It is actually confirmed the tail not only needs to be interacted with to collect. But they still added QOL because Alma will yell at you "hey! You forgot to carve the tail!"
@@mdiaz013184yeah I've seen footage of it (back during gamescom gameplay). my only concern is that she mentions it as soon as the tail has been cut. with everything going on during battle, i think she should wait for when there's some downtime first before reminding you
@nicjolas she probably will, though. like if u start to leave the locale, she'll probably remind u. maybe it was a bug when alma would interact right away after the tail has been cut at least thats what i think
I personally think monster hunter would just be better without any attack up skills of any sort, and just stick with interesting utility skills. When everything is just about DPS and the game itself forces you to go attack up routes it just invalidates all other skills.
Hard agree on the need for a skill overhaul. As much as monkey brain loves Numbers Go Up, the funnest builds have always been stuff that change something in the gameplay like mushroomancer
I think the main reason why we don´t have World's tracking system may very well be because of the sheer number of monsters on the map. Assuming that a pack of doshagumas are 2 normal and 1 alpha, and if they all count as big monsters, that would mean up to 3 sets of tracks, depending of how they make it work, and if they would generate their own set of tracks once separated. That, assuming there is multiple herds of doshagumas and/or other monsters, the tracks that would have to be generated in real time (apart from the ones generated at the beginning of the quest, just like in World) could affect the game`s performance. It may be that they don't see it as a priority anymore, but I see this more reasonable. Even if they could make it happen, it probably would have pushed the game even further in term of the hardware requirements.
man Ratatoskr is absolutely right, capcom doesn't prioritize game mechanics that a lot of us love about the game anymore, mainly the hunting the commitment (risks too) and preparation stuff, if you're not a fan of the direction "monster fighter" that wilds is leaning more to, chances are capcom don't see you as the target audience rn
Ive maxed out my OSRS levels, but I still think running a circle for 200 hours is meaningless. Unless the hunting part is actually engaging its just a waste of time
@matthewalvarez6884 Do you have an example of "running a circle for 200 hours" in the monster hunter franchise? While these games are Very grindy I would argue that the grind has always been engaging. The only thing I could think of that is unengaging grind is gathering materials for combining before you get access to the farm.
@@mangalink25 personally in rise i thought spiribirds where a real bummer. You where literally running in circles just to get your stamina to max, so certain moves can be done. (IG needs more than base stamina for aerial combat) Either you had less fun by not being able to play out your weapon to its max potential, or you had less fun by running the same route every hunt. Also by the time you got your stamina, you also got ALL other buffs automatically which made most hunts to easy. It's a weird situation where you want one thing but not the other but you either had all or nothing and both felt bad xD
@@mangalink25 spirit birds in rise are a needless annoyance/timesink , the way monsters seem to be hardcoded to fly off at certain times which lead to me having to traverse the ancient forest multiple times, looking for a monster with 0 tracks in older games, generally I think the amount monsters retreat is quite annoying. I don't think any monster should retreat really unless they want to show that monster is a bit of a coward. None are as bad as OSRS but like I don't think there was as much "hunting" as people make it seem in older games. The "hunting " is really just blind searches most of the time.
Regarding the discussion about skills on the weapon, I think weapons and armor would include Offensive Skills, "Weapon Utility", "Defensive Skills, and "Armor Utility" Skills. Weapon: Offensive Skills include: Attack Boost, WEX, Crit Boos Weapon Utility Skills: Speed Sharpening, Guard, Guard Boost Armor: Defensive Skills: Defense Boost, Fire Resistance, Aqua Resistance, Armor Utility Skills: Wind Proof, Aqua Mobility, Botanist, Geologist Maybe we are going to have 2 skills max in a weapon just like in an armor piece, it could be 2 Offensive Skills (Attack and WEX) or 1 Offensive and 1 Weapon Utility Skill. Although I would fear that people would generally favor weapons with built-in Critical Eye or Attack Boost.
Thought I'd add to the argument that about "zoning to heal/sharpen," and how it's not equivalent to being able to freely do so while being mobile on a mount. -First, as mentioned 51:30, you need to take precautions when exiting. You may think, oh let me just play near an exit the entire time, but there's two major problems with that. One being that typically exits have map geometry that leads a monster to slide against/corner you along the walls, making the fight more difficult. The other reason is that monsters will often extend beyond the transition, often making them harder to hit and letting them knock you through it at inconvenient times. There's simply a trade-off for taking that playstyle, and one like it doesn't exist with either the Seikret or Palamute. -Second most endgame, early generation fights have limited Zoning options. The Crimson/White Fatalis, Akantor, and Ukanlos fights come to mind, where zoning requires either a cart or Farcaster/combines. Even those that do let you zone, like Yama (excluding Dos's Tower Top) and Sieges such as Jhen, have you expend a solid additional chunk of time, which you might actually need to clear the quest depending on your gear. -Lastly, prior to world, consuming any consumable wasn't free, even when you exited the area. You had limited space, and finite resources in any given hunt. Even resting at the bed several times, isn't a good strategy in the early games, as you'll likely lose track of the monster/have the paint ball where off and have to deal with the timer. Anyone who's fought Dos's Chameleos solo, would know that losing/using items can put you a hard timer. I've heard countless times that people question why whetstones were finite, claiming they never once got low on them, but I genuinely think those claims come from people haven't gotten far enough in the older console titles to realize that you do in some instances, actually run out. That being said we don't know how wilds will handle resource management, and maybe consumption does come with a drawback. Anyway, don't get me wrong I am very excited for wilds~
I hate to stir the whole “fifth fleeter” shit back up but it genuinely feels like the people who say they are the same thing hasnt played a 4th previous gen game before.
I argued against that silly comparison as well on reddit and was heavily downvoted. Sadly, we seem to be in the minority. You don't even have to sheathe your weapon to call your mount now, and when it reaches you, it automatically sheathes your weapon.
I never thought of it as a strict upgrade over the OG, but if I'm being honest, it all just flows better for me. I couldn't stand having the flow of combat completely ruined by interrupted healing or monsters getting stuck on map exits/geometry because I couldn't heal otherwise. It not only didn't feel good, but it made no sense that your hunter wouldn't be capable of such a feat. I'd much rather take the comfort even if I still enjoy 4 and GU now and then.
It's totally different, I get that, but that doesn't make it bad. Commitment is fine, but it ought to make sense. No reason you shouldn't be able to walk while drinking or roll out of a sharpen.
I think a cool mechanic that could support the hunting "simulation" aspect would be using your seikret like a hunting dog. Get rid of the scout flies altogether and use tracks to teach your seikret the scent of a specific monster. Over time, it would get better at tracking monsters as it learns. But at the beginning of the game it's inexperienced and can't lead you to the monster you're looking for easily.
@Mr.T-j9n It's not like pressing F on a footprint then walking the way the green laser directs you to, is particularly engaging as it currently stands. I'm sure any of us can come up with something more engaging that still works for the Seikret. And we are just random dudes. Give this goal to actual devs and it is clear that it can be done.
@Mr.T-j9n Seeing as training dogs to do scent work is engaging, it could easily be made into a fun gameplay aspect. I have done scent work with my dog, teaching her to follow a scent that she otherwise wouldn't care about (i.e. the smell of clove). It could involve a system of simply applying a reward to seikret in the form of a treat or affection every time it follows a scent of a monster. Normally such a small animal wouldn't want to follow the scent trail to a pack fo doshagumas because seikrets would most likely be a snack for that species, but if the animal is domesticated enough to be ridden, then it would certainly respond to a reward training system that could be made into a fun little thing for the game!
I don’t know if anyone has already said this theory, but part breaks instantly giving you rewards can be explained as the Handler scooping them up for you during the process of the hunt. I doubt she will literally mosey to the approximate location and do a little grab animation, but its an easy in universe explanation
Thank you for giving me just a tiny bit of head canon now! I'll be imagining this while breaking parts, either the Palico or Alma scooting over to grab it. Heck, who knows if the bird's temperament is more dog-like and a Seikret can be trained to fetch, after all emus love shiny things! (I used to work at a place with emus on a ranch and I had to be cautious of certain earrings!).
I absolutely love just going thru Guiding Lands and killing stuff, but shinies really break the flow of the hunt. Especially when you know you might need that later. Also not a big fan of leveling different regions while others might drop down just because of some level cap for no particular reason other than just make them grindier. Im so glad they removed that stuff from Wilds. 1:11:00 btw both helmbreaker and spirit slash 3 are cancellable now in Wilds.
I was originally very excited for (combat) sharpening on Seikret, but that's because my main complaint about sharpening was that it it is interrupted you get nothing. Now that it has been revealed that sharpening is granular (i.e. sharpness increases on each swipe), I agree that (combat) sharpening on seikret is a bit too free.
Imagine a system where you see tracks 9n the ground and you get to physically interact with them, take notes and measurements, and take samples. When you finally see the monsters you can take out your binos and observe behavior, feeding patterns, interactions with other monsters, etc, noting it all down in new entries for your research journal. These new monsters have never been discovered before by the research commission. Then another completion metric could be unlocking every journal entry for every monster. Just food for thought.
I would love two spinoff games in Monster Hunter Series. Outside of the main series games where you play as a hunter, I would love a game series as you described where you are a researcher. It could involve trapping, stealth, puzzles for the world, exploration, perhaps even survival elements a bit. The game would be all about filing your research journal, and helping the guild understand perhaps a very misunderstood species to stop it from attacking people without conflict. The second game series I want is a full game with only insect glaive type of weapons, and farming with insect catching and taming and breeding mechanics in the towns. They don't all have to be glaives necessarily, but basically all weapons have a bug friend attached to help you fight, but its mixed in with a monster taming and breeding game.
@---jt5wg You could totally implement a bug breeding / gathering mechanic, and have a more thought out system involving the collection of ecology research, in Wilds. It's not like the technology doesn't or couldn't exist.
I love this idea. Mostly because I have been in need of a spinoff like Pokémon Snap for Monster Hunter so players can have some appreciation for the work done by the handlers instead of complaining about them staying at camps during quests.
@N.0rmus There could be so much expansion and innovation to the series. In ways that everyone could enjoy. Another idea I had was something akin to village management. Helping to build and maintain the villages. Much like with pop up camps, the villages could be damaged. Hunting monsters will always remain the focus, but it's not just a game about that. It's about protecting humanity from a threat. It's about researching the ecology of the world. Or at least it could be lol.
So, I'm one of the people who sees the sharpening on your Seikret argument as disingenuous entirely because it's the same as leaving a locale to sharpen/heal in pre-5th gen, and I want to specifically call out the argument at 51:00 about trying that against an enraged rajang, because that's a COMPLETELY different scenario to your argument of "I was running laps around a Doshaguma and it couldn't do anything" An enraged Rajang is a completely different beast to a monster you'll likely fight in the first 2 hours of the game. We don't know how anti-seikret late game enemies will be. We've already seen that Uth Duna has *massive* sweeping wave attacks, those could knock you off your Seikret or stagger you out of animations, Arkveld looks to have huge AOE potential, he could sweep the legs out from under the Seikret. Running laps around a Doshaguma is, in my opinion, comparable to leaving the zone while fighting a Gypceros. That being said, while I don't have a problem with sharpening/healing on your Seikret currently, I also don't know how the late game and even G rank monsters will be, they could be just as useless against the Seikret as Doshaguma, and if that happens, I''ll gladly say that it was a mistake, but as of right now, I don't think we should be comparing lapping low tier monsters with tougher monsters zoning you
I guess I should have made this point clearer, at its current speed, I can run laps around a Furious Rajang with little effort unless they give it specific attacks to punish that action.
@@callanharvey6264 Yup, at first I thought that wirefall would be an easy get-out-of-jail card. And then I got juggled to death because I didn't stay down when I'm supposed to. Everyone who currently didn't like the Seikret features somehow conveniently forget that you need a good 1 second (maybe more, I'm not sure) from whistling to riding it. And on top of that, correct me if I'm wrong, but I'm pretty sure from seeing the videos out there, there is buffer of sorts where you can't really do anything after you got on your Seikret. That is enough time for faster monsters in higher difficulty to punish you.
Just bad game design if they give an enemy attacks that work against the auto-dodge, either remove the auto dodge from seikret or not allow you to sharpen/heal on seikret.
After making bad take after bad take, avoiding hard questions with legitimate counter arguments, cherry-picking facts, and talking passive aggressively towards people who maybe shared different options but still trying to communicate with you. Rurikhan: I wonder why people online get "a bit" mad at me? The lack of self-awareness is truly surprising and kinda scary also. I'm being sincere. I just want to quote what Rurikhan had said in the past. If you think you are surrounded by toxic/bad people. Maybe it is because of how you interact with them. If you keep this mindset, the community will eventually go to the worst place.
I don't necessarily dislike him, it's whatever but by God, nitpick mcgee and mcgoo. They just wanna piss and moan when the older game's systems for the most part just sucked.
I don’t think I’m surrounded by bad people, quite the opposite. But a minority of people get seriously offended whenever I express an opinion that goes against their own. I don’t cherry pick, this is very one sided analysis, even in my videos I entertain multiple approaches I disagree with. Tell me one of these “hard questions” I avoid, let’s talk about it.
@rurikhan 1. The community wouldn't all a sudden become worse for no reason. If you can notice the sign of changing. Maybe it's only the start. Of course, being surrounded by yes men is always an option. 2. How was it not a cherry picking? We have to compare the best of the best deco with the best of the best charm is an idiotic statement in the beginning. Why?? The height of the ceiling is so different between the two systems. There was no legit reason other than otherwise deco will lose the argument. Then how about we talk about the floor? Deco supporters won't ever dare to bring up the fact that RNG deco has a way lower floor than charm. How about that? If you think comparing the floor or the chance of getting the same amount of points of the same skill is silly. Then, it is as equally as silly to compare two different ceilings. Your next flaw of your calculation is that although you use the second best result as an example. The issue is not the number itself. The issue is that there is a much easier way to get the second best result. The targeted skill pot, for some reason Rurikhan keep trying to discredit it, would have a much difference chance if you really want to calculate it. But nope. We have to compare the best of the best. Even though there are two different concepts. Missing perfect charm is not equal to missing the best deco. And for some reason, we calculate the second best. And for another mysterious reason, we didn't use the pot, which has more chances to get the result. If this can’t be called cherry picking, then I don’t know what it is. 3. Go back to answer the comments that you just spam the word "disagree" or not even reply at all on Twitter and UA-cam. Even in this video's comments section, you still used this tactic. Deep down, you know what arguments you are trying to hide. I shouldn't be the one to point out each one of them for you. For example, I don't need to remind you. People have shown video evidence suggests that you stuck with your best charm was pure skill issue.
