What would YOU like to see in MONSTER HUNTER 6?

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  • Опубліковано 9 чер 2024
  • #monsterhunter #monsterhunterworld #monsterhunterrise
    Support me on Patreon! / pikminjake
    Sorry about the loud LocLac audio at the beginning. That slipped through.
    00:00 Intro
    01:27 Character Creation, UI, etc.
    03:08 Hub, NPCs, Bounty System, Farm, Meals
    09:39 Quest Systems, Hunting Maps, Monster Variance
    15:40 Items, Hunting Mechanics, Hunter's Notes
    20:13 Armor Resistances, Weather & Environment Affects
    22:56 Item Box Management while in the Field
    24:04 Game speed, End of Quest Timer, Reward Screen
    28:29 Equipment Discussion, Upgrades, Skills, Weapons
    32:43 Monster Roster
    35:53 Closing Thoughts
    If you wanna support me, please leave a LIKE or COMMENT.
    And SUBSCRIBE if you'd like to see more videos like this.
    All my Social Medias: linktr.ee/pikminjake
    ----------------------------------------
    I LOVE MONSTER HUNTER
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  • Ігри

КОМЕНТАРІ • 397

  • @jakobmonsterhunter
    @jakobmonsterhunter  Рік тому +20

    Thanks for watching! As always, let me know your thoughts in the comments here! Depending on the responses I may make a followup video with all your comments and questions!
    (Sorry about the random clip of LocLac being at full volume instead of muted, it somehow slipped through )

    • @unicorntomboy9736
      @unicorntomboy9736 Рік тому

      I think for the character creation and game's protagonist - the protagonist should be fully voiced and have some form of characterisation just like how it was done in Hogwarts Legacy, which I really liked a lot.
      Just make the player character like the protagonist of Hogwarts Legacy and how that was done basically

    • @kingdice6768
      @kingdice6768 Рік тому

      I agree with most of what you said, except for two things, the palamutes and the comment I do agree we get a little too much advantage over the monsters, but I’d like to combat to be in the middle. That’s a Slo-mo or too fast just right. I said I want to so I have to be prepared or the afraid if I can get a monster but I don’t feel like oh well I’m gonna go and I’m gonna get my butt kicked all like to at least have survive OK if I like it longer and do this I have a fair shot you know.

    • @paintbrushgaming3190
      @paintbrushgaming3190 11 місяців тому +1

      I disagre with your elder dragon takes abaut Teo and Kushala and Chamelios. Beckus Teo and atlest fells over ust and Kushala can give spase for anathur new elder if he was gone. Then Chamelios i think could fit mush better in anuther game from Rise that was more serius with its tone and hade a slover speed. Then 🦍>🐺.

    • @paintbrushgaming3190
      @paintbrushgaming3190 11 місяців тому

      That is not was on the Chamelios part🙃

    • @paintbrushgaming3190
      @paintbrushgaming3190 11 місяців тому

      And i just like Chamelios more Then the udder tou but thats mostly pursunul.

  • @splinter4161
    @splinter4161 Рік тому +32

    Underwater has so much potential to be absolutely terrifying and fun. It can be done, I believe!

    • @DJWeapon8
      @DJWeapon8 Рік тому +1

      Its really not that hard to fix up MH's underwater combat.
      Make the dodge faster.
      Turn most of the attacks into precise thrusts and swings that follow where the camera's pointing to.
      Don't remove attacks for no reason.
      And that's not even getting into adding items and tools that would make underwater combat even more engaging.
      Like using the slinger to grapple onto surfaces to quickly get around.
      Dodging towards an underwater surface, and then dodging away to launch yourself to perform the underwater equivalent of a jump attack.
      Creating a new item that is a harpoon with a weighted chain to restrict the monster from swimming and repositioning too far.

  • @911choroszcz
    @911choroszcz Рік тому +98

    I want seasons back like in monster Hunter DOS. But mostly, I want to TRACK, HUNT and then approach the monster! Not like MAP->WAYPOINT->FAST TRAVEL->WIREBUG JUMPS Boom done (15sec)

    • @Chip-Chapley
      @Chip-Chapley Рік тому +13

      Realist monster hunting simulator sounds really cool and I agree, but we are the minority, their not going to make that, doesn't fit the wide audience.

    • @chito2701
      @chito2701 Рік тому +9

      MH6 should be a mix between MH4U and Base WORLD.

    • @Murderoreo1
      @Murderoreo1 Рік тому +1

      @@Chip-Chapley honestly I think there has been two sides of monster hunter since gen 3. Your ecology and slower basic mechanics nothing too wild side and then your faster more experimental side

    • @bulletmagnet1038
      @bulletmagnet1038 Рік тому +8

      My least favorite part about rise's maps is the song birds
      Why do you want me to run STRAIGHT to the monster, but explore the map for all my health, stamina, damage, AND defesne

    • @Mariofredx
      @Mariofredx Рік тому +2

      Honestly tracking should feel like solving a puzzle piece, as if it were a small mini-game on your way to the monster.

  • @LaughingMask257
    @LaughingMask257 Рік тому +40

    I would love to see the Seltas and Seltas Queen make a return! Also, I would absolutely die for the chance at Narkarkos or Nibelsnarf!

    • @unicorntomboy9736
      @unicorntomboy9736 Рік тому +1

      In canon it was one of the few monsters that would hunt down Nerscylla as prey (as well as Astalos, which also preys on Nerscylla).

    • @LaughingMask257
      @LaughingMask257 Рік тому +2

      @@unicorntomboy9736 I just want more arthropodian creatures, because they’re super interesting to me!

    • @unicorntomboy9736
      @unicorntomboy9736 Рік тому +1

      @@LaughingMask257 Maybe a pair of giant Ant-like large monsters that works together to fight the player hunter?

    • @LaughingMask257
      @LaughingMask257 Рік тому +1

      @@unicorntomboy9736 Or a hellish centipede?

    • @Z3Milesky
      @Z3Milesky Рік тому +1

      ​@@LaughingMask257 they could because those type of creatures still have legs

  • @kerm7657
    @kerm7657 Рік тому +13

    Here’s an idea that popped into my head on how to bring sesons back in a way where they would be universally loved
    Don’t have them restrict what maps you can go to rather have them affect the maps themselves
    The most Jurassic example I can think of would be on a snow map
    Mabye during the warm season half the place is melted and it’s mostly grass and water on the ground closer to the frost islands from rise
    “Warmer” tempureture monsters like Mizu tertronadon and zamtrios would be more common on this version of the map
    Meanwhile during cold season there can be wild blizzards that cause snow to pile up everywhere mabye unlocking new areas of the map and cutting off others
    Monsters more overtly ment for the deep cold like Gammoth Goss Harag or blangonga could spawn
    Another example could be on a jungle style map with sesons effect where the Tide of water is on the map possibly submerging or reveling new parts
    Idk just a funky thought I had

    • @YouMystMe
      @YouMystMe 9 місяців тому

      Like Flooded Forest! They could have it be like P3rd for most of the year and then in the rainy season it would turn into its original Tri condition with underwater sections.

  • @aaronkinganimations9495
    @aaronkinganimations9495 Рік тому +19

    I want to see better piscine wyvern, bring back snakes bugs and definitely underwater combat and bring back Lagi and Zamtrios.
    Something cool can be zamtrios having an underwater moveset if underwater comes back.

    • @wayofthekodiak3118
      @wayofthekodiak3118 Рік тому +3

      Create a system where you have underwater armor. Armor that allows you to move in water the way you do on land. Not being able to fight Abyssal Lagiacrus is a crime!

    • @njmontano1625
      @njmontano1625 4 місяці тому

      Please not underwater combat. I want to be able to play Wilds in peace. Not struggle with nausea.

  • @syndyne6977
    @syndyne6977 10 місяців тому +3

    -Seasonal System
    --Day&Night
    --Seasonal Weather events
    --Random extreme weather
    --Bounties tied to these
    --Random Seasonal Bounties
    --These bounties would replace Investigations
    --Dynamic gathering points
    --A Calendar to tie these together and give players a visual projection
    --Time taken to travel to and from hunts
    --Upon completion of a quest, instead of returning, allow players to choose from a list of in-season quests in that locale.
    -Hunter Info
    --Return of Hunter’s Life Magazine as a more natural way to show hunter info and the world unseen
    --Return of Monster info books, giving tips before ever encountering monsters, such as behaviors, ecology and frequented areas/routes
    -Village Life
    --MH:Dos/MH:W Player home progression
    --Player Home Endemic Life
    --Player Home Mannequins in later houses to enable a visual quick swap of equipment sets
    --Maybe adding Palamutes to towns instead?
    --RETURN MY PIG DAMNIT!
    --Removal of resource/research points and replacing with a zenny cost
    --Village NPCs, When trying to do stuff, skip dialogue entirely. Make dialogue a chit chat option.
    --Village NPC Quests/Bounties (Make me feel connected)
    --Felyne Kitchens, front personal ingredients or pay extra to have them
    --Village Upgrades! Let me help upgrade the village… or my house.
    --I miss the Pokke farm, but I agree it’s far too easy to gather without it currently, and its return would be useless.

    -Maps
    --Old Map atmosphere (fog, scale, distance, mystery and grounded fantasy feel)
    --Not every mining point needs to be an exposed crystal structure :/
    -Equipment Mechanics
    --Probably my hottest take of all, The return of negative armor effects
    --The ability to use High rank or G/Master rank items in place of Low rank items in upgrading equipment.
    -Hunting/Quest Mechanics
    --Permanent removal of Clutch Claw
    ----I am battling a monster in an epic fight for our lives, not controlling it outside of beating it with a stick and mostly reasonable items... I already don’t like mounting, but it is very unlikely to go away.
    --Permanent remove of Wirebugs
    ----Positioning is integral to the fighting in the series, and again, way too much monster control.
    --Keeping Palico system, only 1 per hunt
    --Removal of Palamutes from hunts (I was already suspending my disbelief for humanoid bipedal cats, buts that a straight up dog, it doesn’t even sniff out monsters)
    --Return of Cold/Hot Drink system, or similar replacement
    --Removal of Scout Flies and return of paintballs
    ----Maybe Cohoot can track a monster every 5 minutes for 1 minute?
    --Return of underwater combat. The main issue with it was that it was clunky, but wasn’t all combat in the first generations clunky? I’m sure they can smooth it out. I don’t know how they can make it make sense though…
    --Reworking of Monster hitboxes. I cannot tell you how many times I have been hit by an elbow during a bite attack and taking full damage in Rise. This shit is infuriating. MH:W may have had the best hitboxes I have seen so far. If it takes them an extra half year to release the game in return for good hitboxes, I’ll gladly wait.
    --Removal of Spiribirds. I hate having to run around playing a collecting game every time I fight a stronger monster, I have been 2 shot countless times because of this. Yes, I am upgrading my armors, yes I have good resistances. No, I am not using Wirebug abilities.
    --Removal or Rework of Hunter Styles/Arts. Maybe 2 alternate hunting styles that emphasize one aspect of the weapon over the other. Nothing super flashy or fantastical
    --The return of ghillie mantle, but to hide, you must first smoke bomb and hide in bushes or behind something
    --Removal of the Slinger. Doesn’t look good on most armor, and there isn’t much it can do that a hunter can’t do with a good throwing arm and a slinger style reticle.
    --Keeping infinite use Whetstones, Pickaxes, and basic fishing bait
    ----Return of specific fishing baits (annoying to catch wrong fish)
    ----More diverse mining points, not everything has to be a crystal outcrop
    --Integration of gathering quests into normal quests as subquests, or allow completion of current available gathering quests in expeditions all at once.
    --Before quests, select a certain amount of items and equipment to bring with you in a box. Doesn’t make sense to bring your entire stash to the field with you.
    --Remove the end of quest timer. Let the player exit at will.
    --End of quest reward screen will also reward player for hunting bounty monsters.
    --Low rank finishes Village story
    --High rank has the hunter travel and complete guild requests, building renown and experience
    --G/Master rank has the hunter fight the most fearsome monsters for the guild
    -Overall
    --Restrict new titles to 10 new large monsters max, and DLC to 5 large monsters. The series already has an impressive roster, and anything new is to suite new environments
    ----Add smaller/juvenile forms of said monsters, that’d be cool.
    --Cross-Overs. Cool and all, but don’t add anything that doesn’t make sense for Monster Hunter please.
    --How could I forget Cross-play, lmao!
    If there’s anything I missed or you think should be added, feel free to add or correct
    I would format this better, but idk how at the moment.

