How MONSTER HUNTER 6 could improve CARVING | Discussion & Ideas

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  • Опубліковано 6 жов 2024

КОМЕНТАРІ • 34

  • @4ny3ody
    @4ny3ody 11 місяців тому +8

    Game is about hunting. Player: Hey so how about a system that makes me need to hunt less?

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому

      I see what you mean, and honestly after thinking about it some more i dont think the system i explained would fit in modern monster hunter. But do consider that the game already has systems that make you hunt less. You can straight up buy rare materials in both MHRise and MHWorld.

    • @chikao9532
      @chikao9532 11 місяців тому +1

      I think its more like a system to help with not being forced to hunt the same exact monster 20 times in a row, I really find fighting the same monster more than once in a row the most boring thing ever

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому

      Yeah, i think that was the original intent. But it kinda backfired honestly, because by the end of Iceborne i just had so many celestial prints given to me by the Steamworks that i never really needed to hunt anything to craft/upgrade charms and even some weapons and armor lol Any gem/plate/ruby etc that i needed i just went to the old lady to meld (almost) for free

    • @OMGYOUARER8GHT
      @OMGYOUARER8GHT 11 місяців тому

      ​@@chikao9532well i think making an reliable endgame system would help

  • @dianslabbert504
    @dianslabbert504 11 місяців тому +3

    Instead of your carving screen idea they should just should make it that part breaks guarantees a certain amount of the material you need in the reward screen instead of just increasing odds by 60 to 80%.
    They kind of did that with the Raths for example when they added the back break to them in 4th gen games. This increased your chances for their shells as a reward considerably compared to 3rd gen and prior games.
    World also helped with the grind with its Investigation quest's reward system for the non Tempered monsters.

  • @coahtemocn.9255
    @coahtemocn.9255 11 місяців тому +3

    As MisterRath had said, in the game's world MH is about fighting creatures 10 times your size when you're a relatively squishy human. Usually this means spending 10+ minutes cutting and bonking and shooting a monster until you finally take it down. I always had a headcanon that carving is RNG because in this life-or-death struggle you end up damaging the majority of the materials and what you carve is what is still usable after all the damage that the monster has taken - sure you might need a wing membrane but maybe it was damaged beyond usability during the fight so you carve out a claw or a cortex if it's usable. As far as rare drops, they're meant to be like real-world pearls in oysters - a rare result of some organic process that's only found in a few individuals.
    For me a system where you can pick & choose the rewards you get off a list would be really, really immersion-breaking, be another step away from the almost nature/survival-simulator feel that older entries used to have, and be another step towards a gameplay style that feels "video game"-y without caring for immersion. I once spent 3 hours trying to get 3 barioth claws in MH Tri so I understand the frustration the RNG can cause.
    It's important though to wonder why a gameplay feature exists as it does and if it can be improved upon, but in this case I prefer the RNG to a reward selection screen.

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому +1

      I understand, but i disagree, personally rng is worse for immersion. To me it makes sense in que quest rewards because its not you that is carving it, but if you are carving i really get taken out of it if i dont get a material that i need (unless lorewise the material is really rare). I think my system could be presented in a more natural way than i have presented here. I had some Monster Hunter World fotage lying around, so i tried to immitate the MHW style of UI, but i would prefer a more natural, different style, maybe more akin to the hunter notes

  • @Norfair1
    @Norfair1 11 місяців тому +4

    As someone who's played MH since Freedom Unite and loves every bit of it, I agree with you. Sometimes I end up grinding monsters for an entire day till I get a Gem. With G-rank monsters its just pure agony. I love this system you've come up with. I also think they need to make monster harder since your system would almost guarantee you get what you need. I'm with it!

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому +1

      Im glad i have someone who agrees! Yes, definitely, either way, with my system or not, i really want the next monster hunter to have a harder low and high rank. I am making a follow up video, and i will adress this in more detail. I do think that for this system to work the next game would have to be harder and probably return to the more slow and deliberate gameplay, with incoviniences sprinkled in here and there that 5th gen removed.

  • @Vexal50
    @Vexal50 11 місяців тому +2

    I feel like this would hurt the loop a bit, and co-op would become more prone to end-of-hunt trolling since having to use a menu means longer time to carve which also means it's more easy for trolls to hit you away from the monster.
    I think a better way that could still fit into the setting of MH to reduce the issue of the 1~3% drops would be to instead have an exchange system; Every monster part is assigned a certain point value, and you can exchange any combination of excess parts from the same monster, for a material (or maybe even multiple if you have enough for what you're exchanging for) that you may be missing

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому

      I should have clarified, but i think this systme would better fit the games if they went openworld and the end qusst timer was removed.
      That sounds likr a better system than what we have now! (Trading celestial prints for nmany rare material in mhwi and the equivalent in mhrs)

  • @qrvt.
    @qrvt. 11 місяців тому +1

    This would be a good idea, it’s about time the materials system gets a rework

  • @OMGYOUARER8GHT
    @OMGYOUARER8GHT 11 місяців тому +1

    Tbh they should add endgame like Hyper in Gen/GU,we can make different varients of weapon armors with endgame materials
    Also add another armor upgrade method,Now it cost materials instead of armor spheres like 2dos and Frontier

  • @HailGodbug
    @HailGodbug 11 місяців тому +2

    "Rng works against immersion" *shows a rare drop that is rare because it rarely forms inside of said monster*

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому

      Thid was just an idea and the example i provided was just that, an example. i did not consider the lore side of things, that would be capcoms job to figure out

  • @drakzeraberserk3146
    @drakzeraberserk3146 11 місяців тому +1

    no, we really should not get rid of even more farming in monster hunter since that is litelarry the huge chunk of gameplay.

