Do You Want To See These Changes In Sunbreak?

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  • Опубликовано: 1 окт 2024

Комментарии • 24

  • @Maki-GS
    @Maki-GS  2 года назад +10

    Edit: After watching MH Rise Sunbreak live event I'm glad they fixed some of these problems like the wall-climbing. Hoping to see more changes!

  • @taberu3149
    @taberu3149 2 года назад +4

    The chasing theme sounds completelly if your fast enough to follow the monster. Like when using a palamute. Or if your fast enough with wirebugs. But if your not fast chasing it. The "Chasing theme" will vanish.

  • @Cheeyze
    @Cheeyze 2 года назад +3

    My biggest issue with this game is Wyvern Riding because it breaks the flow of the hunt and really just happens too often for t to be cool. I have a fix: Make monster interactions the same as in World. You're fighting a monster, another walks in, maybe throws a few attacks at you or the other monster, and if they're gonna turf, start a turf war. Then and only then, the losing monster becomes rideable. After losing a turf war or taking enough damage from wirebug/aerial should be the only times a monster becomes rideable. I feel that would make wyvern riding less intrusive during the hunt and be a more rare blessing than a common curse.

    • @infinitezion2029
      @infinitezion2029 2 года назад +2

      I think the biggest fix would be to make it so Wyvern riding can only occur through silkbind attacks or the puppet spider. Wyvern riding although a cool concept feels like it was poorly paired with too many features (turfwars, monster damage, environmental traps, and silkbind attacks) which muddies the hunt and the monsters AI breaking them away from whatever they were doing to make sure a Wyvern ride is possible for the player.
      Seeing as they added a completely new marionette spider that specializes in wallbangs it would make sense that they reworked Wyvern riding as to not make it redundant. If the marionette spider could wallbang into a Wyvern ride that would just be a better puppet spider, so reworking the formula to allow all these features to work without always ending in a Wyvern ride would be for the best.

    • @Nisvera
      @Nisvera 2 года назад +2

      Another issue with turf wars and monster interactions, and the wyvern riding afterwards, is that it dwarfs the impact of an invader. They probably stopped bazel and rajang from going around the map and fighting, because their appearance would just give you a free wyvern ride. My suggested fix for that, is make it so some monsters, the invaders, don't cause wyvern riding or can't be ridden themselves as a result from fighting other monsters.
      As annoying as being chased around the map constantly by a deviljho, or the surprise attacks from a bazel, I still enjoyed the feeling of being hunted during a hunt and wish they'd bring it back. I especially miss that feeling when the bazel soundtrack kicks in.

    • @theunknown6412
      @theunknown6412 2 года назад

      My idea is wyvern ride only happen when using a puppet spider also make the puppet spider rare endemic life... Other than that doesn't trigger the monster rideable...

  • @ivanbenavides8302
    @ivanbenavides8302 2 года назад +1

    ¡Yes! You noticed too, “the sparks" when you hit the monster with a bladed weapon, l only want to see blood and numbers because the sparks are very annoying and don't let me see very good what's happening. There is an option to reduce attack effect but what only does is eliminate the little blood and not the big sparks.

  • @aldofabrizio6195
    @aldofabrizio6195 2 года назад +2

    Really something that I miss are the effects of the weather, it takes away from the immersion what I loved about the flooded forest was that it rained all the time until night, or that it snowed on the ice map, but something I saw in the trailer when it came out the Astalos are raindrops hopefully this weather effect will be added to all maps for greater immersion

  • @_DEV1L
    @_DEV1L 2 года назад +1

    I agree with your statement on the flashy hit effects, it can be a bit overwhelming and excessive, especially when it comes to multiplayer (palamutes further exacerbate it too). There is an option that "reduces" the hit effects but this only removes the blood splatter which doesn't really address the other hit effects. I sent this feedback to the development team within the first few weeks of the game's release via their official forums but unfortunately, they never provided an option to reduce it. I'm really hoping they address this in Sunbreak because I get the most enjoyment out of this game on multiplayer with friends but I will admit that my friends and I became a little hesitant to play with each other as time passed due to the excessive particle effects making it hard to distinguish our character's actions.

