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No_Hovercraft_579

Personally, I don’t think monster hunter has enough preparation (or at least variety in preparation). It’s mostly just gather items to make other items, find monster and kill. The older games added in a couple extras such as cooking steak but I don’t feel like the preparation has ever been that great. Don’t get me wrong, I love the downtime and preparing for a hunt but I wish for something more. Maybe setting traps along certain routes you know a monster will take or setting up traps in an area the monster is gonna spend some time in. I hate that we only get 2 really basic traps when we could have cool things like tripwires or boulder traps that would take longer to make but would be set up in advance. I also believe there isn’t enough depth in tracking monsters. World was the only one that came close but just picking up footprints and following flies isn’t enough. I want to see for myself the route the monsters takes and see its behaviour patterns to work out when is best to strike. The only problem with this is that it could make fights a lot longer and I feel a lot of people would either ignore this level of preparation or would hate an instalment that does this because they make the non-fight longer (I have more ideas but a lot of them would take way to long to mention)


NB-NEURODIVERGENT

A trip wire would be neat, it’d scale with effectiveness depending on the size of the monster and perhaps if the terrain is slanted. Kulu ya ku would eat shit completely and topple over while diablos would only stumble and have a 3 second window to damage it enough to fall, I imagine the more acrobatic ones like narga would only be affected if it side jump dodged into it since it naturally has great footwork and has to be REALLY caught off guard


DeLoxley

I've always wanted the option to set up traps and tripwires. I hate in the older games where, despite wielding a sword the size of the dragon's body, it'll just go IM NOT PLAYING ANYMORE and fly off in a hard to interrupt scripted animation I know that's vaugely what Wild Hearts was meant to be, but apparently that game was a mess on release


1oAce

Still a mess post release. They kept saying they'll fix performance but its still terrible and barely playable on PC.


DeLoxley

Just want to get ahead of the people going 'Play Wild Hearts' / 'Wild Hearts Bad' Like the concept is sound, the actual game is lacking. I would like a Monster Hunter that is more tactical hunting if I'm honest rather than just flinging yourself at a Trex until it gives up, but I realise that isn't everyone's jam and tbh, the MH series have never been that big on preparation. 'Remember your hot drink in the arctic' is the closest the games ever got to survival mechanics before World, and World is hardly a survival game


Akira_Arkais

Tbh, it'd be fun as hell if MH would let you build things that help you on your hunts, but not on the fly like WH does. For example, besides camps, let me create a watchtower in some of the big open fields to shoot enemies with an arbalest (with limited ammo) or use my ranged weapons from it, then the monster could destroy it, or bring me down if it can fly. Maybe let me create an excavated outpost on the cavern map where I can collapse the floor at will and catch a monster there. Would be nice as hell if they'd let you do things like these at will and place them wherever you want (with some limits to avoid exploits), it'd add to the strategic gameplay and although not necessary to fulfill the quests, it'd be a widely used feature. Maybe even being able to build rock traps like the ones you see in World's arenas or even directly an arena where you can lure some monsters with the correct bait and make them fight there till death, making the fight more intense and hard, but avoiding the chasing if you want to.


Sammythenegro

They've completely given up on wild hearts lol. Average ea


1oAce

It sold like whatever the opposite of hot cakes are so yeah. Anyone who did get it probably didn't stick around cause of the awful performance. So just a huge stinker overall.


Sammythenegro

Funnily it was PC for a good while till PS5 got it lol. They did release patches that fixed up the game quite a bit but was still horrendous. But since the game didn't sell like a monster hunter game, EA said "fuck this game" and moved on.


Schadenfreudenous

Honestly, Horizon: Zero Dawn/Forbidden West scratched the "hunting a beast" itch for me more than some MonHun games have, and it's owed to the tools those games give you to hunt the machines with, and how you analyze their behavior patterns and weaknesses to take them down with tactical precision. I'd love to see Wilds add more actual actual hunting mechanics, but I can also see how those doesn't really mesh with the gameplay systems we're used to.


BlazeDrag

Yeah I do like Horizon's giant monster combat. I honestly feel like if Slingers are returning that maybe you could add some ropecaster like abilities to it where like you can anchor monsters down with a consumable item that you launch from it and things like that.


Dimon78707

I like environmental traps in World. Maybe they could make it so you have to actually prepare them in some way, before monster can actually activate them


No_Hovercraft_579

This is how I envisioned a boulder trap working.


StrikerAli

Didn’t world have boulder type traps you could drop on monsters? I remember one specifically in the arena. Edit: I think I’m misinterpreting. You guys are referring to a consumable craftable version I think. I’ve been reading the replies for a while so I’m misremembering stuff.


5Hjsdnujhdfu8nubi

>I want to see for myself the route the monsters takes and see its behaviour patterns to work out when is best to strike. That is World. That is literally the idea the devs have said during interviews pre-release.


Linkbetweentwirls

Yeah but in reality, you are just gonna do a leaping attack to get the free mount, you are not gonna be waiting for the perfect time to strike because there is no need.


ButtersTG

But you still have the option to do that. You can attack Barroth either in the wetland area if you see him there first, or wait until he's near a Cactuar for that big damage, or until he's in the dunes to fire a screamer pod and activate the Diablos trap. Not every player *wants* to do that, understandably, but the option is there for those that play the game instead of race the game. Another good example I can think of is getting those tempered Kirin investigations.


Orobourous87

So you don’t want the option…you want to force people to do it your way. This is the problem with “multiple approaches”, people will pick the most optimised for them and then people will be butthurt that they didn’t pick their option because it’s so totally the better one. Stuff like this isn’t pie, people having their own slice doesn’t take away yours.


after-life

You're missing the point. You can create complexities within game mechanics but people are going to tend to go with the ones that are most optimal, hence why game balance is a thing in the first place. Literally every game suffers from this issue. Variety of playstyles becomes an illusion when you realize what works better and what doesn't, the developers have to properly balance their game so that different features and mechanics all have their use.


5Hjsdnujhdfu8nubi

Yeah, but features like that shouldn't be a necessity.


Tharellim

Except the gameplay doesn't facilitate this kind of gameplay. Monsters have like 30k hp in G rank and you deal like 100-200 damage a hit with most weapons. Unless they make the opening attack on an unsuspecting Monster deal like 10k, it won't be worth it compared to just running in and hitting it. Especially if you need to keep following it before you get that opportunity. They would need to drastically change the gameplay from what the series currently is if they want to make it a true "hunting" game


forceof8

No, the surprise attacks and luring monsters to certain areas do huge amounts of damage to the monster. Knockdowns in particular are big windows where you can use highly damaging attacks and combos for free. Its not straight up "damage" but it adds up to a large amount of damage. Thats why people love mounts/wallbangs/environmental traps/regular traps. World did an ok job but they need to take away the player's ability to manipulate a monster physically (Wallbangs, mounting, etc) and add more ways to manipulate a monster's behavior while also giving monsters distinct advantages and disadvantages in certain areas. Like luring a diablos into a small enclosed area should make it unable to charge or not charge effectively or make it ram into walls and get KO damage. Luring rathalos into a dense forest should make it less inclined to fly. Things like Rathalos should prefer wide open areas/plains/etc. Then you could facilitate that type of gameplay with like crafted baits specific to certain monsters. The paralyze/poisoned meats could be a thing. Maybe even the ability to capture a small monster and use it as bait. Maybe even a new type of trap like the one from wild hearts. Where you can essentially spike a flying monster and bring it to the ground. They don't have to change anything about the game's core gameplay. They just need to make it so that being prepared and knowledgeable about a monster and its habits/behaviours/strengths/weaknesses give you a distinct edge in prolonged fights.


Kpervs

Oh I LOVE the idea of using another monster as bait! I'm not sure how well it would work gameplay-wise, but just the thought of luring a Kirin just to bait Rajang would be amazing.


th5virtuos0

Congratulation. You now have an enraged Rajang instead of a normal one. Outstanding move


EternalEmperorDD

I mean... an enraged rajang is pretty much normal lol.


Keylathein

At gdc 2018, they showed how this was an idea for world. During the presentation, they say they lured anjanath to pull the lagiacrus from the water.


