One of my gripes is when a shiny is sitting next to a slinger pod. The game almost always makes me pick up the pod, and drops the one I was carrying. Then I end up in a long cycle of swapping pods instead of picking up the shiny. I end up having to pick up the pod while walking away so it drops what I'm already holding far enough away that I can finally get the other item on the ground.
I think it prioritizes picking of the pod because perhaps the game is assuming you're in combat. Like it may be frustrating if you're scrambling for a pod and what you get is a shiny. They should have switched the priority if you're out of combat.
@@Kemzter thing is endgame farming necessitates picking up shinies in Guiding Lands, especially for Great Spiritvein gems and the essential tempered T3 parts. They only stay on the ground for about a minute. So you need to do it while fighting the monster.
Oh yea that was awful. Reminds me of the village in Rise (just started playing it) where they place NPCs so close together that you frequently talk to the wrong one - HOWEVER - while it took me a bit to notice the prompt on the far left of the screen, Rise let's you press a button to toggle between closeby NPCs to solve that issue. So something like that, maybe, would be needed for the pods. And maybe a setting in the options for which one you want to prioritize, possibly depending on the combat state or whatever. This problem was especially amplified in World because of how fast monster drops disappear. I'd often run around in a panic with the monster still there trying to get the damn things before they are deleted. These drops should just never disappear in a quest. And sure with something like the guiding lands that you stay in a long time or expeditions, that could be a problem, but then just have a cap of how many can be on the ground and delete the oldest one. And make that cap, like, 50. But from what I heard, the monster drops now go directly into your inventory in Wilds. That's an even better solution.
Lack of pause button, non-skippable long cutscenes and non-downloadable event quests are the worst offenders for me. Lack of pause button was the worst thing and should never happen again.
just today i was yearning for a pause, was doing a solo hunt and had to cast back to camp twice and wait due to life circumstances, so had to go overdrive mode to finish the hunt in time
Just so yall know, for the time being, I’ve been able to pause MHW on Xbox Series X by just shutting down the console with the controller shortcut. This causes the game to pause and resume exactly in the same position when you quick-resume. Hope that helps, it’s helps me being a busy dad.
I thought I was going crazy being since I started with Rise. Alot of usual things I expect in a game was there in Rise but for some reason I couldnt pause the game in World which got me killed and I failed multiple long quests because I had something to tend to.
On the subject of "negative space", It makes sense why much of it is there. A lot of it is for possible information, that just isn't there on that quest. Like the space around Ebony Odogaron being for quests with more monsters. Or the space under "MR 14 or higher" being for additional conditionals. These spaces give a fixed format is important for quick comprehension. So while there is a lot of empty space, not all of it is unused space. The actual empty space between information helps reduce clutter making it easier to take all the information in. I do agree that what is given real estate in the UI could be much better. It would be nice if we had a space to see what quests gave as additional rewards like tickets or mantles rather than "(additional rewards)" in the flavor text.
There is also the case of non-English languages taking up more space than what he sees. It's unreasonable to ask them to add custom layouts for each and every language in the world, so this middle ground is the standard. Strange thing to be angry about tbh. More of a nitpick than constructive criticism.
@@granthefato340 before world it was mostly a Japanese game, with several games in the series not even released in the West. The devs probably haven't even considered how helpful the ability to sort alphabetically would be to those of use that have an alphabet.
@@randomdude4505 lol, just because it's not a Romanized alphabet doesn't mean they don't have a system for organizing by syllables. They have a parallel system that organizes by syllable. They still have to know these systems and it's extremely useful to have a non-categorical method of organizing language components. Can you imagine the confusion of a dictionary organized categorically? You would never be able to find anything.
@@noiseisgold3n42 still not an alphabet. I was pointing out that different writing systems can result in different thought processes and didn't say anything about Romanized alphabets as not all alphabets use the same characters. But your point about methods of organizing dictionaries makes the lack of an alphabetical sort function less justifiable.
Rise making it so that if you *wanted* to chat with the smiths or quest ladies, you could select the "Chitchat" option instead of having to skip through 3-5 lines of dialogue every time you want to accept a quest? Such a small thing, but it felt like a godsend after World and Iceborne.
I'm glad someone else gets frustrated by World's tedious UI. It's never like it's wasting loads of your time, but those little hiccups add up. The thing that always annoys me the most is how the upgrade/forge menu works. It feels like I can never see the info or do the action I need and I have to swap to the other menu to do so. Super cumbersome. Also the best Pitfall was on megadrive/genesis. Fight me.
I know friends of mine think this is a hot take, and idk if you mentioned it yet in the video, but something new id like to see added to wilds is layered armor sets from the get go. I dislike how for most games, it’s mostly later game content. I know it’s a little boring to use the default armor design for the entire playthrough, but I love the design so much and it’s a shame I have to change it for better armor
@@Jose_Ruiz932 I think it's fine if they're not available on early LR, but after that it should definitely be available. I hated that World locked most Layered Armor behind Grinding Lands, it's way too late for that shit.
@@kuuhakudesu fair enough. Maybe early rank can introduce you to new armor sets and high ranks can have you start wearing them for layered. Either way, my main desire is not to wait till G/Master rank to customize my armor appearance.
I don't think it's a hot take at all, it's just one of those traditional things that people can't move out from. When you unlock armor in any game it should give you two different things, the stats and the cosmetic. Idk why people think it's such a necessity that an armor piece has to have a strict stat/cosmetic pair. I know that sometimes it does create iconic moments like the giantdad build in dark souls, but you're literally trading fashion throughout your entire game just for half a dozen combinations that have both good stats and fashion
@@wiirawiira I just wanna point out in case a few friends of mine stumble upon this comment chain. I don’t mean to imply they are against it, but rather that they think it’s better for it to be a late game reward so that they have something to work towards. Some of them also think that when you’re forced to change armor for its stats/skills, you’re giving an armor’s design a chance to grow on you when otherwise you would not have if you had layered armor (not that I agree with that perspective tho).
I completely understand a lot of people do not like the scout flies, but I’m happy they are there. I am legally blind, and if it wasn’t for the scout flies in world and ice born and the target arrow rise, and sun break, I would not be able to play monster Hunter at all I want to go back and play the older games, but I know I can’t do to the way. The maps are designed with multiple loading zones because I would not be aware of where the loading zones are when and would just randomly trigger loading zones without any spatial awareness. With that being said, I do think there should be an option to turn off scout flies, but I do hope they stay in the rest of the series because I need them to play. It is not a negotiable point for me.
@@iixxion happy to get a reply from you. I enjoy your videos. I think a fair compromise would be the ability to deactivate the scout flies in the settings. The same way you are able to turn on or off the targeting arrow in rise.
The scoutflies had their kinks but what world allowed you to do was mark anything on the map, including gatherables, and they'd lead you there. I don't think you can do that in Rise, if you can, I haven't been able to figure it out... and the targeting arrow in Rise is just trash, not gonna lie. I am only at the point of having done all the 6* village quests, so still early on, but I actually ended up just fighting the wrong monster in a quest yesterday. The arrow led me there and then disappeared as if I had reached my target. And the monsters as the game introduces them with the village quests are so not memorable for a large part that I just couldn't remember that what I was fighting wasn't Mizutsune, but Almudron... another water leviathan that happened to be in the same map.
@@maxmustermann3938 my friend I completely agree with you. The targeting arrow is garbage, but for me it was a necessary piece of garbage. It does not compare to the scout flies in anyway and no, there is no way to change the target of the arrow. It will only lock on to the first monster for the quest, and if there are multiple targets in the same quest, it has a priority order so it will lock on to the targeted monsters in order from left to right and since I have to use the arrow to find my way around multi monster hunts, I have to kill them in the order the arrow says i’m so much happier. They brought back the scout flies. I’m also happy about that new amount that can help you get around also and I feel your pain when it comes to those strange monster intros but rise and Sunbreak are still an amazing game. What system do you play by any chance?
@@Zohard104 ohh your explanation completely explains my problem lol. It was a 2 monster quest and I had already killed one of them. I had a PIP overlay of a RUclips video over the upper right where it shows the monsters and which one you select so... XD I play on PC, but from my couch on a TV so it's more like a console setup. I use a 3rd Party Switch Controller.
It's like death by a thousand cuts. So many little things that you'd think would be basic to include, do or not do, etc for the convenience of customers. Especially in a gaming market that has aged this long and previous titles did better. Like comparing the Sims 2 and Sim 4 detail with animations. (4 having a severe lack of many small details the sims 2 already had)
The menu animations are genuinely a pain in the ass and one of my biggest gripes with world. It might not seem like a big thing, but it's artificially adding input delay to menu navigation and makes things take longer than they really need to. Especially since it incentivizes you to rapid press buttons to make things faster, which can leave you in a menu you didn't mean to end up in, and then you have to watch even more animations to get where you meant to be in the first place lol
Isn't there an option to swap it in world? I know there is in PC because iirc the default is (using PS3 controller) x for confirm but I switched to o as confirm.
my biggest problem still is that you need to open up external sources at all times to find out how to advance with amor and weapons. I know they dont want to spoil unknown monsters with weapon upgrade paths but i remember i played around 200 hrs in guiding lands to find a "???"-material for my last augment on my weapon. ( which was tempered radobaan). I fought 2000 radobaan over the course of the game , why doesnt the game tell me what i need? its not spoiling anything. Also the confusion with materials is a huge struggle for me with low rank, high rank, master rank mats and in rise even anomality mats but on a couple of lvls depending on the level of it. its such chaos that doesnt make for fun interaction. ( why not color code it to rank or something instead of + etc )
Totally forgot about this. YES. So many times got stuck in one thinking I could do the other, and it's telling me I can't...and I can't figure out why...
I agree with the point about the color pallete in the game, and that's what worries me about wilds, that's is going to be piss colored brown the entire time, deserts can be pretty and colorful naturally.
what keeps my "hype" levels for wilds comparatively low is that the sand storm face in the desert map coats everything in grey. It looks HORRENDOUSLY ugly.
watch the newest PS state of play trailer and TGS gameplay. The main problem is they just kept showing the damn desert for ...legit more than half a year. So it was a good concern to have but it can be put to rest now because of the scarlet forest and weather changes.
One of the things that annoyed me with World is the opening sequence. What i mean is, if i want to start a whole new game i have to go through all the opening cinematics and base mechanics of escaping Zorah and finding Astera. If you already seen it once, i feel you should be able to skip right to character creation. Then skip to the point your in Astera. Its just a very long intro youre forced to replay if you want to make a new character.
People complain about how the seikret/palamutes make the game too easy have never tried chasing a monster that moves to the other side of the map. Unfortunately for you, you're fighting in an area with a bunch of small monsters who aggro to you the moment the big one leaves preventing fast travel and you didn't bring your ghillie mantle....
