All things considered, Iceborne's endgame was not too bad. We had plenty of interesting content to tackle. I think the MR rank grind to get to MR 100 was a bit much, but it also wasnt the worst either.
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
One thing I just noticed with MHW is that the HDR is really solid. I noticed this because I had HDR off on my monitor for Subnautica, and the game loaded up and felt kind of dull and washed out.
I actually just started a fresh character on MHW because I'm.. stupid? I think I'm stupid?
Like I could actually progress on my main character (tapped out around MR 85 cause I just kinda hated the guiding lands), but instead I decided to start fresh and see what going through the base game and main story again feels like now that I mostly know what I'm doing.
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
I actually just started a fresh character on MHW because I'm.. stupid? I think I'm stupid?
Like I could actually progress on my main character (tapped out around MR 85 cause I just kinda hated the guiding lands), but instead I decided to start fresh and see what going through the base game and main story again feels like now that I mostly know what I'm doing.
I’ve been considering the same thing, you’re not stupid. I really enjoyed the MR portion, but HR felt exhausting and now my gear makes MR too easy.
Looking forward to Rise now at least!
I sure hope Rise isnt just another farm the same 4 elder dragons for endgame as everything else.
Is that Iceborne's endgame too?
Thats kind of what burnt me out on the game originally. Needs more of the roster involved to keep things fresh.
After that and 4U, I have to come to the conclusion that the main Monster Hunter team just sucks at creating endgames that aren't grinding a few monsters over and over for random drops that have nothing to do with them.
Lance, Hammer, LBG confirmed from the TGS stream today, I think just HH and HBG are still semi-unconfirmed. They also showed a bit more detail of the map, palamute traversal, and wirebug weapon arts (lance, hammer, sns, gunlance, long sword, great sword, LBG)
Lance, Hammer, LBG confirmed from the TGS stream today, I think just HH and HBG are still semi-unconfirmed. They also showed a bit more detail of the map, palamute traversal, and wirebug weapon arts (lance, hammer, sns, gunlance, long sword, great sword, LBG)
Rise gameplay on stream tomorrow around 8 AM EST
I can't imagine any weapons not returning though. A new weapon is the real question (unlikely but a welcome surprise imo)
Lance, Hammer, LBG confirmed from the TGS stream today, I think just HH and HBG are still semi-unconfirmed. They also showed a bit more detail of the map, palamute traversal, and wirebug weapon arts (lance, hammer, sns, gunlance, long sword, great sword, LBG)
Rise gameplay on stream tomorrow around 8 AM EST
I can't imagine any weapons not returning though. A new weapon is the real question (unlikely but a welcome surprise imo)
Yeah I understand they caught hell for that in the past.
Yeah, I don't doubt that we keep the current 14 weapons with world's moveset adjustments + wirebug additions. A new weapon would be cool though (give us the damn tonfas from frontier g), or bringing back playable palicos (maybe even playable palamutes?)
So, item restocks are in. Not only am I going to wait for other people's word on getting this now, I'm going to have to put effort into figuring out which reviews I need to ignore.
So, item restocks are in. Not only am I going to wait for other people's word on getting this now, I'm going to have to put effort into figuring out which reviews I need to ignore.
I guess at least we're also getting Stories 2.
I am genuinely confused why item restocks (World style, yeah) are an issue.
You could always just not use the item restock feature at camp, if it bothers you?
It makes it so that monsters need to be balanced around the assumption that players have infinite access to healing. Battles of attrition are no longer possible, so the only way to create difficulty is through massive damage spikes.
The argument I've heard from the fervently anti item restock crowd is that it simultaneously makes the game too easy (because it removes the battle of attrition aspect if you have infinite health restoration items) and also encourages "cheap" encounter design (more one shot attacks on endgame monsters because players have effectively infinite health).
Personally I see that argument as rather flawed. First, it seems to assume that the difficulty of a fight is based on how many resources you have left when you complete a fight, and also that this is some kind of static number that never changes. Like, assuming you are limited to 10 max pots or whatever (let's ignore crafting for now just to get to this nice round number), a fight that takes all 10 of those pots is hard and rewarding, a battle of attrition! You just barely overcame the challenge with what you had on hand! And sure, that's true I guess, but will it always be true, every time? Monster Hunter isn't a game about fighting a monster one time and then moving on, it's a game of repeatedly taking on the same fights, over and over. As you become more familiar and more experienced in a matchup that 10 pot fight might become a 7 pot fight, then a 4 pot, then even a 1 or 0 pot fight when you truly master it. I don't think anyone would argue that the fight got less hard at this point, just that the player has improved.