  • @bigmoe9856
    @bigmoe9856 11 місяців тому +1

    Hey Jakob. Got a list for you and most are centered around Logistics.
    1-What I always wanted and have said before: Farming and Breeding of Endemic Life.
    Hunters enter the map-find endemic life-and capture them with Barrels-transport the barrel back to camp in the same way you do with Egg hunts-then raise them on a farm back at hub. They must do this in order to produce items and resources for crafting from the byproducts of the native fauna and occasionally will add new specimens to protect the genepool and improve the grade and yield of byproducts.
    I want the capture aspect of World with the tool usuage of Rise while the system leans to the former. What you find out in the wild is important to your progression throughout the game and requires routine exploration and focus to detail of the environment. And that's all ontop of turning the hunter into a Secondary/Tiertary Consumer who _understands_ how important the world around them is to their progress built on Primary Consumers.
    Bonus: This is an evolution of Egg Hunts, making them a tutorial to an important system.
    2-Return Small Monster Taming (take Palamutes out back).
    Small monsters regain importance by further incorporating them into the game at the Hunter's side. Give the hunters the ability to craft/cook bait and tame them so that they may bring them back to the hub where they can be trained and armed for future hunts. They can be given special traits per their species, like how Girros was a free paralysis proc in the Rotten Vale but now with additions such as a Kestodon KO stunning or a Wulg pulling agro by pseudo mounting Large Monsters. You can train their ability to track, be your ride, or fight. Add in unique Armor and customization and it's a gift basket. Herbivores also enter as a sub class focused on transportation of goods obtained on the hunt. Of course, all Raider Pals can die and must be healed and recovered back at hub.
    Once more, Nature provides strength. The environment will fight you, yes, but you can conquer and make its strength your own. Turning original frustration into beneficial investments.
    3-Single Camp Spawn.
    From now on, only one camp on a Map. There can be multiple camping locations and the option of where to set them and at the start of the hunt, but, there can only be one erected per hunt by the host of the Hunt. This is to have Hunters think best of where to start their hunt, which is important because-
    4-Changing Environment. Environmental Traps should not be the exact same throughout the game. They should appear in different zones in order to encourage the hunt being innately different. This is something that can be handled by Palicos surveying the map and in the same nature of Endemic Life appearing uniquely.
    5-Armor Tree System.
    I want to increase the usage and spending of monster parts. Upgrading low rank armor into high rank and down branching paths like with the Alpha-Beta-Gamma sets where the rock paper scissor of skills, slots, and set bonus is present but harsher. Only Alpha has skills, Beta has slots, and Gamma has the set bonus. Base Stats remain the same. You can rearrange and upgrade the types of skills, slots, and set bonuses by how you upgrade-depending in the armor piece's path-but this is the general rule.
    6-Lock Iframes behind Evade Window.
    To be clear, Sheathed Rolls are untouched. *Some* Unsheathed Rolls are untouched. Slides, Hops, Dashes, and Counters are all nerfed. Either you build EW or you learn to position and maneuver better. To be fair, I would like it for Blocks to be timed reactions instead of turtling and would consider changing Guard into something similar.
    7-Predation.
    More invaders. *Actual* Invader. The Solution To Hunters Existing Invaders. And this would likely be based off your armor attracting certain monsters.

  • @BoodyCheek
    @BoodyCheek 10 місяців тому +4

    7:15 straight up, this whole section from this point onward is vital. I want a world to care about and people to protect. Friends to learn more about and hunters to fight with. The journey through these games can sometimes be so lonely without multiplayer or friends to play with. I also don't want them to butcher any characters anymore, after what they did to Minoto with the way they just limited most of her personality to have sister complex for Hinoa in sunbreak.

  • @toottootsonicwarrior5777
    @toottootsonicwarrior5777 Рік тому +7

    Im so glad there are hunters out there who agree that the series should slow down and imbrace its core appeal as a hunting simulator/survival game. I agree especially with the 'monsters should be treatening' and 'the game should favor them over the hunters' part. Risebreak while still fun made the hunters WAY too overpowered and aside from the high end risen monsters its easy to feel like we are just bullying the beasts rather then overcoming them.
    In past titles it was easy to assume that the humans of MH (more so the hunters themselves) were made of tougher stuff then humans irl with their superhuman strengh that allows them to carry and wield weapons larger then themselves, able to jump and land unscathed from heights that would flatten a normal person and able take a beating from large animals that may weigh several tons more then them. They were hardy but still felt believable and I think Risebreak's depiction of them as weightless anime ninjas capable of bending whole monsters to their will takes away alot of that classic, visceral hunter vs monster charm.

    • @waderich9904
      @waderich9904 10 місяців тому +5

      100% I want more of the survival hunting simulation instead of just action fighting game. Needing to go mine, hunt small monsters for meat, gather herbs, catch endemic life in World… that all makes you feel like you’re in the MH universe as a hunter and it’s awesome. The slow peaceful natural moments in the series make it what it is just as much as the dramatic fights

  • @leonidasvonsparta
    @leonidasvonsparta Рік тому +10

    More immersion!
    - seasons
    - hot/cold drinks back
    - under water combat
    - the feel that the monster is superior and the hunter is smaller (the old feel of monster hunter)
    - cross save and play
    - good story like 4u

    • @simonrockstream
      @simonrockstream 9 місяців тому +2

      Hot/cold drinks were only removed from Rise because its a garbage spin-off game. It was still in World and will be in the sequel to World.

    • @YouMystMe
      @YouMystMe 9 місяців тому +1

      This is really the core list of what most of us immersion loving players want.
      Cross save and play would be incredible also, it makes me sad that I cant play Rise in 60fps because I dont want to restart from 0, and sometimes I need to play on Switch so I dont want to give up that option also.

    • @kerm7657
      @kerm7657 9 місяців тому +3

      @@simonrockstream every portable team game before rise had hot/cold drinks
      I don’t think you have any clue what your on about

  • @OmegaMetroid93
    @OmegaMetroid93 Рік тому +46

    Generally, I just want more immersion. A lot of the features you mentioned would help with that, such as the bounty system. Personally, what I want the most is for them to go back to the MH4 and MHW style of cutscenes where your hunter is right there, in the moment, meeting these monsters. Enough of the Generations and Rise style arcade-y intros. They take me right out of the game, and they're extremely underwhelming. Also, like you said, proper monster tracking is a must.

    • @ortah2616
      @ortah2616 Рік тому +2

      I feel the Generations type cutscenes will be a portable exclusive thing

    • @OmegaMetroid93
      @OmegaMetroid93 Рік тому +2

      @@ortah2616 Honestly, you're probably right, but I don't want them at all. They really kill the mood for me. At least go back to like the short, non-narrated scenes like in gen 1-3, that play when you find the monster, not when you load into the zone. That's way more preferable.

    • @S.I.L.
      @S.I.L. 10 місяців тому

      I'd say do both Rise and World style monster intros. The one with the hunter at the start of the fight and then you get a cutscene for its foraging habits or daily life after the quest in the gallery or something. Like old school ecology cutscenes and many Rise intros (without the poetry).

    • @OmegaMetroid93
      @OmegaMetroid93 10 місяців тому

      @@S.I.L. Yeah, I was gonna say, that's just what they did before with ecology cutscenes (CG and all). I miss that kinda stuff.

  • @Heliosxxx
    @Heliosxxx 9 місяців тому +1

    Bro, I loved the vid! Such a great watch. Happy hunting to you brother :)

  • @zaryck13
    @zaryck13 Рік тому +6

    A small suggestion on the expedition system, make it cost some kind of resource to the player, like fuel or maybe food for a caravan, the idea is that the most efficient way to hunt would always be to stay on a map longer and hunt other monsters before returnig to the village
    They could even bring the bed back as a save point at camp

  • @unicorntomboy9736
    @unicorntomboy9736 Рік тому +32

    Monster Hunter 6 needs to double down on what MH World did and iterate and improve upon the fictional ecology and zoology worldbuilding that this series does better than anyone else. Basically more endemic life, more turf wars, more unique environmental interactions etc etc. Maybe even some unique, dynamic environmental events like sandstorms, blizzards, tropical storms (with lightning strikes that can heavily damage the player) and other for the locales during quests
    In addition it just needs to combine the best aspects of both World and Rise together and refine things further.
    Ww know for a fact that MH 6 will use the iconic RE Engine, so its garenteed to graphically look amazing on the PS5 and Xbox Series X systems. In addition i think underwater combat needs to return - if improved. The monster rosters for land environments are getting pretty full now and If the series wants to expand further with its ecology and worldbuilding i don't think underwater environments and combat is something we can afford to ignore and not bring back. Lastly i think the series needs to radically design the UI Design. MH Rise's UI HUD was pretty ugly and excessively cluttered in my opinion. The next game needs a minimalist, dynamic UI like Horizon Forbidden West or Ghost of Tsushima.

    • @PutthePCinmyHands
      @PutthePCinmyHands Рік тому

      What if they give you an Aquatic Monster to tame that helps you get arouns underwater? But either way I hope they go back to Worls format so we can Track -> Hunt ans have large lobbies for hunters to gather/converse.

    • @unicorntomboy9736
      @unicorntomboy9736 Рік тому +1

      @@PutthePCinmyHands I think a reworked wirebug mechanic - something exclusively used for underwater combat - would be a neat idea, like a wirefish/wirecrab

    • @YouMystMe
      @YouMystMe 9 місяців тому

      Storms!... Why had I not thought of that!!??
      Imagine if Kushala had more of an effect on the environment, more intense winds and rain not just the gentle effects we get now. And sandstorms could be epic too if you can see this massive wall of sand start to roll in and then hit you (similar to MGSV).

  • @pkslush
    @pkslush Рік тому +2

    I love your ideas on an expedition focused gameplay loop and agree that a big focus should be set on survival, immersion and actual tracking & hunting (as opposed to just slaying).
    other wishes:
    1) I would like it if you were only able to cancel the use of items within the first few frames.
    2) I would like to remove autocrafting (but still keep the ability to craft in the quick item menu) and add a small crafting animation that scales slightly with the number of items.
    3) I would also make it so that item boxes have an attached crafting bench. This would facilitate crafting away from the box, such as on hunts, being more costly. This would encourage proper preparation or regrouping back at camps to stock up on items, while still allowing players to craft items mid fight. On top of that it would add meaningful decision making to crafting.
    4) I would like to remove player item boxes from camps and instead have some sort of trader/shop there who upcharges for usefull items, with the reasoning of a danger fee, which would increase every few star levels and would jump drastically from Low to High to G/Master Rank. This would be better based within the logic of the world and return the pressure of limited items, while keeping QOL high.
    5) They should add Breath of the Wild's temperature mechanics with hot & cold consumables, endemic life and environmental spots such as shade, hot springs and general fire. Additionally certain armor and even weapons should have heating or cooling properties. There should also be a temperature metre of some sort, maybe some bugs or lizard on the hunter's hip that react noticeably.
    6) Make small monsters play a bigger role again.
    7) Make certain materials shared among monsters again.
    8) Essentially try to campture what the ecology cinematics and the old in development footage of World portrayed. (Monsters genuinely hunting and being attracted to other monsters etc)
    9) I really liked min-maxing armor sets in World, but I feel like you were able to get a bit too powerful. Like having 100% affinity should be very hard and very endgame and absolutely impossible if you're also trying to get the setbonus which makes crits negate sharpness loss.
    10) A higher focus on traps and planning would be nice. I would also like to see a sort of tripwire trap. It could be used by holding down the Slinger button to fire the first anchor and letting go to fire the second. The wire would then also have effects based off the Slinger ammo used.
    11) I loved what the Clutch Claw allowed you to do (that wasn't tenderizing). I would like to see mounting be expanded to include climbing onto multiple body parts, weapon dismounts and the Slinger shot to the head thing. Just keep it from being OP.

  • @robertmacfergus9288
    @robertmacfergus9288 Рік тому +1

    What I would most want is an optional hard mode for quests that prevents you from out armouring and if restocking at camp is allowed disables it. This should make low and highrank more enjoyable for enfranchised players who aren't willing to not engage with mechanics that are part of the game.
    How I would like to see this is a completely optional quest modifier for single player quests when you start them, but it lacks any additional rewards such that newer players are not tempted to use it.
    Working like this:
    Speeds up monsters, slightly increases their health, attack and part durability. Gives monsters a timer between being staggered so they can not be constantly staggered.
    Makes all monster attacks have a minimum damage value that it must at least be able to do regardless of your armour.
    When you are hit with an attack you get a temporary debuff that increases all damage that would be dealt to you, including damage that is at the minimum damage value.
    If the game normally allows restocking at camp, this would also disable it, otherwise you can engage with all other mechanics such as meals and wearing good armour.
    Many people recommend that if you have a problem with monster hunter difficulty being too easy you should not wear armour or not engage with systems like palicos and food, but pushing threw difficulty and using everything available to you is part of the fun. Plus being one hit kill is not fun, you have to go threw a lot of effort to make monsters kill you in two to three hits but not have any moves that one hit kill you.
    I also don't think this should be too difficult to implement, we know that they have similar dials that they can spin to make event quests, crown monsters, multiplayer monsters and even different rank monsters.
    The fact that this only works on single player is also somewhat alleviated by having followers as an option to make these quests feel like the multiplayer quests that can not be changed into this mode.
    I did a reddit poll on the monster hunter subreddit, that got 154 votes and the results came in with almost a fifth of the voters would use the feature in this form, and more then a fifth would use it if the details were slightly different. Both results were honestly a large percentage of yes admittedly a small and biased population(especially considering that not only is this people that use that forum but also are willing to vote on), but if this wouldn't take too much work to implement I think it would be very useful. It is worth mentioning that this poll was before followers were allowed on normal quests, I think the results would be slightly higher now.

