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MONSTER HUNTER THREAD: (Breath of the) Wilds Edition. Anonymous 10/29/2024 (Tue) 06:51:04 Id: 6c0959 No. 1032729
So the beta for MonHun Wilds is out and I've played it. It's OK. I'm not a hardcore Monster Hunter fan, I only played World and Rise up to the end of the story and didn't go for any post-game content, but this is way more casual-friendly than the previous entries. The camera now locks on to the monster instead of just centering on them for a split second. I could spam attacks with dual blades and interrupt at a moment's notice with the dodge roll, so I didn't have to pace my button presses. The wound feature is pretty cool. Basically you just attack one body part over and over until it glows red, then enter focus mode with L2 and press R1, and you do a super move on it. Focus mode lets you basically strafe and finely aim your attacks like it's a third-person shooter. The new support creature, the seikret, is cool. It automatically follows the monster's scent once you're on it so tracking the monster is now piss-easy. I only did the first hunt against the giant toad, I turned it off after that. There is another hunt you can do afterwards but I wanted to get back to the Romancing Saga 2 remake. Overall, I think I would play it. I expect hardcore MonHun fans will be pissed at how baby-mode it is now though. I'm nowhere near a seasoned veteran and I played it just like Dark Souls and that worked fine for me. YMMV.
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>I only played World and Rise >but this is way more casual-friendly than the previous entries What a great sign this is :^). Enjoy your new fanbase because I am never touching anything Capcom related ever again.
>>1032746 You say that every thread, crapcom guy
>>1032747 I was deluded loser thinking Capcom had a change until DD2 came out, if you got your own bogeyman, that's your problem.
>>1032746 I did play some on PSP, 3DS, and Wii, but never to the point where I completed the story mode, which I did with World and Rise. I forgot to mention that.
>I could spam attacks with dual blades and interrupt at a moment's notice with the dodge roll >Focus mode lets you basically strafe and finely aim your attacks like it's a third-person shooter This is no longer Monster Hunter.
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>>1032729 >way more casual-friendly than the previous entries How? I played the MMO version and you literally had a big ball of green spite hand holding you to your destination.
>>1032748 >falling for dd2 after REmake3
I'm still annoyed they reduced the armor types down to two thanks to fags wanting to crossdress with their PC. That aside, there are a lot of QoL changes I'm hearing about that I wish old games had. So there is my one positive comment about the topic. >>1032729 >I only played World and Rise >still says the game is too easy compared to them That sounds awful. >It automatically follows the monster's scent once you're on it so tracking the monster is now piss-easy World already had the bugs that tracked for you, I take it this is similar in function? Aka find some tracks then the bugs tell you where to go? Or do you not even need the tracks anymore. On this topic, I just watched a video that showed it auto dodging attacks, and even picking up the player right after they took a bad hit to run away. I mean it looks cool, but this seems to be taking away any amount of difficulty. Then again, I can say that about a lot of what I am hearing about it.
>Monster Hunter is irrevocably fucked from constant pandering to casuals, and publishers would rather go bankrupt than reverse course on this >God Eater is dead since the devs no longer work with Bamco >Freedom Wars was an unfinished mess with horrific balancing problems and free to play, pay to win MMO elements in the crafting (though the upcoming remaster supposedly removes those elements) >every other attempt at a hunting game has been been a dumpster fire The hunting genre is in a pretty bad state at the moment when I think about it.
>>1032876 I thought MH Rise was alright, and Relink was pretty good but at the same time I'm not looking forward to wilds because it's just world 2 electric boogaloo for half the weapons in the worst ways. >Greatsword is quintupling down on TCS spam and the fast combo from rise is gone, thus killing elemental GS >Lance lost cool shit from Rise like shield bash combo and shield charge, seems to be going for a clunkier approach. >Charge Blade is doubling down on SAED spam and shitting on any kind of preference for blade+shield mode. >Insect glaive is losing the airborne part of the kit and going back to being a grounded twinblade. >Longsword is going to be even more of a nigger weapon with how they have to hoard weakpoints for optimal DPS, as if Longsword wasn't bad enough already. On the other hand there's a ton of cool changes too, like hunting horn keeping older gen song play but taking some from the rise toolkit, or gunlance being made into a completely new thing while keeping the fun of the old two playstyles but encouraging you to mix them more based on combo routing. Or LBG and HBG getting general all-rounder improvements. It almost feels like there's two teams working on the weapon balancing in the strangest way. I just hope this game doesn't devolve into siege fight spam because the siege fight gear invalidates all gear that came before it.