Just 2 small corrections: 1.- There actually is a "Return to Village" button on the menu, that's the best way to return from expeditions or cancel Quests.... Thing is, for some reason that option Is on the 2nd menu category if I remember correctly, so you won't know its there until you fiddle with the menús. Once you know its there its piece of cake to use, but It doesn't chance the fact that, by definition, its unintuitive design, such an option should be on the "main" menú 2.- You don't need to remove mantles manually your hunter will do It on their own a short while after It runs out, I can attest to that since I use them a lot but I'm to lazy to manually do It. Though I'm not sure what triggers the removal, probably its just a few minutes after deactivation, but that animation,small as It Is, interrupts you, so It could mess with you in the middle of the hunt. Luckily, its already been shown in Wilds coverage that mantles aré removed automatically and without animation interferance, so that's been solved As for my gripes, if they decide to bring back the bounties system, they need to rework it, in World you have to select 6 from a random pull each hub visit, only the ones selected can be completed, and most of the time, they are "worthless" by the "conscious" effort you have to do to complete them (like, imagine you get a "hunt 4 monsters on rotten vale" when you aren't farming there, for like a misery of points and too few armor spheres. And the limit seems redundant, you are never going to finish most of them together, you usually get like 1 or 2 solved bounties per few hunts and sometimes you mess up and add one that just gathers dust in the corner for its criteria.
Personally I agree a lot with the complaint about your huntress not taking off her boots when soaking her feet.. like cmon, are trying to hide your feet from me?
@@CyberBoy7703 I don't even hate it, I just think it's a boring mechanic. Before getting Iceborne, I thought it was used as another damage option to extend weapon movesets, primarily used on big openings for high DPS and new cool moves. It was a letdown to realize it was only a temporary damage boost and was essentially required to hunt efficiently on MR (along with wallbangs).
@@CyberBoy7703 Because the attack itself isn't the main focus, the less often you have to use it, the better for your overall DPS, since it does negligible damage. You can like it by all means, I just don't.
@@kuuhakudesuIt's fun to use when the monster can be claggered. It's the perfect opportunity to wallbang/tenderize or even hop off and use your own big move
The terrible UI and the drab palettes are the biggest issue for me. The text is small, the UI is slow and the colors just look muddy. Having to flip through pages to check available decos on armor is pretty annoying too. Another thing that bothered me greatly and took a lot of tweaking for me where the camera options - I feel the defaults are atrocious, the camera swinging around like crazy as scoutflies weave tp and fro, just creating confusion is bad. I also personally think said camera defaults are terrible for ranged play, which, again, took some tweaking on my part. Rise indeed has a much better UI and feel, but I absolutely hate the Cahoot mechanic. Scoutflies are good as a concept for scounting monsters, but it's incredibly underbaked in execution. Like map filters, there should be scoutfly filters, too, for one.
half of these are genuine complaints but then the other half are like "WHY IS THE QUEST BOARD ANIMATED" "DON'T TELL ME I GET LOGIN BONUSES" "WHY DOES THE GAME TREAT ME LIKE A HUNTER AND NOT A GOD KING, I WANT FREE BLOWJOBS"
There's just no way that the 0.2seconds of animation bother someone enough to warrant deleting them entirely e.e The "empty space" complaint also made no sense to me, the whole screen doesnt need to be information.. The "being treated like a side-character" part is valid tho, you'll get done killing a god-level threat by yourself, the whole camp will be dapping eachother up and congratulating eachother, and the field team leader will walk up to you at the very end like you're standing in the corner of the party by yourself and be like "you did aight too i guess."
The worst thing about Rise, is if you need to talk to the same npc, sometimes if you move slightly you'll have to make a circle to re-select them. I'd just rather the whatever dialogue be continuous.
Ye. I remember that. Not being able to make more precise movements in a game will do that. Hopefully though the focus system in wilds allows more precise movements in the village
Agree with mostly everything, especially the UI element critique, although it overreaches a little with the investigations at 18:20. Given the sheer amount of investigations that a player can get, you DO want to quickly sort out which ones are worth your time based on the quality of reward (bronze, silver, gold, purple) and the amount of bonus reward drops. It would make the whole experience worse and more time-consuming to individually read through each and everyone to find what you do want to do. And you do have to register them since it goes up to 400 or so possible investigation quests, so it would add to the clutter when you do want to sort through which ones you want to do at a quest board; I'm not sure this system was in Rise, so I can see the discrepancy here. But they could rework the whole experience to be better overall, if it does return in Wilds.
God damn, I'm never going to not see the inconsistency in the menu's now. Like I knew the UI was off in my bones without really being able to point out what was wrong and doing the experienced gamer thing of having adapted to the shit menus but having it all pointed out as clearly as this is infuriating.
This may be personal I personally like the designs of a lot of the things that they're trying to do to make the world feel more alive. Monster Hunter has always done this great in my opinion. My problem with World which I really hope they don't continue with and wilds is the uninspired variety of weapons and armor. Yes older monster hunter games had pallet swap weapons and armor but in world it was God awful because it wasn't just a couple weapons here and there it was almost everything it was very rare that I got a weapon that looked really appealing visually. Same with armor. At the end of the game I ended up wearing layered armor more than I actually wore the actual armor that I hunted a monster for. And in a game where you supposed to hunt monsters and carve them up for weapons and armor to look badass and awesome I felt like World left a lot to be desired.
From what I watched, I believe that he's complaining mostly about things that don't actually matter enough to complain about, like menu options, quest information, buttons, having to walk from one place to another if he happens to fall, things like that. Also, the colors in World look nice, just not as vibrant as Rise.
yes, definetly. like most of his compllains is just a very very subjective problems that i have seen no one is complaining about. like the menu taking too much space which has never even been a problem for anyone, and too add to that menu taking too much space has been worst in every older generation of MH and even so no one finds it a problem.
the mayority of things hes point out, are actually eplainingg to me why i have so much trouble playing world. they do actually matter, a lot, the brain consumes a lot of energy and this is a game, not a science lab.
There are things I agree with but there are also stuff that just happens because you don't know , Like there is a button to return from expedition without going into map and selecting a city , same for quests, Handler stuff i completely agree with even if we are not a "Hero" I don't want a random NPC that i have no attachment to voice my thoughts or what she thinks i would say.
You have the option of selecting a target for you scout flies. Though the item box menu is annoying, once you make you load outs for armor and items all you need to do is get the right load out....
I play with the switch GameCube pro controller and the bad button lay out drove me nuts. I thought my game was bugged or something. I HATE that my A button prompt is B and B button prompt is A
Are you on PC? I played World with a Switch Pro controller too! What worked for me was setting the button prompts to use Playstation glyphs, and swapping the confirmation button to "circle" (A on the Switch controller), both of which can be done in the settings menu on PC. I eventually swapped to using a Steam controller, but I kept the settings because a) muscle memory and b) I was no playing Rise on Switch, and this made the buttons stay the same between the games and controllers for me.
@@taliadx ye I’m on PC. What I mostly did was switch to Xbox prompts ironically enough. I tried it at a friend’s PC tho but for some reason it didn’t work for him. I think it’s mostly because Nintendo control schemes on PC in general just get a little wonky.
That's not their fault...? It's because most controllers default to xinput on PC. The officially supported Xbox controller prompts are the default. It just so happens the face buttons are named the same but in different positions between Xbox and Nintendo. It wasn't until recently where you had the ability to swap the inputs on via steams overlay in big picture mode. They may have changed it recently to be more universal if enabled it might require a steam beta enable.
@@NwinDii I’m not blaming Nintendo, I’m just saying “nintendo control schemes” in general just tend not to translate well on PC. Even when I switched to an xbox layout instead, I still got a few awkward scenarios Thing is, the button layout thing is something I found mostly in world. Rise didn’t have the issue for me, and neither did other games on my steam list. Despite using a GameCube controller, Elden Ring, Resident Evil, Sekiro, and a larger majority of other games I play on steam all recognize my controller as xinput and the button prompts still match the buttons on my controller. With World, no matter how I customize it, the button prompts don’t match my controller (despite the A button on my GameCube controller being assigned the A button of the Xbox, I still have to hit B to interact with stuff in world, unlike my other games)
The way I would do food is the following: 1 Choose payment method (money/points/voucher) 2 Pick ingredients with skills like Rise Dango 3 Choose a stat buff (atk/def/res) And based on how much you unlock throughout the game it will limit your options based on what you own so far, like how in World for each skill/stat buff you must have a set of ingredients. Maybe the buff count be tied to seasonings instead of sets to make it less of a hassle.
@@ender_z4nd3r83 Yeah, I know. But the way the menu was in World, it was too confusing for some people. In 4 for example, you can only choose 2 ingredients and a cooking method. So, it was easier to understand than to pick 5 ingredients, and to have a different skill based on how many of the same you picked. That's probably also why Rise had the Dango system, it was more traditional and very easy to grasp.
@@vengeflyking2722 tbh I forgot how cooking in world was, I just chose that one premade menu at the top, and yeah is really nice in 4u which im replaying while waiting for wilds
If the objective of the video is to try to convey your biggest game complaints to Capcom, don't you think you should've condensed the complaints into what you're most concerned about so the devs know what the community wants prioritized? You've got some legitimate criticisms, drowning in an hour's worth of rambling and slop. "5 types of quests?? That's obnoxious, that requires too much brain power!" "I want to open the quest board with the B button" "This guy's books look old" "This menu is animated" "Leaving an expedition is hard! I should be able to go to menu, leave quest." You LITERALLY can. You went out of your way to go through the world map. Also, the complaints about the game not being a blatant narcissistic power fantasy might be the most egregious statement to have come from this channel yet, and I think you're aware that's a feat. "I don't want there to be an Admiral, or a Field Team Leader, or a Handler! I don't want characters having their own jobs or lives, I want them groveling at my feet! Isn't that why everyone plays video games, to experience a narcissist's wet dream?"
This format is working pretty well. Look at all the people who actually watched the video and left comments about what they didn't like, what they agreed with, and what they disagreed with.
@@iixxion Almost every one of the comments in this comment section is listing their own complaints unrelated to your own content, or commenting on what you listed within the first five minutes of the video How does the viewer retention look like for this video, I wonder?
@@ActualCatfish take a closer look. I'm not sure you even know what is in my video. and as to your first observation, if you had actually watched the video yourself, you'd understand why people are commenting with their own complaints. spoiler: i asked them to. which means they not only watched until the end in order to see me ask them to do that, but they watched all my complaints and are adding ones they have that explicitly aren't ones i've already mentioned...because they know what I already brought up...nice try tho. I'm largely immune to trolling and "catfishing" so your efforts are wasted.
@@iixxion I had the respect to watch the video through before voicing my own opinion. Much of my comment directly addresses your complaints made well into the video. I would certainly hope you're not being knowingly disingenuous to try to deflect criticism as "well uhh clearly he didn't watch the video" People commenting on their own complaints stem from the video title, not your ending question. I cannot tell if you are again being knowingly disingenuous, or if you genuinely just don't understand the average viewer. The average viewer will have seen the title, maybe watched the first few minutes, dropped their own complaints in the comments, and click off. Look at how many of these comments exclusively discuss the complaints you made within a couple minutes of the video's start. Look at how many restate complaints you made within the video as their own. You posted the video, you have viewer analytic data. So again, how much of your audience watched through the full hour-long video?
