I think my biggest concern at this point is making the game more palatable for western gamers. Nothing major changed so far, but a bunch of little things added up can have the same effect.
I saw the monster roar but the hunter didn't flinch. Maybe it was one of the monsters whose roars don't flinch you, or, maybe the removed the mechanic for fear of the masses disliking it. That would turn a staple mechanic of having a disadvantage every time they roar, to having a serious advantage. Too soon to judge, but if they didn't even keep the consumption animations (Can move while consuming and can cancel out after health restores), and didn't keep the gathering animations (can now gather when you run), Im beginning to doubt they'd keep the flinching animations. Which, if that turns out to be the case, eliminates the need for the earplugs skill, one of the best skills in the game. I want to see the sharpening animation also.
Of course, no separate areas means nowhere to fall back to to heal, so maybe the consumption animation mechanic they're using now will balance that out, but as for the rest... I want to see how they'd balance it, or if they'd leave it as is.
Psalms 22:16 (1,000 yrs before Christ)
They pierced My hands and feet
Isaiah 53:5 (700 yrs before Christ)
He was pierced for our transgressions
@JaxonH Well, Projared's impressions are up and he confirms that both quest time limits and the 3-cart limit are still in. That's two things people were wondering about.
(Also I kinda forgot you flinched when a monster roared. ...Blame Dreadking.)
"There's a very fine line between not listening and not caring. I like to think I walk that line every day of my life." -Leonard Church Jr.
That's good, although I kind of want a free roam option for all the monsters and areas as well. Three carts always seemed like just the right amount. I wonder how what we heard about finishing hunts sending you back to the base camp within each area plays into this.
ProJared's video said that hunters all have LANTERNS. That means that the true dark of caves that was only in one of the first Monster Hunter Tri trailers is in this game, and part of the forest area no less. That's so crazy.
Yes! Still Quest based he says. That's what I'm talking about. Areas still numbered... bet. Still 3 KO's per Quest. Run that.
No meter when mounting... that could be bad. Either they're eliminating the skill required to topple by allowing you to continuously attack, or there's visual/audial cues to know when to attach and when to stop.
Says you can just run up and jump off any tree to mount... this is killing me. If anyone can mount at practically any time because there's always trees or rocks or walls around- not to mention your new grappling hook... then everyone can just spam mounts, and potentially without a meter to topple, this could be a drastic drop in difficulty, and that's not good.
I wonder how some of the more far out attacks will work. Like Zinogre raining down lightning everywhere. Game seems to put such a focus on realism, I'm wondering if all the monsters in the game have more "down to earth" attacks... I know there's fire breathing, but coming from a dragon or something that still seems more down to earth then lightning spontaneously thundering from the heavens... I hope all that wild and crazy stuff is still in. I love the graphics but I don't want it to be too real
And despite what Pro Jared says, I'm still immensely hyped for XX 😃 Even in Japanese. It's certainly not on this game's level but it's a great looking game in its own right and it's still classic Monster Hunter (and portable HD, which is great for hunting anywhere... with mobile hotspot can even hunt online from anywhere). Heck, even the 3DS games still hold their appeal for me. I love the series too much to "lose interest" in any of them.
@JaxonH It sounds like they're just making the whole aerial system quicker and better. Climbing slowly and being a sitting duck was a problem with fourth gen, especially with some of the longer falls in the Ancestral Steppe.
I figure the elemental attacks will remain about the same, just look a lot nicer effects-wise. After all, the last several Monster Hunter games have had; a salamander who can swim through molten rock, a giant water buffalo mountain / helicopter, an inflation kink land shark, and another helicopter but with a sword-tail T-rex. Not to mention that the 'giant' endgame monster fights have only grown more and more elaborate.
I can't wait to see the end boss of MH World and its area. Maybe like some crazy ice age-era wolly behemoth with feet the size of Gammoth? Or since it's a new generation, maybe they will just completely revamp Fatalis or Lao-Shan Lung to use their respective flight / magic and size to do crazy stunts. Maybe it's just a fully-grown Lao-Shan Lung that hunters have to fight form mountaintops and hot air balloons and such.
@JaxonH Considering hunters use their main weapons to attack while mounted instead of their carving knives, and the ability to shift positions on the monster, I have a feeling mounting won't be done for topples anymore, rather just some quick damage on potentially hard-to reach parts. The "topple" seen in the trailer was actually caused by some sort of trap item, with the hunter having been thrown off previously, and without much warning at that.
Go to 2:27. Right after what you're talking about, he clearly topples the monster from a mount. You can even see the trademark animation of the hunter jumping off as the monster goes down.
@JaxonH I'm more interested in how mashing Triangle/Y apparently lets you do a jump attack without need for elevation.
Hopefully they make the jump attacks for SA and DB really good to reflect how great they were in Aerial style.
@meleebrawler I'm actually thinking it may be a replacement for the kick from guard; something a bit more powerful with more visual "oomph" to it.
Also: confirmed playable at Gamescom. July 22-26.
EDIT: Gaijinhunter on twitter: "They hold the dual blades backhanded now"
Why aren't they showing these gameplay demos already? They're open to the public at E3, for goodness' sakes-- it's not invite only or anything limiting.
I'm getting all giddy and giggly about the stealth. Apart of me can't wait to scream at the jerks that ignores every sign of a plan and trying to be badasses that charges head first at monsters.
With multiple large monsters being active in a hunt and this combined, this could allow for some complicated situations.
Like should we confront X while Z is over there or lure him in for the kill? Do the quest requires one monster to stay alive while we hunt it's predator?
And yes, I do know that the monsters attack each other (or might). The first situation I suggested was in the case that the monsters are buddy- buddy.
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