@chianliu8352 you blew up over the decos, really dawg? 😒 I only found the stream a little boring because it was recycled nit picking but fuuuuck, I really don't think it's that deep, don't gotta be an armchair intellectual redditor
Not that I necessarily disagree with you, Ruri, but responding to the argument of “leaving the zone to sharpen in older games” by referencing some of the toughest battles is a little disingenuous. Yes, you could ride circles around a doshaguma while sharpening on the seikret, but will you be able to do so against a Rajang equivalent? Even if it is is possible, to be honest I might still prefer it. I’m currently going back through GU with a friend I got into Monster Hunter, and I forgot how much the zone switches take me out of the hunt. Being able to stay involved and nearby, watching the monster, being in range of your teammates, seems like just a more fun way to play. This is unequivocally a quality of life change. But I do think it should be risky and monsters should be able to punish.
@@rurikhan that sure would be a sight to see! You know that if rajang and furious are in Wilds we’ll get a dual threat quest. You might have to put your words to the test. Loving the content and excited to learn more gunlance from you as it looks peak in Wilds.
@@Muongoing.97cmaybe the old games aren’t a good comparison but in world there was no zone change and no mount to sharpen for free. I liked it thay way!
@@kozako2253 You had other option like Ghillie mantel or bushes to hide from monsters and use it for sharpining. Or there even dust clouds you could use for the same effect.
I think the way they could get around the seikert is if it had a fear meter like roach did in the witcher. Certain monsters make it more scared of going near it kinda of thing
1:28:11 Rurikhan, you gotta realize that all that stuff that you mentioned taking too long for casual players...would matter even MORE for speedrunners. Think about it: seconds--shoot, FRACTIONS of seconds make or break things in that gameplay setting. Even things that'd hypothetically increase damage potential may be skipped in facor of damage uptime. If Attack Up (because let's be real, like you mentioned this is the only song that speedrunners would even be considering) isn't a clear and significant DPS advantage it'll be skipped in favor of just continuing to attack. I don't think weapon swapping will be used in speedrunning much at all... unless it's to pocket status/Sticky Bowgun that is lol
@@rurikhan hmm...I think I could maybe see it being a thing the sweatiest of sweats may try early on, but if I know the speedrun setting at all some may find it a bit cheap and others might avoid it because of TA rules (there's a lot in Wilds I could see being banned outside of the anything goes freestyle runs). All I know is that I'm not worried about it becoming THE strategy. It's too tedious and HH has a ton going for it to the point that pocket horning=wasted potential. My bigger worry was that for the longest time, the ONLY thing being talked about by most of the community involving HH was pocket horning. It was kinda lame to see my main only being looked at like a handful of buffs, y'know?
I think the answer to the quest failing question ratatoskr had is, no the monster doesnt leave by failing the quest. I imagine failing just means you dont get the quest rewards that were listed when you began said quest. That being said, monsters in the locale rotate periodically and will eventually leave, so while youre quest says you have 50 mins to hunt a balahara, that specific balahara might leave in 30 mins no matter what. It could also be the case that carting/failing the quest subtracts from the amount of time the monster stays in the area, which may cause them to leave upon entry. This is just my theory though
we have footage of a group failing during the tgs, it does exactly what it would do in older games, everyone kneels in despair, QUEST FAILED, Is plastered on your screen and you all warp back to camp
@@petercottantail7850 Ah okay, thanks for the info. Im glad its the same as the previous games. What happens to the monster? Does it leave? or can you just restart the quest again against the same monster?
@@Very_Unwise Probably just a monster reset. The way you stop monsters from leaving locale is by starting a quest. Ain't no way monsters are gonna leave mid quest
@@ssduo5574 Ah yeah that makes more sense. So starting a quest is going to be alot more immersive and "fluid", but when youve actually started the quest the structure is very much like the older games. I like that change. Makes failing a quest still mean something, but still lets you retry like normal.
Fast traveling in the middle of combat might be because in World the Game often thinks you are in Battle while there is no Monster nearby or chasing you and its frustrating if the Game explains not being able to fast travel with a lie. And if you really are in the middle of combat you wouldnˋt have the time to Open the map and choose a Camp to fast travel to because the Monster would hit you and this closes the map if it works like it did in world.
when talking about tracking, I thinking that the middle ground was like we still do like on World but instead get assist by scout thing, we can use paint ball to give use track on the ground and disappear over time. Same as research point that we gather many track in multiple hunt and submit to guild, then guild can send other npc to help track the monster because their now the monster behavior. But also adding element like Ruri said if monster go to hiding place or npc can't see it, we lose its track. At the end, I agree tracking system will not change significant because its never the top priority.
I think there should be a bonding system with seikret. For example, when you first start out with seikret as you're Riding in the beginning of the game, he might buck, you or randomly stop so often ( i know this might seem annoying at first, but it will encourage you to bond faster with your seikret) But as you give the seikret special food items and or petting/brushing to build up your lifelong bond your seikret wont be as stubborn This could also help with breaking up the gameplay up a little bit depending on your bond meter when you call seikret during a fight it may or may not come but will always come when you call while your not actively in a fight as you're riding around in the world. I think the seikret should be transportation first and secondly rarely a means of evasion unless you've earned the ability.
most of the people complaining about IG are complaining about the aerial-focused playstyle being removed....and all I have to say to those people is where were they when complaints about Bow's original playstyle being effectively removed when World released. The only valid complaints for IG imo are the enhanced moveset requiring triple buff now and the classic XXA/Triangle-Triangle-Circle loop being removed, though IG at the very least can keep triple buff more easily now.
As a glaive main, I really can't tell if I'm still going to love the weapon in Wilds until I get my hands on it. There are issues I think with some of these changes, but above all its disheartening to think it doesn't get any special dodge or clash mechanics like other weapons. I really hope powder vortex or something similar comes back, especially if they're focusing on the bug more. I just now for the moment, it looks quite changed to what I had become familiar with previously.
@@Vexal50true that most people complain about aerial. Now think about how ruris reaction would be if they took away most explosions from gunlance. People love some aspects of certain weapons and it's valid to complain about it when those get removed or toned down. As you said, triple buff is required for enhanced moveset which is really bad imo. Also no triple buff = slower and more animation locked moveset. Combo finishers with triple buff have big animation locks, consume triple buff and have no guarantee to get it back really fast, are situational because some hits almost always miss, have no comparable dps to other weapons finishers, create distance to the monster instead pressure. No offset or clash, Kinsects can get triple buff by popping a wound, but wounds are a shared resource, so even this is situational. Infinite attack combo is removed, useless green extract is back making it harder to get triple buff back if your combo finisher hits the tail. And overall downtime seems to be extended as gameplay shows really well. IG seems to be a mess. It's evolution in Wilds is arguably a sidegrade, but also it's a complete change in character compared what they did in World and Rise while Risebreak IG already was like a tripolar personality disorder. Don't get me wrong, I love and main IG every time, but it's crazy how they manage to always clearly improve and build on top of other weapons identity (LS as easy example), while they keep completely revamping the IG to a point where World, Rise and Wilds are drastically different movesets, timings, button layouts and gimmicks.
@@Vexal50 The infinite combo is gone, apart from having fun with aerial, the infinite combo and the diving wyvern were what made IG a good and solid weapon.
For the people not happy about the sharpening / drinking potion what could balance a bit is on the sekret they should add that went on mount sharpening your weapon takes 3 time longer since your moving and all so it should be waaayy more complicated to do and for potion there should be a chance that you might drop it mid drink if the sekret avoid the attack or gets scared by a roar
Ratatoskr is a serial contrarian and revels in rage baiting videos. When he actually talks what he truly thinks he’s a joy to listen to. But 90% of what he does is go after things the majority thinks is good or works well.
While I also don't like the idea of healing/sharpening on seikret(specifically during combat), the more egregious issue is being able to mount seikret while your weapon is drawn. Also when knocked down. The decision-making of knockdowns and weapon-sheathing is a very important part of MH, and seems to be almost completely removed.
I hope this was done with the intention of endgame fights being very difficult. I could also see endgame arena fights taken away your Seikret completely.
On the random decorations topic... I liked the rise early game more because charm's weren't as impactfull. I'll get what i need from armor and decorations and move on, only in the late game rolling the charms became tedious. In world (base game) decorations where annoying because you're always missing something but you'll scrape by however in ice born they added lv.4 decorations making the problem worse, that's why when you're doing a new build it could take a lot of time just sloting in decorations. At the end of the day neither system was perfect and i hope they figure something out that reduces the random aspect in the late game
what do you guys think about craftable charms that you can level up throughout ur playthrough (just like in world) but also has a sort of 'curios armor crafting to it giving that particular charm add ons to it (be it skill/s or slots or both)?
Just past the point where Rata asked about shelling damage type and I had an image of a gunlance doing elemental shelling like chargeblade and I'm gonna cry tears of joy if we can have those wyvern stake burst combo moves brrrt paralysis or water element or sleep or dragon or... or... It's not happening is it? )':
Some things make the game easier but are completely optional. I can’t get mad at those things. It’s just a way to customize difficulty. Elden ring is full of stuff like that.
RE: Flagship in Demo: While I understand Rata for wanting to fight Arkveld in the demo, and I would have agree with him. But I would prefer not. For the demo (historically there were 2 demos if I remember). So AT MOST they can add the two Apexes (Rey Dau & Uth Duna). RE: Complaining before the release: This is a case-to-case basis. I have seen someone complain that the map was small to justify the seikret. RE: Cancelling of helmbreaker: I do agree cancelling helmbreaker, and keeping ISS Sunbreak disappointed me. But I will still use LS as my main weapon together with Lance.
When it comes to tracking idek what system they could of used for Wilds since the maps are huge now and not only that there are several of the same monster at one time plus multiple different monsters instead of we use to have a total of 3 monsters on smaller maps. Imagine how annoying it would be to lose the doshaguma you were fighting for the last 10 mins bc you lost tracking and there’s 10 other doshaguma. There is paintballs, only thing I could think of them being used for is to clearly mark the alpha we are hunting but idk we don’t have the game yet.
On the rng decos i just dearly wish theres a melding system where i can use the decos i have 100 of to meld that 1 skill i mightve not gotten lucky with. I dont really mind either or? My luck in iceborne was decent and same with sunbreak/rise. After quest charm rewards wouldve been nice but oh well. Never really felt like i was losing out on set building potential on either. Well qurio crafting was kinda restricting and tedious but im gonma ignore that for sake of charm/deco topic Increases to drop rates for decos might be nice tho? Or like drop tables for specific tier monsters(endgame) where the lower tier decos get removed/rarer ones get higher odds? Edit: the melding thing would imo play into the always progressing feeling where even if i dont get guard up today all these extra decos i get are going towards it. Not really worried i know i'll play enough to get most decos anyway 😅
Lost planet 2 was the GOAT. The fight against the Red Eye on the "totally not Schwerer Gustav" was peak. I still have that music ingrained in my memory 14 years later. P.S: Lance is the best weapon.
I remembered when the start of rise Rurikhan used to hate decos and was pro charms, it’s nice to see how he understood the inconveniences of charms throughout playing rise/sunbreak.
You "ran the numbers", yet don't know about odds for amount of skill points and make some poor example comparing the impact of both systems. No wonder people get pissy when you tell them they're "statistically wrong"
I ran the numbers with every calculation heavily favouring charms, which means, if you run the numbers properly with the weight system and accurate percentages for the number of skills the percentages will be significantly lower. But feel free to run the numbers yourself and prove me wrong.
I selected 2 A tier skills (which are not the rarest) and the second best set of slots, not a specific one as that would reduce the odds. I also assumed the chances of getting 1 skill point or 3 skill points were the same (which they likely aren’t). It wasn’t even a god tier charm basically, and the odds said I was more likely to get around 10 attacks4+ before I ever got this charm. The charm was Frostcraft 3, Wex 2, with like two tier two slots.
@@rurikhan And what odds did you get from those? You mentioned it somewhere in the podcast but I'm not particularly interested in combing through over 2 and a half hours of material tbh First of all, no, getting a specific A skill is not necessarily more likely than an S skill, if I understand the inner weight system correctly. Despite being ~twice as likely for an A skill to be than an S grade skill, it has 44 skills instead of 19, and a *total inner weight of 224 instead of 100. You're not always doing the charm side of the argument a better favor by picking an A rank skill. Giving the odds for specific charm is somewhat disingenuous. Even if you want a Frostcraft 3 that bad, WEx is a gemmable, meaning you may as well add the odds of each possible max second skill you have gemmed in on an armor piece as they would be interchangeable. Swapping entire armor pieces, like you might consider for random decos you lack, is usually more expensive if you need to like for a weapon specific skill, or straight up not worth it otherwise. *You also can get many more charms while doing something like grinding Hazard Amatsu at a time than you get decos for other grinding quests, which let you obtain them at a fester rate to offset their lower odds somwhat If you want the "perfect" minmaxed charm vs getting every deco you ever need, then yes, the latter is more obtainable. I don't know if you have that, but that still takes a lot of time. I know some 1.5k+ hours players that still lack some. The average player you hear complain probably has like 400-600 hours at best instead with minimal charm/deco grinding. If you have that amount of hours, the impact from missing decos is likely to be greater than what you're missing from charms. Not just because of sheer number or odds, but also because SB has more busted skills to the point you're closer in power to the perfect set when you're just missing a few weaker offensive skills. As an aside, I like to clarify I hate both. I don't need some near infinitely long stick to keep playing the game, and sets being more unique from player to player doesn't really work out either. All I'm left with is the annoying feeling that I get a weaker set due to luck. I'd much rather be able to craft everything. Do you see it differently or are you also not a fan?
I’m also not a fan of either rng, one of my favourite things about mon hun is being able to target your loot by choosing your hunt. The chance I got for the charm was 0.000076% My latest World save is still under 300 hours and I have most of the decos I’d need to do whatever with Fatalis set.
So from what rurikhan is saying all past mh games are monster fighters and not monster hunter? Because that’s literally what you do on past games kill monsters after that wear its skin then fight the next stronger monster. To summarize all the things that he wants to be implemented to monster hunter is “ I want the most realistic hunting experience ever where I have to meticulously look for the monsters tracks and I have to observe every move it makes” then play hunting simulators. Its just pisses me off when he said what people want is monster fighter instead of monster hunter. Dude I’m playing this game because I want to hunt the monsters and wears its armour, not going around the map for a solid 10 - 15 minutes every time i want to hunt something.