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому

      I understand, and i agree. I will cover this in my follow up video, but i think my system would have a place in a didferent type of monster hunter. Current Monster Hunter needs the grind and my system would hurt the gsme overall

  • @TspriggZ
    @TspriggZ 11 місяців тому +1

    For a game that already has an immense amount of menus.... This just seems a bit obtuse. While an interesting idea (I mean when you think about it logically if I've slain like 10 rathalos and carved them I should know it's basic anatomy by then and start carving away like I'm butchering a cow and preparing cuts of steak) it takes away that "repetition" of learning a fight. By grinding for these rare items you become familiar with these monsters in consecutive hunts. That's the fun engagement loop Monster Hunter has always provided players. And while it does get a bit silly at times like being forced to hunt Almudron and Magnanamalo over 60 times each to build their respective armor and weapons... That isn't something I'd necessarily take away from the game.

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому

      Good point!

    • @TspriggZ
      @TspriggZ 11 місяців тому +1

      ​@@NoImNotPedroSomething similar to this could work for siege monsters though! I think only for them. Given that they are special case monsters. You could "pick" a body part to start carving from but maybe instead of flat out being given the items you have a higher chance if you carve from those areas.
      Part breaking can be inconsistent or straight up difficult for siege monsters I find. Say if you choose to walk over to the wings and start carving from that location you'd be more likely to receive fellwings? The Hunters Notes display amazingly detailed information (which is presumably why you used it to help get your idea across) and for Giant monsters I think that could be interesting. Especially if they continue doing "RNG" based weapon drops.... I really hope they don't. Or at least stop becoming "meta" instantly... Seriously Kulve?

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому

      @@TspriggZ i can see that working! Specially on large monsteds with many carving points!

  • @ahmadbugshan9603
    @ahmadbugshan9603 11 місяців тому +1

    hmm not gonna lie I dont think I agree even though I was a victim of the desire sensor
    I hunted raging brachy around 25 times to get 1 immortal reactor and my friend got 1 ever 2 hunts while I was a bit mad at the time I kind of look at it with fondness now and brag about it when someone say "it took me 10 hunts to get a mantel!"
    however this can also have a opposite effect.. when I was hunting lunagaron I hunted it 21 times and it can of made me not the biggest fan of luna... but to be fair at first I thought his design is cool and his fight is ok now I think its a bit lackluster
    Maybe just maybe add a hard pity system? every 30 hunts you get a grantee rare material? so when you know ur on hunt number 30 you go hunt the monster you need?
    I get this sounds "gacha like" but imo its much better than reducing the RNG since a huge part of MH is the grind, the grind motivates the player to play and the player gets better at using his weapon against the monster he is grinding

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому

      Damn that sucks... It recently happened to me in MHRise (im going throught the base game atm), i needed a Goss Harag Bile for the Great Sword and it took me like 15 Hunts to finally get it, which is what prompted to make this video. I will have a follow up video on this, but i hvae changed my mind and i dont think this system would fit in the current directions the games are going in, the grind is a needed incovinience, and my system would streamline the games even more than, which we really dont need.

  • @MisterRath
    @MisterRath 11 місяців тому +2

    Using this system would just erase the immersion of the game, by giving more casual frendly system, the game will lose its identity. MH is a world with monster that are 10 times your size, you are not god so by doing the current system you can't really choose what you will get and this is going to lead the player to craft or focus other weapon or armor that he can craft rather taht what he WANTS to craft.
    That's why even tho it can be frustrating i think this system is better at the end to keep this atmoshpere of a hardcore world.

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому

      I respect your opinion, but i disagree. I think the current system is worse for immersion, as i said "It doesnt make sense for your hunter to carve a Rathalos Scale if they know they need a Rathalos Shell" specially because in most cases the material you need is right in front of you.

    • @MisterRath
      @MisterRath 11 місяців тому +1

      @@NoImNotPedro Yeah at the end both opinions are valid cuz in my way of thinking I admit that after beating the shit out of the monster, some materials can be damage and unusable, so even if u see the shells on the rathalos they can be completely destroyed because of the 20 min straight of slashes in his body.

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому

      Of course! Immersion is subjective and depends on the person, your opion is valid!@@MisterRath

  • @drakzeraberserk3146
    @drakzeraberserk3146 11 місяців тому +1

    oh AND it would get rid of part break rewards even more than they already have to the point why break parts enymore?

    • @NoImNotPedro
      @NoImNotPedro  11 місяців тому

      I didn't consider that, but maybe there could be exclusive materials tied to bresking parts?

    • @drakzeraberserk3146
      @drakzeraberserk3146 11 місяців тому

      ima be legit real how the fuck is your video so well made but your this small? i legit tought youd have way more wiews suprised i even found it
      @@NoImNotPedro

    • @drakzeraberserk3146
      @drakzeraberserk3146 11 місяців тому +1

      but yeah it could work as long as part breaks were the factor@@NoImNotPedro

  • @NoImNotPedro
    @NoImNotPedro  11 місяців тому

    Hello everyone, i posted a response to this video, to adress some of the problems my idea had. Here is the link: ua-cam.com/video/CP0vRRp5iwg/v-deo.htmlsi=tXk8ziBXg_lPILit