There's nothing wrong with your character sharing respect with other characters and their jobs, but it does become very jarring for people when There's discrepancy. It takes them out of immersion when you see a group of hunters join up to fight a monster but you end up being the only one fighting it. Or when another character takes more credit than they should for the accomplishment. It's like working on group projects in college. Group of 3 You yourself did most of the work, one team member did the best she could do with her skillset but still did her best (Palico). The other just Google s some images for the presentation. Didn't even work on the PowerPoint. It's cool, we needed those images, but I could have releasticlly done that myself.(Handler) Contrast that to Rise and Sunbreak with NPC hunters it feels a lot more immersive. The player would be much more comfortable sharing the victory because they see and experience the help of the NPCs. Especially for the Gaismagorm and Pri Mal fights. Even the quest maidens can go hunting with you (besides the princess) Love or hate rampages, seeing the community of NPCs working together to fight off the horde instead of you alone adds to that combined effort feel. We're celebrating together and sharing the glory feels more natural. Mate The kid chef even helps out with a Brrrrrrrrrrr gun.
Not a fan of all of your takes leading up to Wilds but this video is great. People absolutely need to be more vocal about some of the bad changes World forced on the series
I'm glad to see someone else expressing the same gripes with the UI that I experienced while playing. A lot of people seem to not care, but I hated how inefficient it all felt, mostly due to the unnecessary animations for actions that should be instantaneous (and were in the past). If they want to add that flair to the menus, fine, but please provide an option to disable the superfluous stuff so interacting with the menus doesn't feel like such a slog. I greatly value immersion in this series, but when "immersive" menu animations hold me back from getting where I want to be, it takes me right out of the experience every time. I wasn't a big fan of the UI's sound design either- that's something they nailed in the first game, so I'm not sure why they're so keen to change it so drastically, but that's admittedly a rather subjective thing. I also felt the health and stamina bars were too small to easily read at a glance, and even found myself carting sometimes because of how easy it was to ignore and forget how low I was. In the end I guess that's player error, but it's not something that happened in any of the older games. I get they don't want it too take up too much screen space and get in the way of the action, but I believe world went too far and ended up sacrificing readability. Ideally they would provide options to scale (or even hide) certain HUD elements to our liking, so everyone can have HUD that works well for them.
I loved the movement in Rise and how easy it was to get about anywhere with wall climbing and wirebugs. When I went back to play World again it was just torture, especially with the various areas that would have narrow walkways (small rickety forest tree bridge), pointless vines, and just... running. I know Wilds is going to be more like World (no fun wall running and flips), but hopefully it doesn't feel as tedious.
21:36 It’s mainly the volumetric fog drowning out the colors and making it look bad. Turning it off in graphics settings for me made it look a little more crisp
The problem with automatically removing the mantle is the times when it happens, it's inconvenient and has gotten me killed. Maybe only once or twice in all my hours, but i don't want animations that i didn't intend. The odogaron and kirin segment, when your character automatically started climbing vines, that is also a headache. I wanna jump off the cliff, not climb down. Now i gotta wait for the animation, and change my camera so i can leap off away from the wall.
The quest menu felt a bit convoluted to me personally in world. (World was my first then I played Rise) I had no idea for a long time that world had arena styled quests with custom loadouts. Rise making it seperate with the Arena Challenge Men made that a lot more clear and obvious. It also more *immersive* too. Actual characters in charge of those things. (Having those two men who specifically have the job of training hunters be the ones that gives arena challenge quests with the custom loadouts.)
While i actually like a lot of the stuff you complained about and feel like they are personal nitpicks, i do think there are some things i agree with, like deviljho returning, scoutflies pathing and speed, maps, that pitfall (it isn't the only place they should have put a wedge beetle, the UI inconsistency (i do like the style to it which i am aware is fully subjective, but they could have made it more consistent), i do agree Astera is way too big, and the cursor on the upgrade menu is awful. i think the extra animations for the board and what not are fine but there definitely be a setting in the options to turn them off. As for the challenge to explain the canteen, i can do that in less than five minutes easy, but i won't because I'd rather spend my time replaying Freedom Unite again and while it's not completely related I'd love them to bring back the interactive farm, I get some people would prefer planting and harvesting in a UI, but I've always loved going to each of the parts of the farm to mine/catch bugs/fish/plant/harvest/ect. Also this isn't me being blind from nostalgia or anything World was my first game. Also I don't know if you agree or not but World's weapon designs mostly suck because they are just monster parts taped on a weapon and i want that to never return.
Watched the entire thing. Read all the comments. Every single one. I feel, as everyone else has commented already that the video was too nitpicky. - Negative space was just future proofing more advanced quests. - Canteen isnt difficult. (Tbh Wilds looks like itll have the most confusing canteen.) - Some other things you went over were actual features that you just didnt know how to access.(return from expedition option) I agree with some takes. Even someone here stated they loved the "chit chat" feature of rise to avoid the extra lines of dialog But i will say the rest did come off as a Rise fan disliking world ui. Which in a wierd way is very telling, because if the worse thing you have to say about World are issues solved in Rise than Wilds is shaping up to be near perfect as everything ive seen tends to look like World with Rise QoL improvements
NO MORE DUD STUMPS!!! 😂 But seriously to answer your question, the first suggestion that came straight to mind, isn't necessarily a problem for me since I've pretty much memorized them all because I have the benefit of having played this game forever, would be to streamline, or pick one name for the skill and decorations. That is if they're going to keep using a decoration system. Stop doing this: Tenderizer = Weakness Exploit Charger = Focus Flawless = Peak Performance And make them one or the other. I've introduced Monster Hunter to A LOT of people and this seems to be a problem for every new hunter I play with.
Agreed. It used to be so much worse back in the day. Especially in the way that they showed you the skills. you would get points in one name, and once you got 10 points in that name, you would enable the skill, which has the OTHER name!
One thing i harted about Rise coming from World is the control mapping didn't allow you to assign the same button to actions that are NOT AVAILABLE AT THE SAME TIME, such as sprinting and sheathing your weapon, or using weapon controls for interacting when that's usually done while sheathed. It also made ranged weapon controls annoying as hell because you had to use the same button to aim your weapon and to aim your wirebugs while sheathed so if i wanted to use a ranged weapon i had a whole different control scheme to use and it's just so annoying.
I started in Rise and went back to World because everyone was saying how amazing it is. And I think people really, really underestimate how many quality of life improvements Rise made. If I want to play MH casually when I have a bit of time I will not even think about opening World it's straight to Rise. Sunbreak went even further and makes Rise just so much more pleasant to play on the whole.
I think ,underwater combat is something that could come back partially in an expansion, similarly to how the clutch claw mechanics were implemented in Iceborne.
I had played World with my main hunting group, then few years later played Rise with co-op friend. He read tons of comments from people that LOVED World and hated rise for making it too easy (fun) and the improvements broke the immersion of being in a hunt...so he wanted to play it. It wasn't the most miserable we've been playing a game, but it's up there. Everytime we were frustrated about something we'd trade comments like "soooo immersive!!!" or "This feels JUST LIKE hunting!" I haven't watched the video yet but I'm curious too see how our complaints lined up.
The main thing that annoyed me in Rise was running up a wall when I don't want to. Specifically when I'm fleeing a monster. I've been long ranged smacked by Shagaru and blown up by hazard flaming espinas from this 😭
I believe there was an option to prevent wallrunning while engaged in combat, though it's not a perfect solution since it will also disable it if a monster happens to see you while you're just trying to get around the map :p
Idk if World has this problem too, but I don't have enough Radial Menu Loadouts for all my Item Loadouts. In Rise, you can have countless Item Loadouts, but the Radial Menu Loadouts are limited to 8. Lastly, setting keybinds is really annoying (yes I play with a keyboard and mouse). I want more freedom to customize my controls. If any keybinds overlap, even if they don't overlap anywhere in actual gameplay, the game freaks out. It gets to the point where I gotta put random ass controls to my numpad so they don't overlap with the important controls. This is especially bad in Rise.
(Hammer since MH1. YOU SHOULD DEFINITELY MAIN HAMMER IN WILDS I WOULD BE SO EXCITED TO WATCH YOUR HAMMER VIDS) Things I cant deal with: There is no toggle sliding mechanic on Hammer (No slide control ruins hammer), random dragonleaps (Should be single-deco skill to hold dodge button), and no disable L3 and R3 on console (constantly sheathing weapons during the most intense possible moments) I actually cant stand World because of these things and im currently waiting for Wilds while playing the new Fan-servers on Monster Hunter: Tri, which is deeply superior to Worlds (for hammer) (Sunbreak doesnt bother me except its made for a weak baby console and it literally cant handle my inputs so I also quit sunbreak, simply because it doesnt have the horsepower to deal with my controls and loses button presses and inputs all the time when I play Hammer) Shelling too soon after a dodge causes a reload to happen instead, on GL. I hate this very, very, much. It needs to change. Also, ledges get me killed because if you are touching one or near one during a monsters combo or an unblockable, and it nudges you into the ledge or you climb it, youll get killed next attack. Not even Lance blocks come back fast enough to recover from touching a ledge during a combo. Being pushed back toward the ledge while blocking = death. You should keep blocking through ledgefalls and trips if youre still holding block OORRR holding block will simply stop you from engaging a ledge and treat it like a wall at your back. End of story. I also need dragonleap to be made into a skill. about ONE THOUSAND TIMES I have been rolling 3 times to get fire off my character, and one of those 3 required rolls is ALWAYS a dragon leap when i dont want one. Probably... HOURS of time spent staring at a dragonleap I didnt ask for, over the course of my 3000 hour career in World. ALLLSOOOO, the random dragonleap actually gets me killed ALL the time. It needs to be a one deco skill-only when you HOLD DOWN the dodge button you should dragonleap. When you dodge regular YOU SHOULD DODGE REGULAR. Theres more- Monster shinies should ALWAYS be on top of everything else on the ground. (this has actually been a problem for multiple generations and looks solved by instantly putting shinies in your inventory with Wilds, which is very, very wonderful.) OH YEAH, PS4 version has no way to assign buttons on the controller, so R3 and L3 get me killed all the time. In the heat of battle, against an AT Velkhana solo, with hammer, ill be pumping adrenaline and my thumbs get heavy, and I press them in while im about to do a Brutal Big Bang on Velk's head, but what? I accidentally pressed L3 too hard? And now my character has put away their weapon? losing my charge, my positioning, my flow, and making me vulnerable for 2 seconds of unwanted sheathing animation? Yes, this gets me killed in endgame content every time I boot world when I know I really shouldnt. THE ONLY THING THAT SHOULD EVER PUT YOUR WEAPON AWAY IS PRESSING THE BUTTON FOR AN ITEM. I also think you should be able to roll out of absolutely anything, at any moment. Even a Brutal Big Bang, or a Wyvernfire you should be able to cancel dodge. ALSO, ALSO: I think that Heavy Bowgun, with 4 shield mods, 5 levels of guard, guard up, 7 defense and 5 constitution, shouldnt still take a quarter of your health and stamina, when you block Furious Rajang's thunderslam. You should be able to tank unblockable attacks all day long if you dedicate that much of your build to blocking, you should basically get a Lance block. But it DOES NOT work that way. You are still going to die from 4 tempered unblockables in a row, which does happen with Stygian Zinogre, FRajang, and RBrachy, (also Velkhana's iceberg attack) even with every single resource you can throw at defense, and that, is why I dont play World anymore, and potentially, if ANY of these problems are still present in Wilds, my time will be quite short. And im someone who purchased every single thing that was possible to purchase on the Worlds PSN store. So maybe listen to me on some of this stuff, alright Capcom? Make X to enter the tent start further away from the door so I dont have to be standing in the tentflaps to enter. I should be able to enter from 5 feet away. This actually has gotten me killed when Rajangs laser goes through camp walls and the X input to enter the tent should have been close enough, but the game needs you to be ON TOP of the entryway. tl;dr: I dont die to monsters in World anymore, I only ever die to unwanted terrain mechanics, unwanted animations, unwanted button assignments, watered-down armor skills, scripted partbreaks and invulnerability (let em' play, Ref'!), and slogging through the bloated UI now, because theyre the only things I cant smash, and I smash good.
tldr: iixxion hopes they don't create any UI because it is all too confusing and interrupts the process of shoot monster, carve, repeat. But for real, you're right that lot of the UI needed work. I don't agree that Rise improved the item management, if that's what you meant to imply. Coming back to Rise's stash after a couple years has been far harder than coming back to Worlds' stash. I hope the stash is improved from BOTH games and doesn't copy either.