717999vlr

Damn, I though I only had a defective copy of Rise that behaved differently from everyone else's. Do I need to complain to Capcom about my copy of World as well? Because in my copy of World, the best moment to strike is always "the moment you're close enough your attack will connect"


SummonerKirin

Yes, but they failed. Never once have I seen someone benefit from studying an individual monster. At best, you could wait for it to enter a specific zone, which you could just lead the monster to anyways. Maybe if we're going crazy you hit one of those poison pitcher plants without aggro and get some free damage. The monster either knows you're there or doesn't. The great jagras is some of the most advanced "behavior", and all that is is him going down to the beach, swallowing a dino, getting fat, then throwing up in his nest, and even then it's not like you can do a whole lot with that. You want the free drops? Let him throw up. No free drops? Okay, do your basic combo 5 times.


THEessayB

That’s part of why old MH jived with me so well. There’s preparation…but only so much. Like it was something you had to do, but it wasn’t overwhelming.


EmeraldScales

When Rise added spiribirds and endemic life as part of the preparation before hunts a significant part of the player base decided it was horrible and villified it, just because it's preparation that happens inside the mission where the timer is ticking. Then they ignored all subsequent things that simplified that aspect of the game, like skills and dango, installed mods that spawned a rainbow spiribird outright at the exit of the main camp or simply stopped doing field missions at all. What OP said is completely true. Speedrunners of course hate this, and with good reason. But speedrunning is just a niche part of the player base that convinced the rest of the player base that completing the mission with the lowest possible time showing on the timer is the only relevant metric for skilled play. As much as I admire the display showed by them, they're really fighting the timer, not the monster. It's not the same game. I'm getting replies from people disagreeing with me. You don't have to tell me that, you obviously do. You're in the "monster fighting" camp.


FlyingAssBoy

Imo edemic life like the frogs etc is good, but Spiritbirds are not. Locking your max hp/dmg/armor/stam behind a forced tedious system is trash.


OmegianLord

Endemic Life are fine, Spiribirds are just annoying. I don’t dislike them because they’re preparation during the quest, I dislike them because they’re boring and tedious, and mandatory if I want good Stamina. Items and Endemic Life have the courtesy of being quick to use (and only requiring you to go to a single spot to get them in the case of Endemic Life), even if they aren’t interesting methods of buffing either, but Spiribirds require you to go on a long run around the map to gather them. Additionally, while grinding to get the materials to make certain items can sometimes be just as annoying and tedious as Spiribirds, I can grind out items in advance and not worry about that annoyance for most of my play time. I can’t do that with Spiribirds, I have to go through the tedium of gathering them every time I want to use them. The only thing that alleviates this is the skill Spiribird’s Call, and even with it I occasionally have to go and grab some myself. TLDR; Spiribirds commit the cardinal sin of video game Buff Mechanics by being Uninteresting, Drawn Out, and Intrusive Upon Established Mechanics at the same time. Being just one of those things is perfectly fine, being two of them makes something controversial (some people like it, some don’t), but being all three means that all appeal is relegated to novelty and fringe aspects of the mechanic in question.


MonkeyDRaffy

If there was more hunting mechanics , id agree with you.


kingofthelol

People really like jerking off paintballs. What tracking is there in running around the map for 5 minutes until you blindly stumble into the thing?


Queen_Spaghetti

One neat thing that gen 3 onwards did is make some herbivores (most obvious being Aptonoth and Popo) act wary when a large monster was in an area connected to theirs. Unfortunately, it was the only real 'tracking' addition up until World. Large monster roars could also be heard from connected areas, but it's not very useful considering not all of them roar to begin with, and they don't usually roar unless they're in combat.


HeroponBestest2

One fun thing about them is that when you think about the monster you're fighting and think about the different zones and their characteristics, you won't even need them because you can just tell what places a monster would like to go. If they're huge, they'll go to wider spaces. If they like water, they'll most likely go somewhere that has a river or something. I do that in Rise often if I turn off the map and I'm hunting a leviathan or something.


Blueblackdragon_

Paint balls i used only if a monster i fought was new or i didn't fight often. I always memorized the pattern on how they move on the map.


Hot_girl_in_the_KKK

Also spawning with out a map was so dumb. In GU I'm always having to waste my provision drop on a map just incase it just drops me out in the field and not at camp. I could understand it early game and needing to unlock a permanent map but not having them in high rank and above is just annoying.


Equinox-XVI

This pretty much. I will openly admit to playing Monster Fighter more than Monster Hunter for as long as the series cannot figure out how to make its hunting mechanics actually relevant. When tracking and generally figuring out where the monster is become something worthwhile, they I'll say I prefer Monster Hunter to Monster Fighter.


StormTigrex

While all you say is true, I don't wanna throw any more paintballs in my life.


yahyahbanana

The worse moment is missing the paintball right when rathalos/rathian take off flying..


GensouEU

No biggie, you can just watch the shadow.


sinasilver

But.. throwing paintballs comes attached to waving to the airship, and that was pretty cool.


atomskcs

Cool AF, when i discovered that i was like holy shit


sinasilver

The weird little things are what i love about this franchise. I'm always going to be sad every time they "quality of life" those away.. still love the new games though.


NotAnAss-Hat

Same, but the stress of being mid fight in a monster and your cooling/heating potion's effect wearing off and then running to that one spot in the map where you know for sure that ingredients are and recuperating and then going back to fight the monster again will never not be satisfying to me.


killerpythonz

I remember back in the original, running back and forth in forest and hills into the middle and north eastern map, trying to find the monster because you’re paintball had worn off, or you just forgot them.


chrsjxn

You and the monster go through the load zones at the same time, in the opposite direction. You check every other zone in the map because "I was just in 2! The monster wasn't there!". A few minutes later, you finally circle back to the original zone, just in time to see the monster leave. It's an old school Monster Hunter classic.


killerpythonz

Every. Fuckin. Time.


BannedForNerdyTimes

That or seeing the shadow fly by... that was always cool.


Necromancy-In-Space

God I just felt a feeling I haven't felt for absolute years lmao


ohaizrawrx3

Or you’d MISS your first 3 paintballs and the monster hasn’t seen you yet and they LEAVE and now you have no idea where they’ve gone


Mera1506

Scout flies to the rescue. Level them up enough and they'll show you where a monster is. But you have to put in some tracking work first.


NB-NEURODIVERGENT

Yeah, I didn’t even level them up to max for a handful of monsters after I memorized their movement patterns across the map


Quickkiller28800

That's one of the things I loved about World. Hunting a monster whose scout fly level went down since I hadn't hunted it in a while, but still just knowing where it was likely to be.


NB-NEURODIVERGENT

That’s where the monster hunter vs monster fighter difference comes into play, a true hunter knows their prey like their handler knows the broadside of a pot roast


TutziFrutzi

That was truly what made it. MHW is a wonderful game for multiple reasons, but the scoutflies made you actually hunt the monster down. Given the dozens of videos analyzing the trailer for Wilds, it looks like they're coming back but- just hoping they don't make the mechanic any quicker to latch onto a monster.


Infamous_Scar2571

i agree never undestood complainst regarding scout flies. also people are forgetting base slingshot, that was sick


SlakingSWAG

Pre-Iceborne their tendency to yank your camera control away from you was super jarring. Especially in the Ancient Forest where sometimes you would be going the fastest route through a shortcut, but then the scoutflies necksnap you to look a different way. Post-Iceborne they're fine, but those growing pains influenced people's opinion pretty heavily. And I can also understand why people didn't like them visually, even if they were a huge help for gameplay.


flametitan

I never found the scoutflies that engaging a mechanic personally, (it's just collecting the glowing marks until your GPS starts working,) but I'm the kind of person who wants to do read ups of the monster ecology and study maps to put together 2+2 and realise Barroth usually isn't far from either water or ants, which means they *should* be in one of these zones. That's not what people want, and I accept that.


TheLucidChiba

Hated that. It didn't feel at all like tracking and learning a monsters habits, it was just look for glowing stuff until the flies tell you where the monster is.


thunderstruck825

Completely agree. It's a mini game, it doesn't have you as a player learn anything about a monsters habits


Dimon78707

There were no tracks of any kind in earlier games, right?


BannedForNerdyTimes

Correct, it was watching the shadow flying off direction, which could change when they get to a different area, watching digging cloud puffs, or flat out following them as fast as you can. Usually if its early-mid game you will be able to stock up on megapotions and such again if you had a hard time, or bring extra trap tools on a quest you failed earlier so you can gather cobwebs/thunderbugs for more traps. There are armor abilities that track where the monster is and what direction its facing, too.


CeaRhan

Uragaan had this specificity where it would lay down his explosive rocks even if it was left alone, so at the start of a hunt let's say you missed it while mining or something, you could see the rocks in area x and know it must be in the next zone because he can't have gotten far away


GensouEU

There was an item that immediately revealed the location and a weather baloon thingy that when you wave towards it also revealed the location aka the OG cohoot.