  • @shidanslair
    @shidanslair Рік тому +3

    Now, talking about what jakob said in the video.
    -I would rather not have voices in the game if that means that the player's character will be mute, that was terrible in MHW. Also, they should talk only when necessary, again in MHW it was very annoying.
    -I also don't like some of the new elements, like combining talisman and all that, I really don't see talisman to be that important, I don't really see them that useful when we have jewels and armor slots, maybe I'm to comfortable with the 2Gen skill system, it is simple, but still works
    -Talking about MH2 Id also like that the player should have the ingredients for the meals, but I would include the effects that the food will have. I also liked that the armors were upgraded with monster items and not armor stones (It has more sense). But even though I like these aspects I would make them easier that in MH2.
    -Actually I don't mind to have G Rank, in game there's no much explanation of why High Rank or G Rank monsters are stronger, when they're the same species. In my mind it means that Low Rank monsters are younger than their High Rank relatives, High Rank would be adults, and G Ranks are unique individuals that went further in their growth, so they are stronger (im mind mind a G Rank Rathalos would be like a rare species in comparison with a High Rank Rathalos, so a G Rank Rathalos would be as strong as a High Rank Silver Rathalos). At least that's how it works in my mind.
    -Yeah, I also would like to complete delivery quests while doing other quests.
    -Definitely don't want Monster Hunter to be an open world game, it would be very hard to do well, and it will consume even more time, if they do that I'd probably quit the game.
    -It would be great to have customizable hunter notes. Personally I think the notes should have important information from the beginning, but I think the notes can update when you hunt more of that monster (Unlocking more information). But I think the information for some monsters should always be limited (Ancient Dragons and Black Dragons).
    -I also would like mantles, but I would delete the OP ones, the health mantle, the one that increases your poise, and the golden one (don't remember the name). Instead I'd implement some other mantles, two mantles with the effects of cool and hot drinks for example.
    -Yeah, I don't want to be able to change equipment or refill items while in quest. It differs too much from the MH experience (In my opinion)
    Jacob says he wants the player to get everything in the field, well... if you have access to all the equipment and items in your home, it would decrease the need for recollection in the field.
    -I would also like that the player can stay in the map (in an expedition) after the quests is over (unless it was an urgent quest because there should be hurry to return), but I don't like to do multiple quests without returning to the village, returning home has always been important in my MH experience.
    -I would also like to use G Rank and High Rank material in replacement for a lower rarity material of the same monster.
    -30:00 That would be nice, different, but could work very well.
    -Talking about weapons, they already worked great in Second Gen (in first gen they're only few, and very simple), but overall I prefer the weapons in MH4U.
    -I'm not going to say what monsters I'd like to return, it would take to long (to read), but as Rathalos and Rathian are in every game, Lunastra and Teostra should also be (both of them).
    -Arzuros, Volbion are really cool, and I prefer Barioth over Tigrex and Narga 😆
    I understand if you don't what to read it 😅

  • @nervosen
    @nervosen Рік тому +4

    Considering MH6 will most likely be an anniversary game, what if the pre-Tri Raths were to show up alongside the modern designs? I imagine they wouldn't want potentially 8+ Raths in a single game but I'd love to see them and their weird proportions in HD.

  • @wafflinxes5224
    @wafflinxes5224 Рік тому +1

    -Definitely want to have just 1 companion, but being able to choose between, palico, palamute, or a shakalaka
    -Hub: I'd like a Kingdom hub, like dandorma, but you can actually visit all the parts of the kingdom, not having the merchant(s), smith, etc, all in one place. Split them to different parts of the kingdom
    -Bounties are a really good idea
    -Bring back the farm from mh2
    -They would have to expand low-rank significantly, but I would like for high rank to be the post game, yes
    -Bigger maps divide by zones. Take forest and hills for an example: make the hills a whole part of the map, 6-10 areas, the forest other 6-10 areas, a cavern system with 3-5 areas, and if you want 2-4 areas of mountains.
    -Make so if you enter the zone of a territorial monster, after a minute or two, it starts chasing you because it noticed that you entered his territory, even if they're like 3 areas away. This also applies to monsters, and you can attract them to that territory for turf wars
    -YES PLEASE REMOVE THE 60 SECS TIMER
    -Monster Roster;
    -Want: Namielle. Purple Ludroth. Uragaan. Zinogre. Fulgur Anjanath. Kirin. Ukanlos/Akantor. Dalamadur. Gammoth
    -Dont want: Nargacuga, Rajang, Magnamalo. Nightshade Paolumu. Gypceros

  • @HelpfulHuntersGuild
    @HelpfulHuntersGuild 10 місяців тому +1

    All points here are so good, especially the creation part. Absolutely needed

  • @BryanLopez-di7ui
    @BryanLopez-di7ui Рік тому +2

    Just a suggestion it would be really sick if u made lego frontier monsters as well like Gurenzeburu or Guanzuromu

  • @nassiemartinez4399
    @nassiemartinez4399 Рік тому +2

    I haven’t finished the vid yet but I’d love for them to bring back Prowlers. Also, I think it would be cool if they reimagined some of the old maps in the MHW map style

  • @reallargefungus4555
    @reallargefungus4555 Рік тому +7

    I’ve thought of the concepts of having slight color variation in mons like 3 dif skins and tea common shark made a video about diff colors he made for mons and it’s fucking incredible it would be wonderful if we got some slight variety in visuals

    • @GrayFoxHound9
      @GrayFoxHound9 Рік тому +2

      Texture color shader. We have that for hunter armor. We can have that for monsters - just add small random noise for how dark parts of textures are and lock a core color in defined edges - this way we can have hundreds of slightly differently colored and patterned monsters with them still looking pretty much like members of the same species

  • @thefraser5131
    @thefraser5131 Рік тому +10

    I havent watched yet, but my biggest hope would be seeing the healing flex return but only while in combat with a large monster. That way so you can move while healing while chasing a monster and moving around the map, but still get to have the satisfying healing system of the older titles. Also I like the flex because its goofy.

    • @mcgruber
      @mcgruber 8 місяців тому +1

      It was never satisfying in older titles. It was a feature that served no purpose other than to make it seem harder to pull off. We already have a system in place of the flex and that is the potions not healing immediately but over time. Getting a full potion drank in a window of time is literally the same thing except it doesn't feel like a clunky mess. Monsters move faster, have a much larger variety of movements. Having a flex at the end of every consumable does nothing but regress the game back to when it felt like the main fight was with the control scheme rather than the monsters.

  • @julianlegionare2467
    @julianlegionare2467 Рік тому +2

    I want to see underwater combat return, better than ever. But I also want to see it get expanded with ship hunts where you can customize your ship’s arsenal of artillery to be specialized on dealing with a certain sea monster you would go out and hunt. Hell, I can imagine ship hunts having monsters like Royal Ludroth, Somnacanth, lagiacrus, and maybe even Ceadeus. And I could imagine Zorah Magdoros having a complete overhaul with its fight where it’s directly taking you on while all you have is a ship and you have to use each of the artillery carefully to counter each of its attacks while dealing as much damage as you can

    • @DJWeapon8
      @DJWeapon8 Рік тому

      In my ideal MH, master rank has you explore out into an uncharted archipelago which was semi-procedurally generated with a mobile base camp in the form of a ship as big as the sandskiff in the jhen and dahren hunts.
      You can actually control the ship by going to the helm and Hold CIRCLE to steer it.
      Holding X and using the Left stick while at the helm transitions your hunter to start rowing on the sides for slow speed and precise maneuvering.
      And Pressing R1 while at the helm to furl and unfurl sails for faster speed
      And when you have 3 other players or AI followers at their stations on the side, rowing top speed and maneuvers increases and the ship unfurls and furls its sails faster.
      The player at the helm is in control of the ship's movements.
      It has the same upgrades as that of normal base camps.
      Bed below deck.
      Equipment box with limited spare items and equipment below deck.
      Canteen below deck.
      And can be upgraded with ship exclusive additions below:
      1 Ballista and ammo store.
      1 Cannon and ammo store.
      1 Dragonator that you need to recharge using a ton of materials from hunting and gathering.
      And some cosmetic customization like paint, flags, and sail color.
      However, the ship can be damaged and break the upgrades and undo them, forcing you to upgrade the ship again. Even the ship itself can become inoperable. Rendering you unable to take master rank hunts until you repair the ship using materials.

    • @julianlegionare2467
      @julianlegionare2467 Рік тому

      @@DJWeapon8 interesting. For MR of my MH Fangame idea, I had sky hunts where you can now pilot a airship to hunt monsters by air.

  • @BlueNip
    @BlueNip Рік тому +2

    would love to see the farm system from freedom 2 but seen in the camp areas. Can allow players to plant certain items, might add an extra layer of preperations players have to consider.
    edit:
    some editional things kinda tacking off what you said. Weapons don't neceessarily need simplified they need to be defined and have purpose. Example: you want to knock out then its hammer time, you want to counter its lance time, etc etc. This gives players specific miniobjectives they need to perform during the quest besides just slay monster. Its okay to have weapons purposes bleed into other weapons like its okay for LS to counter but may limit it to just one move that counters and instead of just sheer follow up its a reposition counter instead of in your face. Having proper bleeding of purposes with certain ones being pinnacles of their purpose could allow players to try new weapons. You like counter with LS but want to be more in your face then try lance. Like charging a weapon but wanna be on the move, go hammer, etc etc.
    Another idea that I think could compliment this well that adds more depth to not just roles but adds different ways to approach hunting is allowing weapons to cause blights to specific body parts. Think tenderizing but with blighting. Certain weapon types would be able to blight more than one part, think GL with wyvern fire. How likely it would be able to blight would be based on weapons blight affinity with certain elementnal weapons excelling at blighting. Other weapons might not be able to blight or lower chances of blighting but if a body is blighted they do massive damage. This could leave certain hunters to blight the monster with another hunting attacking the blighted part. Again this is to create mini objects and just more ways to approach a hunt. Element weapons need a massive rework and have some utility involved so RAW weapons just dont become meta. This could also allow other weapon types that don't see much love like GL to be more center stage / having the spotlight.
    Last but not least cause I could go on just like you is more types of quests. One specific type i have in mind is having capture quest being capture and return. Maybe a monster wondered into the wrong area and started causing problems for the ecosystem so your quest is to capture it. However if you cut off its tail its chances of survival decreases so if you do cut it you might lose the subquest. This would again change up how players approach the hunt. Maybe not for LS cause they end up avoiding the tale and hitting the head with the Hammer guys instead but hopefully my point is made. I want MH6 to change up how i approach hunts. Maybe not to the extreme as alatreon but I want a reason to use different weapon types, I want a reason to craft different weapons within the same type. So many weapons don't get the spotlight cause they aren't meta enough, they have low affinity, etc etc. So give them a purpose for players to craft them so everything gets a lil love.
    Sorry for the ramble. Got excited at the end when you said comment and potential follow up lol.

    • @waderich9904
      @waderich9904 10 місяців тому +1

      I’m not sure about your blight idea, but I like the idea of not having a raw meta for really any weapon. Raw should have uses, but it’s so annoying when there’s only really one GS you need. The game is all about hunting and then crafting gear. Crafting lots of status and elemental weapons gives you more to do and makes the game more fun instead of always using the same weapon for any hunt. It’s all about optimizing matchups, and we need balanced elemental, status, and raw weapons so they all have their niche use. Having lots of different viable options for play is more fun. That’s why I liked bowguns so much in World. You could do pierce, sticky, elements burst, scatter, lots of different ways to play within the same weapon. Apply that idea to using different elements and status with all weapon classes instead of always raw most damage

    • @BlueNip
      @BlueNip 10 місяців тому

      @@waderich9904 Think ICE mod for MHIB "solved" elemental GS but opening it up to more combo focus. At least thats how I play whenever I play it. However I usually focus on fun over function so idk if that elemental GS style would be meta compared to raw with mod. Would love to see that level of variation from bowguns to melee weapons. One weapon in particular being GL. Love gunlance but wyvern stake makes me never wanna to play. Know GL has different shelling but even that seems very limiting compared to bowguns.

    • @waderich9904
      @waderich9904 10 місяців тому

      @@BlueNip Yeah, you know one thing that always bothered me about World / Iceborne was that certain weapons have different weapon skills or specials like how with bowguns the HBGs had the wyvernsnipe and wyvernheart special ammo but until Iceborne LBG only got wyvernblast. It always felt like there would be more added there but this wasn't really expanded upon.
      It felt weird that there was this whole element of the weapon and it only had two options. The game made it feel like there was supposed to be more mods or just different types of special ammo later on with different weapons. Gunlance has the different shelling types, but it would be pretty cool if you could switch out mods or just craft weapons that maybe have something different from wyvern stake or even the wyvern fire. The way the icons for the special ammon on HBG and LBG looked in the menu always made me expect there were going to be different ones and there weren't haha.
      Expanding something like that with like a moddable system could be a cool way to maybe make a weapon switch to a more elemental / status focus without changing the weapon playstyle too much

  • @Surge7-hs63k
    @Surge7-hs63k 10 місяців тому +2

    Monster hunter 6 should be Sunbreaks systems and monsters turned into the appearance and feel of World!

  • @LordShonji
    @LordShonji Рік тому +14

    I would go for the idea of being able to trade parts that you got as quest rewards with other players that also participated on the hunt with you. Mostly to help with those situations where you are helping a friend get a plate, gem or mantle and you kept getting them but not the person that needed it.
    Hey hunter your friend has a part in the wishlist they want and you have the same would you like to trade with them?

    • @waderich9904
      @waderich9904 10 місяців тому +1

      I get this, but I really wouldn’t like that. It kinda defeats the fun of playing and getting what you need yourself. Getting plates and gems is honestly too easy in World and more recent games anyways. An alternative I’d like to see would be maybe being able to trade like large numbers of more common items for something useful other than selling them. Not like trade 99 scales for a plate, but maybe trade 99 scales for some other resource. Alternatively I think end game weapons that require way more parts to craft would be cool. By the end of World I had 100s of every monster item and never used them.