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>>1032729 >Monster Hunter is irreparably fucked to the point that World and Rise babies are stating it's too easy Just put a kelbi stingshot in my mouth already. How has nobody made a proper legally distinct retread of classic monhun after the years of autistic shitflinging? AAA retards are one thing, but monhun autism is steeled by time and fury. Surely someone is out there making a proper hunting game. Like an indie studio or something. Right?
Oh, I forgot to mention that you now carry two sets of weapons at a time and can switch them when mounted on your baby bird. >>1032814 >World already had the bugs that tracked for you, I take it this is similar in function? You still get the tracking green fireflies, and they highlight interactive elements in the environment because the new muh realism makes everything blend in to the background, but the seikret will automatically follow the target monster unless you steer it away. >I just watched a video that showed it auto dodging attacks, and even picking up the player right after they took a bad hit to run away I never took a hit big enough for it to save me, even after going back and doing the optional harder hunt.
Be sure to fill out the beta survey and tell them >Denuvo makes it run like crap >complain about tranny shit in character creation
>>1032925 Best we got is Dauntless, but that got bought out by Epic games ages ago and became shit as they cranked up the jewery regarding the F2P crap. Most other monhun-likes are actually God-eater-likes.
I haven’t played the beta yet, but from what I’ve seen I really fear that the focus mode is going to ruin this game. The fact you can adjust your facing even mid-TCS and spin around to hit the monster is beyond retarded. I’ve also seen that you can turn 180 degrees when doing the spirit roundslash (you don’t even need focus mode for this, the move just lets you go wherever you aim with the left stick). I know that the ability to turn around on the spot was given to quite a few weapons in World and Rise, but being able to do this with ANY weapon during ANY move without having to activate a parry or enter a stance or anything just fundamentally removes the preemptive aiming and positioning aspect from the combat. On another note, they completely ruined the bow. The homing tracer is so fucking broken there is no way they keep it like that on launch (right?). If you manage the tracer correctly, for 90% of the hunt it literally aims itself and critical distance is disabled so you don’t need to worry about positioning at all. It also seems like the dragonpiercer shot automatically goes down the length of the monster after it hits regardless of which direction you were aiming but I’m not entirely sure about that. The tracer round has no cooldown either so if you hit it on a shitty spot, just fire it again and try hit the head. There is literally no penalty for missing. A lot of weapons seem to have been given style over substance changes, but the bow is by far the most egregious.
>>1032934 If you fill out the beta survey and tell them Denuvo makes it run like crap and complain about tranny shit in character creation they may ignore your complaint about tranny shit in character creation because "Denuvo makes it run like crap" makes you sound like a pirate. So fill out the beta survey twice if you tell them both.
>>1032943 toukiden 2 is actually really good, and capcom copied a bunch of shit from it to put in world.
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>game boots >shader compilation werks >hope.tiff <in-game shaders are shidding and farding themselves with garbled aritfacts and missing ground textures Any luck on your ends, fellow linuxfags?
>fight a few of the first low rank monsters >claim it's too easy Not sure what you're expecting here, go play FU and hunt a kut ku, that'll be easy too.
>>1034053 Anon, there's easy and then there's MH World longsword iai counter attack spam. The level of dumbing down is very apparent with each release, don't be a retard.
Just tried the intro. Unfortunately, I had some cyberpunk level visual issues going on. The initial boss enemy was just a pile of twisted up polygons that looked like a really low quality LOD. No amount of playing with settings seems to fix it either. Kills any enthusiasm for playing when all the monsters are strange polygonal blobs.