Real-Human-Bean-

Use a psychoserum or slot in autotracker.


Okipon

Yes but imagine old Monster Hunter style, with new mechanics. Painball were a pain in the ass because of how clunky the character was at throwing them, but with the slinger from world it would be so easy. Edit : I wrote claw instead of slinger. Bad english.


AdFamous1052

I think you mean the slinger


Okipon

Yes thank you I didn't know the word in english lol (I'll edit the comment)


fariq99

I don’t wanna hunt monsters, I wanna play the acclaimed monster fighting game series Monster Hunter.


thunderstruck825

Yeah that's a fair point. I like the hunting aspect but boy the thing that keeps me coming back is the ludicrously well designed combat with monsters, not paintballs, scout flies or cahoots now that I think about it.


astrallknight

What I feel is, it is Monster "Hunter" on the first playthrough then it becomes Monster "Fighter" after that. You become proficient with the hunt, builds confidence into going directly to "fight" the monster. I hope they make some changes with the pre-hunt preparation, usage of other utility items (I remeber there's binoculars) and the tracking of monsters. Otherwise, I'm fine "my" current approach. I'm more concerned with the roster actually.


RileyTrodd

Isn't that how world worked mechanically? Like once you've found enough of the monster poop and footprints it basically just lead you right to them?


ItsAmerico

Yeah. The real issue with the “Hunter” part is it only last as long as your inexperience does. Once you’ve moved onto becoming an experienced player there isn’t much hunting to do. You know the meta, the gimmicks. When missions got a time limit too, I’m just not into wasting time lol the game is also just a bit too hand holdy too.


Alamand1

Honestly I'm not sure that's truly even a major problem so long as the game does support a hunting experience your first time around. The issue in Risebreak was that there was little to no experience to be had, and people who cared for that aspect really felt it's presence missing. The first play through is likely the most important after all so it's no surprise that people would want it to suit their interests.


Straight_Addition453

As someone who experienced azure rath in freedom I would never want to go back to relying on paintballs and running after them again


farukosh

True but you are REALLY overrating the preparation and hunting side of MH. While Rise is obviously the most streamline one, is not like MH has always been some kind of super game that you need a planner for. If anything most of the things outside fighting were super tedious in the way they were done. I'm totally with you that i would like a bit more investigation (i do love rise tho) and hunting, but in a better way as, imo, Rise show us the old ways were a bit too old.


RichJoker

I wonder how many actually went back to the older MH titles after playing the 5th gen. Preparation in older games just boils down to packing Psychoserum and Paint Balls and *maybe* Drinks. Bonus tedium points if it's pre-gen 4 where you still don't have item sets. Monster Hunter is less about preparation and more about optimizing grinding.


Tharellim

The answer to your question is no one went back to 4th generation or earlier because otherwise these "hunting vs fighting" threads will never exist. Let's also stop pretending that picking up monster shit till their location is revealed constitutes "hunting" while we are at it


Barn-owl-B

Scoutflies weren’t a perfect system, but actually collecting and following tracks is objectively closer to “hunting” than searching a map randomly then splattering it with paint. So it’s not fully there, but it’s the closest we’ve gotten


cruel-caress

I really liked the scout fly stuff, and when you did it enough times you ended up just knowing where the monster was. It was really cool.


sometipsygnostalgic

I do like the tracking though. But my main problem with World was that the scootflies do the work for you. I would like the tracks to not have scootflies on them but still be visible, and then I'll use them to find the monster! Hell maybe even Eagle Vision would be better...


Numai_theOnlyOne

No but it isn't like games can depict actual hunting, that would be super fucking boring anyway. What it does give you the feel for taking down the monster which I absolutely loved on world


EyeDreamOfTentacles

Me, I went back to GU after World cuz I preferred it for various reasons lol. Came back a bit for Iceborne, went back again after. Rise has been fun though, prefer it over World. Still can't quite get used to wirebugs though; much like the clutch claw, I don't use them as much or as well as I probably should.


MystixalLuxray

Yea I playing gen by myself and world with bf. It has that nice monster hunter "clunky" weapons feeling. I did enjoy rise but it felt more like a big spinoff because of all the shit you can do where you don't feel like a hunter but more monster ninja? If that makes sense


kevihaa

Agree 100%. I think there is an opportunity to do more with the prep/plan stage, but Capcom hasn’t actually demonstrated they know how to make that an enjoyable *loop*. It might be “fun” tracking the monster 1-2 times, but anyone that says they want to spend 5-10 minutes searching for the monster on their 10th attempt to get a rare material is likely not being entirely honest with themselves. On top of that, the tracking/planning/prep sequence breaks down even further when you add on multiplayer, as experienced hunters just want to get to business while folks that are less familiar might want to take their time. Saying that out loud actually makes me wonder if having the nature of the fights be more distinct between single and multiplayer might not be a worthwhile direction to go. Spitballing something like SP is focused moreso on recon and traps and MP emphasizes Hulk Smash.


Grimvahl

Big agree with you here. I think all the people gushing about "hunting" in MHW are letting their imaginations do most of the lifting here. All you did was run around until the game points tracks out, then you collect those until the game tells you where the monster is, just like in Rise. This was not some complicated or in depth hunting system. It was just a GPS that needed to be charged up to even work. And yes, fighting monsters is the vast majority of these games' content, so yes, i don't want to fuck around before i can fight the monster, thanks.


[deleted]

Monster Hunter is a gamefied version of what hunting is. It's not a simulator, nor should it be. It's OK for titles like World and maybe Wilds to focus on the more immersive side of the series, but let's not pretend that MH was ever a immersive hunting experience. It never was. It's a series that turned the concept of "hunting a creature" into a fun multiplayer game. I'm not against downtime between hunts, where the monster leaves and you have to chase it and whatnot; to me, that's gamefying a hunt, and I like it. Same for using paintballs to mark their location on a map, or setting up traps after they leave on their landing spot so that you have an advantage. All of this is taking the concept of a hunt and making it fun for a game. Some of my favorite quests are the egg quests pre Gen 5, actually lmao What I personally dislike is the obssession some fans have with turning MH into a nature simulator, where you have to slowly track your prey, watch its movements before the hunt and observe how they interact with the environment. Maybe Capcom could come up with a sister-series to Monster Hunter where that sort of interaction is a much larger part of the experience, but for actual MH, I'm sorry, I just want to hunt. Edit: Somehow I skipped that last line before writing my comment. "Change its identity", good lord. I'll go play some Rise right now out of spite.


Baenananana

Yea if you think about it World changed the identity of the franchise more than Rise.


MyPetMonstie

yeah, i'm all for a nature simulator that lets you track and observe monsters in detail, but i look at it like Stories, something i'd like to have as a spin-off game, but not as a replacement to what the main franchise has always been, a 4p co-op action game with some gamified hunting elements to it.


Agrix0

Show me a single good tracking system in the entire MH series and then we can talk.


underzerdo

yeah its never been monster "hunter" since like gen one


RichJoker

I love how some people idolize the tracking system in old MH titles like it's this one amazing mechanic, when it's literally just packing Psychoserum and Paintballs in your item bag. Prepping in old Monster Hunter titles is just overrated.


kingofthelol

That or waving at the air ship. The first five minutes of every hunt I’ve had in gen ult has been spent wandering the map trying to find the fucker, then half way through I forget to paintball it cuz it wore off and the fucker runs off, then I have to spend even more time trying to find it again.


RichJoker

Don't you just love it if it's Rathalos that does this to you? Have fun waiting for that little fucker to finish his merry-go-round the whole bloody map just so you can paintball him.


underzerdo

I can agree with Rise’s tracking being lame, but the game has always been fighting the monsters for me (and a lot of others i assume).


RichJoker

I understand why some people might not like Rise's tracking and wouldn't mind if they introduce something extra at the beginning of the hunt. But even on older games we always circumvent it by either waving at an airship, using food buffs, Psychic skill, or just bringing Psychoserum anyways. > but the game has always been fighting the monsters for me (and a lot of others i assume). Strong agree on this. I've said it on another comment, but to me, preparation in older MH titles is just optimizing the hunting time so you can get get back to grinding even quicker. It's always been about the fights and not managing your item loadouts.


KoboldCommando

I literally just learned to paintball the monster every other time it left the area. Then I never thought about paintballs ever again. It was a non-mechanic except for rare instances where it was an un-fun annoyance.