    • @1brushstudio
      @1brushstudio 9 місяців тому

      People that play in multiplayer already have a vastly easier time, so I don't really see the need to make their gaming experience even more streamlined.
      I also feel that, as frustrating as it is to not have a particular part drop, it also makes for some pretty memorable times (both when the gem/plate/whatever finally does drop, but also the 50+ hunts where it did not).
      Still, I wouldn't actually be opposed to some form of player trades.
      In fact, I think a lot of the hatred towards the decos/charm grind could be alleviated that way, but I suspect Capcom would be opposed to anything that cut down on playing time.

  • @simonrockstream
    @simonrockstream 9 місяців тому +2

    Under water is absolutely returning. It's the perfect expansion for the sequel to World, which whole point was "worlds" expansive maps to explore with immersive ecology etc. Underwater exploration and combat is the perfect expansion to what World started.

    • @khalil8043
      @khalil8043 5 місяців тому

      Son, for the love of god, World is the fifth mainline game, stop saying world two, MH team already stated that they are not interested in doing sequels, also saying world 2 is as stupid as saying Monster hunter 4 2

  • @BoomerSage
    @BoomerSage Рік тому

    Holy crap just found your channel from a 3 hour mh dos retrospective AND YOU HAVE CUSTOM LEGO MONSTER INSTRUCTIONS!!! You are god tier

  • @marcofromtropoje3169
    @marcofromtropoje3169 Рік тому +1

    If monster hunter goes open world, I’d really like to be able to make camps where ever we’d like, with the following caveats:
    1. It requires gathering/hunting materials to make these camps
    2. The camps can be destroyed by monsters to punish careless placement or hunters excessively visiting the camp to resupply

  • @cooperlittlehales6268
    @cooperlittlehales6268 9 місяців тому +1

    The fact they they wanted to put underwater combat in world but they couldn't meet the deadlines for release, gives pretty good credit to it being in MH6. Personally I would love underwater combat to return, but I'm not going to be broken up about it if it isn't there. "Hope for the best, prepare for the worst" and all that.

  • @beepbeeplettuce_6943
    @beepbeeplettuce_6943 Рік тому +1

    2:35 Ngl I completely forgot Rise even had voice lines cus I always play with the player voice turned off
    13:35 We got that in Sunbreak tho. Pyrantulas are a subspecies of Rachnoids.

  • @shitpostingstevebecauseall6279

    This might be something that I and only I want, but I think it would be so cool if, instead of telling you the drop rates of items like it did in Sunbreak, it could fill that drop rate in through the in-game rewards the player receives over time. So, for example, if you carve a monster and obtain a carapace or something, the game won't auto-fill the drop rate of the carapace in the Hunter's Notes but, instead, it'll track how often you receive that carapace from carving so that the drop rate grows more and more accurate as you hunt the monster over and over again and you can increase the knowledge of the drop rates from hunting the monster.

  • @VPT2
    @VPT2 Рік тому +2

    This a long one responding.
    -So for sure we do not need more than 2 cats, so maybe at best hiring 5 cats at a time.
    -Palamutes can stay, they just can't make the map so big they feel required.
    -Shakakala would be an interesting return.
    -No returning HUBs, just a new environments.
    -Seasons should be added, but not so much as quest selection, but rather environmental conditional, so environments get nicer or rougher depending on the weather in the region, a Blizzard in the winter of a snow map should be difficult to fight in.
    -Just keep resources points.
    -Removing farms/trading is a pretty bad take considering how many items you need at a time and can only collect 10 at a time. Now having certain items being limited to maps is fine, but having to gather honey after every hunt would suck real fast. Now FU's farm system might be fine at best where you gotta manage the farm yourself, maybe watering the plants every 2 quests, etc, but not no farming at all.
    -No to MH2's cooking system, especially if combined with the existing item management.
    -Well written NPC's is fine, especially a small cast, chit-chat is fine too.
    -NPC's sharing meal and follower system via friendships could be fine too.
    -NPC giving quests and helping in some works fine.
    -It would be better for the game to either have 2 narratives, one for low and one for high, they can be connected or they could not, regardless having either 2 narratives or 1 long one from low to high would be better.
    -I'd prefer High-Rank to not be the endgame, especially because now that we can have stuff past the Main High Rank boss, it would be nicer.
    -The World system of 1 solo and multiplayer together was way better and Rise pretty much proved how outdated the old village/hub system is, hell it was outdated past Gen 2.
    -NO CYCLING QUESTS, unless that monster guarentees a drop of anything, that shit sucks ass as a system in a game with RNG part drops, its straight up awful. Especially when farming, 4U is lower on my game list for that alone.
    -Oh rotating quests but every monster avalible......hmmm....this could work, as the core issue with the rotating quest system is monsters become unavalible, however monsters becoming unavalible on certain maps but still avalible in general could work.
    -Delivery quests as subquests should be fine.
    -So completing multiple quests at once is a good idea, but I would keep the time limit for extra challenge maybe, but just increase it. However this only works of the Monsters keep the same damage modifiers like they do in World where they always have the same HP and damage per quests in the same rank which is the only game in the series that does this.
    -Underwater needs to return due to how shitty GU Lagi is.
    -You do not want 4-6 Monsters per map. Here's the thing they can exist now, but there can and WILL be moments where all 6 are in the same Arena, I've been in an Arena with 5 Rajangs at once, its utter chaos.
    -Small Monster subspecies is fine, confusing why its not a thing to begin with.
    -No just recolor subspecies, its the laziest thing you could do. Also you are effectively describing just a Shiny Monster like a Shiny Pokemon.
    -The survarior set like world is fine, just keep it like that.
    -No scoutflies and just tracks seems fine, I would keep them but give them Palamutes or paintballs as well, give them 3 different options.
    -The Hunter notes revized would be cool, as well as customizable notes.
    -Slinger could return but the claw needs to be changed, clagger should be changed heavily.
    -Mantles as items instead of rechargable tools is nice.
    -New traps would be cool.
    -Field Horn to summon Monsters might be interesting.
    -Picking up Meats should be fine but traps depends on the trap type.
    -Weather would be great to have.
    -Stepping in water, snow, or magma for blights is overkill.
    -Armors having an innate heat or cold resistance might work.
    -Status resist on armors but the armor itself I'm not sure about, might be overkill. I see where you are going, but it would get a little tedious.
    -I think they should go back on this, but limit it, so you can restock your items at camp once and have one spare set. Also this is more immersive than having your entire armory you just have your prepared set.
    -No directly sent to items, its weird.
    -MH6 does not need to be like Rise combat wise at all, it should never go back to that.
    -Monsters as intimidating sure, but the passive monster system needs to return as well, I'm done with old gen/rise set up of every animal wants me dead for no reason.
    -Turf wars should return, gives you an idea of who is on top.
    -We don't need the pop up for part breaks or turfs wars in general.
    -Kick back gesture to heal would be interesting.
    -Menu option to have the 60 second timer on and off would be useful.
    -Using High Rank materials for Low-Rank Materials and same for G-Rank for High-Rank would be fine.
    -Using Monster materials for defense upgrades seems fine, but it can't use mantles until the last upgrade if we get that.
    -Subspecies armor color swaps only works for species that really are just color swaps, so this works fine with Rathian and Azure but not Glavenus and Acidic.
    -FUCK NO to this post-game layered nonsense, you shouldn't have to wait until the High-Rank Boss or G-Rank Boss to finally not look like a garbage can. At best restrict it to Low-Rank, otherwise I am just gonna bum rush it to G-Rank so I can actually look cool. It makes no sense to restrict character customization in that way. You'd be amazed how much more people enjoy stuff when they can look how they want. Naturally it should be limited to crafting materials with High and G-Rank items, so you can't get Rathalos armor layered using Low-Rank materials but you can with high once you finally get to him again during the High-Rank part.
    -Weapons carrying offensive skills wouldn't work because then weapons with the best weapon skills would be used always. But weapons having unique skills should be fine.
    -No new weapon type is fine.
    -Simplify weapons might be a no go, just a better tutorial in some way. Like GS is stupid easy, you do not need to simplify this simple weapon more.
    -I would say they need to do half old half new, but no Khezu, shit needs to stay gone unless you got a Nercylla turf war one shotting it.
    -Chameleos should stay if they remove unlimited restocking and have him fight closer to his Risen self, Risen Chameleos fights more like 4U Chameleos than Base Rise Chameleos.
    Fine video overall.

    • @DJWeapon8
      @DJWeapon8 Рік тому

      Layered armors should be available as soon as you buy your first armor piece.
      Buying an armor piece actually gets you 2 equipment pieces:
      Stats and Model
      Stats are its physical defense, elemental defenses, and armor skills.
      Model is its 3D render.
      Now if you go to your Equipment Box and go to Armor, it now has 2 options:
      Stats and Model
      You can choose whatever Stats and whatever Model you want to have and wear.
      Hell. Have layered weapons, too.
      Like the Bone Katana from FU honestly looks better than the other more powerful LSs in that game. It was a damn shame that the Bone Katanas were only viable in mid low rank.

  • @maxpower506
    @maxpower506 Рік тому +4

    Dark Caves Need them back from Tri Fighiting Barioth in the Tundra dark Caves Was intimadating and just gone back to world from rise and My god does Rathalos feel more imposing with his huge Wingspan, On subject of Darkness Rember brightmoss from world How often did you use it?

    • @unicorntomboy9736
      @unicorntomboy9736 Рік тому +1

      I think a bioluminescent cave network would be a nice new locale for a new game

  • @YouMystMe
    @YouMystMe 9 місяців тому +1

    I like a ton of these ideas and I'd love to see them come to the series, some I'd not thought of before which sound really cool. Staying in the map and making that viable, and making it feel like a place you want to be is the reason why my opinion on restocking has changed... as long as we keep the quest complete music and popup in some form lol. I would love a farm to return though, sometimes I liked to stay in the village or my home (especially in Iceborne) and I want that to be a thing we can do, say im tired and dont want to hunt but still need some stuff for demondrugs then I find interacting with a farm to be very enjoyable (especially if we can customise both extensively), not to mention the music made or the farms was always my favourite. I want reasons to be in this game, to be in this world that I love so much without needing to be focused on hunting all the time, its one reason I miss old gathering and why I thought the lynian research missions in World were fantastic. Let me just live in the world of MH, not just combat and nothing else (looking at you Rise).
    I like these videos a lot, its just fun to listen to someone who loves the series as much as I do talk about what he thinks about systems and theory-crafting his own game. I spent lots of time theory-crafting MH games with friends back in the day.
    My own list is even more divisive (e.g. remove followers, join req and transmog altogether) so I know I'll just have to put up with the things I don't like going forward, which is honestly ok because I enjoy these games so much and they are always of such good quality.

  • @Myrranos
    @Myrranos Рік тому +1

    How dive gameplay will be back with armor to swin faster abd longer dodge would be awesome!

  • @eprot6170
    @eprot6170 9 місяців тому +1

    The complicated weapons is one of the biggest selling points for MH, It should be better explained ingame but in no way made easier

  • @norwayrules3446
    @norwayrules3446 Рік тому +2

    I want underwater combat with all underwater monsters back and add the crabs. I want Disufiroa and meristophelin to be in the new game.
    I would love a siege fight with shen gaoren coming from the sea and you must defend the fortress from shen and the other crabs.

  • @SolomonStone-gv6jt
    @SolomonStone-gv6jt 8 днів тому

    Pretty cool how much of this stuff seems like it’s actually coming to wilds

  • @rathalomaniac6212
    @rathalomaniac6212 Рік тому +6

    I want MHS-style small monster companions. I can imagine capturing a Velociprey and training it to be a hunting companion. They could serve all sorts of unique functions, from digging for mushrooms to serving as mounts, but with more nuance and variation than Felynes and Canynes are capable of.
    Let me ride a Bullfango into battle, darn it!