34:34 Hammer and bow? That's the exact thing I'll be maining in Wilds! If you want to stun more in rise you'll need the Dango Slugger with the Slugger skill. Other than that it is Much much easier to get stuns off in world and force the monster to not be able to fight back
This video feels very nitpicky and opinionated. While I agree with a lot of what you're saying, saying purely subjective stuff like aesthetic design choices and a bad color palette like its an objective fact that everyone must agree with is dumb imo. Also stuff like "and now I have to ACCEPT the quest," it just feels like complaining over nothing
This video is opinionated. That's the entire point. At no point did I say you have to agree with me. In fact, if you take the time to watch the video, you'll see that I say what you like and hate is different from what I like and hate.
You’re letting the nostalgia from playing rise blind you from the qualities that you should be adapting to not complaining about like all us good hunters have been doing😂🤣
They should just do away with anything that isn't a hunt. No more story missions like the Zorah Magdaros or defend the village gates from Velkhana or the siege quests or the Rise Rampages, everything like this needs to go. For the love of everything do not bring back underwater stuff. At best the non hunt quests you learn to endure them, but they're never fun and at worst they're a slog you hate doing. I really liked the Rampages but everyone else hated them so this or anything like it has to go. So the only quests they should have are hunter vs monster(s) and that's it. One thing I hope they keep are the follower quests and follower feature from Rise: Sunbreak. These are awesome for solo hunters like me that cannot play multiplayer due internet speeds, it's closest I'll ever get to multiplayer (my internet provider has upgraded twice and still not reached speeds suitable for online play in action or FPS games, they're not going to upgrade their network again for the foreseeable future).
This video is just complaining about nothing you don’t have to go into an online session if you put it on private the game is very much live service any game that has an online is live service. The quest board you can do something called changing your binds and change the buttons. The “negative space “ is so you don’t have a brain aneurism whenever you try to go on a quest. Complaining about the animation when you open up the quest bored is sad if you get annoyed for having to wait one second when you open a menu
@@ZanderSteeves in most games you dont need to do button layout... because they are well done and think about their players instead "just figure it out" mindset.
The B button thing is on you. It's an option in the menu and fuck XBOX for copying nintendo's buttons and swapping the orders. Circle is the confirm button. Whoever thought kids hands are too small to reach it decided to set X as confirm when Playstation came to the west (or because of the coloring but I don't think that's the case because X usually means "incorrect" as well)
its not the confirm button thats the issue, its the fact that the game thinks my A button is actually the B button and vice versa, likewise with X and Y.
... maybe fuck nintendo for laying out their buttons right to left alphabetically. Also, the one that "copied the buttons" was Sega. And then XBOX ripped off the Sega designs. Oh, right. And before the Super Famicom, another console came out that had ABCD left to right, but not in the arrangement we are used to (that happened later with the Neo Geo CD). Nintendo was pretty much the only one with this fucked up order, in the early days of controllers there were multiple different ones that were already laying out A and B in the western way. This is just a japanese cultural quirk. The meanings of the buttons on Playstation were actually swapped between japan and the west until the PS5 came out, for similar reasons. Not to mention that Nintendo goofed up in the 4 button layout and "B" turned to be primary button, which used to be "A" in the NES. Early games, Nintendo and PS alike, were very inconsistent with what is the Confirm and what is the Back button. Sega Genesis and XBOX started to standardize this, and PS and Nintendo followed that at some point.
i play with a switch control, and the buttoms... there iss no way to change it, and when it does, it changes the actual buttons to press... so i have to rely on my muscle memory
Xbox literally took the Sega controller button layout That's all And the layout is technically better because it's the place where the confirm button is closest to the thumb.
I think you can press the Cancel button when talking to people like the Handler and the Blacksmith to skip all their dialogue in one button press and get straight to business.
This video is basically showing me why i have so much trouble playing world and even returning, i didnt know what was exactly, but the game drained me so much mentally. i could go on expeditions on base rise for 2 hours, or just do quests, but world had something. the menus were one already, the animation in the quest menu is one of thee few i could identify cuz it gives me headaches, and the item management is... yeah, it can be solved by creating item sets but, my god, i want to select every item i want to buy not doing it one by one...
2 things for sunbreak in all honesty for me the palatace mechanic n how empty the map is... I know some of it is the 3rd gen map but can it be/feels a bit alive at least 😂
I'm surprised you didn't mention the fact that upgrade and forge weapons are separate, bad menus and stuff don't bother me too much but that is really annoying (haven't watched the whole video yet, sorry if you mention it later)
The first nine minutes is pretty petty even the fact that you want to speak for other players and saying that nobody wants to see the small monsters when most of them do and they appreciate the book that pops up from the quest board but I can understand from the switch controller not being added is worth adding. But most of your other complaints are personal problems honestly which is obvious you want things more simplistic and you don’t want to adapt to the evolution of gaming which makes me wonder if everything you said is a troll🤔
Wyrmstake Blast makes gunlance lose its identity, shell a special hitzone, get special damage, its all the same as WEX and every other damage skill, play in 1 specific way to be rewarded, great for speedrunners and meta slaves, awful for anyone that liked gunlance for its hitzone ignoring damage, now instead of hitting specifically the head, you have to hit a specific spot you chose earlier in the hunt, and only after you load randomized ammo into your gunlance you found lying on the ground, there's just 0 consistency in any of it, it feels like a minigame tacked on so they can say gunlance got an "upgrade" in World
You keep saying some people might like it in most of your comments when in reality most people like it. It’s just you and a small majority maybe if this truly isn’t a troll
For the hub area, They really should have used different colors. Maybe having the provisions area being a cart or something like a mini walk in shop. Even perhaps shop music to differentiate it.
You lost me at online sessions, not that I particularly care for the online session system but it is obvious that this video is going to be such a whole lot of nothing the neurons in my brain forming this memory are at risk of imploding.
I hope there's nothing super gimmicky. Skills like in generations? Great. Tools like clutch claw, slinger, and wirebugs? Nah. I wanna make a part weaker, make it so i can break it like anjanath's legs. I know they know how to do this because anjanath and banbaro have that mechanic. There's also the factor of fighting my weapons in many of these games. Charge blade as the prime example of this, it feels so clunky just because of all the timers on top of stupid long animation commitment for things that shouldn't take as long as it does.
Might be a hot take, but gimmicks are what make newer MH games fun, they add so much more than just mindless whacking the monster with the same 2 combos until they fall over. The clutch claw makes for some really good tech like countering certain attacks by clawing onto the monster at a right time. Things like Hunter Arts and styles from MHGU can completely change the way a weapon is played and suits a whole variety of playstyles. Wirebugs giving you a whole new level of maneuverability and skills to use. Without the gimmicks a lot of these newer games would feel VERY same-y. And I'm glad Wilds is going to have a similar gimmick mechanic with the wound and focus strikes, it already seems like its going to add a whole lot of depth to the hunts that wouldn't be possible without.
ruclips.net/video/KpVRg4ikm5M/видео.htmlfeature=shared I don't see many at all talking about this but the monster behavior for combat was also changed a lot in world too. A lot in the wrong direction!
This was the most nitpicky video I've ever watched. Most of the UI/menuing/button presses was barely worth mentioning. I hoped for better from this guy :/
Not to mention that you keep stating stuff about YOU which makes it obvious that YOU do not play with other people and care only about your experience which is pretty selfish no disrespect and what is more funny is that you said you play to be the best person in the world but yet you contradict yourself because you have almost an hour long of complaints and not enough monster hunter world hours played it’s a fact because I have 2786 hours in monster hunter world ice born and 1622 hours in monster hunter rise and I have never heard of any bizarre complaints like the ones that you have brought to light from anyone that I have played with and I play solo or with randoms and friends💯%
I have well over 2000 hours of world/iceborne on ps4. I liked it so much that I bought it for PC, installed it, and STARTED ALL OVER FROM THE BEGINNING and then played several hundred more hours! Want to hear more complaints about World? Scroll up and down this comment section and read.
Might be controversial: Remove wind pressure and massive roars. It's not fun being stunned for several seconds every minute unless I sacrifice some deco slots.
Look there is no perfect game. There are things i did not like in World, Iceborne and Rise. Things maybe i did not like other people did like. I think on the whole the games were great and i played them a lot. I going to just wait for the game to drop and go from there. but i can feel your pain at certain points.
I just want them to get rid of all the bloat. There are so many weird, superfluous little systems. I finished the game and I still don’t know what the fuck steamworks, melding, and area levels are about. And that’s just 3 of like 200 little things the game gives you stupid pop ups about (the fuck are vouchers? Don’t care, not using them). I just don’t give a crap about all the menuing. GET ME TO THE MONSTER HUNTING NOW
You're right about the game not making you feel like the main character. I kinda felt confused too about why the stories never align with the hunter (you) but in the most important times, the world is on your shoulders. If the hunter is just some jobber/escort they should just say that from the beginning. You can see the connection between the townsfolk but the hunter feels kind of alienated from those deep connections. A game like Rise of the Ronin does a good job showing your achievements through the story progression and the bonds you've built giving your character more presence.
Literally every other MonHun game shows your character's achievements through story progression and the villlagers growing appreciation of your work. World is such a good example of Californication: "Realism" means uglyness. "Engagement" means inefficiency. "Community" means bowing down to bureaucracy.
@@Stroggoii True, its just not on the level of other games ive played which tbf, are more story driven. That example I used of Rise of the Ronin is a perfect example of immersing into a world of connections that shape the environment around you making the game more or less supportive depending on how you approach it.
These complaints about the menus are kind of stupid in my opinion, the cursor is much faster than pressing a button a ton to get to the weapon you want. The item box is stupid though
One of my gripes is when a shiny is sitting next to a slinger pod. The game almost always makes me pick up the pod, and drops the one I was carrying. Then I end up in a long cycle of swapping pods instead of picking up the shiny. I end up having to pick up the pod while walking away so it drops what I'm already holding far enough away that I can finally get the other item on the ground.
yes this. deargod i hate this.
I think it prioritizes picking of the pod because perhaps the game is assuming you're in combat. Like it may be frustrating if you're scrambling for a pod and what you get is a shiny. They should have switched the priority if you're out of combat.