>>1033122 Now that I've played the beta, I can say that the inclusion of focus mode might be a little bit worse than i thought. A lot of weapons got additional combos that are pretty lengthy and it's pretty hard to hit the whole thing unless you use it because the monster moves out the way too quickly. The lance seemed especially bad with this, but gunlance and charge blade also suffer a bit. Some weapons like the longsword can zip around and spin without using focus mode though so it's sort of a case by case basis. I was planning on just ignoring the focus mode as much as I can because I still think it's a retarded inclusion. I will correct myself and say that the bow isn't as retarded as I initially thought it was, because the tracer does actually use up part of your new meter which you also use to apply coatings, but still, your reward for getting consistent damage and building the meter is letting the game play itself for you. It's like beating a game to unlock easy mode. It just seems very misguided. Performance was terrible, everybody's been saying that and it was quite evident from the requirements for the game so I won't dwell on it. I have an i7-7820x and a 1080ti and i was getting sub 20fps in certain areas of the map regardless of graphics settings, significantly worse than DD2 even and we all know how shit that game ran. I have a sliver of hope that maybe they will actually fix things for PC before release and that this demo build in particular is a few months old. I mean, it would be insane if the latest entry in their flagship series just barely worked on pc on launch right? (right?) Everything else about the combat seems promising though. The new offset attacks were quite hard to time and pretty satisfying. I could only land the switch axe's one cause I couldn't really get a grip of the delay with the hammer's upswing. The wounding mechanic is much better than the clutch claw but it does seem ridiculously broken with some weapons. For example, greatsword can go from the wounding attack straight into TCS and longsword essentially gets 2 whole levels of the spirit gauge filled from it. I liked the map quite a lot too. The terrain had a decent amount of variety in terms of elevation without being a ledge-filled clusterfuck like some World and 4U maps are. Obviously it's just one map but the desert will be cool at least. All the monsters that were in the demo were really fun to fight and ray dau in particular has an awesome theme and it's pretty satisfying trying to get an offset attack against him. My only other gripe was the disappointing sound effects and lack of hitstop. The part of the monster you hit kind of jiggles/reacts a bit when you hit it so with some extra effects I think landing a hit could be very satisfying. It seems to be a pretty common complaint online so maybe they will actually fix it before launch if they listen to feedback? Again, we'll just have to wait and see. Given that they actually do fix the performance on PC, I could see myself enjoying this game more than World and Rise. The focus mode is still very disappointing but at the very least you can challenge yourself to not use it. >>1034146 Supposedly this happens if you don't have enough vram
>>1033934 Alright, what I figured out in the mean time: >current build of Proton Experimental (bleeding edge) >surface detail = lowest setting no more missing/glitching ground textures >ambient occlusion = off no flickering
>does nothing >just fucking dies What's the point of this thing? The only I'd ever notice taking damage without looking at my HP is the extremely telegraphed jumping slam. This punching bag is an INSULT to *cabra kind. Even G.Jaggi looks like a juiced-up giga event mon next to this fucker.
>>1034420 >Supposedly this happens if you don't have enough vram I read some fags with top of the line shit having it happen as well. Shit was just fucked in general. >>1034760 I guess to be a shitty monster for new and far more casual players to learn the basics with.
>>1034420 The slide problem with hammer from World and Rise feels like they made some bare minimum amount of effort to try and make you not slide all over the place, but not much. Apparently the IG got super screwed by focus mode, but I don't care about the frog stick. >>1034760 Great Jagras was also an embarrassing punching bag, this is par for the course.
>>1034053 Kut ku has more than 5 attacks though
>>1035578 At least Great Jagras became a threat when he ate something and almost all his moves would stagger you. The stupid frog can't stagger you with most of his moveset and only one move does real damage. Also stole this video from Twitter some guy made pointing out the hitstop differences. The demo really did feel lacking with some weapons. I thought they pulled a DD2 and gave everything reverse hitstop for a while until I used hammer.
So, is this shit out already?
>>1035696 Nah, they just did a test run for consoles and pc.
>>1035709 I see, I thought I was going to see this game pass by the same way DD2 did.