  • @lordfangar5671
    @lordfangar5671 Рік тому +1

    A lot of interesting thoughts in this video, some I agree with, some I dont. You said you wanted comments about what we want for mh6, and what we thought about your ideas, so, this is gonna be long ass comment, understandable if you dont want to read all of it, but I'm quite passionate about monster hunter, it's my favorite series, and I started with mh1, well, technically, I played when I was like 5, but mostly just watched my dad, first game I beat was Tri. Anyways, some things that stuck out to me in a positive way was your idea to have ailments tied to armor resistances rather than skills, which makes sense, as monsters have in built resistances to these things. I also like the idea of temperature on armor. Also agree the hunter should be slowed down to about where world is, and the monsters should be sped up. Having to use items at the canteen I find interesting. On one hand I like it, but on the other hand, isnt that what those canteen quests are for? So the chef can have access to new ingredients? I think it depends on the village. If we're in dundorma, that chef is going to have everything they need to make meals imported. If we're in a smaller village, new or old, then I agree, the hunter should provide ingredients. Things that stuck out to me negatively were 1. Bounty rewards. We already get way too many rewards as is in newer games, money is never an issue, and you only have to do like 2 hunts for a full armor set and weapon. We dont need any extra ways to get rewards. If bounties rewarded you with something other than zanny and materials (like resource points) I'd be more open to them. 2. Materials gathered on hunt going instantly to item box. Just no. Teleporting materials completely breaks immersion. That's some portable genre stuff. 3. Calling the monster to you with a horn. The world outside of the village is the monsters home, not yours, why should it have to show itself to you? You're here to hunt it, find it. Only monsters that should come to you are ones thatd itd make sense for, like bazelgeuse seeing a fight and coming crashing down, or nargacuga stalking you. 4. 4-6 monsters on a hunt. Absolutely not. The maps are not that big, world and rise felt cluttered with too many monsters in such a small area. These are massive creatures that would have massive territories. Some overlap is fine, but it 100% should stick to 2-3. 5. Weapons being less complicated. Newbies not using the "optimal" method isnt a problem, why should they have to? Let them play how they want. The game shouldn't be about DPS-ing a boss. Its about hunting a monster. More depth is always a good thing, because you dont have to engage with it if you dont want, you can find a simple strategy. There should always be more to learn about the game. Now not all moves are good moves, I think some are too flashy or anime, but I still like in depth interesting weapons. I enjoy that not only is there 14 weapons, but each weapon can have multiple play styles. Are you a crit draw GS player or a true charge one? Are you a block lance player or an evade lance player? Alright, those are the main things I can think of rn, I'll rewatch the video after finishing this and edit if needed. So for what I want: A bigger focus on the ecology and behaviors of the monsters. The monsters are the single most important part of this game series by far, and what has always separated them from other fantasy monsters is that while they are fantastical, they're just animals. They've evolved to suit their environments. World was a good start in this direction, with map interactions, turf wars, monsters in habitats that made sense for them. It was all great, and I want more of it, much more. Endemic life also fits into this, but i didnt like what rise did where it just turned them all into tools for the hunter. Why cant a snail just be a snail? Why does it have to heal me? How did this snail evolve in a way where it excretes a vapor that specifically heals humans, palicos and palimutes, but nothing else? To continue with this 2. A focus on new maps in new biomes and new monsters. Unless it's going to be set in the new world, then sure, returning maps is fine. But I dont want old maps returning unless MH goes truly open world with an absolutely gigantic map, like the whole continent. So that way the old maps can have the sense of scale they're supposed to have. And since the map maketh the monster (you should watch the channel Unnatural History Channel, and his video about this) new biomes would mean new animals aka new monsters. 3. I think the skill system should go back to the old 10 point system, but keep the new slot level system. I think hunters can get way too many skills in 5th gen, and most of this is due to the new skill system. In old MH, 5 attack decos was 5 points in attack, half way to attack up S. In 5th gen, 5 attack decos is 5 out of 7 levels in attack, equivalent to attack up M. That's massive. Now I think there should be many changes to the skill system, like maybe some skills only need to get to 5 to activate, something like whim perhaps. Also as said the new deco levels should stay, because that creates more armor variety. Before it was just having 1-3 slots, with more slots objectively being better. Now its 1-3 slots, with each slot being levels 1-3 (4 in g rank, but I'm not sure if level 4 should stay) So your choices are more in depth and interesting, what's better 1 level 3 slot or 2 level 1 slots? Well it depends on your build. Also craftable decos and craftable talismans. There doesnt need to be an endgame loop. The lasting gameplay should come from "hey man want to hunt like, idk a lagiacrus or something, just for fun?" " sure dude" not "hey man I need to hunt level 96 afflicted seregios so I can re roll my chest piece for defense down, resist down, -1 level redirection +2 levels attack up, can you help". Making the monsters interesting to just observe would go a long way for this. Also for the old skill system, bring back negative skills, that was a great way to balance having too many skills. It also made the armors feels more like the monsters they came from. Deviljho had negative hunger, cause he's hungry, and now you're wearing deviljho, so now you're hungry. It was cool. I want underwater combat to return, and I think it will, as long as Yuya Tokuda keeps being in important roles in mainline games. He wanted there to be underwater combat for lagiacrus in world, but it didnt work out. I believe he was the director of that game? And hey it was capcom's best seller, so hopefully they'll put him in charge again. He'll bring it back eventually. Or someone else will, I truly do believe in it coming back. I want there to be an emphasis on full sets instead of mixed ones. It just feels like full sets are useless in newer games unless its Ahtal-Ka or world fatalis. I think wyvern riding should die forever and never come back, same with wire bugs.Idk, I could go on forever, I have with my friends, but my phone is starting to lag trying to continue adding to this behemoth of a comment, so I'll stop for now. Moral of the story: emphasis on the ecology of the monsters and their environments.

  • @ashurad_fox5991
    @ashurad_fox5991 Рік тому +4

    Honestly, there was an elder dragon in Mh Orange manga that I wanted to be part of the games someday. Composed of small monsters and become one to be the elder dragon (since we got Val Hazak and Gaismagorm)
    Another thing is maybe not in gen 6 (since it's far too early, since a lot of assets need to be moved/added to the newer games) is the underwater fights. We already have a couple of means to fight monsters now since GU, it's only right to bring it back. Now that we have improvements in the engine and devs experience.

  • @sloff5940
    @sloff5940 Рік тому +1

    Personally i like taking the time and returning to the village/town after each quest, but it’d be preferable if they add secondary objectives back so that you have the option to complete gathering quests mid other quests if you want.
    I like the way monster variance is currently, subspecies, rare species, variants, but it’d be nice to see this the shiny system you talked about, it’d be nice to see maybe an albino or a fully melanated monster rarely, and imo it needs to actually be legitimately rare or it won’t feel special, they don’t have to be stronger or behave differently and hunting them a certain amount of times could unlock layered armor for of them. And speaking of bounties maybe have specific well compensated bounties related to hunting/capturing them so that they’re kept relevant after their layered armor unlock.
    I’m almost entirely against having access to all items at all times though, player recklessness and prep being nonexistent at this point is in my opinion majorly affected by the decision to have a limitless item box available to players, it can be balanced but I’m unsure if the devs would do it.
    A temperature system for armor sounds nice but not sure if it’s ever gonna happen so for now I just would rather have the drinks back at least.
    Incentivizing players to gather items from the field sounds good too but in my opinion it needs to be balanced so that quest preparation is not made irrelevant.
    Simplifying weapons would be divisive, on one hand you have people who believe the extra hidden depth that comes with weapons is the reward for mastering a weapon type, on the other hand you have people who’d complain if they the game doesn’t explain all the advantages or disadvantages of a weapon type leading them to playing less optimally. Personally I appreciate both, both the skill based combat and the simpler, more weighty and methodical combat.
    Lastly, yes, would really appreciate more crabs, bug monsters too, we already have a couple of good ones but it’d be nice to see some new ones alongside taikun zamuza and and akura vashima coming into mainline. Maybe even bring back vespoid queen and have her spawn after you kill a ridiculous number of vespoids as an Easter egg.

  • @marcofromtropoje3169
    @marcofromtropoje3169 Рік тому +2

    Good opinions 👍I really like your expedition proposal to replace the quest system

  • @ilmistico90
    @ilmistico90 11 місяців тому +1

    I agree with some of the tips you mentioned, while others I have a different perspective on.
    I believe having a farm hub is essential, but it should be implemented well, similar to the Poke farm. It should be the center of the game.
    This is because hunting monsters is done with the purpose of making the village and its farm progress and prosper. It would be great to have upgrades that can be unlocked and purchased over time, providing a sense of progression. Initially, collecting resources on missions feels rewarding and adds to the immersive hunting experience, but as time goes on, it becomes necessary to find a way to eliminate the repetitive materials grind.
    I still remember the days when I played MH Freedom 2, going on gathering missions to obtain minerals and then stopping by the farm on my way back to pray for rare minerals like machalite or dragonite ore, you could do 2 or 3 pickaxe hits at most until you upgraded and unlocked new mining points. Really exciting. Instead, these days, these materials are handed out generously, and their value has diminished, which unfortunately robs them of the excitement they once held, leaving no joy whatsoever.
    Resource points should only be usable to expand the farm, that was its original purpose when introduced. Now the thing is a bit lost because the farm has practically been removed, see in mh world you can hardly grow some herb or mushrooms.
    Regarding Bounty Hunting, I believe it should be focused on hunting specific monster variants and rewarded with better material, not only resource points.
    I like the bounty concepts that was present in Monster Hunter Tri, where bounties were tied to seasons, and it worked well. However, it could benefit from further improvements.
    I would like a bounty monster that over time gets stronger( increases in stars mission) and if not hunted soon could destroys or damage the farm which causes lose some special material, rebuild the farm and pay more resouce points. As opposed benefits to killing a monster that gets stronger grants better materials and better rewards.

  • @tripleaa7371
    @tripleaa7371 10 місяців тому +1

    Hunting arts, or at least moveset customization like in Rise is the most important thing to me.

  • @cookedRacoon
    @cookedRacoon 3 місяці тому +1

    I wanna see jhen mohran again! It will be great if his hunt become siege quest. Imagine lots player on the ship fires balistas and cannons. It gonna be nuts!

  • @gunnargunther9421
    @gunnargunther9421 Рік тому +1

    1. Under water combat
    2. monsters require specific elemental weapons, no weapons that make elemental weapons almost completely unnecessary
    3. not too anime like, hunters not talking during the hunt
    4. flair like MH3 and MH World.
    5. huge online hub
    6. charge blade SAED cancel glitch in the game again and staying there

  • @bobisuncanny2760
    @bobisuncanny2760 Рік тому +1

    I think all monsters should have a true ragdoll, like having a physics that truly interact in the environment, the closest thing we have to that is Rajang animation when he got hit, is pushed back a few meters and if he is close to a wall, he will put one of his hands on his hands. That's not what's happening, but when that little animation happens, it looks like he's propelling himself from the wall. This tiny detail should be on all monsters on all environment on many different animations. I think i just want no more-clipping textures or "invisible walls" in monsters fight. So that means that even when a monster doesn't want to attack you (imagine a duramboros fleeing a fight), he can still hurt you just by passing by. Like if you get in the way you'll be pushed back several meters. There can be infinite example like this : If a monster is exhausted and is close to a ledge (a tall one tho), you can make him fall. You can double damage if you perfectly pin a monster on a wall or on the ground (imagine being a hammer main and seeing that your hammer slam bounced the monster's head against the wall, imagine that with a sick sound design, that shit would be neat) etc.

  • @spadex8155
    @spadex8155 Рік тому +1

    Wish list
    1. Underwater combat- wow who would’ve thought but for real 2023 and on water combat can be hugely modified in more positive ways and would open up so many avenues toward greater things Like
    2. More water Monster not specifically water type mons but things like eels, spiders that float on water snakes etc. this could also be more implications of items like air supply and new traps maybe something like a lightning bomb deals more damage to effected by water of is in water monsters
    3. New locale- some sort of hybrid but mostly underwater map maybe a surface of small islands that if you go into the water leads to a huge underground cave system small air pocket caves leading into pitch black depths that lead to a whole new amount of things maybe a slow tic of damage because of the pressure stuff like that
    4. Camps- camps in world and Sunbreak are dumb OP and an option that you can select in your chest something like “expedition supplies ” a set number consumables and such that you can set and bring every time on a hunt this option can also be upgraded
    5. Weather overhaul- now things like weather sure rain dust storms sow fall awesome things things like extreme weather if you in a tropical area like the jungle the Rain heavy rain causes area to flood creates underwater zones, if your in a desert extreme heatwave or dust storms tics of damage and poor visibility, tundra zones deep freeze weather poor visibility and the need of special hot drinks that negate the slowness effect the weather effect can do and if you stay still you’ll get the snowman effect
    There’s other things as well but i think this is good enough

  • @GFKCEG
    @GFKCEG Рік тому +48

    I'll love to get a new MH4 Ultimate. No weird gimmicks, no superpowers. Its only you, your equipment, items and monsters.

    • @afturbo671
      @afturbo671 Рік тому +2

      BIG

    • @SwaxMain4u
      @SwaxMain4u Рік тому +4

      Bro doesnt remember wystones

    • @ashurad_fox5991
      @ashurad_fox5991 Рік тому +4

      you forgot wystones my friend and apex monsters needed to be de-apexed to make your weapon less likely to bounce.
      the only gen without gimmicks is gen 1 and 2.

    • @GFKCEG
      @GFKCEG Рік тому +1

      @@ashurad_fox5991 that was implied in "MH4 Ultimate".
      Apex are only optional; not a gimmick as not all monsters turn apex. Pretty fun when you are on the mood and actually a challenge. Gimmick is spamming claw on everything for "optimal" damage and wall, OP powers on XX always active depending your "style" or "shut down your brain" silk powers in Rise

  • @NoClueBurns
    @NoClueBurns 10 місяців тому +1

    I don't know if I would want to use it, but i'd love to see a fast pace blunt weapon. The two blunt specific weapons (hammer and hunting horn) are both on the slower side, so i'd love to see something like boxing gloves or brass knuckles. To possibly separate the two styles of dual blades and the gloves (cause it could be very easy to make them almost the same weapon), keep dual blades as the high movement, hit and run, type of weapon and give the gloves more moves based on quick strong hits, and not necessarily high mobility moves, something like Long sword. I could imagine it even having a counter if they really want to lean into the sort of boxing style of fighting, making it more of a brolic type of weapon, fighting the monster head-on! I think it's an interesting idea and it could show the high creativity any weapon could have despite it being just some simple gloves. PLUS it would be really funny watching a hunter just WAILING on a monsters head and doing something like the DEMPSY ROLL XD

  • @maximus8150
    @maximus8150 Рік тому +1

    I would like to see the beggining of the game being most based about the hunter relying on his preparation for the hunts, getting the items he needs from the maps and as the time extends he can start to get some of that initial items from npcs and farms of the village, based on quests and upgrades he makes of this systems, until he just upgrade everything and can stop making gathering at all. At the endgame and so on I think you should just be able to destroy the monsters because you became a hunter god and hunted all the monsters existent in the world.