Do be fair about the preparation rurikhan has a point about it. But yeah monster hunter was always more monster fighter then well monster hunter. Heck the zones back then where basicly flat arenas before generation 4 came around and added some verticality/basic climbing. The ecology of wilds looks and feel solid so you can probably just stroll around without hunting something like what we had in world with endemic lifes.
People just don't have a sense humor anymore, it makes me sad. I'm joking because I think it's funny, you should be able to hear it in my tone of voice and see it in my facial expression, it's a joke.
56:20 - Disagree, that is not quality of life when each tick of sharpening increases the meter, because in the older games, including World and Rise, you have to wait for the entire animation of swipes to be completed in order to get your sharpness back. Now, it's broken up into increments which gives you more options which makes it easier to get sharpness back, because it's not as black and white anymore like before. Before, you needed to commit to a set amount of time from the entire to get all the sharpness back, now, you have way more opportunities to get sharpness back without needing to commit to a lot of time. Deciphering quality of life can be tricky, but ultimately should be based around a solid grasp of the gameplay foundations. Overall, I agree with the general sentiments in the video. Purposeful inconveniences are important because that's what makes MH fun.
It looks like creating armor will involve tickets that you get as rewards for hunts. So if you fail 3 times in a quest you could fail it and not get quest rewards, but the monster still remains there and you can still kill it without getting the extra rewards
Arkveld seems chained up in the metal box for the PS5 version. Also he seems to be in a snowy area. Nata's village is called "the keepers" and they seem to wear winter clothes. I say there will be a plot twist were the Keepers will be the Bad guys and have kept Arkveld chained up for decades or more and he finally freed himself.
It's an easy cancel with no negatives. IG for example has long animation locks for compareable moves AND loses all extracts which in LS terms would mean, losing all spirit gauge lvls by whiffing helmbreaker. It's bad because compared to other weapons, LS is far too gifted.
@@b.b6656 im all for weapon fairness and balance but i think its just kinda weird how people want longsword nerfed instead of other weapons buffed. nerfing in a pve games is most of the time kinda dumb imo unless theres some crazy issue
I dont want cancels in the game period. Across all weapons, I don't like lance and gunlance can cancel nearly every animation into guard/perfect guard. Same with GS. LS Helmsplitter shouldn't have a cancel either, it's a heavy commitment attack that loses gauge if missed that's 100% on the player being able to cancel has 0 place in monster hunter on ANY weapon. Just takes away any form of commitment to your attacks and minimizes risk which is very lame.
On the topic of critical chance reading 100%, Warframe has the best solution I've seen in any game. 50% crit chance: half your attacks do normal damage, half do crit damage 150% crit chance: half your attacks do crit damage, half do crit x crit damage. If you reach 200+%, you can even do a third tier and do absurd amounts of damage. So you're always rewarded for adding more crit chance, and it maintains the idea that there will always be uncertainty in when the crits happen
My biggest problem with random decos is that bows best skill was locked behind a small deco or a full armor set bonus. Craftable decos was way better for that.
The airship is the only thing that may connect Wilds to the New World. Slingers and Scoutflies are not exclusive to that area, the technology was already sent back to the Old World. The 5th Fleet hunters already have Slingers and Scoutflies before they even arrive in the New World.
Sharpening on the mount isn’t inherently bad, especially when the animation for it looks as natural as it does. I can believe it’s logistically possible to do that. I think it’s fine as long as later in the game, you’re punished by specific mechanics or monsters for using the mount too much. If that doesn’t happen, then ya, it can break immersion and be a bit broken. I’d be fine with the new way tracking works if it was implied/implemented in such a way that your mount operated similarly as a dog, where it could smell something you have picked up from the monster previously and use that scent to find more, but I’m afraid that won’t happen, so I see where the argument comes from. It would be especially cool if you had to take up a slot or two with an item from the monster you have hunted previously, just so that scent based tracking could be used, and if you didn’t equip said monster part, you would have to resort to organic tracking like usual. I could easily brainstorm solutions or explanations for most of the design choices, that on paper should make sense like sharpening on the mount, but I’m afraid they won’t challenge they’re own changes to the formula. Guess we’ll find out.
Paintball: I would love to see the scout flies not activate unless you "scent" the target in a similar fashion to a paintball. Hunting: I'm mostly OK with reducing the hide and seek side of the hunt but would like to see hunting options made available as alternatives to direct combat. For instance creating larger traps and lures that might put the monster into a bigger issue than the normal ones we have used. Or luring the monster to an environment that negatively affects its ability to fight (lure or chase a water monster to a desert area for instance) or reduces its movement or stats. Basically anything that might reward hunting over constant direct combat without necessarily becoming the optimal choice. Seikret: May be less against the idea of sharpening and healing on the Seikret if there was a RNG chance of you falling off or maybe a reduced efficacy (potion is only 40% effect or have to sharpen twice for the same value etc.). Crit (affinity): Should be hard-capped at 50% or less
or change Crit Boost from increasing Critical Hit damage to increasing other factors, like slightly increasing Stun values on Crits and/or slightly reducing Sharpness loss on Crits It'd still be strong as hell but it wouldn't be a skill that literally everyone needs to min-max their sets, it's not like they can't change skills from past games, for example; Tenderizer in MH4U apparently used to give a 5% boost to damage to weakpoints but in Generations they changed it to give a large affinity boost on weakpoints
@@deinonychus1948 WeX actually showed up in P3rd as the 50% affinity on weak points first. They changed in to the 5% damage to weak spots for 3u and kept it in 4u. GU just changed it back to P3rd WeX
I would actually prefer to see a game without Scoutflies. I think because the Seikret can already track monsters for you, its odd that we also have Scoutflies to help lead along too. Its basically like having two people hired to do the same job, so one of them is always useless if the other is working. Using more context and clues of the world to track a monster for the first time would be better than following a bright green pathway for immersion. Basically, Scoutflies made sense for World, but in Wilds with our mount its overkill for me.
100% crit chance is fine for me - on highly optimized endgame builds where you somehow manage to put the crit into the set and your weapon has some base positive affinity. that's the whole gimmick on the narga weapons with 50% affinity.
@@Z0mb13moon True. Some weapons were built with the concept in mind and typically had reduced base damage values to compensate. Still do think 100% probably should be removed or lowered while still having weapons that press whatever limits are in place.
it really isn't a deal breaker, going into your menu in front of a monster is not going to end well, it looks like a cursor style camp select too, but thats not something ill double down on till we know, right now, if you want to escape you can use sekret, it just saves time by warping instead of rolling your eyes cause monster is still aggro on you. people really need to focus on the monsters quality and challenges they present, not the qol that doesn't impact the hunt itself but saves people from Malding more than they need to, farcasters exist remember?
Farcaster. It's not like it was hard to craft either. I believe one of the reason fast travel in combat could be a thing is the maximum annoyance when the monster flee and you want to go to a camp and you can't because there's a jagras keeping you in combat mode, it was frustrating for no reasons nor depth. Also they are disingenous with being able to Teleport when you are pinned, they forgot that you cannot access your map when your character is constrained can't execute his "open map book" animation (when you are stunned for example)
Or it could just be same thing as leaving quest if they want everything seamless it would make sense, how else would you leave quest with monster you are just fighting with.
One thing that I feel is often not talked about in regard to RNG decos vs RNG charms is that they don’t have to be the same as they were at the end of sunbreak and iceborne. Both systems can work really well if they change and innovate with these systems which they are almost guaranteed to do. Some changes can be some simple ones that heavily improve both. I’ve been playing Warframe for about 6 years and in that game, the devs over time learnt how people don’t really like RNG so they added pity systems for most of the new content they’ve been releasing over the past couple of years. RNG decos and charms could benefit greatly from a proper pity system as a simple change to how they function. Also as a huge fan of Persona I would highly recommend Persona 3 Reload but don’t play it on stream as a lot of discussion about the game tends to get really toxic and it’s best enjoyed when you don’t have a purist of the original constantly bitching in your ear about the game, who are most likely blinded by their nostalgia of the original.
A lot of the worries or complaints with things being to easy and safe can be countered very simply and easily by time. I assume there is a time limit for each hunt, where a monster will run away and leave the area if you take too long. Something like teleporting out when you might otherwise get carted is often the same practical punishment and gets you the same advantages as getting carted. All the benefits of teleporting out are the same as getting carted, you just don't lose a life. Similar to sharpening on the mount, as long as it takes time, I think it's fine to let people do it safely. The good players will sharpen at a safe and optimal time, while unskilled players can call the mount, get on, run around and sharpen, then get off and continue the hunt.
I hope they implement a mechanic that makes it so that we lose track of the monster so that certain monsters that we're hunting could ambush us when we're on a hunt
Tracking is hard to say how it works yet. For one we only know that we can still collect tracks, what that boils down to we don't know. I would imagine it's for hunter journal stuff for you to know more info about the monster instead of tracking the monster. That way the tracking of the monster is seperated from gathering foot prints, and you use something else to actually track a monster Either there's a completely seperate system that handles the tracking part, like: how many times have you hunted it and at the quest end screen you have a little meter that goes up after every hunt, we just don't know. Or it's the paintball we ping things on the map. Could be that and during the demos they've just made all monsters visible at all time without a need of a paintball.
Not going to lie that predator comment made me think of how awesome it would be if they did a collaboration in MH wilds! We could play as the predator and hunt the alien. Then as rewards we could get a layered predator mask and get a sword and shield were the sword is the dual claw that the predator has and a retractable shield that would be sick!!!
Every time people bring up the concern of Pocket Horns, I just like to remind everyone that so much of the community was pissing and screaming when they had to make an elemental weapon and bring it for Alatreon. Having optimism that people are willing to spend the time to bring a Hunting Horn to just perform the buffs every few minutes is certainly admirable. That aside, I fully agree that 100% Affinity should be unreachable, I'd cap it at 50%, maybe 60%, 75% as an absolute upper limit. The Big 4 Skills are cringe and incredibly boring. I think they should be reduced give them less levels and have them be weaker than their current maximum level. They might still be necessary but less intensive, and by limiting the capacity on gear, you might have to choose between maybe like 3 levels of Attack Boost for +30 Raw, or 3 Levels of Critical Eye for +25% Affinity. It's actually why I like Sunbreak's endgame, because there were so many other options for fun DPS skills, and sets in general, even then Sunbreak had so many skills you could often include a decent amount of those as well.
Weakness exploit: heres 50% for hitting a weakspot! Good job! Critical boost: heres more dmg for what you were already doing! I do feel like these two are the biggest offenders in the do nothing different and get huge value. Attack boost and critical eye sure do sit in the same boat. However i would like for those two (atk boost and crit eye) to lose some levels and feel more impactful per level if we have less skills per loadout. More skills that have conditional activation triggers would be awesome imo. Agitator is kinda boring but it still gives you a risk/reward cuz enraged monsters usually are a bit harder atleast and its not always active. Adrenaline rush was great and so was status trigger and foray played nicely into status trigger. On the big 4 skills i would like for critical boost to be just removed. Crits already do 25% bonus dmg imo that is already a good enough reason to go for high affinity builds. And maybe it would reduce the distance between just raw attack builds and affinity builds. Edit: Do feel like reaching 100% should be impossible OR atleast reaching 100% without having to activate like agitator and max might and some affinity evasion skill (like adrenaline rush kinda)
more pocket hh means more free buffs for me in multiplayer, the clowns buffing me thinking they are being meta will be actually benefiting other people for once
@@petercottantail7850 I don't think that's really optimal to do so, "for the meta chase"/ lots of wasting time doing the notes and swapping weapon. Perhaps once at the start of the hunt a speedrunner would do it but i doubt they will come out of their way to lose 10 sec every minutes to reapply the buff
For the tracking-debate: I think, World did it the right way and i wished that Wilds would do it the same way. As you two said in the video, it's like your hunter starts getting a better understand of the monster, so after a few hunts you'll see it on the map with no active tracking required. Leveling the research tiers was also a great way, it rewarded farming the monster a bit so your hunter can gather knowledge of the monster (like some encyclopedia which the hunter writes for themselves). it was a great way of implementing the "learn the monster"-aspect. 100% crit discussion: Ruri just delegitimizes the narga weapons, they are meant to have 100% crit chance. kinda feeling sad for the best cat-wyvern in the game.
Scientists determined that, regarding the MH Universe, probability doesn't matter. The only thing that matter is Desire. Probability in front of the allmighty Desire Sensor is powerless and meaningless. For example, never did I care about thoses Attack+ deco but I got 3 or 4 of them , but after 6-7 years and hundreds of Nergi hunts and countless retries I'm still not getting the small gold crown... Either RNG Deco or Charms, both are tools to attain the state of buddhahood.
I'm 100% in the tracking camp for monster discovery but I'm not sure you can call World a middle-ground there, at least not compared to the other games in the series (and not some hypothetical game that goes all in on tracking). To me the games before World don't have any tracking - you run around hoping to find the monster or you have their pattern memorized. World was the first game to have any sort of system for tracking (which I think was made necessary by the larger maps) and I would love for them to find a way to develop that further, either through some sort of more involved tracking minigame or otherwise.
Warframe is the only game I've seen handle crit-stacking. Because there are also flat damage boosts, and they come in varieties like +60%, +165%; and crits come in tiers: 0-100% crit yellow, 101-200% crit orange, and 201+% crit red. Each weapon also has it's own crit multiplier, so some weapons have harder hitting crits than others. Statuses also exist, and their damage is decoupled from crit (mostly; there are a few mods that generate statuses on crit). So whilst crit is viable (even ideal) on some weapons, flat damage and/or status are viable (even ideal) on others.
I'd hope that sharpening on your mount becomes difficult/ with increased penalty the later you get in the game, or have fights were your mount is inaccessible once combat starts..
in regards to being able to abuse the quest system for easier kills on tougher monsters it seems that in the field monsters without an active quest have limited time they spend in the locale (longest I've seen is 25 minutes)
I 100% agree that monsters should have the ability to punish some of the gameplay that can make hunters feel overpowered. That was my biggest issue with wirebugs in Rise. I loved how it felt but the fact that so few monsters were even able to deal with it made a lot of fights comically easy.