Eh, might as well post a Wilds Gunlance breakdown I made for some friends. ====== I like it a lot, like, a whole damn lot. The combo routing is changed significantly, but not in a bad way. Old fullburst route has one more input to do the wyrmstake, as it shares a wide sweep ender with double lateral thrust. Instead, your optimal damage route for slaplancing seems to be rising>falling>wide sweep>wyrmstake full blast>multi wyrmstake full blast>(optional wyvernfire)>(optional wyvernfire). Old fullburst is used as a middle-ground between that and regular shelling or shell>thrust>shell>thrust. You can also transition into the multi-wyrmstake combo off of any wide sweep, or just do a plain wyrmstake off of wide sweep if you don't feel like you can commit to the full funny combo. Each wyrmstake full blast also has a guard point in it while readying the wyrmstake, though these are very hard to use. You can hold a movement direction while shelling to hop that direction while shelling, giving gunlance the ability to attack and reposition at the same time. You can even shell hop forward, so the issue of getting pushed out of combat while shell spamming is much less of a thing. I do hope the hop distance changes by shelling type though, as it's going to suck if wide lances only get 2 hops before having to reload. It's nowhere near as cool as blast dash (RIP, you will be missed), but it is more practical I suppose. Charged shelling has also been reworked, it now loads multiple shells into the same shot, letting you release them all at once for fat damage, if you so choose. Same use cases as charged shelling in older monhuns VS going for your longer combos. Guard reload is now baked into quick reload, so that's a nice change that was kept from Rise. You also get a guard point while manual reloading. In exchange, wyvernfire no longer has a guard point (which is dumb since you're literally taking a defensive position to fire it in every single wyvernfire animation). Speaking of guard, like every other weapon with a shield, gunlance has perfect guard mechanics awfully similar to Relink's perfect guard (no stamina depletion if you time block just before a hit lands perfectly, also you take no chip), instead of building up to a stun or inflicting more stun like lance, though, perfect guards instead build up to power clashes. I really like power clashes, really adds that extra feeling of being a frontliner to lance and gunlance. Other weapons get it too, but due to the nature of these weapons preferring guard to dodge most of the time, they'll experience it the most in multiplayer. I do not like how much focus mode trivializes the multi wyrmstake combo route. It's supposed to be a high-risk-high-reward route all about good positining, but due to how focus mode lets you freeaim so easily, you can spam it far more easily than you should be able to. Either the turning you can do mid-move in focus needs to be nerfed, or something else needs to be changed about it to better incentivize using the full moveset. The drill move in focus mode is cool, though. Flashy and powerful. Not sure where to put this, but wyvernfire is MASSIVE now (The length of Rey Dau from tip of tail to skull, roughly), seems to go double the distance it did before in a big line, and it can break multiple wounds on a monster if you aim it right with focus mode. A nice buff, I think. TL;DR It's a significant improvement from both rise and world, base moveset wise, but I miss blast dash and I feel like wyvernfire should get guard points back. ======== Anyone else have any interesting takes on the weapon changes? I do think I'm the most worried about focus mode being too strong overall, though. It removes any thought that goes into horizontal positioning so the only positioning that matters is relative distance to the monster, which is made irrelevant since the fuckers practically sit on top of you when fighting now. The only monster that made an effort to dodge attacks was Rey Dau with his flying wing slices.
I wasn't able to play as my potato laptop can't handle the game and I don't want pixelated shit, but one thing that really, really would make me play in the future is the way they handled the switch axe. They have finally made it so that if you hit with the axe, your sword gauge increases! I hate the fact that in the past it was about optimizing your sword gauge so much that you sometimes never get out of it (generations was fucking busted mode 24/7 sword mode). I kinda like that: Keep hitting with the axe and then switch to sword whenever you can. Again, I have only played it once but that was what I noticed. Definitely the sword gauge increased with axe hits.
>>1036496 Following up with this. I have just checked a video and indeed, the sword gauge no longer refills with time (unless you sheathe). Rather, you do need to hit with the axe to replenish it.


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