  • @rara3538
    @rara3538 2 года назад

    I want to have a default radial menu page, so every time I open the menu it always opens on the default page. furthermore if we implement this, then we can have a 5th page in the menu, the neutral page, which is the center that always opens up first, and from there we can D-pad to up/down/left/right. giving us an extra 5th radial menu page, but id be fine with simply just having to NOT re-select my most important page whenever i close/open ther adial menu. I assume it's how most people play, you put the most important healing/buff items on the UP page of the radial, and extras are on the other pages, so when you close the menu on the LEFT page, you don't have to recycle back to the UP page, it'd just open on the UP again by default where your most important items are

  • @Mikeferaz
    @Mikeferaz 2 года назад

    Fix the fucking item loadouts, for either gunner ir swordmaster, whenever I change guns I have to fucking manualy change the wheel loadout for quick ammo craft and I often have to do it mid hunt because the wheel loadout doesnt save with the item loadout like it did in world

  • @beepbeeplettuce_6943
    @beepbeeplettuce_6943 2 года назад

    Funnily enough, when it comes to the UI, I want the health and stamina to cover the entirety of the top screen. It feels way too small in World and Rise.

  • @crimson_crucible200
    @crimson_crucible200 2 года назад

    Start asking people to subscribe

  • @drakologarnus7248
    @drakologarnus7248 2 года назад

    ill give you a sub bud your pretty cool.

  • @xavierchacon4612
    @xavierchacon4612 2 года назад

    Never had a problem with #2

  • @faedeaway4147
    @faedeaway4147 2 года назад +1

    Dude, there is a setting for hit effects

  • @chadafiy
    @chadafiy 2 года назад

    Remove denuvo

  • @realdaslup
    @realdaslup 2 года назад

    About #1, there's already a set time for how long it is before the monsters break out of being rideable. It isn't flashy or anything, they just kinda get up and get back to getting out of the area or attacking you.
    It would still be nice to not have to automatically ride the monsters though

  • @Nisvera
    @Nisvera 2 года назад

    Even if you move around stuff in the inventory to try and sort the item bar, you can't move the static items that are always there. The fixed items, which you can see at the bottom left of the inventory screen, can't be moved and so you're stuck with them being in an awkward spot in the item bar.
    I had a nice setup in World where my healing items would be at the start of the item bar and to the right, with utility such as traps and buffs to the left of the starting position, I now have to suffer through those items to the fixed items whenever I try to access my buffs with this setup. The grindstone would be towards the center, easily accessible from both sides, while still being out of the way since it typically isn't as urgent.
    And unless I'm misremembering since it's been so long, in previous games you could just outright remove Rise's fixed items from your inventory, also solving this problem in a way.
    As a side note, surprisingly Elden Ring had a very convenient feature for its item bar, if you hold the direction on the Dpad, it will reset to the first position (for both items and spells), this would be very convenient in monster hunter, unless it's already there and I just didn't know about it.
    Very nice video, I agree with pretty much everything, I had similar conversations with a friend about wyvern riding being odd in multiple aspects. Being able to change particle density is also something that would be nice, a lot of games nowadays have options to reduce effects or hide effects from other players while leaving yours alone, though I personally don't use ever change those settings.

  • @datbunk6108
    @datbunk6108 2 года назад

    Damn no subs but such high quality vids? Good Shit man, you shall prosper

  • @asheronwindspear552
    @asheronwindspear552 2 года назад

    I don't mind the chase theme so that's not a problem for me.
    I have my health and stamina set to dynamic to clear the screen up a bit, but to be honest I started my monster hunter experience in base Tri when it first released on the Wii (first game I ever pre-ordered) so I don't really notice the HUD anymore. Good video though hope it gets more views soon and can't wait for Sunbreak.

  • @jsn21
    @jsn21 2 года назад

    Tbh. I want them to get rid of wyvern riding all together. I want them to bring underwater battles back and maybe even add some sky battles ( flying pets?)

  • @johnross5098
    @johnross5098 2 года назад

    I kinda want them to outright remove wire bugs, but I know that won't happen.

  • @SexxStar
    @SexxStar 2 года назад

    agree with most of this