I think it makes sense that by offensive skills we should presume it's anything that has an impact on swinging/firing a weapon. So handicraft effects the weapon so is an offensive skill. Focus makes weapons charge faster so is offensive. Anything stamina related tho although it benefits weapons like dual blades I'm sure it will be an armour skill as it doesn't actually do anything to the weapons it just makes your hunter better at managing stamina. And I would consider that more of an armour skill than a weapon skill even if weapons benefit from it
1:41:35 Oh Ruri that's rich lol, nobody is complaining about Attack +4, people complain about specific weapon skills like the bow skill for example. Nobody wants a core skill being locked behind RNG, we're not talking about not getting the final attack deco that will lock you out of attack up lv7. THAT'S what people mean when they say, I can do 90% of my build. It means we can get the core skills we want with no rng.
@@rurikhan I'm coming at this with a base world mindset, it was a miserable experience. I don't want to go back to this, ever. If they add a kind of pity system or a way to mitigate RNG, then maybe I'll be fine with it. I would still prefer no rng and a deterministic system, though.
@@rurikhan Because I thought they learned their lesson with Rise by going back to Charms, and then they bring back decos in Wilds. Until we're sure the system has indeed been revamped and improved, I will stay wary of it.
I agree with Rata about the change in tone in the MH community I've noticed it as well. But I will add that this change in tone extends to other communities as well, most notably the FromSoftware or the Souls community. Souls players used to be rather receptive and accepting of criticisms of the Souls games. I dont know changed or what happened but if you even dare to criticize a FromSoftware title or even suggest it isnt perfect in everyway you will be flailed alive. Lol
Just a quick comment of the rng deco/charms. With rng charms it's easier to fill the build with crafted decos, than the other way around, because in worldborne you can't craft a charm that gives U for example 1Ab,1wex,1cb, you are shoehorned into having only one skill on charm, so it's way way more difficult to fix ur build. I'm for random decos anyway, because melding charm is tedious to the level that made me stop playing multiple times.
In Rise/Sunbreak the issue is "Okay, with my current Qurio crafted armour; I need 2 levels of Frostcraft, 3 levels of Wind Mantles AND at least one lvl 3 slot and two lvl 2 slots to make my set perfect!" In World/Sunbreak the issue is "Okay, my set is absolutely perfect... but I'm missing a lvl 4 Attack Boost deco, a lvl 4 Critical Boost/Tool Specialist deco and a single Critical Eye deco" One is easier for low to medium level power but absolutely horrible for achieving true perfection, and the other is just as good for low to medium level power but you can make small incremental boosts to your set as you acquire decos that better suit your build as you get closer to that perfect build as for which is better? I'd say that I prefer craftable decos but having random decos isn't a dealbreaker for me, especially since they'll likely tweak it to improve it from World's decos, as well as the fact that offensive skills are more linked to weapons instead of armour... so hunting for Critical Boost and Weakness Exploit will be slightly easier!
@rurikhan I fall into both categories as in older games charm grinding was complete agony and I could tolerate deco farming but when world came around... oooooo did I hate deco farming because my bow build felt incomplete till iceborne when I could meld deco I didn't care for into bow charge because dear God having to grind a bow charge charm felt like I was wasting my charm slot on a 100% necessary skill. Same with guard up couldn't get a deco till it became meldable in iceborne so once again felt like I was wasting my charm slot on guard up. Rise while I disliked charm crafting I could at least target specific skills I wanted ex, Evade extender, redirection, and evade window. I felt like I could make a coherent build substantially more consistently than I did in world. I really hope wilds with random decos returning and having offensive skills on weapons means it won't take me a year to find 100% necessary build skills like guard up but I'll only know when the game is fully released. As long as it's not worlds random decos and I have even the slightest form of control of it I'll be happy. Also sorry for the novel.
@@rurikhan why you disagree tho? It is factually easier to make a good (not perfect) build where only the charm is RNG, so OP is not wrong. The problem with RNG charms in Rise was not missing skills or crippled builds (like in World). We had all the skills and some extra pages. The problem was much more psychological due to the nature of the melding system, gamer greed and the frustration of doing a chore over and over again that doesn't give meaningful rewards. But in the end it was a "the grass is always greener on the other side" situation. That being said, i preferred RNG decos in World much more and I would love to see an improved version in Wilds.
Quite a bit I disagree with here, mainly coming from Ratatoskr. Most of his complaints just seem to be him wanting inconvenience purely for the sake of inconvenience. The main thing that got me was his opinion on the auto collecting shinies when breaking parts. That is something that was horrible in Iceborne with all the junk slinger ammo on the ground covering up the shinies, leading you to stand still swapping slinger ammo until you finally picked up the shiny all the while either dodging attacks from the monster or hoping you do enough damage to get the monster to leave the zone before the shinies despawn so you can safely grab them. Having the materials be added directly to your inventory upon a part break is unequivocally a great QoL change and his argument of “Well what about the tails being cut off, you have to go carve them manually, why can’t other parts be the same?” Because those larger parts you have to manually carve are hard coded to break off from the monster, not just a pure visual change that part breaks often are. And to his point about “Inconvenience is good game design” I couldn’t disagree more. Purposefully coded inconvenience is horrible game design and is a sign that either the devs don’t care about their player base or the devs are inexperienced at making games. The wonderful thing about the Monster Hunter team is that they have evolved and grown as developers alongside their player base, making things less of a nuisance or inconvenient as time went on. Long gone are the days of hucking paintballs every 5 minutes, limited tool usage, rotating main village quests, etc. All these things that they add or change to make the gameplay more convenient for the players are great changes as it shows the devs care about the time players are investing into their game and it makes playing the game just feel better overall.
I can't agree enough. It is absolutely bizarre how many people want inconvenience just for the sake of it, then call others with opposing arguments "fifth fleeters" lol The line between dumbing down and QoL is very thin I get that but that doesn't mean it is fair to judge any QoL change as "making the game easier" and VERY importantly "worse". Nuance is lost nowadays.
@@firstamerican7450 Exactly, there's nothing "immersive" about having to pick up a bunch of glowing white gems on the ground like you do in world. In quests like kulve taroth, guiding lands, and farewell to zinogre is was at its worst
I’m surprised to hear you are into Persona, Ruri. 4 Golden is my all time favorite. Also I knew you would say Chie, but sorry Naoto is best waifu. With Persona 5, just play the Royal version rather than continue the base game. I have played through both and not only does Royal have quality of life changes, it fixed one of the major narrative issues I had with the original
Ratatoskr thinks he's making critical observations on the level of "Silent Hill 2 is clunky because it helps the horror" but I'm gonna be a dick and say he's actually just a World tourist who has an underbaked impression of the franchise. MH's design exhibits growing pains in the "inconvenience vs quality of life" gradient because the *bedrock* of the entire series is still unchanged from a playstation 2 game-- where the entire gimmick is: "lets cleverly obscure that this game is a grind-able boss rush,"-- given meat by making you wander around empty arena maps for a few minutes (until you learned the spawns). The developers at capcom made the conscious decision to say "this game is about fighting monsters" instead of "this game is a hunting simulator" sometime in 2008 when Tri was being developed-- and if anything, the obfuscation of this choice when they tried to "gussy up" Worlds as a Triple-A title has led to an entire faction of the fandom pining for something that literally never existed. Like guys, they added "tracking" because the maps weren't connected by loading screens anymore! They were afraid the little man behind the curtain would be seen! That's how MH always was! Capcom giving you monster locations on the map is them coming OUT of their shell, not making concessions on their vision, lmao. If the "old" mechanics were introduced as "new" mechanics, we'd be calling the simplicity of bonking a monster with a paintball every few minutes "pointless" or "too frictionless and convenient." MH as a holistic experience has obvious problems not because they're continually making decisions in the wrong direction, but because MH has always been fucking weird by any standard. It's a core experience that can't meaningfully change without making something that isn't MH-- so instead, people argue about to what degree the set-dressing *should* get in the way of hitting a big lizard with a big sword. Was moving to the next map past a loading zone to sharpen my weapon meaningfully different than mounting up on the palamute, or legally distinct chocobo? Was knowing Tetsucabra was literally always hanging out on the big sloping volcano section meaningfully different than seeing it on my map? It all gets to the same point after 2 or 3 hunts anyway (which is the point). The time to actually make the change to "hunting simulator" was literally more than a decade ago now, and so I find myself legitimately confused at these conversations. "Capcom is revealing that they don't care about these things,"-- okay, could you tell me when they did? Could you point me to that mythical video game? Was it the first one, before they figured out what people liked about it (grinding monsters)? I'm literally a dinosaur in this community, so I'd love to hear it! This is a game Japanese salarymen who weren't too embarrassed to carry around a 3DS played on the train-- not some kind of hardcore 'oh it's so artfully clunky' simulator title. Could someone give me a reality check here?
"People argue about to what degree the set-dressing should get in the way of hitting a big lizard with a big sword." Absolutely agree. It's a game about fighting monsters. It's why we play the game. BIG AXE; BIG MONSTER. I have to stay that I was somewhat baffled listening to this portion of the podcast. I'll reiterate that Ratatoskr stated that is was a small issue for him but really guys? You're serious about mourning the loss of repeatedly collecting fur and crouching at footprints? I distinctly remember lamenting the fact that I would have to rediscover the reskinned monsters that were added in icebourne and how long it took to fully research. I'm not concerned about environmental player engagement solely from the perspective that the game is designed around being open world now. I also wish to point out that the logic that players need time to learn the location of monsters also works against their argument. I only needed one hunt to learn the location of Rey Dau in the MH Wilds beta for example. So yeah. I don't think you need a reality check. In fact you seem to be entirely reasonable and your comment was well written.
I’ve said this a thousand times and I won’t bother to explain it again but World was extremely disappointing and Iceborne less so but also more so at the same time lol. Rise has lots of flaws but I felt like a lot of the things I thought were lost in World came back (I’m a Tri-guy). Sunbreak was the perfect evolution of Rise and *easily* made it my third favorite MH. With all that said Wilds is the perfect mix of both for me (I think lol). I played it for about 8 hours. No clutch claw, more prep, expanding on Guiding Lands, etc. I think the weapons are the best example - they have both stuff from World and Rise and I love them.
What i'm hearing is theres a lot of based people in Ratatoskr's discord Also, Lao Shan in the Rampage arena with the building and everything would've been fun, just a regular Lao repel/slay but with the building and everything. Complete lost opportunity that there was no real big monsters until the final boss of Sunbreak
I agree to disagree on sharpening on seikret there should be a debuff on it like 50% reduced recovered sharpness when sharpening on seikret or an rng system where there is 5% chance to fall from sharpening, 15% chance recovering full sharpness, 20%chance get instantly charge by monster or some kind of mechanic that will get you punished, and 60% chance to get 50% reduced recovered sharpness. I am also not a fan on seeing monsters instantly on the map and knowing every inch of its movement. What I personally want is there is an indicator on the map where these monsters are usually spawned in this area and not knowing their concurrent movement on the map and using paintball or monster tracks to track them and those tracks can appear on the map. I like the 3d map though.
Sharpening is supposed to be a balancing mechanic for your build that affects you in combat. Higher damage for more downtime. you can mitigate it at the expense of high slot investment etc. Or you could focus you build on sharpness durability + Crit/QoL. Any sharpening in combat that is effectively free due to another mechanic (seikret/Palamute) breaks the mechanic completely. In turn it destroys any build variety it was intended to foster.
Craftable decorations all the way. It gives me more reasons to farm monsters beyond their armor, and I don't have to pray to rngesus for multiple things to complete a set. When charms are rng I found it easy to ignore them. When decorations were rng it's almost all I could focus on late game. That's when I realized how much I hate the system. Give me reasons to hunt more monsters that I otherwise wouldn't bother with.
In world I've mained Swag axe, Charge Blade, and Long Sword, in that order. For Wilds I think Im going back to charge blade and then also going to pickup the bow as I've always liked bow but never liked the way it plays from what I see in wilds bow looks very fun.
It is actually confirmed the tail not only needs to be interacted with to collect. But they still added QOL because Alma will yell at you "hey! You forgot to carve the tail!"
Is there footage of her doing that?
@@mdiaz013184yeah I've seen footage of it (back during gamescom gameplay). my only concern is that she mentions it as soon as the tail has been cut. with everything going on during battle, i think she should wait for when there's some downtime first before reminding you
@nicjolas she probably will, though. like if u start to leave the locale, she'll probably remind u. maybe it was a bug when alma would interact right away after the tail has been cut at least thats what i think
jokes on her, i suffer from hyper focusing so i dont hear/remember her say it, but then i remember the tail when there is 2 seconds left of the quest
I personally think monster hunter would just be better without any attack up skills of any sort, and just stick with interesting utility skills. When everything is just about DPS and the game itself forces you to go attack up routes it just invalidates all other skills.
Hard agree on the need for a skill overhaul. As much as monkey brain loves Numbers Go Up, the funnest builds have always been stuff that change something in the gameplay like mushroomancer
I think the main reason why we don´t have World's tracking system may very well be because of the sheer number of monsters on the map. Assuming that a pack of doshagumas are 2 normal and 1 alpha, and if they all count as big monsters, that would mean up to 3 sets of tracks, depending of how they make it work, and if they would generate their own set of tracks once separated. That, assuming there is multiple herds of doshagumas and/or other monsters, the tracks that would have to be generated in real time (apart from the ones generated at the beginning of the quest, just like in World) could affect the game`s performance. It may be that they don't see it as a priority anymore, but I see this more reasonable. Even if they could make it happen, it probably would have pushed the game even further in term of the hardware requirements.
man Ratatoskr is absolutely right, capcom doesn't prioritize game mechanics that a lot of us love about the game anymore, mainly the hunting the commitment (risks too) and preparation stuff, if you're not a fan of the direction "monster fighter" that wilds is leaning more to, chances are capcom don't see you as the target audience rn
Ive maxed out my OSRS levels, but I still think running a circle for 200 hours is meaningless. Unless the hunting part is actually engaging its just a waste of time
@matthewalvarez6884 Do you have an example of "running a circle for 200 hours" in the monster hunter franchise? While these games are Very grindy I would argue that the grind has always been engaging. The only thing I could think of that is unengaging grind is gathering materials for combining before you get access to the farm.
@@mangalink25 personally in rise i thought spiribirds where a real bummer. You where literally running in circles just to get your stamina to max, so certain moves can be done. (IG needs more than base stamina for aerial combat)
Either you had less fun by not being able to play out your weapon to its max potential, or you had less fun by running the same route every hunt. Also by the time you got your stamina, you also got ALL other buffs automatically which made most hunts to easy.