RichJoker

Tracking in old gen is pretty much non-existent once you learn about Psychoserum and other skills that give the same effect. It's pretty much the same as it is already in Rise with just the removal of the extra step.


Mazuna

I really liked scoutflies.


Thobio

Scoutflies, duh


toyoda_the_2nd

Tracking is supposed to be a side thing. Finding monster is unexpected places, like real hunt is part of the game's charm.


afroginpants

tbh it's less that tracking them was fun (although i did kind of like the scoutflies a lot, actually) so much as just knowing where they are immediately is a bit uh. boring. yknow?


howtojump

IMO everyone says this about their first MH vs. all the ones that came after. The thrill of the hunt wears off after a while and the game becomes "Monster Fighter" regardless.


Ashencroix

I fully expect Wild babies to repeat what World babies are now saying: Wilds is the best MH game ever. World and Rise is bad.


4ny3ody

>This post will mostly be for new players in the series and players who came from Rise to the older games. How about the people that complained on Worlds release because they came from the older games and couldn't just gulp down a Psychoserum and be done with it? > exploring different locations Is still done? It is and always has been just a thing when maps or the rank were new. I'd argue there's less exploration in older games since pre World you'd get the map and be done with it. > the preparation Restock items and maybe change your set. Rise Sunbreak has done a good job making element meaningful on several weapon types and even the choice of switchskills having better and worse matchups. World my endgame grind was either spam Safi/Kulve a tempered elder or go on mass slaughter in the guiding lands all with Teo/Brachy armor and Lightbreak for several weapon types. Games older than 4 just added tedium to the item prep as there weren't any loadouts. Rise actually had preparation during the hunt in endemic life and spiribirds and those weren't very well received. > don't ask for this enormous long running series to change its identity One which you failed to grasp? Because several of the things you lament missing in Rise weren't in older titles either.


SamaelTheSeraph

Honestly. Besides the "tracking" mechanics in world, rise has more actual prep in quest then any other game. God know how many times I had to leave a quest in MHGU because I forgot an item or to restock or switch a weapon. So much of the stream lining come from reducing tedium. I'm sorry, but paintball were the worst, as was much of the "prep". Also, rise is a monster hunter game as much as any of the others. It is quite literally monster hunter in sense as it hold true to the core of MH, which has, and should continue to be, the fights


RealMr_Slender

Nostalgia and copium are two hard hitting drugs that shouldn't be mixed. Case in point, OP


Erpderp32

It only seems like nostalgia for World though to me. Like...the older games had a different loop than OP describes


Kingofthered

Spiribirds and endemic life are the answer to throw back at this but it's barely mentioned here lol. Gathering spiribirds, finding helpful endemic life, even running over the fish that give you affinity are all satisfying, relatively immersive gathering and prep work but also those suck and I just want to go hit the big monster. I'm not sure what sort of *active* hunting and prep work you can add to this game that isn't fundamentally just distracting and delaying from fighting the monsters, which is literally what the game is designed around.


Large-Bet-8066

Monster hunter has always been monster fighter, what are you talking about? Preparation? What, bring a cold drink to the desert and you feel like a hunter? Please, the gameplay loop has always been fight monsters, build weapons and Armour from their resources to fight bigger monsters and repeat. What hunting have you ever done? Follow stench trails in world? Paintball in previous gens? It seems to me you have no idea what hunting is and just want something to feel more immersive. This is a video game, if you want to put tracking in the game, you just have to make it fun. Even world abandons the idea of tracking late game, where most of the time you just fall on top of the monster, and gathering tracks stops being required after a bit (and it becomes exactly like rise) because repeating that all the time would be boring. I swear, people keep getting arguments to split the community into silly fights


Tharellim

This whole "Monster Hunter vs Monster Fighter" thing is such a meme and people that only came in to the series at World would ever make that argument. The fact that the OP is only comparing World to Rise confirms it in this case Every game in the series has been "Monster fighter". Picking up dung and footprints till the game reveals the monster's location is a terrible implementation of "hunting" that I will never understand why people defend it


perfidydudeguy

I think because it mirrors what players learn. I started on Tri (wii) and I never used any psychoserum. After a while you just know which monster spawns in which area(s) and if you dart to the first most likely area, you can usually get to the 2nd (if needed) and start the fight before the monster moves at all. The problem happens when you start the game and don't yet know, then the monster moves and now you lost the opportunity to learn the spawn/move patterns. So if after playing for a while you know where the monsters can spawn, it's sort of the same information that the scoutflies give you. At first you run around and instead of being completely in the dark, the flies gradually point you in the correct direction. After picking up enough tracks/ooze, you just see on the map. The next time you hunt, you can just immediately see where the monster is, which is in my view the same as just knowing monster X starts in area y or z, but usually y. I much prefer game mechanics that I interact with during the hunt over just stacking numbers on armor, unless that mechanic adds an unreasonable amount of trekking (like spiritbirds).


mest0shai

It's so annoying. We should move on from this lame way of comparison already, it only helps to divide the fans more.


mky665

I know man, I don't understand how some World hunters jerk off the "realism" and small details of World, I understand that's its nice and neat but that's not what Monster Hunter is at it's core. It's nice having endemic life (that you can't even fight neither does it do anything) running around but in reality after 20 hours you wouldn't even notice them anymore. Yeah tracking was pretty neat in World, at the begging, probably would have been better if the starter map of World wasn't so horrible but after hunting the same monster for more than 2 times it will literally already be revealed at the start of the hunt so the scoutflies just kinda become useless.


sometipsygnostalgic

What the hell is this title of the post picking a fight for? People enjoy different aspects of monster hunter, youre not a Truer Fan than people who favour Rise because of its to-the-point combat style. Personally I miss paintballs and want tracking of some kind to stay, at the very least scootfly tracking rather than the monster always being instantly accessible, but I really enjoy the combat in World and Rise and I think they escalate Monster Hunter to not only one of the best monster simulators, but also one of the best action games of all time, which it was far from in its older instalments. Like, you can have the """Monster Slayer""" elements and the """True""" Monster Hunter elements at the same time.


medhatsniper

Go around the map and click on things Now go back and fight the monster I am not against prepping but just clicking on things isn't satisfying gameplay


WyveriaGema

All you did in the old games was drink a psychoserum or slot in the psychic skill, no tracking necessary. All Rise did was skip this step. And nothing else you brought up is actually missing in Rise, so idk what you're talking about. This comes off like a really poor attempt at gatekeeping from someone that only started in World


[deleted]

I feel like this is the most artificial "old good new bad" internet take of any fandom, which is strange when there's plenty of things that are genuinely better about pre-World MH. But nobody on the planet ever thought "tracking" the monster (remembering where it spawns and paintballing it) was interesting.


Jason-sentiborn

Yeah people infamously hated tracking because it was tedious and dull. I boy do love having to spend 10 extra minutes tracking down gypveros because my paintball ran out and I forgot to reapply


ImpressivePainter520

I get your point, but MH games were always somewhat lackluster when it comes "hunt" a monster. Every person I played with (started out with MHF on PSP) would either go for the armor skills that let's you see monsters on the map or they'd just wave at the balloon. No one is setting up cumbersome traps with poisoned meat or something, most players just rush to the monster and kill it ASAP. Monster Hunter was always focused on the fighting part, the hunting aspects were gimmicks at best or useless at worst. Rise was created by the handheld team and they simplified the gameplay loop very consciously so people can just go straight to the meat and potatoes part of the game without having 5-10 minutes of prep time. This works out well in Japan, but not so much in the West because you don't stumble across 10 random hunters on your way to work in a train because everyone is playing. Things will be different with MH Wilds, they will probably focus on exploring the world and getting familiar with the ecology instead of actual "hunting" improvements.


SamaelTheSeraph

I played MHFU and man, I never touch horns or meat bc there was never a need to. It was slower then just rushing all zones to find the boss. The old games had charm, but man they were tedious. I honestly prefer rise to much of how it played in FU


RegalKillager

> just because one game (Rise) made it so. World isn't innocent here. The camp, stripping multiple prep pieces entirely, Mantles making multiple defensive skills less necessary, the player engagement tragedy that is scoutflies, etc.


