Monster Hunter World Catch-All

Gimpy_Butzke wrote:

It seems like it is just button mashing which is rarely fun.

MH is a lot of things. "button mashing" is about the last thing I would use to describe its gameplay. It's as far away from button mashing as possible.

To answer your question, there are weapon types that incorporate jumping/climbing/mounting. The latest entry "Generations" also introduced "Arts" which are basically different "stances" each weapon can have. One of those Arts is Aerial. So technically all weapons can now incorporate jumping.

Free wrote:
Gimpy_Butzke wrote:

It seems like it is just button mashing which is rarely fun.

MH is a lot of things. "button mashing" is about the last thing I would use to describe its gameplay. It's as far away from button mashing as possible.

To answer your question, there are weapon types that incorporate jumping/climbing/mounting. The latest entry "Generations" also introduced "Arts" which are basically different "stances" each weapon can have. One of those Arts is Aerial. So technically all weapons can now incorporate jumping.

The action of mounting was not much button mashing and took strat/timing. However, once you are mounted yes it is just button mashing until you are knocked off. You do need to time when you button mash though.

Part of what I saw in the video were additional options once mounted on a monster to maybe deepen that experience a bit. It looked like you could climb around and attack different spots once mounted, and the mounting was quicker--immediate once the jumping attack triggering it landed. The Great Sword player also did a big strike with his main weapon while mounted at one point that did more significant damage.

Gimpy_Butzke wrote:

How many MH games let you climb/jump on them? Having not played the recent MH games I don't really know how the system works but I don't know if I like it. It seems like it is just button mashing which is rarely fun.

Mounting is essentially just another form of status effect. The damage performed during the mount is negligible. It just provided another method of locking down a monster for a group. Much like paralyzing, trapping, or sleeping, monsters build up resistance to each successive mount, so it's not as easily abused as you might think.

Free wrote:

To answer your question, there are weapon types that incorporate jumping/climbing/mounting. The latest entry "Generations" also introduced "Arts" which are basically different "stances" each weapon can have. One of those Arts is Aerial. So technically all weapons can now incorporate jumping.

I think it has been all but confirmed that weapon stances and hunter arts will not be in Worlds. This will probably be much closer to 4U in terms of gameplay. I'm ok with that considering all of the other crazy changes they're making.

StrayTanooki wrote:

The Great Sword player also did a big strike with his main weapon while mounted at one point that did more significant damage.

True. I have no idea how that's going to work. Mounting in the past couple games did pretty much no damage on its own.

Fantastic. I'm glad that the mounting mechanic is more timing than button mashing. I was also wrong in thinking that mounting was actually a high damage strategy.

On a different topic I'm loving the environmental traps that were in the gameplay video.

Dyni wrote:
StrayTanooki wrote:

The Great Sword player also did a big strike with his main weapon while mounted at one point that did more significant damage.

True. I have no idea how that's going to work. Mounting in the past couple games did pretty much no damage on its own.

It did some, I think. I recall a particular quest that was great for farming because the subquest was to break a Rathalos back and you could do it really fast with a couple mounts and then complete by subquest.

Gimpy_Butzke wrote:

Fantastic. I'm glad that the mounting mechanic is more timing than button mashing. I was also wrong in thinking that mounting was actually a high damage strategy.

Mounting is great for damage, but the damage from stabs during mount wasn't the main source, it was from everyone piling on afterwards once you downed the monster.

StrayTanooki wrote:
Dyni wrote:
StrayTanooki wrote:

The Great Sword player also did a big strike with his main weapon while mounted at one point that did more significant damage.

True. I have no idea how that's going to work. Mounting in the past couple games did pretty much no damage on its own.

It did some, I think. I recall a particular quest that was great for farming because the subquest was to break a Rathalos back and you could do it really fast with a couple mounts and then complete by subquest.

That was not as much that the mounting did HP points damage. It did a lot of "break" damage. Most creatures backs would automatically break after X mounts.

IMAGE(http://i3.kym-cdn.com/photos/images/original/000/908/930/8c1.png)

my bad for not reading that correctly. Yeah, mounting is more button-mashing than regular MH combat. As Escher noted, there is a rhythm to it that requires a small amount of experience to get used to.

escher77 wrote:
StrayTanooki wrote:
Dyni wrote:
StrayTanooki wrote:

The Great Sword player also did a big strike with his main weapon while mounted at one point that did more significant damage.

True. I have no idea how that's going to work. Mounting in the past couple games did pretty much no damage on its own.

It did some, I think. I recall a particular quest that was great for farming because the subquest was to break a Rathalos back and you could do it really fast with a couple mounts and then complete by subquest.

That was not as much that the mounting did HP points damage. It did a lot of "break" damage. Most creatures backs would automatically break after X mounts.

IMAGE(http://i3.kym-cdn.com/photos/images/original/000/908/930/8c1.png)

That flowchart is missing "Are your friends all grouped up right in front of you? -> POUND THEM ALL"

Hold on let me "Sharpen" my hammer.

escher77 wrote:
StrayTanooki wrote:
Dyni wrote:
StrayTanooki wrote:

The Great Sword player also did a big strike with his main weapon while mounted at one point that did more significant damage.