It's a weird situation where you want one thing but not the other but you either had all or nothing and both felt bad xD
@@mangalink25 spirit birds in rise are a needless annoyance/timesink , the way monsters seem to be hardcoded to fly off at certain times which lead to me having to traverse the ancient forest multiple times, looking for a monster with 0 tracks in older games, generally I think the amount monsters retreat is quite annoying. I don't think any monster should retreat really unless they want to show that monster is a bit of a coward. None are as bad as OSRS but like I don't think there was as much "hunting" as people make it seem in older games. The "hunting " is really just blind searches most of the time.
@@b.b6656 Ah yeah spiribirds were a bad design. I'm glad they're gone for Wilds.
Finally something I can listen to that won’t feel like mega spoiler risks
Bro then get off the Internet
@@Kozmo-Kamuy No, u.
@@teleroboticohhhhhhhhh!
@@telerobotic Reddit tier response
Regarding the discussion about skills on the weapon, I think weapons and armor would include Offensive Skills, "Weapon Utility", "Defensive Skills, and "Armor Utility" Skills.
Weapon:
Offensive Skills include: Attack Boost, WEX, Crit Boos
Weapon Utility Skills: Speed Sharpening, Guard, Guard Boost
Armor:
Defensive Skills: Defense Boost, Fire Resistance, Aqua Resistance,
Armor Utility Skills: Wind Proof, Aqua Mobility, Botanist, Geologist
Maybe we are going to have 2 skills max in a weapon just like in an armor piece, it could be 2 Offensive Skills (Attack and WEX) or 1 Offensive and 1 Weapon Utility Skill. Although I would fear that people would generally favor weapons with built-in Critical Eye or Attack Boost.
Thought I'd add to the argument that about "zoning to heal/sharpen," and how it's not equivalent to being able to freely do so while being mobile on a mount.
-First, as mentioned 51:30, you need to take precautions when exiting. You may think, oh let me just play near an exit the entire time, but there's two major problems with that. One being that typically exits have map geometry that leads a monster to slide against/corner you along the walls, making the fight more difficult. The other reason is that monsters will often extend beyond the transition, often making them harder to hit and letting them knock you through it at inconvenient times. There's simply a trade-off for taking that playstyle, and one like it doesn't exist with either the Seikret or Palamute.
-Second most endgame, early generation fights have limited Zoning options. The Crimson/White Fatalis, Akantor, and Ukanlos fights come to mind, where zoning requires either a cart or Farcaster/combines. Even those that do let you zone, like Yama (excluding Dos's Tower Top) and Sieges such as Jhen, have you expend a solid additional chunk of time, which you might actually need to clear the quest depending on your gear.
-Lastly, prior to world, consuming any consumable wasn't free, even when you exited the area. You had limited space, and finite resources in any given hunt. Even resting at the bed several times, isn't a good strategy in the early games, as you'll likely lose track of the monster/have the paint ball where off and have to deal with the timer. Anyone who's fought Dos's Chameleos solo, would know that losing/using items can put you a hard timer. I've heard countless times that people question why whetstones were finite, claiming they never once got low on them, but I genuinely think those claims come from people haven't gotten far enough in the older console titles to realize that you do in some instances, actually run out. That being said we don't know how wilds will handle resource management, and maybe consumption does come with a drawback.
Anyway, don't get me wrong I am very excited for wilds~
I hate to stir the whole “fifth fleeter” shit back up but it genuinely feels like the people who say they are the same thing hasnt played a 4th previous gen game before.
I argued against that silly comparison as well on reddit and was heavily downvoted. Sadly, we seem to be in the minority. You don't even have to sheathe your weapon to call your mount now, and when it reaches you, it automatically sheathes your weapon.
I never thought of it as a strict upgrade over the OG, but if I'm being honest, it all just flows better for me. I couldn't stand having the flow of combat completely ruined by interrupted healing or monsters getting stuck on map exits/geometry because I couldn't heal otherwise. It not only didn't feel good, but it made no sense that your hunter wouldn't be capable of such a feat. I'd much rather take the comfort even if I still enjoy 4 and GU now and then.
It's totally different, I get that, but that doesn't make it bad. Commitment is fine, but it ought to make sense. No reason you shouldn't be able to walk while drinking or roll out of a sharpen.
Long sword will be like an ex you can’t get over Ratatoskr, you’ll be back
Yea if the LS wants him back😂
I think a cool mechanic that could support the hunting "simulation" aspect would be using your seikret like a hunting dog. Get rid of the scout flies altogether and use tracks to teach your seikret the scent of a specific monster. Over time, it would get better at tracking monsters as it learns. But at the beginning of the game it's inexperienced and can't lead you to the monster you're looking for easily.
@Mr.T-j9n It's not like pressing F on a footprint then walking the way the green laser directs you to, is particularly engaging as it currently stands. I'm sure any of us can come up with something more engaging that still works for the Seikret. And we are just random dudes. Give this goal to actual devs and it is clear that it can be done.
@Mr.T-j9n Seeing as training dogs to do scent work is engaging, it could easily be made into a fun gameplay aspect. I have done scent work with my dog, teaching her to follow a scent that she otherwise wouldn't care about (i.e. the smell of clove). It could involve a system of simply applying a reward to seikret in the form of a treat or affection every time it follows a scent of a monster. Normally such a small animal wouldn't want to follow the scent trail to a pack fo doshagumas because seikrets would most likely be a snack for that species, but if the animal is domesticated enough to be ridden, then it would certainly respond to a reward training system that could be made into a fun little thing for the game!
I don’t know if anyone has already said this theory, but part breaks instantly giving you rewards can be explained as the Handler scooping them up for you during the process of the hunt. I doubt she will literally mosey to the approximate location and do a little grab animation, but its an easy in universe explanation
Thank you for giving me just a tiny bit of head canon now! I'll be imagining this while breaking parts, either the Palico or Alma scooting over to grab it. Heck, who knows if the bird's temperament is more dog-like and a Seikret can be trained to fetch, after all emus love shiny things! (I used to work at a place with emus on a ranch and I had to be cautious of certain earrings!).
I absolutely love just going thru Guiding Lands and killing stuff, but shinies really break the flow of the hunt. Especially when you know you might need that later.
Also not a big fan of leveling different regions while others might drop down just because of some level cap for no particular reason other than just make them grindier.
Im so glad they removed that stuff from Wilds.
1:11:00 btw both helmbreaker and spirit slash 3 are cancellable now in Wilds.
I was originally very excited for (combat) sharpening on Seikret, but that's because my main complaint about sharpening was that it it is interrupted you get nothing. Now that it has been revealed that sharpening is granular (i.e. sharpness increases on each swipe), I agree that (combat) sharpening on seikret is a bit too free.
Imagine a system where you see tracks 9n the ground and you get to physically interact with them, take notes and measurements, and take samples. When you finally see the monsters you can take out your binos and observe behavior, feeding patterns, interactions with other monsters, etc, noting it all down in new entries for your research journal. These new monsters have never been discovered before by the research commission. Then another completion metric could be unlocking every journal entry for every monster. Just food for thought.
I would love two spinoff games in Monster Hunter Series. Outside of the main series games where you play as a hunter, I would love a game series as you described where you are a researcher. It could involve trapping, stealth, puzzles for the world, exploration, perhaps even survival elements a bit. The game would be all about filing your research journal, and helping the guild understand perhaps a very misunderstood species to stop it from attacking people without conflict.
The second game series I want is a full game with only insect glaive type of weapons, and farming with insect catching and taming and breeding mechanics in the towns. They don't all have to be glaives necessarily, but basically all weapons have a bug friend attached to help you fight, but its mixed in with a monster taming and breeding game.
@---jt5wg You could totally implement a bug breeding / gathering mechanic, and have a more thought out system involving the collection of ecology research, in Wilds. It's not like the technology doesn't or couldn't exist.
I love this idea. Mostly because I have been in need of a spinoff like Pokémon Snap for Monster Hunter so players can have some appreciation for the work done by the handlers instead of complaining about them staying at camps during quests.
And it’s not Monster Hunter.
@N.0rmus There could be so much expansion and innovation to the series. In ways that everyone could enjoy. Another idea I had was something akin to village management. Helping to build and maintain the villages. Much like with pop up camps, the villages could be damaged. Hunting monsters will always remain the focus, but it's not just a game about that. It's about protecting humanity from a threat. It's about researching the ecology of the world. Or at least it could be lol.
So, I'm one of the people who sees the sharpening on your Seikret argument as disingenuous entirely because it's the same as leaving a locale to sharpen/heal in pre-5th gen, and I want to specifically call out the argument at 51:00 about trying that against an enraged rajang, because that's a COMPLETELY different scenario to your argument of "I was running laps around a Doshaguma and it couldn't do anything"
An enraged Rajang is a completely different beast to a monster you'll likely fight in the first 2 hours of the game. We don't know how anti-seikret late game enemies will be. We've already seen that Uth Duna has *massive* sweeping wave attacks, those could knock you off your Seikret or stagger you out of animations, Arkveld looks to have huge AOE potential, he could sweep the legs out from under the Seikret.
Running laps around a Doshaguma is, in my opinion, comparable to leaving the zone while fighting a Gypceros. That being said, while I don't have a problem with sharpening/healing on your Seikret currently, I also don't know how the late game and even G rank monsters will be, they could be just as useless against the Seikret as Doshaguma, and if that happens, I''ll gladly say that it was a mistake, but as of right now, I don't think we should be comparing lapping low tier monsters with tougher monsters zoning you
I guess I should have made this point clearer, at its current speed, I can run laps around a Furious Rajang with little effort unless they give it specific attacks to punish that action.
@@rurikhanhow would you know?
@johndeegutierrez2520 exactly! The game isn't even out yet and everyone is making assumptions as always, same thing happened with wirefall in rise.
@@callanharvey6264 Yup, at first I thought that wirefall would be an easy get-out-of-jail card. And then I got juggled to death because I didn't stay down when I'm supposed to. Everyone who currently didn't like the Seikret features somehow conveniently forget that you need a good 1 second (maybe more, I'm not sure) from whistling to riding it. And on top of that, correct me if I'm wrong, but I'm pretty sure from seeing the videos out there, there is buffer of sorts where you can't really do anything after you got on your Seikret. That is enough time for faster monsters in higher difficulty to punish you.
Just bad game design if they give an enemy attacks that work against the auto-dodge, either remove the auto dodge from seikret or not allow you to sharpen/heal on seikret.
This is gonna be a good one!
tweetinggaruga…?
@@lieutenantdan160 In flesh
After making bad take after bad take, avoiding hard questions with legitimate counter arguments, cherry-picking facts, and talking passive aggressively towards people who maybe shared different options but still trying to communicate with you.
Rurikhan: I wonder why people online get "a bit" mad at me?
The lack of self-awareness is truly surprising and kinda scary also. I'm being sincere. I just want to quote what Rurikhan had said in the past. If you think you are surrounded by toxic/bad people. Maybe it is because of how you interact with them.
If you keep this mindset, the community will eventually go to the worst place.
I don't necessarily dislike him, it's whatever but by God, nitpick mcgee and mcgoo. They just wanna piss and moan when the older game's systems for the most part just sucked.
I don’t think I’m surrounded by bad people, quite the opposite. But a minority of people get seriously offended whenever I express an opinion that goes against their own.
I don’t cherry pick, this is very one sided analysis, even in my videos I entertain multiple approaches I disagree with. Tell me one of these “hard questions” I avoid, let’s talk about it.
@rurikhan
1. The community wouldn't all a sudden become worse for no reason. If you can notice the sign of changing. Maybe it's only the start. Of course, being surrounded by yes men is always an option.
2. How was it not a cherry picking? We have to compare the best of the best deco with the best of the best charm is an idiotic statement in the beginning. Why?? The height of the ceiling is so different between the two systems. There was no legit reason other than otherwise deco will lose the argument.
Then how about we talk about the floor? Deco supporters won't ever dare to bring up the fact that RNG deco has a way lower floor than charm. How about that?
If you think comparing the floor or the chance of getting the same amount of points of the same skill is silly. Then, it is as equally as silly to compare two different ceilings.
Your next flaw of your calculation is that although you use the second best result as an example. The issue is not the number itself. The issue is that there is a much easier way to get the second best result. The targeted skill pot, for some reason Rurikhan keep trying to discredit it, would have a much difference chance if you really want to calculate it.
But nope. We have to compare the best of the best. Even though there are two different concepts. Missing perfect charm is not equal to missing the best deco. And for some reason, we calculate the second best. And for another mysterious reason, we didn't use the pot, which has more chances to get the result. If this can’t be called cherry picking, then I don’t know what it is.
3. Go back to answer the comments that you just spam the word "disagree" or not even reply at all on Twitter and UA-cam. Even in this video's comments section, you still used this tactic. Deep down, you know what arguments you are trying to hide. I shouldn't be the one to point out each one of them for you.
For example, I don't need to remind you. People have shown video evidence suggests that you stuck with your best charm was pure skill issue.
@chianliu8352 you blew up over the decos, really dawg? 😒 I only found the stream a little boring because it was recycled nit picking but fuuuuck, I really don't think it's that deep, don't gotta be an armchair intellectual redditor
Not that I necessarily disagree with you, Ruri, but responding to the argument of “leaving the zone to sharpen in older games” by referencing some of the toughest battles is a little disingenuous. Yes, you could ride circles around a doshaguma while sharpening on the seikret, but will you be able to do so against a Rajang equivalent?
Even if it is is possible, to be honest I might still prefer it. I’m currently going back through GU with a friend I got into Monster Hunter, and I forgot how much the zone switches take me out of the hunt. Being able to stay involved and nearby, watching the monster, being in range of your teammates, seems like just a more fun way to play. This is unequivocally a quality of life change.
But I do think it should be risky and monsters should be able to punish.
I could run laps around a Furious Rajang, hell, maybe even two.
@@rurikhan that sure would be a sight to see! You know that if rajang and furious are in Wilds we’ll get a dual threat quest. You might have to put your words to the test.
Loving the content and excited to learn more gunlance from you as it looks peak in Wilds.
@@Muongoing.97c Dude, I love your positivity and optimism!!! 😆😆😆
@@Muongoing.97cmaybe the old games aren’t a good comparison but in world there was no zone change and no mount to sharpen for free. I liked it thay way!
@@kozako2253 You had other option like Ghillie mantel or bushes to hide from monsters and use it for sharpining. Or there even dust clouds you could use for the same effect.