So here restocking acts as a kind of individually scaling difficulty slider, where better players get faster hunts because they need less items, while newer or more casual players can kinda go at their own pace. It removes the floor, not the ceiling. Basically when people say "restocking makes the game easy cause you can just have infinite health" then all I can think is "yeah, but you still got hit though."
The second argument, that restocking fundamentally changes how encounters are designed by encouraging more HP sponges and "cheap" one shot moves, is more compelling but way more subjective. Like, I thought AT nerg and Lunastra was fun as hell, a constant dance where you have to read tells, carefully avoid overcommitting, and occasionally gamble with your life to go for a flinch/stagger, whereas Safi back to back nova'd my group in each of the first three times I fought him. So, uh, imo this is less "restocking incentivizes bad fight design" than "capcom occasionally makes broken fights when they include forced pushes/poorly scripted instant wipe mechs."
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fRAWRstThe Seas CallThe Mad AnswerRegistered Userregular
Im here to hunt monsters and hit lvl 3 GS charges
i dont even think i used the item restock in world/iceborne
You could always just not use the item restock feature at camp, if it bothers you?
It makes it so that monsters need to be balanced around the assumption that players have infinite access to healing. Battles of attrition are no longer possible, so the only way to create difficulty is through massive damage spikes.
I find this argument kind of funny, considering I got in through World and am now going through Gen U... and shit there hits so fucking hard, and I'm not even at G Rank yet. There's been plenty of hunts where I'm down to nearly no mega potions left (I don't bring honey, just 10 Potions/10 Mega/2 Max) and have used a Max or two. I'm at the point where I'm at 10* Village and 6* Hub, trying to start doing Hypers solo. My armor's been capped at upgrades requiring Hyper mats for a while now and the damage has been out scaling my defense before I even got to Hypers. I dropped Guild Hammer and switched to Striker Lance just so I could block (yeah I know, I could abuse Valor stuff) and survive a little better. A few hunts I even had to go find honey to craft some more Megas just to squeak through.
If anything, World's easier and when you start to grok the game outside of certain ammo for bowguns you don't need the restocks and can live without. The monster behavior is in general certainly way fairer I'd say, especially in terms of hitboxes and safe zones fighting them. Nothing feels like "We designed this so that you need all the healing in the world" except the super end game stuff, which I think is pretty much something you can say of Old and New World games except the option to restock only exists in the latter.
My concern isn't that you'll need to constantly restock. My concern is that since the game knows that you can constantly restock, forcing you to restock won't even be part of the balancing concerns. All that matters is how easily a monster can combo you from full to zero health, since missing and letting you survive with half health are essentially identical.
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fRAWRstThe Seas CallThe Mad AnswerRegistered Userregular
My concern isn't that you'll need to constantly restock. My concern is that since the game knows that you can constantly restock, forcing you to restock won't even be part of the balancing concerns. All that matters is how easily a monster can combo you from full to zero health, since missing and letting you survive with half health are essentially identical.
so from a design perspective, the game devs will put more one shots in the game since they think players have infinite life?
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The Monster Baru Cormorant - Seth Dickinson
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Don't think I can go back now. This is top shelf shit.
I can actually go through my room, gathering hub and training area so much damn faster.
Steam: https://steamcommunity.com/profiles/76561198004484595
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Like I could actually progress on my main character (tapped out around MR 85 cause I just kinda hated the guiding lands), but instead I decided to start fresh and see what going through the base game and main story again feels like now that I mostly know what I'm doing.
Thats kind of what burnt me out on the game originally. Needs more of the roster involved to keep things fresh.
I’ve been considering the same thing, you’re not stupid. I really enjoyed the MR portion, but HR felt exhausting and now my gear makes MR too easy.
Looking forward to Rise now at least!
After that and 4U, I have to come to the conclusion that the main Monster Hunter team just sucks at creating endgames that aren't grinding a few monsters over and over for random drops that have nothing to do with them.