@@Kemzter thing is endgame farming necessitates picking up shinies in Guiding Lands, especially for Great Spiritvein gems and the essential tempered T3 parts. They only stay on the ground for about a minute. So you need to do it while fighting the monster.
@@ORLY911 oh right forgot about that.. eitherway, it sucks that the pods are more prioritized than shinies when picking stuff up
Oh yea that was awful. Reminds me of the village in Rise (just started playing it) where they place NPCs so close together that you frequently talk to the wrong one - HOWEVER - while it took me a bit to notice the prompt on the far left of the screen, Rise let's you press a button to toggle between closeby NPCs to solve that issue. So something like that, maybe, would be needed for the pods. And maybe a setting in the options for which one you want to prioritize, possibly depending on the combat state or whatever.
This problem was especially amplified in World because of how fast monster drops disappear. I'd often run around in a panic with the monster still there trying to get the damn things before they are deleted. These drops should just never disappear in a quest. And sure with something like the guiding lands that you stay in a long time or expeditions, that could be a problem, but then just have a cap of how many can be on the ground and delete the oldest one. And make that cap, like, 50.
But from what I heard, the monster drops now go directly into your inventory in Wilds. That's an even better solution.
Lack of pause button, non-skippable long cutscenes and non-downloadable event quests are the worst offenders for me. Lack of pause button was the worst thing and should never happen again.
just today i was yearning for a pause, was doing a solo hunt and had to cast back to camp twice and wait due to life circumstances, so had to go overdrive mode to finish the hunt in time
Just so yall know, for the time being, I’ve been able to pause MHW on Xbox Series X by just shutting down the console with the controller shortcut. This causes the game to pause and resume exactly in the same position when you quick-resume.
Hope that helps, it’s helps me being a busy dad.
I thought I was going crazy being since I started with Rise. Alot of usual things I expect in a game was there in Rise but for some reason I couldnt pause the game in World which got me killed and I failed multiple long quests because I had something to tend to.
There is a pause button in the menu. It's really stupidly placed, and you have to play in offline mode for it to appear.
@@SilverTwinkle there isn’t
On the subject of "negative space", It makes sense why much of it is there. A lot of it is for possible information, that just isn't there on that quest. Like the space around Ebony Odogaron being for quests with more monsters. Or the space under "MR 14 or higher" being for additional conditionals. These spaces give a fixed format is important for quick comprehension. So while there is a lot of empty space, not all of it is unused space. The actual empty space between information helps reduce clutter making it easier to take all the information in. I do agree that what is given real estate in the UI could be much better. It would be nice if we had a space to see what quests gave as additional rewards like tickets or mantles rather than "(additional rewards)" in the flavor text.
There is also the case of non-English languages taking up more space than what he sees. It's unreasonable to ask them to add custom layouts for each and every language in the world, so this middle ground is the standard.
Strange thing to be angry about tbh. More of a nitpick than constructive criticism.
They need to add an option to sort your decorations alphabetically.
insane how that isnt a filter option
@@granthefato340 before world it was mostly a Japanese game, with several games in the series not even released in the West. The devs probably haven't even considered how helpful the ability to sort alphabetically would be to those of use that have an alphabet.
@@randomdude4505 lol, just because it's not a Romanized alphabet doesn't mean they don't have a system for organizing by syllables. They have a parallel system that organizes by syllable. They still have to know these systems and it's extremely useful to have a non-categorical method of organizing language components. Can you imagine the confusion of a dictionary organized categorically? You would never be able to find anything.
@@noiseisgold3n42 still not an alphabet. I was pointing out that different writing systems can result in different thought processes and didn't say anything about Romanized alphabets as not all alphabets use the same characters. But your point about methods of organizing dictionaries makes the lack of an alphabetical sort function less justifiable.
This is a big one, folx. Do not forget to do this, Capcom. Although we both know you will.
Rise making it so that if you *wanted* to chat with the smiths or quest ladies, you could select the "Chitchat" option instead of having to skip through 3-5 lines of dialogue every time you want to accept a quest? Such a small thing, but it felt like a godsend after World and Iceborne.
Talking to the smiths is in every mh game
I'm glad someone else gets frustrated by World's tedious UI. It's never like it's wasting loads of your time, but those little hiccups add up. The thing that always annoys me the most is how the upgrade/forge menu works. It feels like I can never see the info or do the action I need and I have to swap to the other menu to do so. Super cumbersome.
Also the best Pitfall was on megadrive/genesis. Fight me.
I know friends of mine think this is a hot take, and idk if you mentioned it yet in the video, but something new id like to see added to wilds is layered armor sets from the get go. I dislike how for most games, it’s mostly later game content. I know it’s a little boring to use the default armor design for the entire playthrough, but I love the design so much and it’s a shame I have to change it for better armor
@@Jose_Ruiz932 I think it's fine if they're not available on early LR, but after that it should definitely be available. I hated that World locked most Layered Armor behind Grinding Lands, it's way too late for that shit.
@@kuuhakudesu fair enough. Maybe early rank can introduce you to new armor sets and high ranks can have you start wearing them for layered. Either way, my main desire is not to wait till G/Master rank to customize my armor appearance.
I'm pretty certain they confirmed layered armor being an early thing in Wilds
I don't think it's a hot take at all, it's just one of those traditional things that people can't move out from. When you unlock armor in any game it should give you two different things, the stats and the cosmetic. Idk why people think it's such a necessity that an armor piece has to have a strict stat/cosmetic pair. I know that sometimes it does create iconic moments like the giantdad build in dark souls, but you're literally trading fashion throughout your entire game just for half a dozen combinations that have both good stats and fashion
@@wiirawiira I just wanna point out in case a few friends of mine stumble upon this comment chain. I don’t mean to imply they are against it, but rather that they think it’s better for it to be a late game reward so that they have something to work towards. Some of them also think that when you’re forced to change armor for its stats/skills, you’re giving an armor’s design a chance to grow on you when otherwise you would not have if you had layered armor (not that I agree with that perspective tho).
I know this isn’t that big of an issue but I’d love to be able to replay story missions with the cutscenes I don’t even care if I don’t get rewards
I completely understand a lot of people do not like the scout flies, but I’m happy they are there. I am legally blind, and if it wasn’t for the scout flies in world and ice born and the target arrow rise, and sun break, I would not be able to play monster Hunter at all I want to go back and play the older games, but I know I can’t do to the way. The maps are designed with multiple loading zones because I would not be aware of where the loading zones are when and would just randomly trigger loading zones without any spatial awareness. With that being said, I do think there should be an option to turn off scout flies, but I do hope they stay in the rest of the series because I need them to play. It is not a negotiable point for me.
That's an excellent point!
@@iixxion happy to get a reply from you. I enjoy your videos. I think a fair compromise would be the ability to deactivate the scout flies in the settings. The same way you are able to turn on or off the targeting arrow in rise.
The scoutflies had their kinks but what world allowed you to do was mark anything on the map, including gatherables, and they'd lead you there. I don't think you can do that in Rise, if you can, I haven't been able to figure it out... and the targeting arrow in Rise is just trash, not gonna lie. I am only at the point of having done all the 6* village quests, so still early on, but I actually ended up just fighting the wrong monster in a quest yesterday. The arrow led me there and then disappeared as if I had reached my target. And the monsters as the game introduces them with the village quests are so not memorable for a large part that I just couldn't remember that what I was fighting wasn't Mizutsune, but Almudron... another water leviathan that happened to be in the same map.
@@maxmustermann3938 my friend I completely agree with you. The targeting arrow is garbage, but for me it was a necessary piece of garbage. It does not compare to the scout flies in anyway and no, there is no way to change the target of the arrow. It will only lock on to the first monster for the quest, and if there are multiple targets in the same quest, it has a priority order so it will lock on to the targeted monsters in order from left to right and since I have to use the arrow to find my way around multi monster hunts, I have to kill them in the order the arrow says i’m so much happier. They brought back the scout flies. I’m also happy about that new amount that can help you get around also and I feel your pain when it comes to those strange monster intros but rise and Sunbreak are still an amazing game. What system do you play by any chance?
@@Zohard104 ohh your explanation completely explains my problem lol. It was a 2 monster quest and I had already killed one of them. I had a PIP overlay of a RUclips video over the upper right where it shows the monsters and which one you select so... XD
I play on PC, but from my couch on a TV so it's more like a console setup. I use a 3rd Party Switch Controller.
The negative space gripe was largely fixed in Rise. They made each quest have tabs you swap to for various information.
He had genuine complaints, just to immediately start complaing about wanting to press A instead of B and not wanting an animated quest board 💀
All the little things add up.
Animated quest board is huge tho, compare it to how snappy Rise menus feel in comparison
It's like death by a thousand cuts.
So many little things that you'd think would be basic to include, do or not do, etc for the convenience of customers.
Especially in a gaming market that has aged this long and previous titles did better.
Like comparing the Sims 2 and Sim 4 detail with animations. (4 having a severe lack of many small details the sims 2 already had)
The menu animations are genuinely a pain in the ass and one of my biggest gripes with world. It might not seem like a big thing, but it's artificially adding input delay to menu navigation and makes things take longer than they really need to. Especially since it incentivizes you to rapid press buttons to make things faster, which can leave you in a menu you didn't mean to end up in, and then you have to watch even more animations to get where you meant to be in the first place lol
Isn't there an option to swap it in world? I know there is in PC because iirc the default is (using PS3 controller) x for confirm but I switched to o as confirm.
my biggest problem still is that you need to open up external sources at all times to find out how to advance with amor and weapons. I know they dont want to spoil unknown monsters with weapon upgrade paths but i remember i played around 200 hrs in guiding lands to find a "???"-material for my last augment on my weapon. ( which was tempered radobaan). I fought 2000 radobaan over the course of the game , why doesnt the game tell me what i need? its not spoiling anything. Also the confusion with materials is a huge struggle for me with low rank, high rank, master rank mats and in rise even anomality mats but on a couple of lvls depending on the level of it. its such chaos that doesnt make for fun interaction. ( why not color code it to rank or something instead of + etc )
the dreaded ??? yeah i remember that. so annoying. makes the grind 10x longer just randomly killing things until the ??? goes away.
That should stay like that
The fact that there are two seperate menus for forging weapons and upgrading them, and there look identical
Totally forgot about this. YES. So many times got stuck in one thinking I could do the other, and it's telling me I can't...and I can't figure out why...
Rise solved that and added Forge/Upgrade weapon menu and thats MUCH better! So i believe Wilds will have that too.
I agree with the point about the color pallete in the game, and that's what worries me about wilds, that's is going to be piss colored brown the entire time, deserts can be pretty and colorful naturally.
Agreed. Some of the trailers for Wilds have worried me, in this regard.
what keeps my "hype" levels for wilds comparatively low is that the sand storm face in the desert map coats everything in grey. It looks HORRENDOUSLY ugly.
@@AsDf-fq1sh Yeah, I've been hoping that will look much different once it ships
watch the newest PS state of play trailer and TGS gameplay. The main problem is they just kept showing the damn desert for ...legit more than half a year. So it was a good concern to have but it can be put to rest now because of the scarlet forest and weather changes.
