really charming in it's own way and like to see it return.
2. The camp....should be removed or at least make it so you can only restock items in the first two minutes of the quest (and on expeditions maybe you get some free items after defeating a large monster, for longer expeditions like those in the iceborne guiding lands). The reaso why i think you should be able to restock the first two minutes of the quest is because having to cancel the quest because you forgot to bring itmes is just annoying.....and even worse in multiyplayer. Weapon and armor switching is fine though in my opinion.
3.Monsters shouldn't be always visible on the map. I think the System of World for this was the best, but also wouldn't mind for the paintball to return.
4. For switchskills: I reeeealllllyyy want to keep insta block for lance or at least have an insta block like effect on lances counters. A lot of people want the old armor skill system to return and while i think it was fun, some weapons are far more deco hungry than others. Playing Lance without gurad and sharpness skills is miserable in late game and as such, weapons would need to be better balanced in order for the old skill system to work for all weapons and not just for some. Switch skills then would definitly help in that regard, since the can help in making up for short commings of a weapons, like how insta block removes Lance's dependence on the guard skill.
5. More quests are always welcome. Especially with how well monster interacted with one another and the hunter in MHW (turf wars, invaders, monsters both attacking the hunter and other monsters) having more quests with more mix ups of monsters is always better.
6. Invaders need to come back. Bazel hasnt been invading since base world. The warning system sounds really cool too, though i didnt play that specific game.
7. Don't care much for subquests honestly. I kinda always ignored them and just tried to get as many part breaks as possible.....and subquest with "hunt this small monster" i allways ignored.
8. playing with the vision of the players sounds fun. I allways thought that Chameleos's mist should be a lot thicker.
9. Never played underwarter combat. Would love to try it in a newer game, even if it doesn't work out and ends up being a bit clucnky.
Oh wow thanks for taking the time to write all that seriously! You got a lot there to digest so I'll quickly reply to my favorite parts tonight.
I love your idea at 2. I've never thought of that before most likely since I'm so used to the old games but that's an amazing idea. I'm imagining it like the airship you arrive on sits around for a bit before departing it could work really well.
For 7 I agree that the small monster and also those delivery subs aren't very good, at least when you're there to hunt the target monster. It's why I pointed out about my prize pelt farm method .It saves a dedicated Kelbi and Ankata hunt quest while still offering a way to farm them. I'm sure I'm not the only bloke who's had to boot a solo expedition in 5th gen to slay a dozen small monsters for a 30% drop.
With 8 I think there's a good chance weather effects like mist might play a huge part in Wilds if that teasers anything to go off. In my first real video for YT I mentioned if weather is a major aspect then Rusted Kushala could be reworked into something epic.
Tbh i hope its a decent middleground, paintballs were horrible, and basically the rise owl with extra steps, i think grinding for hours just to get to the fun part sucked, but i didnt like the streamlined stuff
Good shit👍
Bring back internal ammo for bowguns 🔥
I keep forgetting those were a thing and you're right this should be brought back.
Damn bruh they aint got any of these in the demo. You're gonna hate this game😭
It unfortunately appears that way. 😔
Although underwater exploration is a huge step in the right direction! 😊
Anyway I have bigger concerns present in Wilds then any of these features missing but ultimately I'll have to play the demo for myself to judge if I like it or hate it.
Gotta say that I disagree entirely with the first point. The slow consumable grind is easily the worst part of these games. As for the camp restocking, I don’t see an issue with it at all since you’re not required to use it. Skilled players can ignore it and rely completely on what they bring or collect, but less skilled players can still restock to keep them from getting stuck for too long.
I've played many online hunts where I see people go back to camp every few minutes only for traps, flash bombs and bowgun ammo it's bullshit. If restocking was only healing items then fair enough but it's EVERYTHING. There's room for a middle ground between old and new I hope the devs find that in Wilds.
@@SirJacobFlames And that’s their choice to do. If you don’t want people doing that, hunt with groups that don’t return to camp to restock.
So you like tedium and frustration, got it. As someone who's been playing since 3U, I'm honestly hoping none of this shit returns in the new games.
It's easy to tell with comments like this the people who haven't watched past my first point.
@@SirJacobFlames I actually starting writing my first comment when you brought up invading monsters (more than halfway through the video) and then finished watching. My opinion has remained the same unless they rework underwater combat.
You're the first person I've talked to who hates switch skills.
I believe all these features could be reworked back into the series not just underwater. I'm also aware I've done a poor job explaining this especially in the hunt prep section that I don't actually want these brought back 1 to 1 as how they were before.
I really shouldn't be taking a troll comment this seriously but since I already am I'll add the caves could use passive lighting on the hunter like in other modern games, for one example God of War 4 and 5. MH Rise even done this itself with a little spiribird that follows you into them only these caves are not dark enough to even need the light anyway.
@@SirJacobFlames I like how my opinion being different makes it a "troll comment". Ok bud, enjoy your echo chamber. When it comes to Switch Skills (which I didn't even say I hate just that I hope it doesn't return) I just didn't like how some just felt like regular moves that should be part of the natural moveset yet had to be equipped. Why do I need to equip an overhead swing on my Switch Axe? Then Sunbreak introduced the Switch Skill Swap which just made me have to keep track of which scroll I currently had on and what moves it brought. To me it almost felt like it was trying to be a successor to the styles system from Generations and it just didn't hit the same for me.
Some fair points there to be honest.
I'm also not too big on skill scrolls so understand that part, even with the interesting mechanic they have on some armor skills it's annoying. I want my weapon to play the one way so I often make both scrolls the same if I'm ever forced to swap.
And yeah if brought back in future games I hope there's better thought put into what is a switch skill and what isn't. Some attacks like the overhead slash aren't special enough to be forced one over the other, it should have been a positional attack like a few of switch axes other moves. Where as other skill choices were a massive change to the playstyle. It's almost like Capcom themselves were struggling to meet the switch skill quota on some weapons and cheaped out in a couple places.
hopefully wirebugs or what that thing is called does not come back in wilds
I doubt they'll return anytime soon. I think the wirebugs were more to go with Rise's ninja monster hunters theme than being a series fixture going forward.
naa most of theres stuff shouldn't come back its fine the way it is
Right analog stick attack should come back
World has a few attack that are stick based so maybe...
Literally just don't use the camp lmao
old school elitist