1:28:50 we HH users buff for ourselves, other hunters just so happen to be there
I think the way they could get around the seikert is if it had a fear meter like roach did in the witcher. Certain monsters make it more scared of going near it kinda of thing
Shadow of erdtree scared mount
@mdiaz013184 oh yeah I forgot about that place in the DLC. My want to replay it has gone now haha
In Warframe, you can get Crit Chance up to 200% or even more so you get the critical multiplier multiplied for each 100%.
Genshin is 300%
@@mdiaz013184 What I meant is it can actually go forever. 200 300 400 or 500.
1:28:11 Rurikhan, you gotta realize that all that stuff that you mentioned taking too long for casual players...would matter even MORE for speedrunners. Think about it: seconds--shoot, FRACTIONS of seconds make or break things in that gameplay setting. Even things that'd hypothetically increase damage potential may be skipped in facor of damage uptime.
If Attack Up (because let's be real, like you mentioned this is the only song that speedrunners would even be considering) isn't a clear and significant DPS advantage it'll be skipped in favor of just continuing to attack. I don't think weapon swapping will be used in speedrunning much at all... unless it's to pocket status/Sticky Bowgun that is lol
I think they'll use it at the start for a big boost, but I doubt they'd bother reapplying it, that's the point I was making (I think).
@@rurikhan hmm...I think I could maybe see it being a thing the sweatiest of sweats may try early on, but if I know the speedrun setting at all some may find it a bit cheap and others might avoid it because of TA rules (there's a lot in Wilds I could see being banned outside of the anything goes freestyle runs).
All I know is that I'm not worried about it becoming THE strategy. It's too tedious and HH has a ton going for it to the point that pocket horning=wasted potential. My bigger worry was that for the longest time, the ONLY thing being talked about by most of the community involving HH was pocket horning. It was kinda lame to see my main only being looked at like a handful of buffs, y'know?
I completely understand, and like I mentioned, I’m not worried in the slightest about it.
I think the answer to the quest failing question ratatoskr had is, no the monster doesnt leave by failing the quest. I imagine failing just means you dont get the quest rewards that were listed when you began said quest. That being said, monsters in the locale rotate periodically and will eventually leave, so while youre quest says you have 50 mins to hunt a balahara, that specific balahara might leave in 30 mins no matter what. It could also be the case that carting/failing the quest subtracts from the amount of time the monster stays in the area, which may cause them to leave upon entry. This is just my theory though
we have footage of a group failing during the tgs, it does exactly what it would do in older games, everyone kneels in despair, QUEST FAILED, Is plastered on your screen and you all warp back to camp
@@petercottantail7850 Ah okay, thanks for the info. Im glad its the same as the previous games. What happens to the monster? Does it leave? or can you just restart the quest again against the same monster?
@@Very_Unwise Probably just a monster reset. The way you stop monsters from leaving locale is by starting a quest. Ain't no way monsters are gonna leave mid quest
@@ssduo5574 Ah yeah that makes more sense. So starting a quest is going to be alot more immersive and "fluid", but when youve actually started the quest the structure is very much like the older games. I like that change. Makes failing a quest still mean something, but still lets you retry like normal.
Fast traveling in the middle of combat might be because in World the Game often thinks you are in Battle while there is no Monster nearby or chasing you and its frustrating if the Game explains not being able to fast travel with a lie. And if you really are in the middle of combat you wouldnˋt have the time to Open the map and choose a Camp to fast travel to because the Monster would hit you and this closes the map if it works like it did in world.
exactly, it's way easier to pop a farcaster than open your menu and select a camp to fast travel.
when talking about tracking, I thinking that the middle ground was like we still do like on World but instead get assist by scout thing, we can use paint ball to give use track on the ground and disappear over time. Same as research point that we gather many track in multiple hunt and submit to guild, then guild can send other npc to help track the monster because their now the monster behavior. But also adding element like Ruri said if monster go to hiding place or npc can't see it, we lose its track. At the end, I agree tracking system will not change significant because its never the top priority.
I think there should be a bonding system with seikret.
For example, when you first start out with seikret as you're Riding in the beginning of the game, he might buck, you or randomly stop so often
( i know this might seem annoying at first, but it will encourage you to bond faster with your seikret)
But as you give the seikret special food items and or petting/brushing to build up your lifelong bond your seikret wont be as stubborn
This could also help with breaking up the gameplay up a little bit depending on your bond meter when you call seikret during a fight it may or may not come but will always come when you call while your not actively in a fight as you're riding around in the world.
I think the seikret should be transportation first and secondly rarely a means of evasion unless you've earned the ability.
that sounds like it would be a cool mechanic in a game that isn't this one
Ratatoskr and Rui, what's your analysis on Insect Glaive so far? The kit looks nice visually but not mechanically. Lots of people have concerns.
most of the people complaining about IG are complaining about the aerial-focused playstyle being removed....and all I have to say to those people is where were they when complaints about Bow's original playstyle being effectively removed when World released.
The only valid complaints for IG imo are the enhanced moveset requiring triple buff now and the classic XXA/Triangle-Triangle-Circle loop being removed, though IG at the very least can keep triple buff more easily now.
As a glaive main, I really can't tell if I'm still going to love the weapon in Wilds until I get my hands on it. There are issues I think with some of these changes, but above all its disheartening to think it doesn't get any special dodge or clash mechanics like other weapons. I really hope powder vortex or something similar comes back, especially if they're focusing on the bug more. I just now for the moment, it looks quite changed to what I had become familiar with previously.
@@Vexal50true that most people complain about aerial. Now think about how ruris reaction would be if they took away most explosions from gunlance. People love some aspects of certain weapons and it's valid to complain about it when those get removed or toned down.
As you said, triple buff is required for enhanced moveset which is really bad imo. Also no triple buff = slower and more animation locked moveset. Combo finishers with triple buff have big animation locks, consume triple buff and have no guarantee to get it back really fast, are situational because some hits almost always miss, have no comparable dps to other weapons finishers, create distance to the monster instead pressure. No offset or clash, Kinsects can get triple buff by popping a wound, but wounds are a shared resource, so even this is situational. Infinite attack combo is removed, useless green extract is back making it harder to get triple buff back if your combo finisher hits the tail. And overall downtime seems to be extended as gameplay shows really well.
IG seems to be a mess. It's evolution in Wilds is arguably a sidegrade, but also it's a complete change in character compared what they did in World and Rise while Risebreak IG already was like a tripolar personality disorder.
Don't get me wrong, I love and main IG every time, but it's crazy how they manage to always clearly improve and build on top of other weapons identity (LS as easy example), while they keep completely revamping the IG to a point where World, Rise and Wilds are drastically different movesets, timings, button layouts and gimmicks.
@@Vexal50 The infinite combo is gone, apart from having fun with aerial, the infinite combo and the diving wyvern were what made IG a good and solid weapon.
@@ssduo5574 I literally mentioned that as one of the two valid complaints regarding the changes .-.
For the people not happy about the sharpening / drinking potion what could balance a bit is on the sekret they should add that went on mount sharpening your weapon takes 3 time longer since your moving and all so it should be waaayy more complicated to do and for potion there should be a chance that you might drop it mid drink if the sekret avoid the attack or gets scared by a roar
Good idea!
Ratatoskr is a serial contrarian and revels in rage baiting videos. When he actually talks what he truly thinks he’s a joy to listen to. But 90% of what he does is go after things the majority thinks is good or works well.
While I also don't like the idea of healing/sharpening on seikret(specifically during combat), the more egregious issue is being able to mount seikret while your weapon is drawn. Also when knocked down. The decision-making of knockdowns and weapon-sheathing is a very important part of MH, and seems to be almost completely removed.
I hope this was done with the intention of endgame fights being very difficult. I could also see endgame arena fights taken away your Seikret completely.
My favorite duo fr, y’all talk about the real stuff that no other mh UA-camrs talk about
On the random decorations topic... I liked the rise early game more because charm's weren't as impactfull. I'll get what i need from armor and decorations and move on, only in the late game rolling the charms became tedious. In world (base game) decorations where annoying because you're always missing something but you'll scrape by however in ice born they added lv.4 decorations making the problem worse, that's why when you're doing a new build it could take a lot of time just sloting in decorations. At the end of the day neither system was perfect and i hope they figure something out that reduces the random aspect in the late game
What weapons are we going to main for MH:Wilds? I will be nabbing the Gunlance and Switch Axe!
Hunting Horn and Hunting Horn
Lance and Dual blades
Sns and lbg.
Though dual blades look kind of cool. Might try them out for the first time.
Hunting Horn and charge blade.
Dual Blades and HBG, but we'll see how it feels when the game comes out, might experiment with different weapons in the beginning
I love when you two podcast together. I hope there will be plenty more in the future.
what do you guys think about craftable charms that you can level up throughout ur playthrough (just like in world) but also has a sort of 'curios armor crafting to it giving that particular charm add ons to it (be it skill/s or slots or both)?
Just past the point where Rata asked about shelling damage type and I had an image of a gunlance doing elemental shelling like chargeblade and I'm gonna cry tears of joy if we can have those wyvern stake burst combo moves brrrt paralysis or water element or sleep or dragon or... or... It's not happening is it? )':
Happy for you.
Some things make the game easier but are completely optional. I can’t get mad at those things. It’s just a way to customize difficulty. Elden ring is full of stuff like that.
RE: Flagship in Demo: While I understand Rata for wanting to fight Arkveld in the demo, and I would have agree with him. But I would prefer not.
For the demo (historically there were 2 demos if I remember). So AT MOST they can add the two Apexes (Rey Dau & Uth Duna).
RE: Complaining before the release: This is a case-to-case basis. I have seen someone complain that the map was small to justify the seikret.
RE: Cancelling of helmbreaker: I do agree cancelling helmbreaker, and keeping ISS Sunbreak disappointed me. But I will still use LS as my main weapon together with Lance.
When it comes to tracking idek what system they could of used for Wilds since the maps are huge now and not only that there are several of the same monster at one time plus multiple different monsters instead of we use to have a total of 3 monsters on smaller maps.
Imagine how annoying it would be to lose the doshaguma you were fighting for the last 10 mins bc you lost tracking and there’s 10 other doshaguma. There is paintballs, only thing I could think of them being used for is to clearly mark the alpha we are hunting but idk we don’t have the game yet.
I will be forever grateful to rurikhan for getting me into monster hunter and dark souls
I love when you two drop a podcast!!!!
On the rng decos i just dearly wish theres a melding system where i can use the decos i have 100 of to meld that 1 skill i mightve not gotten lucky with. I dont really mind either or? My luck in iceborne was decent and same with sunbreak/rise. After quest charm rewards wouldve been nice but oh well. Never really felt like i was losing out on set building potential on either. Well qurio crafting was kinda restricting and tedious but im gonma ignore that for sake of charm/deco topic
Increases to drop rates for decos might be nice tho? Or like drop tables for specific tier monsters(endgame) where the lower tier decos get removed/rarer ones get higher odds?
Edit: the melding thing would imo play into the always progressing feeling where even if i dont get guard up today all these extra decos i get are going towards it.
Not really worried i know i'll play enough to get most decos anyway 😅
Lost planet 2 was the GOAT. The fight against the Red Eye on the "totally not Schwerer Gustav" was peak. I still have that music ingrained in my memory 14 years later.
P.S: Lance is the best weapon.
I remembered when the start of rise Rurikhan used to hate decos and was pro charms, it’s nice to see how he understood the inconveniences of charms throughout playing rise/sunbreak.
You "ran the numbers", yet don't know about odds for amount of skill points and make some poor example comparing the impact of both systems. No wonder people get pissy when you tell them they're "statistically wrong"
I ran the numbers with every calculation heavily favouring charms, which means, if you run the numbers properly with the weight system and accurate percentages for the number of skills the percentages will be significantly lower.
But feel free to run the numbers yourself and prove me wrong.
@@rurikhan Run them for what? Your exaggerated examples or some that actually represent the average player's experience?
I selected 2 A tier skills (which are not the rarest) and the second best set of slots, not a specific one as that would reduce the odds.
I also assumed the chances of getting 1 skill point or 3 skill points were the same (which they likely aren’t).
It wasn’t even a god tier charm basically, and the odds said I was more likely to get around 10 attacks4+ before I ever got this charm.
The charm was Frostcraft 3, Wex 2, with like two tier two slots.
@@rurikhan And what odds did you get from those? You mentioned it somewhere in the podcast but I'm not particularly interested in combing through over 2 and a half hours of material tbh
First of all, no, getting a specific A skill is not necessarily more likely than an S skill, if I understand the inner weight system correctly. Despite being ~twice as likely for an A skill to be than an S grade skill, it has 44 skills instead of 19, and a *total inner weight of 224 instead of 100. You're not always doing the charm side of the argument a better favor by picking an A rank skill.
Giving the odds for specific charm is somewhat disingenuous. Even if you want a Frostcraft 3 that bad, WEx is a gemmable, meaning you may as well add the odds of each possible max second skill you have gemmed in on an armor piece as they would be interchangeable. Swapping entire armor pieces, like you might consider for random decos you lack, is usually more expensive if you need to like for a weapon specific skill, or straight up not worth it otherwise. *You also can get many more charms while doing something like grinding Hazard Amatsu at a time than you get decos for other grinding quests, which let you obtain them at a fester rate to offset their lower odds somwhat
If you want the "perfect" minmaxed charm vs getting every deco you ever need, then yes, the latter is more obtainable. I don't know if you have that, but that still takes a lot of time. I know some 1.5k+ hours players that still lack some. The average player you hear complain probably has like 400-600 hours at best instead with minimal charm/deco grinding. If you have that amount of hours, the impact from missing decos is likely to be greater than what you're missing from charms. Not just because of sheer number or odds, but also because SB has more busted skills to the point you're closer in power to the perfect set when you're just missing a few weaker offensive skills.
As an aside, I like to clarify I hate both. I don't need some near infinitely long stick to keep playing the game, and sets being more unique from player to player doesn't really work out either. All I'm left with is the annoying feeling that I get a weaker set due to luck. I'd much rather be able to craft everything. Do you see it differently or are you also not a fan?
I’m also not a fan of either rng, one of my favourite things about mon hun is being able to target your loot by choosing your hunt.
The chance I got for the charm was 0.000076%
My latest World save is still under 300 hours and I have most of the decos I’d need to do whatever with Fatalis set.
So who are you killing off Ruri, Gemma or Alma?