  • @codingandquesting
    @codingandquesting Рік тому +1

    Referring to the quest system. They could easily implement expedition quests…guilding lands pretty much did that as you could 1) summon specific monsters and 2) turn in quest after killing monster

  • @serenity3157
    @serenity3157 11 місяців тому +1

    I actually like the SOS on world for the player like me who dont have friends to hop in the hub, I'm not really a person who wants to wait for hub if I want multiplayer or joining some discord. Its already a + for me that I can instantly join when someone needs help.

  • @upslide5073
    @upslide5073 Рік тому +5

    Really like your videos and love you on ratatoskr channel. But I'm glad your not on the MH6 team.

    • @pikminjake
      @pikminjake Рік тому +2

      So true!

    • @1brushstudio
      @1brushstudio 9 місяців тому

      I just think Jakob's ideas constantly move from great, general suggestions that will find support from most people (monsters actually being dangerous, extreme environments requiring preparation, less of a immersion breaking "tHiS Is A vIdEo GaME"-moments) to ridiculously narrow and spergy (MOAR SAILOR SKIRTS!!!!).

  • @alonneknight7710
    @alonneknight7710 11 місяців тому +1

    Nice video! I agree with pretty much everything, except for the bit about the weapons at 30:50
    The MH team is just as creative for making weapon types as they are with creating monsters. I want to see want more they can cook, the cool and crazy weapon ideas they can come up with. Lets not forget that it's been 10 years since we got new weapon types (excluding Frontier). We desperately need a new Gunner weapon too, i would love to see a Crossbow weapon with some crazy "MH gimmick" attached to it.
    Also, we don't need weapon movesets to be simplified. You talk about how beginners need to look for external sources to fully understand the weapons but thats more a problem with ingame tutorials than it is with how complex some weapons are. There are already beginner friendly weapons in the game that are easy to pick up.

  • @prinnydadnope5768
    @prinnydadnope5768 11 місяців тому +1

    If you did tried Dragon's Dogma yet, the armor resistance part of your video is basically this, and it's also a Capcom action game where you hunt stuff and change build and all, so you might enjoy some aspect of it I think

  • @loremastre6682
    @loremastre6682 9 місяців тому +1

    As for things I’d want: this might seem strange but, give us the option to skip all the tutorials at the start. In Freedom Unite they ask the player “is this your first Monster Hunter” hitting “no” skips all the popup dialogue boxes you might see. Grant it, we no longer really get those dialogue boxes, when the NPC’s tell me how to do things I’ve been doing for years (just because I’ve started a new file) it gets kind of obnoxious.
    Otherwise- slow down the pacing, I started in Freedome Unite where the monsters were so much faster than the Hunter, if you were too close you’d get slammed by Narga instantly, too far? Gravios beams you from across the map unless you run out of the way.
    It doesn’t feel like I’m playing a person, but a god of slaying monsters. Don’t need to neuter the monsters either, just remove some of the combos- no more tatsumaki for Zinogre unless he charges up for it (like stands a specific way for a couple seconds first).
    Climbing up walls shouldnt just be us running upwards like we do across flat ground- I’d rather flail like a fish when trying to climb out of the pool than suddenly have all gravity shift to the wall- that is, make the Hunter have to bring their chest above the wall, then a leg, then the other leg, and stand up.

  • @ryanjohnson1124
    @ryanjohnson1124 9 місяців тому +1

    I do think that depending on the size of the locales, that Palamutes should return, but with more restrictions then what is in Rise. They should be treated more like the raider rides from Iceborne in the sense that you can’t ride one during combat, but outside of it is ok to heal and sharpen or whatever you could do in Rise.

  • @Itsjumbomuffin
    @Itsjumbomuffin Рік тому +1

    I love the shiny idea!

  • @ratatoskr6324
    @ratatoskr6324 Рік тому +21

    I like how he asks what you want in MH6 but the video is actually what HE wants in MH6. And in fact he doesn't care what YOU want in MH6.

    • @FrnzFrdnnd
      @FrnzFrdnnd Рік тому

      It was always about him, not us 😔

    • @fulltimeslackerii8229
      @fulltimeslackerii8229 Рік тому

      perfect example of alienation?

    • @coltj5907
      @coltj5907 5 місяців тому

      Rata just mad there’s another pasta sauce on the market 🍝😂

  • @thirteen8582
    @thirteen8582 10 місяців тому +1

    I want a raptor like monster (great bagi, tzi tzi yaku etc.) To be a rajang/deviljho danger level treat. Also Nergigante.

  • @UmbraXCVII
    @UmbraXCVII Рік тому +8

    I'd like to see a more appropriate tone, personally I didn't like when the followers I brought with me in sunbreak would talk about having fun and rocking out with a Risen Shagaru Magala bearing down on them.

  • @BuzzYear10
    @BuzzYear10 Рік тому +1

    I'd like visible decorations and talismans. It'd be a lot of extra modelling but it'd be cool if decorations gave your armour a hood or cape or just changed the chain mail bits to leather bits or something depending on the skill

    • @DJWeapon8
      @DJWeapon8 Рік тому +1

      Greedfall had a similar system.
      You can customize torso armor to have a passive skill bonus and each skill type adds a visible item model to the armor.
      You can also customize armor defense and stability (stagger resistance) which adds different looking armor pieces to the armor depending on which ratio you choose.
      For MH, the vast majority of Decorations would simply look like generic pouches with different colored trimming and the occasional different tool poking out. While skills like Stealth would add ghillie netting to the chosen armor piece.
      Increasing armor plating when defense is increased can be done by having armor start out bare. And every +10 to defense would add a bit more metal plating and monster material to that armor until the armor set looks completed.

  • @Emre67511
    @Emre67511 Рік тому +1

    If you get rewarded with rathalos meat it could be an ingredient in the kitchen to cook fire resistance food

  • @JoCoHo
    @JoCoHo Рік тому +1

    I always love how much immersion you want added to the game even when it puts hunters at a disadvantage and I hope someone from Capcom actually watches your stuff and takes notes, I'm the same and usually come up with mad immersive ideas when hunting in my friend group.
    Like making ambushes more terrifying, let's say you're hunting in the forest when you hear branches breaking then Rajang's theme kicks in and he lunges at you from the tree line.
    Maybe there should be a small chance of damaging your weapon when sharpening.
    I always loved underwater combat for the sense of fighting an aquatic monster in it's own territory but maybe it could also be a hazard for non-aquatic monsters and you could knock them in to debuff them and apply waterblight while also dealing big damage if a monster like Lagiacrus is already in the water.
    The thought of all the newer aquatic monsters having underwater movesets just sounds amazing too, maybe Mizutsune can float on the water's surface on a bed of bubbles, maybe crabs can grip onto the walls and Zamtrios could be goddamn terrifying in the water.

    • @DJWeapon8
      @DJWeapon8 Рік тому

      • Ambushes should definitely be a mechanic. Both hunter and monster can perform ambushes.
      For hunters. You simply need to sneak up on an unaware monster and land a hit. That first hit will substantially multiply all of the weapon's damages (physical, elemental, stun, break, status).
      For monsters, they can hide in the map foliage and debris and perform a special pin attack that will guarantee you fainting unless you have a dung bomb ready. But even then, that ambush pin attack will drop your HP to 10.
      • Sharpening shouldn't damage weapons. You can extend the sharpening animation to incentivize whetfish scales and the Speed Sharpen skill, but whetstones should not damage the weapon ever.
      • Bringing non aquatic monsters to watery areas, hell, bringing monsters to areas where they are at a disadvantage is good mechanic.
      Like bringing even monsters native to cold climates to the coldest part of the map would actually affect them. Inflicting the monster version of Iceblight on them.
      That said, these hazards should also affect unprepared hunters. In my system, all maps have areas that inflict a variety of negative armor skills by simply being in that area. Cold climate areas in general increase stamina use and drain when dodging and sprinting, and reduce visibility by frosting up the edges of the screen.
      • I'd prefer if the next MH game has all new monsters. Not even Rathalos, Rathian, and Diablos would return. But if not, it'd be nice if old aquatic monsters have new movesets in general and for underwater combat.

  • @chog444
    @chog444 Рік тому +7

    My wishlist (as someone who has never played 5th gen)
    -Palamutes could come back but more tone down and like hunting hounds (they should have tracking capabilities and should be a dps alternative for felynes)
    -More invertebrates monsters, not only arthropods
    -Bring back hunting styles, It doesn't have to be the same but more variety would be neat
    -Weather changes during the hunt
    -BRING BACK OLD SWAMP
    -Elder dragons should me more mysterious and ethereal
    -Monsters should be more impactful when enraged
    -Sometimes, some monsters should hunt you
    -Paintballs, cold and hot drinks, limited tools, etc.

    • @ashurad_fox5991
      @ashurad_fox5991 Рік тому

      "Sometime, some monsters should hunt you"
      Flashback to One eyed Yian garuga in mhfu, flashback to G-RANK lvl 140 double apex rajang, flashback to mh1 in general.
      "No more, have mercy please...."

  • @nelsonparsifalcantebury5083
    @nelsonparsifalcantebury5083 9 місяців тому +1

    1. Underwater combat. Along with that, old returning monsters like Zamtrios who can have expanded aquatic movesets. The fact that you left the frogs out made me sad. My favorite type and they haven’t really been seen since MH4.
    2. I do want Palamutes back. I prefer them to the cats. A hunting hound makes sense over a stupid cat person anyway. Though I definitely prefer the option to have either.
    3. Lagiacrus and Deviljho. And no, Rathalos should never be treated the same as Jho. Two different threat levels.
    4. Slinger returning without clutch claw.
    5. Agnaktor, Tetsucabra, Great Jaggi (all the Ggis), and generally monsters that are more like animals. Because I want
    6. Ecosystems to make a return. Including endemic life mechanics like world. If underwater returns that would make that aspect more expanded and immersive. I can just wander the maps in World and have a relaxing hunt marathon. I missed that in Rise. So much so that I never bothered with Sunbreak.

  • @latinaparfait
    @latinaparfait Рік тому +2

    They should keep two palicos/buddies thats how its been since 3U.

  • @Afromonkey1998
    @Afromonkey1998 6 місяців тому

    I would love to see hunts with npcs throughout the story of the new monster hunter. It would be kind of a way to get closer with them and have a bonding experience.

  • @Riadurrohman
    @Riadurrohman Рік тому +1

    Water Combat Is BACK babyyyyy!!!!!!!

  • @Beltorchika12
    @Beltorchika12 Рік тому +1

    I actually enjoyed the scout flies and the whole looking for footprints mechanic in World. It made exploration fun for me.
    I think underwater combat with the improved controls from World onwards could be fun. Coming from Sunbreak, I would also like the next game to have combat slowed down, like in World. Combat felt agile enough, but still grounded. Controls were still great, and weapons felt heavy and hard-hitting, but please don't take my insta-block or anchor rage away. I also hope they bring back something similar to switch skills. Being able to change your combat playstyle within a weapon is great.
    P.S: Rise/Sunbreak was my first monhun game (got it shortly after sunbreak came out) and since I enjoyed it so much, I ended up getting World/IB. In the meantime I also played a bit of the original MH on a ps2 emulator... It was the clunkiest shit ever, and attacking with the right joystick was certainly... an interesting design choice. I'm currently trying MH4U on a 3ds emulator (not porting these games to PC/Steam is criminal, fuck nintendo) and while it's not nearly as clunky as the original, it still feels kind of clunky to me since my reference point is gen 5. At least it feels clunky when playing lance. Lance in Sunbreak is so fun and agile in comparison. It's pretty fun in World as well.

  • @raulmojarro9427
    @raulmojarro9427 Рік тому +1

    For me, my list would be
    Underwater combat; I started with 3U, so it's very special. Monsters like Lagi haven't felt the same without it.
    Rework of HP Scaling: I'd like a system where solo players can still challenge monster with HP of that for 4 players, perhaps for better rewards or someting.
    Elemental builds; I think we've gotten skills to help with this lately, but I'd like for elemental sets to be viable on all weapon types. I feel this would encourage people to make more weapons/builds aside from the one meta weapon with blast.
    Better weapon details: I want true attack values instead of the bloated numbers. It just makes things very confusing, especially if you try to calculate the elemental attack. Similarly, tell or show the player they've reached the elemental attack limit; this ties into the elemental attack mentioned above.
    Cha-Cha and Kambaya layered armor for palicos: I know they had outfits in Gens, but I'd like a proper layered set with their animations and sound effects please.
    Guard skills: I'd like for Guard, Guard Up, and Unbreakable guard to be combined into a single skill. It's a pain when they're broken up like this.
    Gunlance: Please give the player more options to buff this weapon aside from just Artillery and a random food buff. Elemental shelling would go a long way.
    I want a better balance of new and old monsters. I feel they've leaned too much on old monsters in Rise, which made the roster feel smaller than it already was to me.
    As you mentioned, in-game tutorials for the weapons; it's very annoying to have to break the video guides (especially since the quality on those dropped for the Rise era).