Well, there are about 17 more monsters and variants post-story to grind. So, it's a bit more than the same 5-6 elders from base game.
Rise gameplay on stream tomorrow around 8 AM EST
I can't imagine any weapons not returning though. A new weapon is the real question (unlikely but a welcome surprise imo)
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Yeah I understand they caught hell for that in the past.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Updated trailer with new TGS content. All the new stuff is post the Magnamalo reveal (1:37)
Especially for gathering.
Edit:
Like seriously that looks so freaky and out of place in that otherwise pristine trailer. It must be something important!
I had no what a pelican spider was, googled it, and now I want to burn the earth.
PSN: ShogunGunshow
Origin: ShogunGunshow
but i'm super hype for a new MonHun on Switch.
Looking really good.
I guess at least we're also getting Stories 2.
I am genuinely confused why item restocks (World style, yeah) are an issue.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
It makes it so that monsters need to be balanced around the assumption that players have infinite access to healing. Battles of attrition are no longer possible, so the only way to create difficulty is through massive damage spikes.
Edit:
Full 40 minute gameplay:
https://www.youtube.com/watch?v=Zk_6Dq84dFg
Personally I see that argument as rather flawed. First, it seems to assume that the difficulty of a fight is based on how many resources you have left when you complete a fight, and also that this is some kind of static number that never changes. Like, assuming you are limited to 10 max pots or whatever (let's ignore crafting for now just to get to this nice round number), a fight that takes all 10 of those pots is hard and rewarding, a battle of attrition! You just barely overcame the challenge with what you had on hand! And sure, that's true I guess, but will it always be true, every time? Monster Hunter isn't a game about fighting a monster one time and then moving on, it's a game of repeatedly taking on the same fights, over and over. As you become more familiar and more experienced in a matchup that 10 pot fight might become a 7 pot fight, then a 4 pot, then even a 1 or 0 pot fight when you truly master it. I don't think anyone would argue that the fight got less hard at this point, just that the player has improved.
So here restocking acts as a kind of individually scaling difficulty slider, where better players get faster hunts because they need less items, while newer or more casual players can kinda go at their own pace. It removes the floor, not the ceiling. Basically when people say "restocking makes the game easy cause you can just have infinite health" then all I can think is "yeah, but you still got hit though."
The second argument, that restocking fundamentally changes how encounters are designed by encouraging more HP sponges and "cheap" one shot moves, is more compelling but way more subjective. Like, I thought AT nerg and Lunastra was fun as hell, a constant dance where you have to read tells, carefully avoid overcommitting, and occasionally gamble with your life to go for a flinch/stagger, whereas Safi back to back nova'd my group in each of the first three times I fought him. So, uh, imo this is less "restocking incentivizes bad fight design" than "capcom occasionally makes broken fights when they include forced pushes/poorly scripted instant wipe mechs."
i dont even think i used the item restock in world/iceborne
I find this argument kind of funny, considering I got in through World and am now going through Gen U... and shit there hits so fucking hard, and I'm not even at G Rank yet. There's been plenty of hunts where I'm down to nearly no mega potions left (I don't bring honey, just 10 Potions/10 Mega/2 Max) and have used a Max or two. I'm at the point where I'm at 10* Village and 6* Hub, trying to start doing Hypers solo. My armor's been capped at upgrades requiring Hyper mats for a while now and the damage has been out scaling my defense before I even got to Hypers. I dropped Guild Hammer and switched to Striker Lance just so I could block (yeah I know, I could abuse Valor stuff) and survive a little better. A few hunts I even had to go find honey to craft some more Megas just to squeak through.
If anything, World's easier and when you start to grok the game outside of certain ammo for bowguns you don't need the restocks and can live without. The monster behavior is in general certainly way fairer I'd say, especially in terms of hitboxes and safe zones fighting them. Nothing feels like "We designed this so that you need all the healing in the world" except the super end game stuff, which I think is pretty much something you can say of Old and New World games except the option to restock only exists in the latter.
so from a design perspective, the game devs will put more one shots in the game since they think players have infinite life?
i dont know how true this is
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
I'm just now finishing up the Iceborne storyline so I mean take what I say with a grain of salt and all
it was some bullshit
later i watched a video of a youtuber doing it and found out the supply chest had roughly 600 max poitions
Every game going forward is going to be taking big cues from that one.