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Monster Hunter: World (PS4/XB1 early 2018, PC later, directed by MH4 lead planner)

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> makes mh for western audience
>> leave us hanging in the dark
>>> more info to be revealed in a jp/moon language stream at god knows what time

where is the logic

If there was a demo at the show floor, we would have seen footage of it already. It's probably being show behind closed doors only. Why? Who knows.
 

JP_

Banned
Because historically the series wanted the player to rely on hit feedbacks and the monster's behaviour to understand how the fight was going

Since there's no healthbar, you'll presumably still use monster behavior to understand how the fight is going.

They are too cute and not edgy enough for the Western audiences. They even removed the music from cooking, all the humour and fun is going to be stripped out.

Cooking music is already confirmed to be in (same for palicos). You're talking out your ass.
 

Cyrix

Neo Member
Here's the other one they showed:

oHny9Ct.png


To me it doesn't really look like a monster lure that gets them to follow you -- looks defensive or something. Wouldn't be surprised if there's more than 2 options.

In the footage, it seems like the same character had the stealth one and then it cut to him mounted on the monster with the black one. It changed mid jump, so my gut says it was just cut from two playthroughs -- curious if you can go into a hunt with more than one suit item available. I kind of hope you just bring one with you at a time (diff ppl in party can bring diff ones).

You may be right about it being a different coat thing, but the way i interpreted it was that you activate the stealth but once the monster notices you (when he jumps on it) the ghillie breaks (cooldown prevents spamming) and that's what it looks like underneath.

I agree that going by the way they talked on stream it absolutely sounds like there will be more.
 

Toxi

Banned
It's funny how western audiences are complaining more about Monster Hunter being westernized than Japanese audiences.
 

R0ckman

Member
Sounds great. Seems like they are fixing things like the ass mobility which was problematic for how the camera worked. Can not wait for this.
 

Kyoufu

Member
I love the suits mechanics.

Like being able to provoke a monster who is about to combo a fellow hunter into oblivion thus giving him/her time to recover opens up new ways to play cooperatively and strategically.

GOTY folks.
 

Ryuuga

Banned
Some good tidbits in there:

-Various Mantle Types
-Hub areas are returning


I can see the grappling hook becoming a series staple.

Gifs coming up.
 

R0ckman

Member
I love the suits mechanics.

Like being able to provoke a monster who is about to combo a fellow hunter into oblivion thus giving him/her time to recover opens up new ways to play cooperatively and strategically.

GOTY folks.

GOD yes, they really do need a slight cool down agro mechanic for this. I'm tired of Monster roulette.
 

JP_

Banned
You may be right about it being a different coat thing, but the way i interpreted it was that you activate the stealth but once the monster notices you (when he jumps on it) the ghillie breaks (cooldown prevents spamming) and that's what it looks like underneath.

I agree that going by the way they talked on stream it absolutely sounds like there will be more.

ooooh, yeah maybe that communicates that the stealth wore off when you don't manually take it off

VRL7GOS.png


Looks like the black is visible under like you said
 
You can tell how much damage you're doing, it just comes from playing the game and learning the monsters instead of big numbers popping up after every attack.

I played every single MH and I never knew nor cared "how much DMG" I did to a monster (as in raw numbers). All I cared is monster's elemental weakness (sometimes not even that) and weakspot.

I really don't give an ass about numbers popping up when attacking, I won't even notice them most probably. I can finally enjoy a real HD MH and silly little stuff won't bother me.
 

Kyoufu

Member
Because why does how much damage you're doing even matter? Monster HP has been variable based on mission rank & number of players anyway.

Because I want to help the group kill the monster faster, so if I've been attacking its feet and doing less damage than I could by attacking its chest, then that's great to know and beneficial to everyone.
 

Salaadin

Member
There should be some presentations going up on Capcom Unity at some point in the future. Plus there's a stream on the 20th. We'll be fine.

Q&A Session on the 15th at 3:30pm EDT too

"Monster Hunter: World will be launching worldwide early 2018 on PS4 and XB1, with a PC version coming at a later date. We can't wait to show you more of this beautiful world, and I'm sure you can't wait to see more, so join me, producer Ryozo Tsujimoto and directors Kaname Fujioka and Yuya Tokuda for a live chat about this new project straight from E3 on Thursday June 15, at 12:30pm at twitch.tv/capcomunity. See you there!"
 

Sayad

Member
Because why does how much damage you're doing even matter? Monster HP has been variable based on mission rank & number of players anyway.
Knowing which weapon/attack does more damage depending what type of monster you're fighting/where you hit them etc... Does matter, you just won't need to look it up online anymore.
 

R0ckman

Member
Damn cant wait to jump on great sword, it's really fun and feels so satifying to master that weapon.

I like the hammer too, but mainly just used it for a Rajang busting build.
 

Kinsei

Banned
Knowing which weapon/attack does more damage depending what type of monster you're fighting/where you hit them etc... Does matter, you just won't need to look it up online anymore.

You never did need to look it up online. This was stuff you learned from playing the game.
 
Damage numbers make me really upset. Monster Hunter has always been about physical changes in the monster to determine their health, so stripping away a core gameplay element make me angry.
 

Brannon

Member
I see all of this, and I realize that maybe they are getting THIS particular MH in line with the Monster Hunter movie that's supposedly being made.

https://www.youtube.com/watch?v=duK8okgQNIU

Could explain the rapid-fire bowgun; get the mainstream with the graphics, the stock detective vision and firing modern-ish weapons at giant monsters, which will make it more acceptable in theaters where the monsters will be in modern times and be attacked by modern weapons. Just according to keikaku...
 

Cerity

Member
Damage numbers are a good thing as long as you can turn them off to prevent the visual clutter.