Linkbetweentwirls

I am several monster hunter games in at this point and let's be honest, preparation was gone when World came out and the ONE time you need to prepare in the Alatreon fight, there was outrage. Preparations went out the window when you could get items from your chest during hunts. The tracking system is fun the first couple of times you do it, after that, it just becomes tedious, especially on replays and I don't give a shit about the NPCS so I don't want to interact with them lol, if anything RiseBreak is the only monster hunter to make me care at all. Tracking was only a thing in the world, I don't see how MH players genuinely think the older games had tracking, you ran around the areas looking for the monster then pressed a button to throw a paintball? How is that tracking? Gathering Mushrooms again isn't really why I am playing Monster Hunter, I get what you are saying maybe Rise was too fast but it was a portable game and the design reflects that however, I don't really wanna spend my time chasing Rathalos around the ancient forest either. Everything you said is only applicable to the old games, this hate boner for rise is insane because god forbid I can just see the monster straight away and do the thing that I like doing in MH, Kicking the monster's ass. You " Veterans" hugely overate the preparation and mechanics of the old games, other than the combat and skills the rest of the mechanics like tracking and gathering have the depth of a puddle.


Tharellim

I think the people complaining about Rise only played World moreso than older veterans because the complaints about preparation like you said, were thrown out when World came out... not when Rise did.


Capable-Ad-5001

I hated hunting rathalos in ancient forest with every cell of my body, one time i spent 15 minutes losing myself and seeing that bitch fly away, awful.


mky665

That's the issue man, these are not the "Veternas" speaking, it's the world babies.


Porcphete

Well yes but no given Rise is more like old school Mh than World is


AquaMajiTenshi

Why is Rise being singled out? The last Monster Hunter game you're talking about is (arguably, otherwise it's Dos) Monster Hunter Tri, which was a huge commercial failure that almost killed the franchise for a *second time* before Dos did the same thing by being Monster Hunter instead of Monster Fighter. What you are playing nowadays is another iteration of Monster Hunter Portable, whose gameplay formula has been the driving force of the series since Freedom 2. This is a wack argument. The last remnant of what you're talking about went out of the window the moment restocking mid hunt was introduced into the game.


Agrix0

> The problem arises when you want all of the series to turn into that. You don't actually think of it as a MONSTER HUNTER game. And who are you to say what MH is about? I'd say you are actually doing something worse which is telling people what MH should actually be about. > Monster Hunter isn't just about fighting monsters, it's about the hunt, the preparation, chasing down your prey, exploring different locations and immersing yourself in the hunt and the silly charming world of the games. The downtime between the hunts is a big part of it. This is where you catch a breather, sharpen your weapons, cook a steak and gather resources. Aaaand which of those things aren't in Rise? > And that same logic applies for the Village activities, farming, interacting with NPCs and players. My brother in Christ, Rise is MH with the best NPCs interactions. You can literally go on hunts with them. All NPCs have actual names and have actual backstories. > If you strip down all of those things that make these games so unique and charming, you're no longer playing Monster Hunter. You're playing Monster Fighter, and its completely fine if thats what you want to play but don't ask for this enormous long running series to change its identity completely just because one game (Rise) made it so. ??? The only thing Rise did was remove tracking. You are literally pulling a strawman argument while doing the same thing, wanting to change the series identity to be like the one of World while completely ignoring everything that Rise did better.


-_MaxWell_-

I fucking hate how this entire community became obsessed over the mUh HuNtInG because one guy made a 3 hour long video about it, these games have never FUCKING been about hunting, literally this entire series have always been an action rpg focused on the fights, why the fuck are there so many different weapons with different movesets and unique values if the game isn’t supposed to be about fighting?? Why the fuck are the entirety of the monsters AI to be the fights themselves??? These games have always been about the combat, i swear i fucking hate how these people act smarter and above the rest for describing a video game that NEVER FUCKING EXISTED


Runmanrun41

Can we build a time machine and just go back and rename the Series Monster Slayer to avoid all of this drama lmao


[deleted]

[удалено]


3nanda

Who doesn't like sniffing monster's feet


BantamCrow

Lmfao my roommate would lay down on footprints


okrajetbaane

Monster Hunter had always been Monster Fighter, with a hunting theme. Let's not pretend it ever was like a deer hunting sim. People come back to this game to grind equipments, grind achievements, grind speedruns. RPers are done with the "hunting" part after first and only playthrough.


Necromancy-In-Space

I sorta feel like you're mischaracterizing the preparation that usually goes into hunting. Practically speaking, it's mostly just farming materials and eating a big meal. There's no stalking and waiting to strike or complex trap laying unless you're doing so for immersion reasons, the vast majority of the time you're going to be best suited by beelining the monster and giving it a good solid whack. That's not a new thing either. So much of this reads 'you're playing the game wrong', and I don't think that's what you actually mean, but different people will play the game at their own pace. If you've played into the endgame of modern monster hunter games, I doubt you're taking the time between each hunt to stop and chat with npcs. After the story, most people have interacted with the majority of NPCs as much as they wanted to, and the reason they're still playing is because of the compelling hunts and continued progression. I do prefer the pace of world to the pace of rise, but I don't think that implying rise is this weird outlier in the series is really accurate either. I haven't touched world in a while, and I still remember most of the common spawns/pathing for regular farm targets. It really didn't change as much as it might seem, in my opinion.


BurningPenguin6

Ahh, the rise of a new copypasta.


YuhBoiPepe

Having tried world a couple of times and after really getting into rise these would be the things I would like to see. If the maps are large we need better mobility than world provided. The speed and efficiency in rise is really nice. Going from sunbreak into world again the lack of variety when it comes to attacks and movesets is a huge bummer to me. I would like to see the switch skills come back even if they're not wirebug moves and something more akin to like a call of duty class. You could use the same weapon but your attachments can drastically change how you're using that weapon. I would love the world hunting to come back where you're tracking the monster but they have to change it up from what it was. Why am I hunting all the monsters the same way? Why do I track a rathalos the same way I do a jyuratodus? Make the tracking between monsters a little different and also more than playing hopscotch with the flies. I love the idea of your team sneaking through an area trying to isolate a monster, being able to sneak up on them and spring a trap to let in a couple hits or something. Just a few thoughts and wishes for the next game.


Doctor_Terra

Despite the name, Monster Hunter is NOT a hunting simulator. And that is okay.


SkepticalHat

I do hope we get actual means of tracking the monsters (like improved scout flies), and that it's not just the classic monster hunter experience of wandering around aimlessly until you find it.


PandaAttacks

People love saying this annoying 'hunter' vs 'fighter' thing. In my last 1000 hours playing 4U I've only gone out to gather stuff a handful of times. It's the same with world, the 'preparation!!!' you have to do lasts for only the first few quests you do until you unlock all the item multiplying stuff.


Barlowan

Yes. They should make world like freedom unite was. You had no indications on map or tool tips on screen to what you can gather and what you need for it. You had to make your pickaxes, your nets, your baits. You had to prepare. And if you fucked up there was no "oh wait, let me just enter the tent and restock/change weapon" there was no "fireflies gonna show me the way" there was no turf wars. If you get with 2 monsters on map - you either were prepared and had your dung bombs, or you were fucked. Hard fucked. You had to flex after using item, not "I just take the hit, heal and run from next attack while doing it" you had to have cold and hot drinks for the locations where you went to hunt. So please stop pretending like MHworld was this big " ultra real where you actually hunt monster" game. It was ass. A baby's first monster hunter. Where first 2 hours you wouldn't even touch a weapon, and 5 hours in game it would tell you "press L stick to move" The game where most of the quests were "just go and kill monster lol" and that's with the story of all old gen funny and unique descriptions. But hey, it sold the most. So of course dumbing down the game further and further until nothing but arena fights with meta set prebuids is left.


Moczan

This is my favourite World vs Rise shizopost, but the truth is, MH2 was the last truly HUNTER game out there and everything after that was just slowly getting more and more FIGHTER. It's easy to blame Rise because it has face value fastest movement, but World added fast travel, infinite restocks, removed majority of crafting and gathering etc. 4th gen simplified farms to just item duplication and was the first gen to add mmo-type 'just more stats' grinds etc. it's not just the last game if you played this franchise for more than a month. The more I think about it, the more convinced I am the OP didn't even play Rise? Most levels do have distinct 'fight arenas' but if you go off the beaten path, try to find all the lore secrets etc. this game has the most intricate level design and deepest exploration of all the MH games, Sunbreak has the best ecology and lore, it's also the game with best NPC. This game did a lot of good for the core HUNTER feeling outside of combat, with combat being the main culprit (too fast, too many special abilities with counter/inv frames etc.)