    • @DJWeapon8
      @DJWeapon8 Рік тому +1

      In my ideal MH, monsters always have x4 HP.
      But you get 4x the materials when you finish the hunt.
      12 body carves instead of 3.
      4 tail carves instead of 1.
      4x more materials in the reward screen.
      *Zenny isn't a thing in the setting of my ideal MH, but if it was then it would also give you 4x more money.
      That said. If a quest has more than 1 hunter, then the rewards are divided amongst the hunters that participated.
      For underwater combat:
      •Drawing your weapon "locks" you into following your camera.
      >If you look left 20°, your hunter looks left 20°.
      >If you're looking forward and you move right, your hunter keeps looking forward and _strafes_ right.
      •Turn as much of the attacks as far reaching stabs and thrusts as much as possible. Animate these attacks so that it follows the center and direction of the camera.
      >Moving the camera while performing the lance's 3 thrust combo will have your hunter adjust the thrusts to where the camera is pointing.
      •Dodging underwater is 2x faster and has 6 directions based on where the camera is looking.
      >X dodges forward
      >Hold L3+X dodges backward
      >Hold Left+X dodges left
      >Hold Right+X dodges right
      >Hold Up+X dodges up
      >Hold Down+X dodges down

  • @rajabody1835
    @rajabody1835 Рік тому +1

    I want the flagship to be a mantis shrimp it would be so cool

  • @shadowdragon1396
    @shadowdragon1396 Рік тому +1

    Seasons would be nice, but not as supervillain designed. If you hunt certain monsters in certain seasons, you get more rewards. Hunting a Blangonga in the mountain in spring or summer would fetch more dosh and parts because people are going through those areas.
    If you hunt a blangonga in the winter in the mountains, great job champ, but it’s not bothering anyone.
    Also if seasons return, absolutely no locking out of maps or certain monsters. Nothing like going for a 1% drop in DOS, only to never get it and have to either wait another year, play for hours more without the upgrade, or pay.
    Instead, maps should be more dangerous certain times of the year. Severe heat and cold effects are amplified, and make the cool/hot drinks last half as long. Health drains twice as fast in heat, and max stamina decrease much faster in cold.
    Temperate climates could have less passive herbivores in winter, but then more predators in summer. Tropical places could be FILLED with vespoids, hornetaurs, and other bugs in the warm seasons.
    I’d like the return of an actual farm, ala MHFU/P3rd. But you can let things stack up for several quests and then go around and collect it at once.
    A new weapon would be nice in lieu of a new gimmick. Maybe some sort of hybrid Melee/ranged weapon, like a Boomerang. Hell, make it incorporate the clutch claw and wire bugs to really cement their place as never fully coming back for everyone. THE gimmick weapon.

  • @InuzakaNaze
    @InuzakaNaze Рік тому +3

    im a simple man
    I just want MH4U with MHW graphics and some of it's QoL changes
    Also without the Clutch Claw Tenderizing mandatory

  • @cosmicgelatin9434
    @cosmicgelatin9434 Рік тому +2

    I know theres no way its happening but I’d loved the old armor skill system to return.

  • @bobisuncanny2760
    @bobisuncanny2760 Рік тому +2

    35:52 Also what's your opinion on possible Frontier monsters return ? Some have reasonable design like Barlagual/Pokaradon/Orugarons that could return in MH6

    • @unicorntomboy9736
      @unicorntomboy9736 Рік тому +1

      I think that hummingbird monster would work nicely in mainline Monster Hunter.
      Only the very early Frontier monsters should be considered at all. All of the later ones are just terrible concepts that are garbage and wouldn't work in mainline games, who belong in Digimon or Final Fantasy, not Monster Hunter.

  • @retexcrafted
    @retexcrafted 11 місяців тому +2

    i really want money to be more difficult to obtain and there to be an economy so if you sell lots of tetsucabra stuff it wil decrease in value of tutsucabra stuff and then if you sell another monsters parts it will be more expensive. it would also be cool to have diffrent people pay more or less depending on who they are like the merchant wont need lots of random stuff.
    but i think they might try and make it open world and i dont know how to feel if that happens

  • @PutthePCinmyHands
    @PutthePCinmyHands Рік тому +2

    Honestly I want a game that feels like a true sequel to World: 16-Player Lobbies turn into 64-Player Lobby. Bring back Investigations cause I love the limitations of faints/players to make a quest harder. Bounties, Dailies and Weeklies should return with more variation. Mantles/Specialized Tools/Slinger should come back but not clutch claw cause it makes the game predictable. SOS Quest Flares should have Quest Previews.

  • @filipevasconcelos4409
    @filipevasconcelos4409 3 місяці тому

    Switch Skills.
    Hunter Arts.
    Research (Scout Fly-like)
    RT+X (wirefall in Rise, that let's you recover from a knockback to whatever direction gets you out of danger)

  • @firetools
    @firetools Рік тому +5

    I'm simple, I would like to see more strange and out there biome ideas, the Palamutes becoming a mainstay going forward, the follower system, and a lot of monster variety.
    As for returning monsters I'm fine with anything but my bias would like to see Valstrax return above all, especially since this is going to be the next Main team game. I'd also like to see Malzeno return same as you.

  • @edgydoggo8647
    @edgydoggo8647 Рік тому +1

    Edit: sorry for the wall of text
    I'm loving a lot of the ideas you're throwing out there. The bounty system being a hybrid of previous titles sounds pretty solid. I'd love to see that and the seasons mechanic that dos had make a return.
    Something I'm a bit back and forth on, I think it'd be cool to see underwater return. I like to think there's still a little something you could probably do with it that hasn't been explored yet. Hell, have that and extreme/weather effects that require planning accordingly, i.e. something like hey this quest is for a monster on the deserted island, but there's a storm leading to rougher waters. Not sure how that all could be incorporated in a way that isn't flat out frustrating but I'd love to see it nonetheless.
    Yea Lagiacrus could return too, but I think with a catch: ditch zinogre and royal ludroth for that title. I started a proper playthrough of tri a few months back, and while lagi may predate zinogre, it just felt like fighting a spicy ludroth. I enjoy fighting both of those monsters, but I Lagiacrus came back I'd want him to feel unique enough within the roster. Personally with some of the leviathans we've gotten since, it'd be cool even from just the ecology standpoint to have something that gets around similar to how somnacanth does. Treading water kind of like an otter at the surface before propelling itself through the depths in a similar manner to the tri duo. Please not somna though, I'd agree that they can stay in risebreak.
    Palamutes are an interesting furthering of the tailraider rides in worldborne, but I think I'd prefer something a little more in between the two. Something that limits its capabilities for either traversal or combat, maybe both. I'm not entirely sure what a right answer for that one is though.
    Past that, slow down the pace of combat for sure. Personally felt like the speed of the combat flow in world was comfy, but I wouldn't mind it being a bit slower than that even.
    Also, bring back the tower! Not just forlorn arena, but the whole ass tower. I can only imagine how amazing a spectacle that'd be to see in the current monster hunter level design.

    • @YouMystMe
      @YouMystMe 9 місяців тому

      I dont mind palamutes as long as they remove the stupid drift and boost system and make them slower. Also lock them out of combat perhaps? So that players cant sharpen on them mid hunt. I'd also like to see them removed from multiplayer, Rise is far too cluttered and silly looking with 4 hunters _and_ 4 companions.

  • @HerEvilTwin
    @HerEvilTwin Рік тому

    What’s the song at 26.20? Never heard that version

  • @kbutta01
    @kbutta01 7 місяців тому

    I want a large open continuous world about the size of tears of the kingdom. Underground caverns and underwater areas. More mounts including Aerial mounts. You can unlock towns are camps for fast travel. The towns could act as hub where you can meet other players but once you leave town if you aren’t in a party you stop seeing other players.

  • @PhantomOfAhab
    @PhantomOfAhab Рік тому +1

    I think a good way to do the tracking would to combine systems, what I mean is that, you use the many camps you have around the map to have vantage points incorporated into them, where you can scout with your binoculars like you said and signal a balloon like in MHGU (i think?) and tags the monster for a certain amount of time, the mark then can be lost with a message and you have to go back to one of the camps to tag them back, you'd be given farcasters that teleport you back to camp and they are finite to the mission do you have to choose if to risk it and go back to camp on foot taking more time or use the farcaster that could be use to restock, I dunno I really don't like scout flies and I don't like the always marked on map like it is on rise

  • @HonestGhost21
    @HonestGhost21 Рік тому +2

    I want to have a story in the vague direction of Monster Hunter 4, where we have a more personal vested interest instead of being someone sent by the guild like in World and where we have the more natural mobility of travelling from place to place unlike Rise where you were in the village or elgado only. Maybe you're also a researcher who wants to travel around and catalogue monsters, maybe you're trader wanting to strike it rich. There's a lot of possibilities for treading new ground here I think.
    I really like the idea of having an open world monster hunter even if the idea can be a bit scary as well. I want part of the story to be where we actually physically travel from place to place, keeping the caravan or whatever we're escorting safe. Now I'm not saying that we're doing escort quests where we have to worry about the wagon being destroyed, they could easy go hide once the hunt starts. I also want to clarify that we don't necessarily need to copy MH4 story where we're part of a caravan, instead maybe we need to travel somewhere and we find a quest that asks for a hunter to escort them. Which brings me to my next point.
    I want more advanced quests, don't get me wrong. The monsters are the stars of the show, but I want stronger and more varied motivation to hunt them. Let's stick with the escorting a caravan as an example. It could present you with the general area you'll be travelling but you don't know which monster will attack. Now you could do multiple things before taking on the quest. The first is to simply go in blind and see what monsters turns out be a threat, to avoid cheesing the quest by abandoning this could be random from a pool of monsters in the area. You could ask around village you're in for rumours of what monsters in the area or you could go on an expedition yourself to survey the area. The main thing I want here is NPC interactions, just having a quest note giving a description is boring and we don't even get to see the client after. There is huge wasted potential here and we don't even necessarily need a lot of dialogue. Just a small acknowledgement is fine for most quests.
    I want to give another example of the sort of quests I would like to see. Maybe a monstie breeding farm has had eggs stolen as early quest and they ask for a hunter to investigate. You go there and follow the tracks and find out that a Kulu-Yaku has invaded the nearby area. You hunt the kulu-yaku and return the eggs. As a reward maybe you would unlock that spot as a new camp where you can maintain gear, rest up and restock. Maybe they give you a monstie that will help you fast travel or move goods.
    For a open world MH6 I want a slower pace of progression, where even the small monsters pose somewhat of a threat at the start. You should be encourage to plan out a route, explore new paths and generally do more hunt-sim stuff.
    I'm not going to pretend like all of these ideas are fleshed out, just wanted to write out what came to mind and share it! I like a lot of your ideas Jacob and agree with a lot of the hunt-sim changes that you propose. I wrote this while listening so it's possible that some of my ideas are repeating what you said in the video.

    • @HonestGhost21
      @HonestGhost21 Рік тому +1

      Oh I forgot a huge idea I've seen. Remove most, if not all, offensive buffs from armour. Make them defence oriented and connect offensive skills to weapons instead. This could be reliant on the type of monster to start with but later become a more customizable things. Like maybe you can add pendants if you want to keep it simple. Or maybe we go all out and allow us to change the hilt or the blade of the weapon or something like that which would grant different effects. For example, maybe we could add a bleed effected by making the blade serrated on a greatsword. The same effect for a hammer could be done by adding spikes. I would even be willing to have less weapons if customization was this deep.

    • @HonestGhost21
      @HonestGhost21 Рік тому

      Another thing I think would be cool to see is dynamic rival monsters. Failing a hunt has been canonically shown to create deviants (or was it variants? I keep mixing up all of these names for variations). So if you fail, a quest a new quest could be generated for a higher difficulty with a more dangerous monster. This could be tied to multiplayer where you can take up quests that others have failed for increased rewards. It shouldn't be exclusively multiplayer and could tie in to normal quests as well that NPC hunters have failed. Where you could talk to them and maybe even bring them along for a rematch!

  • @prinnydadnope5768
    @prinnydadnope5768 11 місяців тому +1

    About the armor, heat/cold and status ideas, I think the core idea is to have armor that just work or don't work in some context to have a reason to change more than "but this one is Atk Boost, I prefer Crit Boost with this new weapon". It makes me think of a survival game kinda like Subnautica or this kind of stuff where you need X to go to area Y because of Z effect. So what about having different heat and cold level on an area. Let's say the first area of MHFU, the mountain, would have Cold1 Climate where there's herbivores roaming, Cold2 in caves and Cold3 on the summit. This way, you go in Cold1 area to farm some lighter monster to support Cold2, then again and again, so you only have a limited number of set that can go in Cold3 area. You could go beyond just Heat and Cold, you could even have one or more specific things by locale like acid rain resistance or rotten vale smoke resistance or some stuff of this order.

    • @ericjoestar1065
      @ericjoestar1065 8 місяців тому +1

      that sounds annoying. i don't want to change my Armor every Quest.