So from what rurikhan is saying all past mh games are monster fighters and not monster hunter? Because that’s literally what you do on past games kill monsters after that wear its skin then fight the next stronger monster. To summarize all the things that he wants to be implemented to monster hunter is “ I want the most realistic hunting experience ever where I have to meticulously look for the monsters tracks and I have to observe every move it makes” then play hunting simulators. Its just pisses me off when he said what people want is monster fighter instead of monster hunter. Dude I’m playing this game because I want to hunt the monsters and wears its armour, not going around the map for a solid 10 - 15 minutes every time i want to hunt something.
Do be fair about the preparation rurikhan has a point about it. But yeah monster hunter was always more monster fighter then well monster hunter. Heck the zones back then where basicly flat arenas before generation 4 came around and added some verticality/basic climbing.
The ecology of wilds looks and feel solid so you can probably just stroll around without hunting something like what we had in world with endemic lifes.
Especially when the biggest enemy is the clock
Also complaining about it not making sense for a hunter to carry dung around when you literally bring a cat that can fight and talk is wild.
@@ssduo5574 It's always his boomer takes he keep repeating that no one cares about
People just don't have a sense humor anymore, it makes me sad. I'm joking because I think it's funny, you should be able to hear it in my tone of voice and see it in my facial expression, it's a joke.
56:20 - Disagree, that is not quality of life when each tick of sharpening increases the meter, because in the older games, including World and Rise, you have to wait for the entire animation of swipes to be completed in order to get your sharpness back. Now, it's broken up into increments which gives you more options which makes it easier to get sharpness back, because it's not as black and white anymore like before. Before, you needed to commit to a set amount of time from the entire to get all the sharpness back, now, you have way more opportunities to get sharpness back without needing to commit to a lot of time.
Deciphering quality of life can be tricky, but ultimately should be based around a solid grasp of the gameplay foundations.
Overall, I agree with the general sentiments in the video. Purposeful inconveniences are important because that's what makes MH fun.
These collab casts are delightful
When you mention controversies to Rata it bring a sparkle to his eyes that you can't see but can definitely hear in his voice...
It looks like creating armor will involve tickets that you get as rewards for hunts. So if you fail 3 times in a quest you could fail it and not get quest rewards, but the monster still remains there and you can still kill it without getting the extra rewards
Arkveld seems chained up in the metal box for the PS5 version. Also he seems to be in a snowy area. Nata's village is called "the keepers" and they seem to wear winter clothes. I say there will be a plot twist were the Keepers will be the Bad guys and have kept Arkveld chained up for decades or more and he finally freed himself.
Helmbreaker isnt longswords strongest attack anymore, its the finisher afterwards. so i think cancelling helmbteaker isnt as bad as theyre saying
It's an easy cancel with no negatives. IG for example has long animation locks for compareable moves AND loses all extracts which in LS terms would mean, losing all spirit gauge lvls by whiffing helmbreaker. It's bad because compared to other weapons, LS is far too gifted.
@@b.b6656 im all for weapon fairness and balance but i think its just kinda weird how people want longsword nerfed instead of other weapons buffed. nerfing in a pve games is most of the time kinda dumb imo unless theres some crazy issue
I dont want cancels in the game period. Across all weapons, I don't like lance and gunlance can cancel nearly every animation into guard/perfect guard. Same with GS. LS Helmsplitter shouldn't have a cancel either, it's a heavy commitment attack that loses gauge if missed that's 100% on the player being able to cancel has 0 place in monster hunter on ANY weapon. Just takes away any form of commitment to your attacks and minimizes risk which is very lame.
Guard won’t cancel animations it will cancel recovery time you know, just like the dodge. Guard might finally be good this time
But I do agree that animation cancelling is bad and commitment is good
On the topic of critical chance reading 100%, Warframe has the best solution I've seen in any game.
50% crit chance: half your attacks do normal damage, half do crit damage
150% crit chance: half your attacks do crit damage, half do crit x crit damage.
If you reach 200+%, you can even do a third tier and do absurd amounts of damage. So you're always rewarded for adding more crit chance, and it maintains the idea that there will always be uncertainty in when the crits happen
My biggest problem with random decos is that bows best skill was locked behind a small deco or a full armor set bonus. Craftable decos was way better for that.
The airship is the only thing that may connect Wilds to the New World. Slingers and Scoutflies are not exclusive to that area, the technology was already sent back to the Old World. The 5th Fleet hunters already have Slingers and Scoutflies before they even arrive in the New World.
Sharpening on the mount isn’t inherently bad, especially when the animation for it looks as natural as it does. I can believe it’s logistically possible to do that. I think it’s fine as long as later in the game, you’re punished by specific mechanics or monsters for using the mount too much. If that doesn’t happen, then ya, it can break immersion and be a bit broken. I’d be fine with the new way tracking works if it was implied/implemented in such a way that your mount operated similarly as a dog, where it could smell something you have picked up from the monster previously and use that scent to find more, but I’m afraid that won’t happen, so I see where the argument comes from. It would be especially cool if you had to take up a slot or two with an item from the monster you have hunted previously, just so that scent based tracking could be used, and if you didn’t equip said monster part, you would have to resort to organic tracking like usual. I could easily brainstorm solutions or explanations for most of the design choices, that on paper should make sense like sharpening on the mount, but I’m afraid they won’t challenge they’re own changes to the formula. Guess we’ll find out.
Paintball:
I would love to see the scout flies not activate unless you "scent" the target in a similar fashion to a paintball.
Hunting:
I'm mostly OK with reducing the hide and seek side of the hunt but would like to see hunting options made available as alternatives to direct combat. For instance creating larger traps and lures that might put the monster into a bigger issue than the normal ones we have used. Or luring the monster to an environment that negatively affects its ability to fight (lure or chase a water monster to a desert area for instance) or reduces its movement or stats. Basically anything that might reward hunting over constant direct combat without necessarily becoming the optimal choice.
Seikret:
May be less against the idea of sharpening and healing on the Seikret if there was a RNG chance of you falling off or maybe a reduced efficacy (potion is only 40% effect or have to sharpen twice for the same value etc.).
Crit (affinity):
Should be hard-capped at 50% or less
or change Crit Boost from increasing Critical Hit damage to increasing other factors, like slightly increasing Stun values on Crits and/or slightly reducing Sharpness loss on Crits
It'd still be strong as hell but it wouldn't be a skill that literally everyone needs to min-max their sets, it's not like they can't change skills from past games, for example; Tenderizer in MH4U apparently used to give a 5% boost to damage to weakpoints but in Generations they changed it to give a large affinity boost on weakpoints
@@deinonychus1948 WeX actually showed up in P3rd as the 50% affinity on weak points first. They changed in to the 5% damage to weak spots for 3u and kept it in 4u. GU just changed it back to P3rd WeX
I would actually prefer to see a game without Scoutflies. I think because the Seikret can already track monsters for you, its odd that we also have Scoutflies to help lead along too. Its basically like having two people hired to do the same job, so one of them is always useless if the other is working. Using more context and clues of the world to track a monster for the first time would be better than following a bright green pathway for immersion. Basically, Scoutflies made sense for World, but in Wilds with our mount its overkill for me.
100% crit chance is fine for me - on highly optimized endgame builds where you somehow manage to put the crit into the set and your weapon has some base positive affinity. that's the whole gimmick on the narga weapons with 50% affinity.
@@Z0mb13moon True. Some weapons were built with the concept in mind and typically had reduced base damage values to compensate. Still do think 100% probably should be removed or lowered while still having weapons that press whatever limits are in place.
The fast travel in combat I believe was because of the dev build
it really isn't a deal breaker, going into your menu in front of a monster is not going to end well, it looks like a cursor style camp select too, but thats not something ill double down on till we know,
right now, if you want to escape you can use sekret, it just saves time by warping instead of rolling your eyes cause monster is still aggro on you. people really need to focus on the monsters quality and challenges they present, not the qol that doesn't impact the hunt itself but saves people from Malding more than they need to, farcasters exist remember?
Farcaster. It's not like it was hard to craft either. I believe one of the reason fast travel in combat could be a thing is the maximum annoyance when the monster flee and you want to go to a camp and you can't because there's a jagras keeping you in combat mode, it was frustrating for no reasons nor depth. Also they are disingenous with being able to Teleport when you are pinned, they forgot that you cannot access your map when your character is constrained can't execute his "open map book" animation (when you are stunned for example)
Or it could just be same thing as leaving quest if they want everything seamless it would make sense, how else would you leave quest with monster you are just fighting with.
One thing that I feel is often not talked about in regard to RNG decos vs RNG charms is that they don’t have to be the same as they were at the end of sunbreak and iceborne. Both systems can work really well if they change and innovate with these systems which they are almost guaranteed to do. Some changes can be some simple ones that heavily improve both. I’ve been playing Warframe for about 6 years and in that game, the devs over time learnt how people don’t really like RNG so they added pity systems for most of the new content they’ve been releasing over the past couple of years. RNG decos and charms could benefit greatly from a proper pity system as a simple change to how they function. Also as a huge fan of Persona I would highly recommend Persona 3 Reload but don’t play it on stream as a lot of discussion about the game tends to get really toxic and it’s best enjoyed when you don’t have a purist of the original constantly bitching in your ear about the game, who are most likely blinded by their nostalgia of the original.
A lot of the worries or complaints with things being to easy and safe can be countered very simply and easily by time. I assume there is a time limit for each hunt, where a monster will run away and leave the area if you take too long. Something like teleporting out when you might otherwise get carted is often the same practical punishment and gets you the same advantages as getting carted. All the benefits of teleporting out are the same as getting carted, you just don't lose a life. Similar to sharpening on the mount, as long as it takes time, I think it's fine to let people do it safely. The good players will sharpen at a safe and optimal time, while unskilled players can call the mount, get on, run around and sharpen, then get off and continue the hunt.
I hope they implement a mechanic that makes it so that we lose track of the monster so that certain monsters that we're hunting could ambush us when we're on a hunt
Tracking is hard to say how it works yet. For one we only know that we can still collect tracks, what that boils down to we don't know. I would imagine it's for hunter journal stuff for you to know more info about the monster instead of tracking the monster.
That way the tracking of the monster is seperated from gathering foot prints, and you use something else to actually track a monster Either there's a completely seperate system that handles the tracking part, like: how many times have you hunted it and at the quest end screen you have a little meter that goes up after every hunt, we just don't know.
Or it's the paintball we ping things on the map. Could be that and during the demos they've just made all monsters visible at all time without a need of a paintball.
does rurikhan actually want to hear what ratatosk has to say? everytime he starts to speak, rurikhan interrupts him lmao
Not going to lie that predator comment made me think of how awesome it would be if they did a collaboration in MH wilds! We could play as the predator and hunt the alien. Then as rewards we could get a layered predator mask and get a sword and shield were the sword is the dual claw that the predator has and a retractable shield that would be sick!!!
41:30 Totally with you guys on the tracking part
Every time people bring up the concern of Pocket Horns, I just like to remind everyone that so much of the community was pissing and screaming when they had to make an elemental weapon and bring it for Alatreon. Having optimism that people are willing to spend the time to bring a Hunting Horn to just perform the buffs every few minutes is certainly admirable.
That aside, I fully agree that 100% Affinity should be unreachable, I'd cap it at 50%, maybe 60%, 75% as an absolute upper limit. The Big 4 Skills are cringe and incredibly boring. I think they should be reduced give them less levels and have them be weaker than their current maximum level. They might still be necessary but less intensive, and by limiting the capacity on gear, you might have to choose between maybe like 3 levels of Attack Boost for +30 Raw, or 3 Levels of Critical Eye for +25% Affinity.
It's actually why I like Sunbreak's endgame, because there were so many other options for fun DPS skills, and sets in general, even then Sunbreak had so many skills you could often include a decent amount of those as well.
Weakness exploit: heres 50% for hitting a weakspot! Good job!
Critical boost: heres more dmg for what you were already doing!
I do feel like these two are the biggest offenders in the do nothing different and get huge value. Attack boost and critical eye sure do sit in the same boat. However i would like for those two (atk boost and crit eye) to lose some levels and feel more impactful per level if we have less skills per loadout.
More skills that have conditional activation triggers would be awesome imo. Agitator is kinda boring but it still gives you a risk/reward cuz enraged monsters usually are a bit harder atleast and its not always active. Adrenaline rush was great and so was status trigger and foray played nicely into status trigger.
On the big 4 skills i would like for critical boost to be just removed. Crits already do 25% bonus dmg imo that is already a good enough reason to go for high affinity builds. And maybe it would reduce the distance between just raw attack builds and affinity builds.
Edit: Do feel like reaching 100% should be impossible OR atleast reaching 100% without having to activate like agitator and max might and some affinity evasion skill (like adrenaline rush kinda)
more pocket hh means more free buffs for me in multiplayer, the clowns buffing me thinking they are being meta will be actually benefiting other people for once
@@petercottantail7850 I don't think that's really optimal to do so, "for the meta chase"/ lots of wasting time doing the notes and swapping weapon. Perhaps once at the start of the hunt a speedrunner would do it but i doubt they will come out of their way to lose 10 sec every minutes to reapply the buff
For the tracking-debate:
I think, World did it the right way and i wished that Wilds would do it the same way. As you two said in the video, it's like your hunter starts getting a better understand of the monster, so after a few hunts you'll see it on the map with no active tracking required. Leveling the research tiers was also a great way, it rewarded farming the monster a bit so your hunter can gather knowledge of the monster (like some encyclopedia which the hunter writes for themselves). it was a great way of implementing the "learn the monster"-aspect.
100% crit discussion:
Ruri just delegitimizes the narga weapons, they are meant to have 100% crit chance. kinda feeling sad for the best cat-wyvern in the game.
Tigrex is one of my favorite monsters to this day because of the fear a raging tigrex inflicts upon me in MHFU.
Scientists determined that, regarding the MH Universe, probability doesn't matter. The only thing that matter is Desire.
Probability in front of the allmighty Desire Sensor is powerless and meaningless.
For example, never did I care about thoses Attack+ deco but I got 3 or 4 of them , but after 6-7 years and hundreds of Nergi hunts and countless retries I'm still not getting the small gold crown...
Either RNG Deco or Charms, both are tools to attain the state of buddhahood.
I'm 100% in the tracking camp for monster discovery but I'm not sure you can call World a middle-ground there, at least not compared to the other games in the series (and not some hypothetical game that goes all in on tracking). To me the games before World don't have any tracking - you run around hoping to find the monster or you have their pattern memorized. World was the first game to have any sort of system for tracking (which I think was made necessary by the larger maps) and I would love for them to find a way to develop that further, either through some sort of more involved tracking minigame or otherwise.