True. I have no idea how that's going to work. Mounting in the past couple games did pretty much no damage on its own.

It did some, I think. I recall a particular quest that was great for farming because the subquest was to break a Rathalos back and you could do it really fast with a couple mounts and then complete by subquest.

That was not as much that the mounting did HP points damage. It did a lot of "break" damage. Most creatures backs would automatically break after X mounts.

Yes, exactly. Mounting does break damage, but very negligible hp damage. You can even see in the gameplay demo for Worlds when he's stabbing the monster in the back, each stab does 1 hp of damage.

Ah, interesting. I'm not sure I was really aware of break vs. hp damage.

Speaking of really esoteric mechanisms, can we talk about stuff we hope doesn't go away?
For me it's armor skills and ammo types. Making weird sets based on the lucky talisman I got is some of my favorite mathing that I get to do in any game.

Yeah, I like the weird set matching you have to do, but I wish it was a bit more clear in the UI for new players.

I'd even be OK if they did away with the +9-does-nothing-but-+10-does-everything and made it a bit more scaled. Like every 2 or 3 points does something.

I kinda like the all or nothing. It's hard to get your head around, sure, but it means you can have points in negative effects without it actually having an effect.

While I like armor pieces giving setpiece bonuses, I didn't like how gear was basically useless unless you had enough points in the skill. I stopped playing Generations because I felt that it was going to be way too long before I could move on to a new armor set.

drdoak wrote:

Speaking of really esoteric mechanisms, can we talk about stuff we hope doesn't go away?
For me it's armor skills and ammo types. Making weird sets based on the lucky talisman I got is some of my favorite mathing that I get to do in any game.

I thought I saw the bow user pull up ammo selection in the multiplayer hunt, so you should be fine on that front.

Armor skills are one of the best parts of the game. I'm confident the dev team is aware of that.

cube wrote:

I kinda like the all or nothing. It's hard to get your head around, sure, but it means you can have points in negative effects without it actually having an effect.

I agree. I remember not being a big fan of all-or-nothing before, but I came around on it in a hurry. It's an incredibly satisfying upgrade system once you finally wrap your mind around it. I'm all for removing some of the tedium in figuring out in-game values, like adding weapon damage numbers, but I do not want them to mess with the armor skill system outside of minor tweaking. It's very unique in the world of video game upgrades.

I also like the 10-point threshold to activate skills. If you received bonuses for every couple points, you would also receive negatives for every couple negative points. More importantly, setting the initial threshold at 10 points ensures that most armor skills give a very clear and meaningful boost. I'd rather have 3 or 4 skills that greatly impact my character than 15 that give me some barely noticeable passive boosts.

From a metagaming standpoint, the thresholds work well. If you had every piece of armor in your inventory you can do imaginative builds that min/max the mechanics. However, it makes the actual progression daunting. I don't like the feeling of building a new piece of armor, saying "That'll be great after I kill the boss 10 more times!" and chucking it into the bank.

Edit: Gaijin Hunter just put up a video of him talking over the livestream. Lots of good details and makes me want to play more Generations in preparation:

Gaijinhunter is the best, and is the entire reason I wasn't complete ass my first time playing MH.

I am really psyched that this is eventually going to hit PC.

After watching the segments with the bow user, I'm way more stoked about having 2 real analog sticks for this one. The New 3DS nubbin wasn't really working for me.

I just want them to name the armor skill and the actual skill the same damn thing.

Trying to explain to a new player how sharpness is actually razor sharp but handicraft is actually sharpness and watching their eyes glaze over is painful. And you know it's f*cking stupid as you're saying it but you learned it because that's the way it was even though there's no damn logical reason for it.

Random thoughts:

I was initially concerned about changing weapons mid-mission but realized it's probably a necessity for making drop-in multiplayer workable.

The thing I'm most curious about is the Slinger. I wonder what will prevent/discourage us from just slinging around all over the place, if anything?

The revamped mounting looks really great. I think they spliced in some Dragon's Dogma DNA there.

One other thing I'm mildly curious about is PS4-specific: I wonder if having global (and I assume cross-platform) servers will mean I wouldn't have to sign up for PS+.

Crazy idea: would Capcom ever consider including an in-game db/dex of info? Possibly unlockable at stratified levels, like analyzing demons in Shin Megami Tensei or something.

At any rate, I'm pumped.

E:

I'm also curious about Remote Play support, which would be nice for gathering missions while relaxing at bedtime.

Ted wrote:

The thing I'm most curious about is the Slinger. I wonder what will prevent/discourage us from just slinging around all over the place, if anything?

The quest timer?
Your teammates? :p

24 minutes of gameplay, in English:

IMAGE(http://i.imgur.com/lhjhbB9.gif?noredirect)

I'm excited for this, I assume we'll have a GJW Hunters Guild. In the mean time, I'm thinking I might pick up a copy of Japanese XX to get me through the long wait.

Oh dear, experience points and levels? Not liking this either. Or the tracking flies, gimme back my paintballs! Otherwise looks lovely.

The levels aren't your character leveling up, it looks like. Just the tracking getting better.

Yeah I saw it, still worrisome. I'd want the game to stay focused on skill and not power or feature gain via leveling. If nothing else it clutters the UI.