  • @DJWeapon8
    @DJWeapon8 Рік тому

    My ideal MH has a greater focus on the scouting and tracking aspect of hunting, survival, and cooperation.
    The points below are just a general summary because the design doc was *massive* and I'm rewriting it to be more succinct but detailed as possible.
    • The premise is that you're part of a shipwrecked expedition to an uncharted part of the world. Having been stranded on an artic region of this unknown continent. With no means of communication with the Guild or any other civilization, you and your crew must work together to find food, build shelter, and survive.
    • The wrecked ship can be built up to become a formidable Guild Outpost by donating materials gathered from foraging, mining, and hunting. Turning the damaged brig into a large fortified hunter's village.
    • There are 8 NPC hunters that you can invite to join you on a hunt. These NPC hunters have backstories, character arcs, and their own unique questlines that if progressed will increase their experience and skill as hunters.
    These 8 NPC hunters each use a Greatsword, Sword and Shield, Lance, Gunlance, Charge Blade, Light Bowgun, Heavy Bowgun, and Bow.
    • There is no zenny or any similar currency system as trading is now impossible due to being stranded. Instead, goods and services in the outpost are accessed by providing raw materials and/or tools to create those goods and perform those services. To eat at a canteen, you must provide the raw ingredients and the cooking fuel. To craft weapons and armor, you must provide the raw materials. To fetilize the farm, you must provide the fertilizer. To mine, you must provide the pickaxes. To catch bugs, you must provide the nets. To build walls and cabins, you must provide wood and metal. To install ballistae and cannons, you must provide metal and gunpowder. Etc.
    • Almost all resources must be gathered by going out to the maps and foraging, mining, fishing, and hunting them yourself. At best, you only get 20% of your item stock from automatic systems such as the farm and other crew members donating their gathered items. But even then, these automatic systems must first be built up by you by spending resources on them.
    • Almost all Quality of Life mechanics are no longer available at the start. They must all be unlocked in increments of increasing usefulness by upgrading the outpost and its many facilities.
    Examples include but are not limited to:
    >Base camp
    >>Having multiple "faints" and retries
    >>Item restocking
    >>Full heal when in tent
    >>Canteen at camp
    >>Equipment box
    >>Fast Travel between different camps and maps
    >Farm
    >Outpost Canteen
    The rest of the quality of life mechanics such as infintely respawning gathering nodes on the map, no limit on item restocking and no limit on changing equipment, are removed.
    • Maps are 3x larger than World on average, and have no loading screens. Progressing through the game sends you through more trechearous and difficult to navigate biomes and terrain.
    Starting with an arctic coastline, then arctic forest and hills, then a snow capped glacial mountain and caverns.
    Mid game has a fertile lowland river valley, then a lush and dense jungle, then a boggy marsh.
    Late game has a desert and badlands with a large river in the middle, then a massive cliffside with a waterfall that drops into giant lake, then a volcano island in the middle of that giant lake
    • All monsters are new. Half of all large monsters are herbivores and occupy all threat levels, while the carnivorous large monsters occupy only up to the middle threat range and are on average smaller than the herbivorous large monsters, with some exceptions.
    • There are no longer Low/High/Master Rank versions of monsters.
    Instead, sub-adult large monsters occupy low rank, and have a 30% spawn chance in high rank and a 5% spawn chance in master rank.
    Mating adults occupy high rank, and have a 15% spawn chance in low rank and in master rank.
    Prime adults occupy master rank, and have a 10% spawn chance in high rank.
    An analogy would be if:
    Jaggi is Low Rank large monster.
    Jaggia is a High Rank large monster.
    Great Jaggi is a Master Rank large monster.
    • Tracking plays a greater part in the hunt. Each monster has a unique set of clues that they generate on the map whenever they are roaming or escaping. Clues also visibly degrade to show how old it is and how far away the monster that made it is.
    • Maps have innate hazards tied to the kind of biome they are in the form of elemental blights and various other status effects like poison, mobility decrease, etc that affect both hunter and monster. The blights now have 3 levels, the weakest of which induces 50% of the old standard blight's effects. These hazards can be mitigated via armor skills, but never negated.
    • Combat has changed significantly.
    For Hunters. Weapon movesets have been simplified and returned to their fundamentals and specific roles, effectively having "2nd Generation" movesets. All weapons are still viable to all monsters, but some are more effective than others. Hunter mobility has returned to "4th Generation" levels of jumping off juts and cliffs and fast climbing of walls.
    For Monsters, they have less HP (~70% now) but are much more aggressive, unpredictable, and use the environment and their own elemental abilities much more. Sometimes, you need to run away from them.
    • Stealth plays a greater part in hunts for both hunters and monsters.
    Hunters can perform ambushes where a successful sneak attack does 8x more physical, elemental, stun, and break damage, and activates a special stagger animation that lasts 3x longer than normal staggers. Upon recovery, the monster immediately enters rage mode and does not stop until it flees to another zone.
    Monsters can also hide from hunters too fixated on their clues and double back once the inattentive hunter passes. Some can also perform ambushes by luring said inattentive hunters with their clues and performing a highly damaging pin attack.
    • Underwater combat returns and is vastly improved.
    When your weapon is drawn, movement becomes "strafe" based. Where your hunter's orientation is always looking at where the camera is pointing as if they are "locked on" to it. Weapon attacks are also strafe based and will follow where the camera is pointing.
    Weapon movesets are replaced to be far reaching stabs, thrusts, and swings. With the same timings and amounts as when on land.
    Dodging underwater is 2x faster than in 3rd Generation. Dodging also has 6 directions based on where the camera is pointing.
    >Upward - Left stick Up + X
    >Downward - Left stick Down + X
    >Left - Left stick Left + X
    >Right - Left stick Right + X
    >Forward - X
    >Backward - Hold L3 + X
    • If you have other hunters with you, then zeroing your HP will not make you faint. Instead, you'll be put into a "Downed" status like in Left 4 Dead, and the only thing you can do is slowly crawl. Getting downed normally has the monster ignore you and you take no damage, but after 20 seconds you faint for real. The other hunters must revive the downed hunter by approaching and Holding CIRCLE. By default, the strongest available healing item will be used unless you manually select it and have it set to be used when pressing SQUARE like normal. Reviving a downed hunter takes just as long as drinking a potion in World. Roughly 3.5 seconds. However, reviving then leaves both of you vulnerable to damage, and if the downed hunter receives even -1HP damage from a small or large monster, they faint.
    >Offensive armor skills are removed. Instead, there are more Defensive and Utility armor skills available to mitigate the increased map hazards and status effects in the game.
    • There is no longer a time limit. The danger now comes in the form of using up all of the map's limited resources, using up your own limited item stock (including whetstones, now renamed cleaning kits), and losing progress from fainting too many times.
    • UI changes:
    >There is no minimap and compass. But the sun always rises East and sets West.
    >There is no in game map of any kind. Instead, the game lets you draw your own map for each locale and put down icons as map legends. Or you can choose not to and simply memorize the geography and topography by yourself.
    >Different item types have their own unique sound effects. These item types and sounds are:
    >>Healing
    >>Stamina
    >>Ore & Mineral
    >>Fish
    >>Insect
    >>Monster Material
    >>Outpost Supply Item

  • @benitussussolini4669
    @benitussussolini4669 Рік тому +1

    I would like it to be a hole new experience, i think i explained a bit in the fangame topic video...

  • @SwaxMain4u
    @SwaxMain4u Рік тому +1

    I would like to see the complete removal of damage skills or anything that effects your weapon on armor.

    • @DJWeapon8
      @DJWeapon8 Рік тому +1

      This.
      Taking away damage skills would change up the meta to be co-op and defense focused rather than oonga-bunga DPS like it was for the past 20 years.

    • @matthewbailey2744
      @matthewbailey2744 Рік тому

      @@DJWeapon8 Personally I'm fine with damage skills that are conditional like resuscitate, because to make them consistent the game requires skills like bubbly dance or ways to consistently and safely inflict a blight on yourself.
      But especially with the post World system for skills there needs to be a heavy reassessment of how damage related options are distributed and/or accessed.
      World was okay but that can largely be attributed to it being harder to obtain decorations, and not containing G/Master rank.
      Iceborne is awful with secret level skills and damage options scaling far higher than defensive options.
      Rise was passable, despite it being too easy to stack powerful skills. At the very least the minimal content could be argued to encourage build crafting, and access to ramp up skills was limited.
      Meanwhile Sunbreak is abhorrent with skill stacking getting to a point where it can legitimately be considered difficult to avoid skills that convey a damage up in some way, and honing+augmenting conveying such a massive boost to the peak capability of builds that I have a hard time considering it anything but an awful mechanic.
      In a hunting game choosing to use a defensive playstyle should come with taking your time as its main punishment. Both Dauntless and WildHearts have this as a far more blatant problem and unfortunately Monster Hunters current power creep is causing less offensive builds to become increasingly ineffective.

    • @SwaxMain4u
      @SwaxMain4u Рік тому

      ​@@matthewbailey2744 i think sunbreaks weapon augment is nice, let the weapons be able to have skills like increased attack or sharpness. I just feel like armor should be worn for defense and for the environment. As it is now you basically never make any "comfort" armor when doing a playthrough because why would you when you can just make rathalos armor for the 80th time and get your attack up large and weakness exploit

    • @matthewbailey2744
      @matthewbailey2744 Рік тому

      @@SwaxMain4u I certainly don't dislike the core of weapon augmenting, Buffing stats as a player desires is a very nice feature to encourage build crafting and developing an individual playstyle.
      Really the only parts I dislike are how its entirely postgame, and provides attack and sharpness for free (at least in Sunbreak, I forget if the free stats were also in Iceborne).
      The main thing I despise about sunbreaks augmenting system is augmenting armour. I feel that if a developer needs to implement a post release system explicitly to make more armour viable, usable, or just flat out stronger is a signpost that the devs have mishandled balancing.
      If I could redesign augmenting I'd probably make it a system introduced at the end of low rank, and certain milestones grant the player access to stronger options every now and then. Akin to how ramp ups worked in base Rise. If I could I'd also make such a system the only way to access certain damage skills in order to encourage use of what seem to be statistically worse weapons.
      As for armour skills I mostly feel the same way (especially because I'm a gunlance/insect glaive main) the games have been providing fewer, and fewer reasons to run skills that don't provide damage (especially in the postgame).
      Taking a harsher stance on where offensive and defensive skills come from is an efficient way to prevent the metagame of seeking the biggest numbers from bleeding into and taking over the gameplay.

    • @itapproaches3484
      @itapproaches3484 Рік тому +1

      I think damage skills are fine, however I would like to see them be toned down, make weakness exploit take 5 skill points instead of 3 for example, or attack boost 15 skill points to get the full bonus, I just want them to reward us for being more creative with our sets, I miss the old days were I would craft myself a mounting based armor set with insect glaive.

  • @salairoluk
    @salairoluk Рік тому +3

    Been thinking about why a fully open world Monster Hunter would work really well. I agree with everything you've said about how awesome it would be to see Rathalos just flying around, and you can follow them and hunt them down like a real hunting game. But also, from a progression/balancing perspective, Monster Hunter just works really naturally, because harder monsters give you materials to make stronger weapons and armor. Unlike in Elden Ring, where you can accidentally overlevel, or Zelda, where you are blocked by lack of tools or barriers, you can simply have a Rathalos nesting at the entrance to some ravine, and you won't reasonably be able to defeat him unless you've worked through the lower level monsters already. And once you get through, you're guaranteed to have Rathalos-level equipment. If done right, this also could encourage you to focus on obtaining new weapons and armor as you went along to optimize each matchup, instead of the hodgepodge "good enough" sets we currently make throughout LR. I'd personally be very excited to see MH go the open world direction.

  • @Cipriboris
    @Cipriboris 9 місяців тому +2

    I dont mind spiribirds coming back as long as they are streamlined in a way similar to the scoutflies in World. Aka: when you do enought misions/recolect enought of them in a map then you going levels for that particular local, wich Will eventually lead to have them maxed out in a map at the begining of a quest.
    Rampages and the wivern riding arent probably going to reapear, at least i hope so.
    The clutch claw aswell as the old mounting sistem should reapear, albeith with significant changes. As it is both those mechanics, while serviceable, are boring on the long run. That probably needs some love.
    I hope that the new interchangable movesets for each weapon, aswell as some version of the cordospirit things (that are, in fact, a better version of the hunting arts) and the free form verticality of rise comes back. Not the scroll change, that i really don't see the point.
    I would love to have less rng. Both in talismans and decorations. I fucking hate that. I want to be able to farm things with dedication and make the best things by bringing specific targeted materials, not rolling against weird odds to have the "Godoy talisman" or "godly decoration".
    On that note i would love an end game sistem that mixes the safijiiva sistem (ak: rolling for things with increased odds and targetting) with the qurioscrafting of rise if the rng is not completly removed.
    I would love to see the return of the turf wars and invading monsters of world. That was really epic.
    The follower sistem i think it's a perfect adition to the saga and i would love for it to continue.
    I wouldnt mind the return of underwater combat if they do it right this time. They need to speed up almost all the animations and make sure all weapons have adapted movesets that actually works.
    Finally, i wouldnt mind a new weapon. Something not transformable, because that niche its already covered, but whatever its fine.

  • @justsomejojo
    @justsomejojo 9 місяців тому +1

    I feel like a lot of my wishes kinda align with the ones in the video. In general, I think a direction towards more free-form hunting and gathering would be nice. I actually enjoy strolling through an area, gathering here and there and then maybe find a monster. A natural hunter-gatherer thing. I don't need there to be an expansive open world to accompany this - I think that would only add potential for annoyance as the monster flees way too far and take valuable ressources that are needed in development elsewhere.

  • @7XHARDER
    @7XHARDER Рік тому +2

    If monster hunter tri mechanics come back I would spend $100 on that. I am Biased too lol, but god damn it just bring back what the players want capcom!

  • @pyoheliobros5773
    @pyoheliobros5773 Рік тому +2

    For MH6 give me Lagiacrus and underwater combat and I'm happy