Don't know what game are youall playing cause world has colors, the only grey map is the wildspire waste
One of the things that annoyed me with World is the opening sequence. What i mean is, if i want to start a whole new game i have to go through all the opening cinematics and base mechanics of escaping Zorah and finding Astera. If you already seen it once, i feel you should be able to skip right to character creation. Then skip to the point your in Astera. Its just a very long intro youre forced to replay if you want to make a new character.
agreed 2000%. no game should force opening sequence on you. period.
People complain about how the seikret/palamutes make the game too easy have never tried chasing a monster that moves to the other side of the map. Unfortunately for you, you're fighting in an area with a bunch of small monsters who aggro to you the moment the big one leaves preventing fast travel and you didn't bring your ghillie mantle....
The biggest foul for me is charging for additional character edits.
How many parts of Raging Brachydios can be tenderized? MHWI: "Yes!"
Just 2 small corrections:
1.- There actually is a "Return to Village" button on the menu, that's the best way to return from expeditions or cancel Quests.... Thing is, for some reason that option Is on the 2nd menu category if I remember correctly, so you won't know its there until you fiddle with the menús.
Once you know its there its piece of cake to use, but It doesn't chance the fact that, by definition, its unintuitive design, such an option should be on the "main" menú
2.- You don't need to remove mantles manually your hunter will do It on their own a short while after It runs out, I can attest to that since I use them a lot but I'm to lazy to manually do It.
Though I'm not sure what triggers the removal, probably its just a few minutes after deactivation, but that animation,small as It Is, interrupts you, so It could mess with you in the middle of the hunt.
Luckily, its already been shown in Wilds coverage that mantles aré removed automatically and without animation interferance, so that's been solved
As for my gripes, if they decide to bring back the bounties system, they need to rework it, in World you have to select 6 from a random pull each hub visit, only the ones selected can be completed, and most of the time, they are "worthless" by the "conscious" effort you have to do to complete them (like, imagine you get a "hunt 4 monsters on rotten vale" when you aren't farming there, for like a misery of points and too few armor spheres.
And the limit seems redundant, you are never going to finish most of them together, you usually get like 1 or 2 solved bounties per few hunts and sometimes you mess up and add one that just gathers dust in the corner for its criteria.
Personally I agree a lot with the complaint about your huntress not taking off her boots when soaking her feet.. like cmon, are trying to hide your feet from me?
No clutch claw and no coked-up MR monsters, please.
tbh the clutch claw is overhated the only actual problem with it is that the light weight weapons should tenderize is one use like the heavy weapons
@@CyberBoy7703 I don't even hate it, I just think it's a boring mechanic. Before getting Iceborne, I thought it was used as another damage option to extend weapon movesets, primarily used on big openings for high DPS and new cool moves. It was a letdown to realize it was only a temporary damage boost and was essentially required to hunt efficiently on MR (along with wallbangs).
@@kuuhakudesu wtf?! what about shooting a grapple that attaches you to the monster that allows you to do a badass attack is boring?
@@CyberBoy7703 Because the attack itself isn't the main focus, the less often you have to use it, the better for your overall DPS, since it does negligible damage. You can like it by all means, I just don't.
@@kuuhakudesuIt's fun to use when the monster can be claggered. It's the perfect opportunity to wallbang/tenderize or even hop off and use your own big move
6 months means polishing stage, not add/remove features stage.
Nearly everything I talked about was polish.
The terrible UI and the drab palettes are the biggest issue for me. The text is small, the UI is slow and the colors just look muddy. Having to flip through pages to check available decos on armor is pretty annoying too.
Another thing that bothered me greatly and took a lot of tweaking for me where the camera options - I feel the defaults are atrocious, the camera swinging around like crazy as scoutflies weave tp and fro, just creating confusion is bad. I also personally think said camera defaults are terrible for ranged play, which, again, took some tweaking on my part.
Rise indeed has a much better UI and feel, but I absolutely hate the Cahoot mechanic. Scoutflies are good as a concept for scounting monsters, but it's incredibly underbaked in execution. Like map filters, there should be scoutfly filters, too, for one.
half of these are genuine complaints but then the other half are like
"WHY IS THE QUEST BOARD ANIMATED"
"DON'T TELL ME I GET LOGIN BONUSES"
"WHY DOES THE GAME TREAT ME LIKE A HUNTER AND NOT A GOD KING, I WANT FREE BLOWJOBS"
There's just no way that the 0.2seconds of animation bother someone enough to warrant deleting them entirely e.e
The "empty space" complaint also made no sense to me, the whole screen doesnt need to be information..
The "being treated like a side-character" part is valid tho, you'll get done killing a god-level threat by yourself, the whole camp will be dapping eachother up and congratulating eachother, and the field team leader will walk up to you at the very end like you're standing in the corner of the party by yourself and be like "you did aight too i guess."
The worst thing about Rise, is if you need to talk to the same npc, sometimes if you move slightly you'll have to make a circle to re-select them. I'd just rather the whatever dialogue be continuous.
Ye. I remember that. Not being able to make more precise movements in a game will do that.
Hopefully though the focus system in wilds allows more precise movements in the village
Agree with mostly everything, especially the UI element critique, although it overreaches a little with the investigations at 18:20. Given the sheer amount of investigations that a player can get, you DO want to quickly sort out which ones are worth your time based on the quality of reward (bronze, silver, gold, purple) and the amount of bonus reward drops. It would make the whole experience worse and more time-consuming to individually read through each and everyone to find what you do want to do.
And you do have to register them since it goes up to 400 or so possible investigation quests, so it would add to the clutter when you do want to sort through which ones you want to do at a quest board; I'm not sure this system was in Rise, so I can see the discrepancy here. But they could rework the whole experience to be better overall, if it does return in Wilds.
God damn, I'm never going to not see the inconsistency in the menu's now. Like I knew the UI was off in my bones without really being able to point out what was wrong and doing the experienced gamer thing of having adapted to the shit menus but having it all pointed out as clearly as this is infuriating.
This may be personal I personally like the designs of a lot of the things that they're trying to do to make the world feel more alive. Monster Hunter has always done this great in my opinion. My problem with World which I really hope they don't continue with and wilds is the uninspired variety of weapons and armor. Yes older monster hunter games had pallet swap weapons and armor but in world it was God awful because it wasn't just a couple weapons here and there it was almost everything it was very rare that I got a weapon that looked really appealing visually. Same with armor. At the end of the game I ended up wearing layered armor more than I actually wore the actual armor that I hunted a monster for. And in a game where you supposed to hunt monsters and carve them up for weapons and armor to look badass and awesome I felt like World left a lot to be desired.
This video feels like I’m watching a game director talk to his team of developers😂 Valid points made tho
From what I watched, I believe that he's complaining mostly about things that don't actually matter enough to complain about, like menu options, quest information, buttons, having to walk from one place to another if he happens to fall, things like that.
Also, the colors in World look nice, just not as vibrant as Rise.
I agree, just an old man complaining
yes, definetly. like most of his compllains is just a very very subjective problems that i have seen no one is complaining about. like the menu taking too much space which has never even been a problem for anyone, and too add to that menu taking too much space has been worst in every older generation of MH and even so no one finds it a problem.
the mayority of things hes point out, are actually eplainingg to me why i have so much trouble playing world. they do actually matter, a lot, the brain consumes a lot of energy and this is a game, not a science lab.
@@miguelcabreracastro6968 May I ask for specific examples?
@@Hexztagon try reading the comments here.
There are things I agree with but there are also stuff that just happens because you don't know , Like there is a button to return from expedition without going into map and selecting a city , same for quests, Handler stuff i completely agree with even if we are not a "Hero" I don't want a random NPC that i have no attachment to voice my thoughts or what she thinks i would say.
you are 100% right. and very brave to post this. my biggest concerns are the scoutflies and flares.
The game would not be this popular if What you said was true it’s a fact no disrespect
Gamers are used to terrible UIs.
"I'm breathing. Why am I breathing? I hate it. It's annoying."
- Iixxion
You have the option of selecting a target for you scout flies.
Though the item box menu is annoying, once you make you load outs for armor and items all you need to do is get the right load out....
I play with the switch GameCube pro controller and the bad button lay out drove me nuts. I thought my game was bugged or something. I HATE that my A button prompt is B and B button prompt is A
That's completely normal for nintendo games
Are you on PC? I played World with a Switch Pro controller too! What worked for me was setting the button prompts to use Playstation glyphs, and swapping the confirmation button to "circle" (A on the Switch controller), both of which can be done in the settings menu on PC. I eventually swapped to using a Steam controller, but I kept the settings because a) muscle memory and b) I was no playing Rise on Switch, and this made the buttons stay the same between the games and controllers for me.
@@taliadx ye I’m on PC. What I mostly did was switch to Xbox prompts ironically enough. I tried it at a friend’s PC tho but for some reason it didn’t work for him. I think it’s mostly because Nintendo control schemes on PC in general just get a little wonky.
That's not their fault...? It's because most controllers default to xinput on PC. The officially supported Xbox controller prompts are the default. It just so happens the face buttons are named the same but in different positions between Xbox and Nintendo. It wasn't until recently where you had the ability to swap the inputs on via steams overlay in big picture mode. They may have changed it recently to be more universal if enabled it might require a steam beta enable.
@@NwinDii I’m not blaming Nintendo, I’m just saying “nintendo control schemes” in general just tend not to translate well on PC. Even when I switched to an xbox layout instead, I still got a few awkward scenarios
Thing is, the button layout thing is something I found mostly in world. Rise didn’t have the issue for me, and neither did other games on my steam list. Despite using a GameCube controller, Elden Ring, Resident Evil, Sekiro, and a larger majority of other games I play on steam all recognize my controller as xinput and the button prompts still match the buttons on my controller. With World, no matter how I customize it, the button prompts don’t match my controller (despite the A button on my GameCube controller being assigned the A button of the Xbox, I still have to hit B to interact with stuff in world, unlike my other games)
The way I would do food is the following:
1 Choose payment method (money/points/voucher)
2 Pick ingredients with skills like Rise Dango
3 Choose a stat buff (atk/def/res)
And based on how much you unlock throughout the game it will limit your options based on what you own so far, like how in World for each skill/stat buff you must have a set of ingredients. Maybe the buff count be tied to seasonings instead of sets to make it less of a hassle.
Picking ingredientes already is choosing stat buffs
@@ender_z4nd3r83 Yeah, I know. But the way the menu was in World, it was too confusing for some people. In 4 for example, you can only choose 2 ingredients and a cooking method. So, it was easier to understand than to pick 5 ingredients, and to have a different skill based on how many of the same you picked. That's probably also why Rise had the Dango system, it was more traditional and very easy to grasp.
@@vengeflyking2722 tbh I forgot how cooking in world was, I just chose that one premade menu at the top, and yeah is really nice in 4u which im replaying while waiting for wilds
If the objective of the video is to try to convey your biggest game complaints to Capcom, don't you think you should've condensed the complaints into what you're most concerned about so the devs know what the community wants prioritized?