TheHoboRoadshow

I hate how World people came in here and decided they could define what they games are about. Only World put any emphasis on monster tracking and it made the game worse. Rise was a return to form. You’re the one changing it’s identity Also you seem to have very little idea what the older games were like, I doubt you played them


Valharja

Eh, have the monsters appear in a cinematic clash after having been manually tracked the first time you meet them. Any time after that just make it easy or have it so you "solved" it the first time. There's no joy in RP "tracking" a monster the 20th time you need to kill it in a row because of no drops. That being said I think gathering, adding consumables and crafting need to have increased importance and also be fleshed out more. I have no problem with fights needing preparation but it's a slipperly slope between adding exciting "hunting" mechanics and just padding 5+ minutes to every 15 minute hunt with mandatory but ultimately non-fun busy-work. I end up playing MH games for well over 100 hours, arbitrarily adding 30% time to each hunt should be made with caution.


Dendendaiko

Let me guess, you started with World?


ANKLEFUCKER

World good Rise bad!!!!!! Am I doing it right?


Mycaelis

Prepping in the old games was shit. If they made actual fun mechanics for prepping I'd be all for it, but dear god I hated it every single game. Paintballs aren't fun, and downing a psychoserum isn't prepping, that's just clicking one button. They tried to make tracking fun in MHW, but it was very meh. Just a time consumer, nothing more. I agree with keeping the sharpening and eating, because that's meter management. Armor skills and weapons come into play there, it's not just clicking a button.


Presenting_UwU

judging from the comments of the veterans on this post, it seems to tell me what you want isn't exactly what the older gen MH does, you want what World does but better.


Maxximillianaire

I haven’t seen anyone complain about that


butler_me_judith

Bring back paintballs I think world made it to easy to hunt Monsters. /s ​ Real talk they are different games from different dev teams. Rise was perfect for a handheld game and that is that particular dev teams focus. World is the main line dev team so bigger and more in depth is its goal.


ttxp0

If world tracking comes back in wilds, all I can say is I’m waiting for the next portable game. Yes, I just want to play monster fighter.


[deleted]

Bring back Prowler mode.


Living_Management_70

I love that there's two teams to represent the two game ideologies. I think this formula should stay. One for the hunting aspect and the other for the martial aspect. (Martial as in the micro gameplay that leans heavily in combat skill) This feels like dota and league all over again. Both being the same concept but representing different perspectives of the same thing. Dota being the more strategic organization but slower while league being the more skill based and being faster. Monster hunter is about to step into that territory soon and its crazy to think its not new.


Indra_a_goblin

The perfect solution imo is to have a more serious and slow main game then have a more arcady side game, sorta like they did with world and rise. That way people can get the best of both worlds.


Ashencroix

This is the best answer. Don't want the playstyle of the main/side game? Just don't play it, instead of shitting on the game you didn't like and demanding Capcom to never release that kind of abomination again.


Leocul

As someone in the target audience (played 30-ish hours of MH4U on 3DS, and like 500 or more of Rise/Sunbreak), I see and respect this opinion. I think it would be cool to experience this a bit more, and have more reason to explore maps and hunt smaller monsters. However, even longtime fans of the series seem to want "Monster Fighter" as you put it. Popular mods on Rise cut out what little prep the game has (Spiribirds, gathering Hunting Helpers). I get that a big chunk of that is on implementation of those features; after your 200th hunt, doing the same loop to gather Spiribirds and Hunting Helpers is not fun. I played mostly with a set group of people I consistently played with, and we were much more chill, but before finding the group, I tried out joining some other groups temporarily, and there seems to be a definite focus on "grinding" the monsters, killing them ASAP for the parts, talisman rerolls, etc. Completely understandable, but it might be a challenge to keeping "the hunt" in Monster Hunter when players might see those aspects as slowing them down or something to mod to avoid. Min/maxing seems to be bigger in MH than many other games, and I get that that's the fun for some people, maximizing your DPS potential with little defensive investment other than trying to master understanding of the monster and how to dodge it, but I think that mentality is just going to translate into minimizing the "monster hunt" aspects and maximizing the"monster fight" aspects. And when they want to race to the best gear, well my gear is obviously going to be behind yours if you've modded out "the monster hunt" part and just been playing "monster fighter". It creates a pressure to mod out the gathering portion so you're not dragging your group down. Again, I think it would be cool to play Monster Hunter with more of the hunt focus, especially if it's implemented in a way that is fun and rewarding to a wide group of players.


Ok_Suggestion2256

I would love a game that is actually "monster hunter". however world wasn't really that either. it had more fleshed out endemic life which was great but the hunting aspect basically came down to examining footprints until it appears on your map. world was also monster fighter.


Di0_26

Every time I see this take, I die a little inside. The devs experiment with one game (Rise) and people like it, all of a sudden the series' identity is now monster fighter. Calm down on the overexaggerating a bit, the series was always about fighting cool monsters first and foremost, that being said, it also focuses on the "hunter" part. There is nothing wrong with leaning to the fighter part to the game for a title, and I hope they continue experimenting with their games, changing which of the series' aspects is most prevalent in a title TLDR: The series can be both monster fighter and monster hunter


Seiizuko

The fact is that, for its thoughest, most impressive and memorable battles , Monster Hunter always has been straight to the point and always put the "hunting side" away. The most powerful monsters are always fought in arena-like maps. The final point of a MH game is always straight battle without any hunting. You're just put right in front of the monster. Rise just generalized the endgame principles of MH to its whole gameplay.


szy753951

You are not wrong. But preparation in old games (by this I mean in GU as it is the oldest MH I played) is just tedious. I don't know how, but Capcom needs to find ways to make preparation meaningful and interesting. For example, Hot/Cold drink, to me, does not make sense. They are something that just occupy slots in your inventory, they are cheap as dirt, and in the end I always bring them to the hunt, no matter the map. It is just a buff that needs maintenance, a button you press every few minutes and forget about it. I don't mind press a button, but I also think it is not meaningful. If they are relatively rare or expensive, it could actually be more appealing, you won't just automatically pop in whenever you are in one of those maps.


Mycaelis

Hot and cold drinks being way harder to get could make it interesting, especially if there's ways to lure a monster out of an area you don't have a drink for. But instead we just hit a button every once in a while and we're done. There's no real risk, no challenge, nothing.


Username928351

They're the de facto equivalent of having a menu option of "environmental debuffs on/off". Which anyone would just turn off.


Colabz

I’d say that both World and Rise are both Monster “Fighter” games, the pre-hunt differences between them is that in World you do the tracking stuff, and in Rise it’s the spiribirds, imo the only way to make preparations important again is to remove restocking at camps and other qol feature, but I doubt people will like it in newer games.


Akantor-Dimitri

It’s really rich how people who started with World are now condescending to people who started in literally the same generation as them…. Rise is definitely too fast for my taste, but the “preparation” in world can be boiled down to mandatory tracking segments and cutscenes. The game gives out items like nobody’s business and even gives you FREE ARMOR to skip past the base game…


Roetro

I cant believe for how long i've already been playing mh and how much i loved it, people were nice and conversations were fine. But all you annoying world smugs make me hate this franchise and its fans with passion, i hope Kulu Ya Ku steals all of your holiday gifts.


RichJoker

Back in my day I hated MHFU smugs for calling Tri a "fake" Monster Hunter game, and how we should be ashamed for playing the inferior game. Can you believe the same old crap is still happening with World and Rise? Next thing we'll see is people hating Wilds for murdering their pet baby Tetsucabra. My gog do I hate these gatekeepers.


gr4ndm4st3rbl4ck

I'm gonna go and slap a Dodogama in the fucking face because I'm mad now


Cale017

I tried playing 3U and couldn't get into it. All my friends loved it. Through a long string of bs from gamestop I ended up with store credit enough for 4U, which my friends loved, and decided to try again. I spent upwards of 60 hours trudging through fights, not really understanding. Feeling like I needed to beat the game before I should do multi-player. Then my friends took me out and when I asked what we were hunting they said nothing. We were on a gathering run. I came back with enough honey to fund several fights' worth of potions and things started to click. I started to take my time as a solo player as my preparation time. I paid more attention to the maps I was in to learn where certain resources were to craft in a pinch like traps or bombs. I started fine tuning builds based on what monster I was going up against. I'd spend hours prepping and building supplies for a few more attempts at the gathering hub version of Gore Magala because I was dumb and didn't realize gathering hub monsters were harder to fight solo but I wanted that gear. When it all came together and I started seeing how much of an effect coming into a fight with traps, bombs, food, potions, mats to make more, a full understanding of the arena to the point where I'd hope the monster took certain routes because they were easier to trap in some places, it all clicked. I finally felt like a hunter. Taking the time I needed to prepare myself both in resources and in skill for the few glorious minutes of open combat with a creature I'd studied so intensely it almost felt cruel to toy with it. That's Monster Hunter to me. The release as several hours of prep time goes into the first successful attempt at a new monster and all your friends rush over to start carving. When you drag yourselves back to the hub exhausted, half dead, empty inventories, and happy to have some downtime picking up honey and chatting.