Warframe is the only game I've seen handle crit-stacking. Because there are also flat damage boosts, and they come in varieties like +60%, +165%; and crits come in tiers: 0-100% crit yellow, 101-200% crit orange, and 201+% crit red. Each weapon also has it's own crit multiplier, so some weapons have harder hitting crits than others. Statuses also exist, and their damage is decoupled from crit (mostly; there are a few mods that generate statuses on crit). So whilst crit is viable (even ideal) on some weapons, flat damage and/or status are viable (even ideal) on others.
i hope they improve menu optimization for decorations. automatically keep decorations up to the max, then auto meld it if its a duplicate
I'd hope that sharpening on your mount becomes difficult/ with increased penalty the later you get in the game, or have fights were your mount is inaccessible once combat starts..
in regards to being able to abuse the quest system for easier kills on tougher monsters it seems that in the field monsters without an active quest have limited time they spend in the locale (longest I've seen is 25 minutes)
I 100% agree that monsters should have the ability to punish some of the gameplay that can make hunters feel overpowered. That was my biggest issue with wirebugs in Rise. I loved how it felt but the fact that so few monsters were even able to deal with it made a lot of fights comically easy.
I think it makes sense that by offensive skills we should presume it's anything that has an impact on swinging/firing a weapon. So handicraft effects the weapon so is an offensive skill. Focus makes weapons charge faster so is offensive. Anything stamina related tho although it benefits weapons like dual blades I'm sure it will be an armour skill as it doesn't actually do anything to the weapons it just makes your hunter better at managing stamina. And I would consider that more of an armour skill than a weapon skill even if weapons benefit from it
What ruri said about the demo having the flagship is why I don’t play MH demos at all I want everything to be new when I get the full game.
I don’t want the flagship in the demo either. I hope the demo is just the Desert area only. More than enough to tie us over until Feb
What if vultures took parts of the monster if you don’t pick them up?
55:43 yes and that alone deserves a video
1:41:35 Oh Ruri that's rich lol, nobody is complaining about Attack +4, people complain about specific weapon skills like the bow skill for example. Nobody wants a core skill being locked behind RNG, we're not talking about not getting the final attack deco that will lock you out of attack up lv7. THAT'S what people mean when they say, I can do 90% of my build. It means we can get the core skills we want with no rng.
In Iceborne you can just meld that deco, which tells me Capcom learned from that mistake, I wouldn’t expect such crucial decos to be RNG in Wilds.
@@rurikhan I'm coming at this with a base world mindset, it was a miserable experience. I don't want to go back to this, ever. If they add a kind of pity system or a way to mitigate RNG, then maybe I'll be fine with it. I would still prefer no rng and a deterministic system, though.
Why would you assume they learned nothing from base World to the end of Iceborne?
@@rurikhan Because I thought they learned their lesson with Rise by going back to Charms, and then they bring back decos in Wilds. Until we're sure the system has indeed been revamped and improved, I will stay wary of it.
I agree with Rata about the change in tone in the MH community I've noticed it as well. But I will add that this change in tone extends to other communities as well, most notably the FromSoftware or the Souls community.
Souls players used to be rather receptive and accepting of criticisms of the Souls games. I dont know changed or what happened but if you even dare to criticize a FromSoftware title or even suggest it isnt perfect in everyway you will be flailed alive. Lol
But it's literally far more trendy to talk about how Capcom is ruining the franchise than it is to talk about nearly anything else.
@Well_Meaning depends where you're at I guess. I find myself getting pushback regularly whenever I criticize Wilds (which is quite often)
Just a quick comment of the rng deco/charms.
With rng charms it's easier to fill the build with crafted decos, than the other way around, because in worldborne you can't craft a charm that gives U for example 1Ab,1wex,1cb, you are shoehorned into having only one skill on charm, so it's way way more difficult to fix ur build.
I'm for random decos anyway, because melding charm is tedious to the level that made me stop playing multiple times.
In Rise/Sunbreak the issue is "Okay, with my current Qurio crafted armour; I need 2 levels of Frostcraft, 3 levels of Wind Mantles AND at least one lvl 3 slot and two lvl 2 slots to make my set perfect!"
In World/Sunbreak the issue is "Okay, my set is absolutely perfect... but I'm missing a lvl 4 Attack Boost deco, a lvl 4 Critical Boost/Tool Specialist deco and a single Critical Eye deco"
One is easier for low to medium level power but absolutely horrible for achieving true perfection, and the other is just as good for low to medium level power but you can make small incremental boosts to your set as you acquire decos that better suit your build as you get closer to that perfect build
as for which is better? I'd say that I prefer craftable decos but having random decos isn't a dealbreaker for me, especially since they'll likely tweak it to improve it from World's decos, as well as the fact that offensive skills are more linked to weapons instead of armour... so hunting for Critical Boost and Weakness Exploit will be slightly easier!
I disagree.
@rurikhan I fall into both categories as in older games charm grinding was complete agony and I could tolerate deco farming but when world came around... oooooo did I hate deco farming because my bow build felt incomplete till iceborne when I could meld deco I didn't care for into bow charge because dear God having to grind a bow charge charm felt like I was wasting my charm slot on a 100% necessary skill. Same with guard up couldn't get a deco till it became meldable in iceborne so once again felt like I was wasting my charm slot on guard up.
Rise while I disliked charm crafting I could at least target specific skills I wanted ex, Evade extender, redirection, and evade window. I felt like I could make a coherent build substantially more consistently than I did in world.
I really hope wilds with random decos returning and having offensive skills on weapons means it won't take me a year to find 100% necessary build skills like guard up but I'll only know when the game is fully released. As long as it's not worlds random decos and I have even the slightest form of control of it I'll be happy.
Also sorry for the novel.
@@rurikhan why you disagree tho? It is factually easier to make a good (not perfect) build where only the charm is RNG, so OP is not wrong.
The problem with RNG charms in Rise was not missing skills or crippled builds (like in World). We had all the skills and some extra pages.
The problem was much more psychological due to the nature of the melding system, gamer greed and the frustration of doing a chore over and over again that doesn't give meaningful rewards. But in the end it was a "the grass is always greener on the other side" situation.
That being said, i preferred RNG decos in World much more and I would love to see an improved version in Wilds.
@rurikhan so do you genuinely believe having 60% of your build being RNG compared to 15% of your build being RNG is better?
51:30 Thank you! I got downvoted to oblivion on reddit for pointing this out when someone made a post with that exact same false equivalence.
I would like the big dungbombs to be rather difficult to obtain or at least until endgame
Good pod my dude 👍
Quite a bit I disagree with here, mainly coming from Ratatoskr. Most of his complaints just seem to be him wanting inconvenience purely for the sake of inconvenience. The main thing that got me was his opinion on the auto collecting shinies when breaking parts. That is something that was horrible in Iceborne with all the junk slinger ammo on the ground covering up the shinies, leading you to stand still swapping slinger ammo until you finally picked up the shiny all the while either dodging attacks from the monster or hoping you do enough damage to get the monster to leave the zone before the shinies despawn so you can safely grab them. Having the materials be added directly to your inventory upon a part break is unequivocally a great QoL change and his argument of “Well what about the tails being cut off, you have to go carve them manually, why can’t other parts be the same?” Because those larger parts you have to manually carve are hard coded to break off from the monster, not just a pure visual change that part breaks often are.
And to his point about “Inconvenience is good game design” I couldn’t disagree more. Purposefully coded inconvenience is horrible game design and is a sign that either the devs don’t care about their player base or the devs are inexperienced at making games. The wonderful thing about the Monster Hunter team is that they have evolved and grown as developers alongside their player base, making things less of a nuisance or inconvenient as time went on. Long gone are the days of hucking paintballs every 5 minutes, limited tool usage, rotating main village quests, etc. All these things that they add or change to make the gameplay more convenient for the players are great changes as it shows the devs care about the time players are investing into their game and it makes playing the game just feel better overall.
I can't agree enough. It is absolutely bizarre how many people want inconvenience just for the sake of it, then call others with opposing arguments "fifth fleeters" lol
The line between dumbing down and QoL is very thin I get that but that doesn't mean it is fair to judge any QoL change as "making the game easier" and VERY importantly "worse". Nuance is lost nowadays.
@@firstamerican7450 Exactly, there's nothing "immersive" about having to pick up a bunch of glowing white gems on the ground like you do in world. In quests like kulve taroth, guiding lands, and farewell to zinogre is was at its worst
I think ratatoskr is a troll at this point
I’m surprised to hear you are into Persona, Ruri. 4 Golden is my all time favorite. Also I knew you would say Chie, but sorry Naoto is best waifu.
With Persona 5, just play the Royal version rather than continue the base game. I have played through both and not only does Royal have quality of life changes, it fixed one of the major narrative issues I had with the original
This just in, same with ac6 ratatoskr just really love the hard ware limitations that old games provided,
16:16 my bet is definitely at the games award we'll get a date for demo at around december late or early January
Ratatoskr thinks he's making critical observations on the level of "Silent Hill 2 is clunky because it helps the horror" but I'm gonna be a dick and say he's actually just a World tourist who has an underbaked impression of the franchise. MH's design exhibits growing pains in the "inconvenience vs quality of life" gradient because the *bedrock* of the entire series is still unchanged from a playstation 2 game-- where the entire gimmick is: "lets cleverly obscure that this game is a grind-able boss rush,"-- given meat by making you wander around empty arena maps for a few minutes (until you learned the spawns).
The developers at capcom made the conscious decision to say "this game is about fighting monsters" instead of "this game is a hunting simulator" sometime in 2008 when Tri was being developed-- and if anything, the obfuscation of this choice when they tried to "gussy up" Worlds as a Triple-A title has led to an entire faction of the fandom pining for something that literally never existed. Like guys, they added "tracking" because the maps weren't connected by loading screens anymore! They were afraid the little man behind the curtain would be seen! That's how MH always was! Capcom giving you monster locations on the map is them coming OUT of their shell, not making concessions on their vision, lmao. If the "old" mechanics were introduced as "new" mechanics, we'd be calling the simplicity of bonking a monster with a paintball every few minutes "pointless" or "too frictionless and convenient."
MH as a holistic experience has obvious problems not because they're continually making decisions in the wrong direction, but because MH has always been fucking weird by any standard. It's a core experience that can't meaningfully change without making something that isn't MH-- so instead, people argue about to what degree the set-dressing *should* get in the way of hitting a big lizard with a big sword. Was moving to the next map past a loading zone to sharpen my weapon meaningfully different than mounting up on the palamute, or legally distinct chocobo? Was knowing Tetsucabra was literally always hanging out on the big sloping volcano section meaningfully different than seeing it on my map? It all gets to the same point after 2 or 3 hunts anyway (which is the point).
The time to actually make the change to "hunting simulator" was literally more than a decade ago now, and so I find myself legitimately confused at these conversations. "Capcom is revealing that they don't care about these things,"-- okay, could you tell me when they did? Could you point me to that mythical video game? Was it the first one, before they figured out what people liked about it (grinding monsters)? I'm literally a dinosaur in this community, so I'd love to hear it! This is a game Japanese salarymen who weren't too embarrassed to carry around a 3DS played on the train-- not some kind of hardcore 'oh it's so artfully clunky' simulator title. Could someone give me a reality check here?
"People argue about to what degree the set-dressing should get in the way of hitting a big lizard with a big sword."
Absolutely agree. It's a game about fighting monsters. It's why we play the game. BIG AXE; BIG MONSTER.
I have to stay that I was somewhat baffled listening to this portion of the podcast. I'll reiterate that Ratatoskr stated that is was a small issue for him but really guys? You're serious about mourning the loss of repeatedly collecting fur and crouching at footprints? I distinctly remember lamenting the fact that I would have to rediscover the reskinned monsters that were added in icebourne and how long it took to fully research.
I'm not concerned about environmental player engagement solely from the perspective that the game is designed around being open world now. I also wish to point out that the logic that players need time to learn the location of monsters also works against their argument. I only needed one hunt to learn the location of Rey Dau in the MH Wilds beta for example.
So yeah. I don't think you need a reality check. In fact you seem to be entirely reasonable and your comment was well written.
Looks like they have big fun talking about the game. Remainds me of my friends.
I’ve said this a thousand times and I won’t bother to explain it again but World was extremely disappointing and Iceborne less so but also more so at the same time lol.
Rise has lots of flaws but I felt like a lot of the things I thought were lost in World came back (I’m a Tri-guy). Sunbreak was the perfect evolution of Rise and *easily* made it my third favorite MH.
With all that said Wilds is the perfect mix of both for me (I think lol). I played it for about 8 hours. No clutch claw, more prep, expanding on Guiding Lands, etc. I think the weapons are the best example - they have both stuff from World and Rise and I love them.
What i'm hearing is theres a lot of based people in Ratatoskr's discord
Also, Lao Shan in the Rampage arena with the building and everything would've been fun, just a regular Lao repel/slay but with the building and everything. Complete lost opportunity that there was no real big monsters until the final boss of Sunbreak
I agree to disagree on sharpening on seikret there should be a debuff on it like 50% reduced recovered sharpness when sharpening on seikret or an rng system where there is 5% chance to fall from sharpening, 15% chance recovering full sharpness, 20%chance get instantly charge by monster or some kind of mechanic that will get you punished, and 60% chance to get 50% reduced recovered sharpness.
I am also not a fan on seeing monsters instantly on the map and knowing every inch of its movement. What I personally want is there is an indicator on the map where these monsters are usually spawned in this area and not knowing their concurrent movement on the map and using paintball or monster tracks to track them and those tracks can appear on the map. I like the 3d map though.
Sharpening is supposed to be a balancing mechanic for your build that affects you in combat. Higher damage for more downtime. you can mitigate it at the expense of high slot investment etc. Or you could focus you build on sharpness durability + Crit/QoL. Any sharpening in combat that is effectively free due to another mechanic (seikret/Palamute) breaks the mechanic completely. In turn it destroys any build variety it was intended to foster.
Craftable decorations all the way. It gives me more reasons to farm monsters beyond their armor, and I don't have to pray to rngesus for multiple things to complete a set. When charms are rng I found it easy to ignore them. When decorations were rng it's almost all I could focus on late game. That's when I realized how much I hate the system. Give me reasons to hunt more monsters that I otherwise wouldn't bother with.
In world I've mained Swag axe, Charge Blade, and Long Sword, in that order. For Wilds I think Im going back to charge blade and then also going to pickup the bow as I've always liked bow but never liked the way it plays from what I see in wilds bow looks very fun.
Yes, the one time hunt and riding to the monster are objectively better. Especially in a game with as much farming as MH.