You've got some legitimate criticisms, drowning in an hour's worth of rambling and slop. "5 types of quests?? That's obnoxious, that requires too much brain power!" "I want to open the quest board with the B button" "This guy's books look old" "This menu is animated"
"Leaving an expedition is hard! I should be able to go to menu, leave quest." You LITERALLY can. You went out of your way to go through the world map.
Also, the complaints about the game not being a blatant narcissistic power fantasy might be the most egregious statement to have come from this channel yet, and I think you're aware that's a feat. "I don't want there to be an Admiral, or a Field Team Leader, or a Handler! I don't want characters having their own jobs or lives, I want them groveling at my feet! Isn't that why everyone plays video games, to experience a narcissist's wet dream?"
This format is working pretty well. Look at all the people who actually watched the video and left comments about what they didn't like, what they agreed with, and what they disagreed with.
@@iixxion Almost every one of the comments in this comment section is listing their own complaints unrelated to your own content, or commenting on what you listed within the first five minutes of the video
How does the viewer retention look like for this video, I wonder?
@@ActualCatfish take a closer look. I'm not sure you even know what is in my video. and as to your first observation, if you had actually watched the video yourself, you'd understand why people are commenting with their own complaints. spoiler: i asked them to. which means they not only watched until the end in order to see me ask them to do that, but they watched all my complaints and are adding ones they have that explicitly aren't ones i've already mentioned...because they know what I already brought up...nice try tho. I'm largely immune to trolling and "catfishing" so your efforts are wasted.
@@iixxion I had the respect to watch the video through before voicing my own opinion. Much of my comment directly addresses your complaints made well into the video. I would certainly hope you're not being knowingly disingenuous to try to deflect criticism as "well uhh clearly he didn't watch the video"
People commenting on their own complaints stem from the video title, not your ending question. I cannot tell if you are again being knowingly disingenuous, or if you genuinely just don't understand the average viewer. The average viewer will have seen the title, maybe watched the first few minutes, dropped their own complaints in the comments, and click off.
Look at how many of these comments exclusively discuss the complaints you made within a couple minutes of the video's start. Look at how many restate complaints you made within the video as their own. You posted the video, you have viewer analytic data. So again, how much of your audience watched through the full hour-long video?
There's nothing wrong with your character sharing respect with other characters and their jobs, but it does become very jarring for people when There's discrepancy.
It takes them out of immersion when you see a group of hunters join up to fight a monster but you end up being the only one fighting it.
Or when another character takes more credit than they should for the accomplishment.
It's like working on group projects in college.
Group of 3
You yourself did most of the work, one team member did the best she could do with her skillset but still did her best (Palico). The other just Google s some images for the presentation. Didn't even work on the PowerPoint.
It's cool, we needed those images, but I could have releasticlly done that myself.(Handler)
Contrast that to Rise and Sunbreak with NPC hunters it feels a lot more immersive.
The player would be much more comfortable sharing the victory because they see and experience the help of the NPCs.
Especially for the Gaismagorm and Pri Mal fights.
Even the quest maidens can go hunting with you (besides the princess)
Love or hate rampages, seeing the community of NPCs working together to fight off the horde instead of you alone adds to that combined effort feel.
We're celebrating together and sharing the glory feels more natural.
Mate
The kid chef even helps out with a Brrrrrrrrrrr gun.
Not a fan of all of your takes leading up to Wilds but this video is great. People absolutely need to be more vocal about some of the bad changes World forced on the series
I'm glad to see someone else expressing the same gripes with the UI that I experienced while playing. A lot of people seem to not care, but I hated how inefficient it all felt, mostly due to the unnecessary animations for actions that should be instantaneous (and were in the past). If they want to add that flair to the menus, fine, but please provide an option to disable the superfluous stuff so interacting with the menus doesn't feel like such a slog. I greatly value immersion in this series, but when "immersive" menu animations hold me back from getting where I want to be, it takes me right out of the experience every time. I wasn't a big fan of the UI's sound design either- that's something they nailed in the first game, so I'm not sure why they're so keen to change it so drastically, but that's admittedly a rather subjective thing.
I also felt the health and stamina bars were too small to easily read at a glance, and even found myself carting sometimes because of how easy it was to ignore and forget how low I was. In the end I guess that's player error, but it's not something that happened in any of the older games. I get they don't want it too take up too much screen space and get in the way of the action, but I believe world went too far and ended up sacrificing readability. Ideally they would provide options to scale (or even hide) certain HUD elements to our liking, so everyone can have HUD that works well for them.
The whole monologue on Hammer was pretty funny haha
I loved the movement in Rise and how easy it was to get about anywhere with wall climbing and wirebugs. When I went back to play World again it was just torture, especially with the various areas that would have narrow walkways (small rickety forest tree bridge), pointless vines, and just... running. I know Wilds is going to be more like World (no fun wall running and flips), but hopefully it doesn't feel as tedious.
21:36 It’s mainly the volumetric fog drowning out the colors and making it look bad. Turning it off in graphics settings for me made it look a little more crisp
Pleasepleasepleasepleasepleaseplease I need a discussion podcast between Iixxion and Ratatoskr.
Make it happen.
It would be so awesome. It would be so cool
@@iixxion Bro YOU are the guy who'd make it happen 😭
The problem with automatically removing the mantle is the times when it happens, it's inconvenient and has gotten me killed. Maybe only once or twice in all my hours, but i don't want animations that i didn't intend.
The odogaron and kirin segment, when your character automatically started climbing vines, that is also a headache. I wanna jump off the cliff, not climb down. Now i gotta wait for the animation, and change my camera so i can leap off away from the wall.
The quest menu felt a bit convoluted to me personally in world.
(World was my first then I played Rise)
I had no idea for a long time that world had arena styled quests with custom loadouts.
Rise making it seperate with the Arena Challenge Men made that a lot more clear and obvious.
It also more *immersive* too.
Actual characters in charge of those things.
(Having those two men who specifically have the job of training hunters be the ones that gives arena challenge quests with the custom loadouts.)
While i actually like a lot of the stuff you complained about and feel like they are personal nitpicks, i do think there are some things i agree with, like deviljho returning, scoutflies pathing and speed, maps, that pitfall (it isn't the only place they should have put a wedge beetle, the UI inconsistency (i do like the style to it which i am aware is fully subjective, but they could have made it more consistent), i do agree Astera is way too big, and the cursor on the upgrade menu is awful. i think the extra animations for the board and what not are fine but there definitely be a setting in the options to turn them off. As for the challenge to explain the canteen, i can do that in less than five minutes easy, but i won't because I'd rather spend my time replaying Freedom Unite again and while it's not completely related I'd love them to bring back the interactive farm, I get some people would prefer planting and harvesting in a UI, but I've always loved going to each of the parts of the farm to mine/catch bugs/fish/plant/harvest/ect.
Also this isn't me being blind from nostalgia or anything World was my first game.
Also I don't know if you agree or not but World's weapon designs mostly suck because they are just monster parts taped on a weapon and i want that to never return.
Need a search function on ALL inventories in the game
Watched the entire thing. Read all the comments. Every single one. I feel, as everyone else has commented already that the video was too nitpicky.
- Negative space was just future proofing more advanced quests.
- Canteen isnt difficult. (Tbh Wilds looks like itll have the most confusing canteen.)
- Some other things you went over were actual features that you just didnt know how to access.(return from expedition option)
I agree with some takes. Even someone here stated they loved the "chit chat" feature of rise to avoid the extra lines of dialog
But i will say the rest did come off as a Rise fan disliking world ui. Which in a wierd way is very telling, because if the worse thing you have to say about World are issues solved in Rise than Wilds is shaping up to be near perfect as everything ive seen tends to look like World with Rise QoL improvements
NO MORE DUD STUMPS!!! 😂
But seriously to answer your question, the first suggestion that came straight to mind, isn't necessarily a problem for me since I've pretty much memorized them all because I have the benefit of having played this game forever, would be to streamline, or pick one name for the skill and decorations. That is if they're going to keep using a decoration system.
Stop doing this:
Tenderizer = Weakness Exploit
Charger = Focus
Flawless = Peak Performance
And make them one or the other.
I've introduced Monster Hunter to A LOT of people and this seems to be a problem for every new hunter I play with.
Agreed. It used to be so much worse back in the day. Especially in the way that they showed you the skills. you would get points in one name, and once you got 10 points in that name, you would enable the skill, which has the OTHER name!
One thing i harted about Rise coming from World is the control mapping didn't allow you to assign the same button to actions that are NOT AVAILABLE AT THE SAME TIME, such as sprinting and sheathing your weapon, or using weapon controls for interacting when that's usually done while sheathed. It also made ranged weapon controls annoying as hell because you had to use the same button to aim your weapon and to aim your wirebugs while sheathed so if i wanted to use a ranged weapon i had a whole different control scheme to use and it's just so annoying.
I started in Rise and went back to World because everyone was saying how amazing it is. And I think people really, really underestimate how many quality of life improvements Rise made. If I want to play MH casually when I have a bit of time I will not even think about opening World it's straight to Rise. Sunbreak went even further and makes Rise just so much more pleasant to play on the whole.
I think ,underwater combat is something that could come back partially in an expansion, similarly to how the clutch claw mechanics were implemented in Iceborne.
This is likely what's going to happen, although I want it on day one.
I had played World with my main hunting group, then few years later played Rise with co-op friend. He read tons of comments from people that LOVED World and hated rise for making it too easy (fun) and the improvements broke the immersion of being in a hunt...so he wanted to play it.
It wasn't the most miserable we've been playing a game, but it's up there. Everytime we were frustrated about something we'd trade comments like "soooo immersive!!!" or "This feels JUST LIKE hunting!"
I haven't watched the video yet but I'm curious too see how our complaints lined up.
The main thing that annoyed me in Rise was running up a wall when I don't want to.
Specifically when I'm fleeing a monster. I've been long ranged smacked by Shagaru and blown up by hazard flaming espinas from this 😭
I believe there was an option to prevent wallrunning while engaged in combat, though it's not a perfect solution since it will also disable it if a monster happens to see you while you're just trying to get around the map :p
Idk if World has this problem too, but I don't have enough Radial Menu Loadouts for all my Item Loadouts. In Rise, you can have countless Item Loadouts, but the Radial Menu Loadouts are limited to 8.
Lastly, setting keybinds is really annoying (yes I play with a keyboard and mouse). I want more freedom to customize my controls. If any keybinds overlap, even if they don't overlap anywhere in actual gameplay, the game freaks out. It gets to the point where I gotta put random ass controls to my numpad so they don't overlap with the important controls. This is especially bad in Rise.
Skip cut scene after finish main story is must
I love mh world and sometimes i want create new character i cant skip cinematic scene
(Hammer since MH1. YOU SHOULD DEFINITELY MAIN HAMMER IN WILDS I WOULD BE SO EXCITED TO WATCH YOUR HAMMER VIDS)
Things I cant deal with: There is no toggle sliding mechanic on Hammer (No slide control ruins hammer), random dragonleaps (Should be single-deco skill to hold dodge button), and no disable L3 and R3 on console (constantly sheathing weapons during the most intense possible moments)
I actually cant stand World because of these things and im currently waiting for Wilds while playing the new Fan-servers on Monster Hunter: Tri, which is deeply superior to Worlds (for hammer)
(Sunbreak doesnt bother me except its made for a weak baby console and it literally cant handle my inputs so I also quit sunbreak, simply because it doesnt have the horsepower to deal with my controls and loses button presses and inputs all the time when I play Hammer)
Shelling too soon after a dodge causes a reload to happen instead, on GL. I hate this very, very, much. It needs to change.