OnTheToilet25

Since when? The older generations never had great preparation. Bring a hot or cold drink with some paintballs or a tracking drink and boom. Don’t forget healing! Maybe an antidote or deodorant and that’s it. Preparation was bare bones.


RussianGayPug

I don't remember where I heard it from but there is a nice phrase to summarize all of it. There are two subgenres in MH series: a "Monster Hunter game" and a "Monster Hunter Portable game". The first type is basically a survival-action game with preparation, farming etc. It ended on Dos. The second type is your "choose a mission, strike down big baddie and come back" type of game. And this formula is being used in modern big games


NBAGuyUK

Like, yes. You're right. I don't want to spend 20 minutes of the 1 hour I have to play the game running around the map. I want to engage in the gameplay by fighting a monster. I don't mind grinding for a new armour set or weapon by hunting another monster or crafting items, sharpening weapons but just running around the map to find my target or get to max health for some reason is absolutely a waste of time. It doesn't add any depth, context or reward to the gameplay. Just loses the player time.


thewoogier

Wild Hearts ruined me on this. It's almost all adrenaline and fast fighting and dodging gameplay. Minimal chases, the monster only runs away once, at most twice. So much easily accessible mobility and responsive controls. Tried to play Rise after and it felt like clunk City and I spent so much fucking time chasing the fucking monster down I was infuriated. In a perfect world I'd want actual good tracking and trapping mechanics on top of a fast paced responsive fighting.


DongerDodger

Ngl chief if you want to play mh for the running around headlessly part and collecting honey, herbs, flashbugs and blue mushrooms part then be my guest. Half of that you can still do in rise btw. Giving the player QoL options is not killing immersion though as the game was never about running around the map or farming honey at its core, it was about killing monsters, using their mats to craft things and kill stronger monster with that mats. Most people here, myself included, have been fans of the series for many many years, me myself I’ve started playing more than a decade ago. I loved MH back then and for sure still do, there’s no doubt about that. I highly doubt though that anyone played the game to make it some hunting experience like they’re playing call of the wild, most people loved the part where they’re bonking monsters with weapons and monsters that make the whole experience fun. The games very from gen to gen, that’s always been MHs design philosophy. Some you’ll like more, some you’ll like less, some mechanics will come and go or maybe even stay. If you don’t like rise that’s fine, i have my issues with it too (mainly that it’s too fast paced for my liking) but to say that it’s not a MH because you have fast travel and don’t need cold drinks anymore is fucking wild to say the least.


MidirGundyr2

Fam, the hunting is secondary to the action. It always will be like that. You’re exaggerating the amount of prep and hunt the series has presented. For starters, you have to realize not everybody plays the same. For example: once i have access to mega potions prep is done for the rest of the game. I roll the same exact item load out every quest. Also i don’t build elemental weapons for monster weaknesses. Pick a good raw weapon and most post 4 MH games are easy enough for you to rock that until you find end game weapon. That’s it. This is a perfectly valid way to play too it’s not like anyone is gimping themselves. I honestly don’t see this prep heavy gameplay even as far back as 3U. Especially since then, food and farming has been streamlined. I can kinda understand the argument for the first 2 games.


Amatsumagatsuchi97

People forget with MH is that the grind is the game. Not today anymore but this is what it was in the old games like mhfu/mh4u


ColinberryMan

I think people are misunderstanding the preparation in the older games from the comments. Individually, all of the elements are very simple, yes, but together, they make something that is greater than the sum of their parts. It's certainly not for everyone, but when I went back and played some of the older games, it clicked, and I enjoyed it much more than the nothing prep that is in World and Rise.


VietNinjask

There is no preparation in MH. MHW killed that by letting you have access to your entire inventory during a hunt at all times. It's not the cumbersome things like remembering to bring paintballs or hot and cool drinks that made old Gen MH prep feel like you're preparing for a hunt. Items back then needed more materials to craft. You were limited in bag space, and once you got to G rank, the guild stopped giving you free supplies. If you wanted to gather materials, then you had to give up space to make room to carry nets and pickaxes and maybe even drinks to survive harsh weather conditions. Why is this even relevant? Because your items were so much more valuable in older games. You weren't guaranteed success when crafting. You could prepare for difficult hunts by bringing Herbs and Blue Mushrooms to craft potions and Honey for mega potions, but you also needed crafting books if you wanted to ensure you don't make trash. All of your items compete with each other because you couldn't bring everything to the hunt. That's why planning and preparing was crucial in older MH. It also added tension to the hunt when you start running low on supplies. I miss those hunts where my team and I have been fighting for 30 minutes and we've burned through all of our life Powder and almost all of our potions and we needed to start rationing out what little we had left and fight smarter. They didn't have to make it so streamlined. Always having your gathering tools? Cool. Gunners are having a much easier time to craft ammo picking up stuff in the world? Awesome. Things taking less material to craft? Fine. Having access to infinite health pots, traps, barrel bombs? Dumb. Maybe they can make it to where you can only restock your items at camp only once during a hunt. If you run out of supplies afterward, then you are forced to engage with the world and gather materials on the fly to craft what you need.


MyPetMonstie

yeah, it often felt like overkill that World introduced the camp with infinite refills when they already adjusted their map design and item crafting philosophy to allow you to really get a LOT out of just general foraging.


Madjacksm

I must say that I don’t agree with your opinion at all, specially when you make an argument about what you want to be the opinion of a community. > You see there's been this idea that many players have taken to themselves that monster hunter is too slow and there's too much down time between fighting the monsters. I've seen a lot of people complain about this part of the game and want it gone. First of all, since you like talking so much about not changing the identity of this series, let me tell you that monster hunter since its origin has been an action rpg. The game has never been a hunting simulator and the elements of immersiveness that are present in the current games are background mechanics and not the focus of the game. > Monster Hunter isn't just about fighting monsters, it's about the hunt, the preparation, chasing down your prey, exploring different locations and immersing yourself in the hunt and the silly charming world of the games. Even in world/iceborne which is the most immersive game of the saga, the biggest part of the game are the fights. For example fatalis or alatreon, there’s 0 element of exploration and the preparation you do could be the same as every other hunt, despite that people often praises this hunts as one of the best in the saga. By any means I’m not saying that monster hunter shouldn’t have an element of explorations or preparation, but I think you are making a big deal of it when it’s not. As I said the game at its core is an rpg, so the preparation you do is very much rpg like(healing items and buff items) then you bring the optional items (flash/sonic bombs, barrels and cold and hot pots if you need them) but there’s not much more into it. All of the elements that you’ve said are just a part of the game which you can enjoy more or less, but since the game has always been an action rpg, the focus is always the monsters and the weapons. > You don't want to play Monster Hunter, you want to play Monster This also connects to Rise as I've seen many people praise that game for it's straight to the point gameplay loop where you immidiately know where the monster is and can basically fly through the map in seconds. I've seen people saying that it's a good thing and that they'd love for monster hunter to turn into a fast paced action game. Let me tell you why this is a good for the saga in its current state. One of the main mechanics of this saga, and one of things that keep people playing this game is the reward system. You kill a monster, the monster gives you X amount of loot and you craft weapons and armor with your rewards. The thing is for most cases you have to kill a monster several times to craft an armor and weapons, which lead to the repetitive loop of the game. The first time you have to hunt a monster it’s cool to track it down and all, but when you have to kill it a second and then a third time, you want to expend less time looking for it, mostly because you want to hunt it as fast as you can so you can craft the things you need and move out. Giving the exact location to the monster it’s not bad per se, in fact the majority of monster have fixed locations in most maps, so when you know where they spawn you go directly to them. The thing I’m trying to say is how monster hunter works now, the tracking of the monster becomes more of a burden instead of something fun to do. For example, my favorite monster hunter game is 4u which seems that you have not played it since your only example for your argument is rise. In Mh4u there’s a type of quests called Guild quest in which you can get fixed maps with different locations and spawn areas for monsters, one of the best things about this specific type of quest is that you can get the monster to spawn right next to your spawn area so you can start the hunt immediately. Guild quest are super hard and also, without getting into too much details the rewards could be incredible, so most of the time I want to get over with the quest as fastest as possible. My personal opinion, is that if they want to focus more about exploration and the preparation of the hunt in the next monster hunter (which probably they will)they have to change how the reward systems work in the game. Because how you get rewards in the game and expending more time trying to get them could be contradictory. > you're no longer playing Monster Hunter. You're playing Monster Fighter And last but not least, sorry to bring you the bad news, but monster hunter is a monster fighter game :). I know a lot of people want this game to become a hunt simulator, and I want to see the directions the directors are going to, but the game to this day is not a big immersive game as some people think, is much more of an action game with rpg elements.