Having actual damage tucked away behind motion values and numerous modifiers was always bad. Looking up the monster vulnerability charts was cool and I hope that element remains.
 

Toxi

Banned
Because why does how much damage you're doing even matter? Monster HP has been variable based on mission rank & number of players anyway.
Monster HP does not depend on the number of players. Multiplayer hub quest monsters have more HP than village quest monsters, but the monster HP is the same whether you are alone or have 3 friends.
 

El Odio

Banned
I don't get any of these posts talking about having to keep a wiki open while playing. As someone who's only been playing MH for about two years with no prior knowledge of the series the only thing I've ever needed to look up was key quests for online. Is this seriously a thing people do?
 

Toxi

Banned
I see all of this, and I realize that maybe they are getting THIS particular MH in line with the Monster Hunter movie that's supposedly being made.

https://www.youtube.com/watch?v=duK8okgQNIU

Could explain the rapid-fire bowgun; get the mainstream with the graphics, the stock detective vision and firing modern-ish weapons at giant monsters, which will make it more acceptable in theaters where the monsters will be in modern times and be attacked by modern weapons. Just according to keikaku...
LOL this thread
 

JP_

Banned
You never did need to look it up online. This was stuff you learned from playing the game.
For real though, most ppl just looked at guides like:
GREAT SWORD
Center of blade modifer = 1.05 (when hitting with the middle of you GS)
Motion Values:
Draw Slash (X1) = 48
Side Slash (A1) = 32
Up Swing (X+A) = 44
Kick (Special attack) = 2 neutral damage
Slap (X after roll, kick or lv. 3 charge) = 18 (22 KO)
Charge lv. 1 = 65 (has a hidden sharpness modifier of 1.1 and element modifier of 1.2)
Charge lv. 2 = 80 (has a hidden sharpness modifier of 1.2 and element modifier of 1.5)
Charge lv. 3 = 100 (has a hidden sharpness modifier of 1.3 and element modifier of 2.0)
Overcharge = 80 (has a hidden sharpness modifier of 1.2 and element modifier of 1.5)
Strong Charge lv. 0 = 52
Strong Charge lv. 1 = 72 (has a hidden sharpness modifier of 1.1 and element modifier of 1.8)
Strong Charge lv. 2 = 90 (has a hidden sharpness modifier of 1.2 and element modifier of 2.25)
Strong Charge lv. 3 = 120 (has a hidden sharpness modifier of 1.3 and element modifier of 3.0)
Finisher Side Slash lv. 0 = 48
Finisher Side Slash lv. 1 = 52 (has a hidden sharpness modifier of 1.1)
Finisher Side Slash lv. 2 = 60 (has a hidden sharpness modifier of 1.2)
Finisher Side Slash lv. 3 = 80 (has a hidden sharpness modifier of 1.3)
Jump Slash = 48
Aerial style:
Aerial Slash = 48
Aerial Charge lv. 1 = 57 (has a hidden sharpness modifier of 1.1)
Aerial Charge lv. 2 = 66 (has a hidden sharpness modifier of 1.2)
Aerial Charge lv. 3 = 75 (has a hidden sharpness modifier of 1.3)
Strong Side Slash = 60 (has a hidden sharpness modifier of 1.2)
Adept Style:
Dashing Up Swing = 50
Hunter Arts:
Ground Slash I (costs 630) = 50 + 20
Ground Slash II (costs 670) = 50 + 21 +21
Ground Slash III (costs 830) = 50 + 22 + 22 + 22 + 22
Lion`s Maw I (costs 250) = 48 side slash and powers up next hit by +10%
Lion`s Maw II (costs 350) = 52 side slash and powers up next hit by +20%
Lion`s Maw III (costs 500) = 66 side slash and powers up next hit by +33%
Brimstone Slash I (costs 1250): Damage is increased by up to 1.5 times based on damage taken while charging
- Charge lv. 0 = 130
- Charge lv. 1 = 150 (has a hidden sharpness multiplier of 1.1)
Brimstone Slash II (costs 1500): Damage is increased by up to 1.5 times based on damage taken while charging
- Charge lv. 0 = 130
- Charge lv. 1 = 150 (has a hidden sharpness multiplier of 1.1)
- Charge lv. 2 = 175 (has a hidden sharpness multiplier of 1.2)
Brimstone Slash III (costs 1670): Damage is increased by up to 1.5 times based on damage taken while charging
- Charge lv. 0 = 130
- Charge lv. 1 = 150 (has a hidden sharpness multiplier of 1.1)
- Charge lv. 2 = 175 (has a hidden sharpness multiplier of 1.2)
- Charge lv. 3 = 190 (has a hidden sharpness multiplier of 1.3)

Damage numbers make me really upset. Monster Hunter has always been about physical changes in the monster to determine their health, so stripping away a core gameplay element make me angry.

That hasn't changed as there's still no health bars.
 

MegaPanda

Member
Because I want to help the group kill the monster faster, so if I've been attacking its feet and doing less damage than I could by attacking its chest, then that's great to know and beneficial to everyone.

Yeah but it's not like attacking the feet is pointless because it does less damage. You can still cause the monster to trip as opposed to only aiming for the head for top damage.

Likewise a Hammer user could be doing the most damage to the head, but making sure he times KO's correctly helps the team out more.

Number of players? Since when?

Well, multiplayer rooms have monsters with more HP. I worded it wrong.
 

R0ckman

Member
I don't get any of these posts talking about having to keep a wiki open while playing. As someone who's only been playing MH for about two years with no prior knowledge of the series the only thing I've ever needed to look up was key quests for online. Is this seriously a thing people do?

Yep, had tabs open constantly when playing. They really need a dynamic bestiary that records weaknesses as you find them. You can work to complete it. Would be fun to 100% that.
 
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