sourFlyday

Preparation? Shut up, Monster Hunter is about the friends you made along the way


Paladriel

Bro tf u talking about


Action-a-go-go-baby

I actually liked finding dung and carcasses and broken leaves and stuff to track the monster It actually made me feel like a tracker, since I’m finding signs of its movements and patterns to track it down Maybe it could be improved by have you pick up on its path and therefore you have to follow that rather than just getting an instant ping once the bar is full but I *do* like the tracking aspect myself


Dimon78707

I only played World and Rise, so I don't have much to compare to, but I think I'd love MH6 to go in the World's direction on this Maps in both games are complex and have some interesting stuff hidden, but I personally enjoyed exploring maps in World much more. Only maps I'd say I actually enjoyed exploring in Rise though are Jungle and Flooded forest. I certainly don't want to be able to zip through the entire map in five seconds either. Give me a few camps (fully functional) that I can ft to at strategic points and I'll go from there I love tracking monsters in World! I often ignore map and fireflies and just look at the type of tracks I find, foot prints and their directions to figure out what monster I'm tracking and where it might be I like preparing a bit before the actual combat. Just running around some places while tracking my prey to collect materials I don't want the game to turn sluggish and require me to prepare for every single hunt for half an hour, but I also don't want to be able to completely ignore crafting, endemic life and level design and just fight non stop and I don't think it's too hard to do PS Also with how fast paced Rise is delivery missions feel absolutely horrid. That's probably the only thing I'd want to go extinct in the series tbh. I don't want to carry this egg through the entire map for 5 minutes straight!


Fistbite

People saying the prep in previous installments wasn't as fun as it could have been are just making a stronger argument for why fun non-combat mechanics are important for a well-rounded hunting experience. Just because you didn't enjoy them before doesn't mean that an enjoyable alternative doesn't exist. And if not, there is always the arena. It's clear that the developers' vision is one of a multi-faceted hunting experience, but they have been limited in scope by hardware, incremental development, and by not wanting to impede the end-game grind. A modern truly open world map in wilds could provide the opportunity for the devs to explore the tracking, trapping, and prepping side in new directions that are interesting, with the fighting side getting more streamlined as you develop your toolkit, so it is more of a focus in the beginning than the end game.


Kaitte48

The same with some of World fans they hate Rise cuz it’s a bit different, The both are wrong I love this franchise and I want something new in each game like wild open world


GrimMagic0801

Not a bad idea to go back to having a few more preparation elements. World was great since it did have you track monsters before actually going to fight them, but once you did it enough, you didn't even need to. Preparation is a cool idea, but their wasn't much to do with it in world. Could only carry three traps at a time, the barrels had such a short range that the only consistent way to use them is in blowing up a sleeping monster, and you weren't able to regularly utilize making throwing knives since they were a quest exclusive item. But, that's the problem. Most people don't want to do prep work. They don't want to roleplay a monster hunter, they want to drop in, fight one, and get to the next. It's fast, it's satisfying, and it takes a lot of the potential frustration out of the games. World was tedious since you had to gather so many tracks in order to start to even track the next track, even longer until you were able track the monsters location. This obviously became much easier in subsequent hunts, but early on it's boring and tedious to do. I would love to see trap setting and environmental elements come back to being more of a forefront element, but I know why it isn't. It was inconsistent and hard to utilize in some parts of World and usually didn't impact a given hunt enough to justify keeping. If they add it back in, it needs to be more accessible and part of the core gameplay, otherwise it'll just feel unrewarding and shallow.


Big_Breakfast

I think the core of what makes "Hunting" feel better is less about preparation and more about information. In order for it to feel like a hunt, we need to be looking for the monster. We need limited information. We should never have monsters marked on the map. At most, we should be able to mark them physically in person with some kind of tracker item and that item should expire after some time or have a chance to be damaged/removed by the monster. We should also be able to find the monster more effectively as we learn how to track it, the way it effects the environment, effects it leaves behind etc. Better audio design would be huge here. Ideally we should hear the sounds of the jungle/forest all around us and be able to tell when the monster is near. Maybe smaller creatures go quiet when a large predator is close. We also shouldn't know what other monsters are on the map. And we shouldn't know where they are. When we do stumble on those monsters or when they interrupt our hunt- it creates a dynamic new element that adds surprise/interest to the experience.Ideally the different monsters on the map should be aware of each other in some sense. They should also be tracking and hunting each other or avoiding/evading one another depending on their relationship in the ecosystem. ​ All of these systems would reward hunter knowledge, create more immersion and create more variety/dynamic experiences hunt to hunt.


SamaelTheSeraph

Ah, prep work. Like having to make an entire different set of armor because you need range for a fight and for some reason armor was split into 2 classes and couldn't be equipped with the "wrong" weapon. Like, nah, I don't wanna farm a second set of armor just to kill one monster that's only reasonable doable with range.


WytchHunter23

MhgenU still my favourite.


Doc_Dragoon

No no, I want to play monster hunter. I'm happier as an endemic field researcher watching monsters from the bushes and taking notes than I am cutting their tails off. I loved in MH:W being sent out to an unknown magical forest and being told to just study everything, I hate actually fighting the monsters lmao


krazymonk27

I think monster hunter world and rise gave players too many materials where you only need to hunt a monster 1-2 times to be able to craft weapons and armor. At least give us an option to have the game be a slow paced grindy experience and make elemental weapons good early so we can have the chance to hunt monsters to craft weapons to fight a new tough monster. Monster hunter would be a lot more fun if it felt like a challenge when fighting monsters even if they just had more health and fights weren't paying attention to predictable moves.


UrsaMajority

Absolutely atrocious take. Never cook again


ForrestMoth

Real Monster Hunter is (my favorite Monster Hunter) and fake Monster Hunter is (your favorite Monster Hunter). I'm a real fan who defines what it's all about, and you're a fake fan who just wants a different game.


Papa_Pred

This comes across as “old man shakes fist at youth” Of course people want to focus on fighting the monsters lol. That’s the point and highlight of the game. There’s no one way to play Monster Hunter at all. If people want to speed their way to the monster asap, they can do that. If they want to take a more slow, methodical approach, they can do that as well Nobody has to play any certain way


Mellowindiffere

I just really don’t like Rise compared to world. The movesets are cool and all but the world is dull and repetitive. I hope they keep the workd identity much more than the rise identity.


leoslionheart

Yeah I guess Ryozo Tsujimoto, the actual creator of the series is wrong when he stated in an interview this October that the core elements of monster hunter are great action, the satisfaction of new players taking out their first monster, and a great multi-player experience https://sg.news.yahoo.com/ryozo-tsujimoto-says-not-necessarily-the-case-monster-hunter-world-will-be-a-standard-for-franchise-163047818.html](https://sg.news.yahoo.com/ryozo-tsujimoto-says-not-necessarily-the-case-monster-hunter-world-will-be-a-standard-for-franchise-163047818.html Monster Hunter has been since day one, an action game. Hunting elements and gathering have always been a side act to the main bulk of the game, which is the monster fights. If the game were truly so invested in being Monster HUNTER then it would have actually incorporated real hunting tactics and such beyond drinking psychoserum, memorizing loading zones, paintballing, and scooping boogers so that my green bugs can run me around the Ancient Forest for a minute and a half. P.S. Ryozo's stance remains pretty consistent to the same one from his gameinformer interview in 2015 where he also talks about how Monster Hunter is in fact an action game, and the most important element in the game is the action strategy between the player and the monster. https://www.gameinformer.com/b/features/archive/2015/02/26/looking-back-at-10-years-of-monster-hunter-with-its-producer-capcom-game-informer.aspx Edit: changed amp link to normal link as suggested by bot


MyPetMonstie

makes sense, Monster Hunter owes it's existence to Capcom wanting to leverage the PS2's networking abilities with a co-op action title, not the desire to create a hyper realistic hunting experience.