Also, ledges get me killed because if you are touching one or near one during a monsters combo or an unblockable, and it nudges you into the ledge or you climb it, youll get killed next attack. Not even Lance blocks come back fast enough to recover from touching a ledge during a combo. Being pushed back toward the ledge while blocking = death. You should keep blocking through ledgefalls and trips if youre still holding block OORRR holding block will simply stop you from engaging a ledge and treat it like a wall at your back. End of story.
I also need dragonleap to be made into a skill. about ONE THOUSAND TIMES I have been rolling 3 times to get fire off my character, and one of those 3 required rolls is ALWAYS a dragon leap when i dont want one. Probably... HOURS of time spent staring at a dragonleap I didnt ask for, over the course of my 3000 hour career in World. ALLLSOOOO, the random dragonleap actually gets me killed ALL the time. It needs to be a one deco skill-only when you HOLD DOWN the dodge button you should dragonleap. When you dodge regular YOU SHOULD DODGE REGULAR. Theres more-
Monster shinies should ALWAYS be on top of everything else on the ground. (this has actually been a problem for multiple generations and looks solved by instantly putting shinies in your inventory with Wilds, which is very, very wonderful.)
OH YEAH, PS4 version has no way to assign buttons on the controller, so R3 and L3 get me killed all the time. In the heat of battle, against an AT Velkhana solo, with hammer, ill be pumping adrenaline and my thumbs get heavy, and I press them in while im about to do a Brutal Big Bang on Velk's head, but what? I accidentally pressed L3 too hard? And now my character has put away their weapon? losing my charge, my positioning, my flow, and making me vulnerable for 2 seconds of unwanted sheathing animation? Yes, this gets me killed in endgame content every time I boot world when I know I really shouldnt. THE ONLY THING THAT SHOULD EVER PUT YOUR WEAPON AWAY IS PRESSING THE BUTTON FOR AN ITEM.
I also think you should be able to roll out of absolutely anything, at any moment. Even a Brutal Big Bang, or a Wyvernfire you should be able to cancel dodge.
ALSO, ALSO: I think that Heavy Bowgun, with 4 shield mods, 5 levels of guard, guard up, 7 defense and 5 constitution, shouldnt still take a quarter of your health and stamina, when you block Furious Rajang's thunderslam. You should be able to tank unblockable attacks all day long if you dedicate that much of your build to blocking, you should basically get a Lance block. But it DOES NOT work that way. You are still going to die from 4 tempered unblockables in a row, which does happen with Stygian Zinogre, FRajang, and RBrachy, (also Velkhana's iceberg attack) even with every single resource you can throw at defense, and that, is why I dont play World anymore, and potentially, if ANY of these problems are still present in Wilds, my time will be quite short. And im someone who purchased every single thing that was possible to purchase on the Worlds PSN store. So maybe listen to me on some of this stuff, alright Capcom?
Make X to enter the tent start further away from the door so I dont have to be standing in the tentflaps to enter. I should be able to enter from 5 feet away. This actually has gotten me killed when Rajangs laser goes through camp walls and the X input to enter the tent should have been close enough, but the game needs you to be ON TOP of the entryway.
tl;dr: I dont die to monsters in World anymore, I only ever die to unwanted terrain mechanics, unwanted animations, unwanted button assignments, watered-down armor skills, scripted partbreaks and invulnerability (let em' play, Ref'!), and slogging through the bloated UI now, because theyre the only things I cant smash, and I smash good.
dayum that is a list right there! gonna hafta make a followup vid where I read everyone's complaints!
tldr: iixxion hopes they don't create any UI because it is all too confusing and interrupts the process of shoot monster, carve, repeat.
But for real, you're right that lot of the UI needed work. I don't agree that Rise improved the item management, if that's what you meant to imply. Coming back to Rise's stash after a couple years has been far harder than coming back to Worlds' stash. I hope the stash is improved from BOTH games and doesn't copy either.
34:34
Hammer and bow?
That's the exact thing I'll be maining in Wilds!
If you want to stun more in rise you'll need the Dango Slugger with the Slugger skill.
Other than that it is Much much easier to get stuns off in world and force the monster to not be able to fight back
hell yes! Hammer Bow!
lots of trivial points between valid complaints.
This video feels very nitpicky and opinionated. While I agree with a lot of what you're saying, saying purely subjective stuff like aesthetic design choices and a bad color palette like its an objective fact that everyone must agree with is dumb imo. Also stuff like "and now I have to ACCEPT the quest," it just feels like complaining over nothing
This video is opinionated. That's the entire point. At no point did I say you have to agree with me. In fact, if you take the time to watch the video, you'll see that I say what you like and hate is different from what I like and hate.
You’re letting the nostalgia from playing rise blind you from the qualities that you should be adapting to not complaining about like all us good hunters have been doing😂🤣
I'll be the first to admit that I'm spoiled by Rise's immaculate UI.
They should just do away with anything that isn't a hunt. No more story missions like the Zorah Magdaros or defend the village gates from Velkhana or the siege quests or the Rise Rampages, everything like this needs to go. For the love of everything do not bring back underwater stuff. At best the non hunt quests you learn to endure them, but they're never fun and at worst they're a slog you hate doing. I really liked the Rampages but everyone else hated them so this or anything like it has to go. So the only quests they should have are hunter vs monster(s) and that's it.
One thing I hope they keep are the follower quests and follower feature from Rise: Sunbreak. These are awesome for solo hunters like me that cannot play multiplayer due internet speeds, it's closest I'll ever get to multiplayer (my internet provider has upgraded twice and still not reached speeds suitable for online play in action or FPS games, they're not going to upgrade their network again for the foreseeable future).
Will you be doing this video but for Rise and Sunbreak???
yes but you guys have to help me make the list because mine is too short for a whole video!
This video is just complaining about nothing you don’t have to go into an online session if you put it on private the game is very much live service any game that has an online is live service. The quest board you can do something called changing your binds and change the buttons. The “negative space “ is so you don’t have a brain aneurism whenever you try to go on a quest. Complaining about the animation when you open up the quest bored is sad if you get annoyed for having to wait one second when you open a menu
You do make good points but complaining about this tiny stuff is sad
Aww, don't be sad! We love you.
@@iixxionoh noo i dont know how to change my button layout time to make a 1 hour video complaining about it
@@ZanderSteeves in most games you dont need to do button layout... because they are well done and think about their players instead "just figure it out" mindset.
@@miguelcabreracastro6968 it normally is the A button on Xbox he changed it and is complaining about it
The B button thing is on you. It's an option in the menu and fuck XBOX for copying nintendo's buttons and swapping the orders. Circle is the confirm button. Whoever thought kids hands are too small to reach it decided to set X as confirm when Playstation came to the west (or because of the coloring but I don't think that's the case because X usually means "incorrect" as well)
its not the confirm button thats the issue, its the fact that the game thinks my A button is actually the B button and vice versa, likewise with X and Y.
... maybe fuck nintendo for laying out their buttons right to left alphabetically. Also, the one that "copied the buttons" was Sega. And then XBOX ripped off the Sega designs. Oh, right. And before the Super Famicom, another console came out that had ABCD left to right, but not in the arrangement we are used to (that happened later with the Neo Geo CD).
Nintendo was pretty much the only one with this fucked up order, in the early days of controllers there were multiple different ones that were already laying out A and B in the western way. This is just a japanese cultural quirk. The meanings of the buttons on Playstation were actually swapped between japan and the west until the PS5 came out, for similar reasons. Not to mention that Nintendo goofed up in the 4 button layout and "B" turned to be primary button, which used to be "A" in the NES. Early games, Nintendo and PS alike, were very inconsistent with what is the Confirm and what is the Back button. Sega Genesis and XBOX started to standardize this, and PS and Nintendo followed that at some point.
i play with a switch control, and the buttoms... there iss no way to change it, and when it does, it changes the actual buttons to press... so i have to rely on my muscle memory
Xbox literally took the Sega controller button layout
That's all
And the layout is technically better because it's the place where the confirm button is closest to the thumb.
I think you can press the Cancel button when talking to people like the Handler and the Blacksmith to skip all their dialogue in one button press and get straight to business.
I spam both A and B and neither works for me. Nor do shoulder buttons.
@@iixxion That's odd, I just went back into the game to test it and pressing the cancel button always works for me.
This video is basically showing me why i have so much trouble playing world and even returning, i didnt know what was exactly, but the game drained me so much mentally. i could go on expeditions on base rise for 2 hours, or just do quests, but world had something. the menus were one already, the animation in the quest menu is one of thee few i could identify cuz it gives me headaches, and the item management is... yeah, it can be solved by creating item sets but, my god, i want to select every item i want to buy not doing it one by one...
Not enjoying a game just for the UI is funny
2 things for sunbreak in all honesty for me
the palatace mechanic n how empty the map is... I know some of it is the 3rd gen map but can it be/feels a bit alive at least 😂
I'm surprised you didn't mention the fact that upgrade and forge weapons are separate, bad menus and stuff don't bother me too much but that is really annoying (haven't watched the whole video yet, sorry if you mention it later)
Theres a great Nintendo switch button UI mod on Nexus for Iceborne, I use it myself.
The first nine minutes is pretty petty even the fact that you want to speak for other players and saying that nobody wants to see the small monsters when most of them do and they appreciate the book that pops up from the quest board but I can understand from the switch controller not being added is worth adding. But most of your other complaints are personal problems honestly which is obvious you want things more simplistic and you don’t want to adapt to the evolution of gaming which makes me wonder if everything you said is a troll🤔
Wyrmstake Blast makes gunlance lose its identity, shell a special hitzone, get special damage, its all the same as WEX and every other damage skill, play in 1 specific way to be rewarded, great for speedrunners and meta slaves, awful for anyone that liked gunlance for its hitzone ignoring damage, now instead of hitting specifically the head, you have to hit a specific spot you chose earlier in the hunt, and only after you load randomized ammo into your gunlance you found lying on the ground, there's just 0 consistency in any of it, it feels like a minigame tacked on so they can say gunlance got an "upgrade" in World
You keep saying some people might like it in most of your comments when in reality most people like it. It’s just you and a small majority maybe if this truly isn’t a troll
Oh no, it seems you committed the cardinal sin of daring to criticize this sanctified game
The game is easy yet have over 20 skills on a set. I want the old skills system to be back
This is why I can't stand this game after completing the story I just dropped this game and went to rise
came in with a negative mindset but you actually had good points 😂
For the hub area,
They really should have used different colors.
Maybe having the provisions area being a cart or something like a mini walk in shop.
Even perhaps shop music to differentiate it.
You lost me at online sessions, not that I particularly care for the online session system but it is obvious that this video is going to be such a whole lot of nothing the neurons in my brain forming this memory are at risk of imploding.
Thank you for taking the time out of your day to tell us that you're not going to watch the video!
What's your opinion on rise?
I hope there's nothing super gimmicky.
Skills like in generations?
Great.
Tools like clutch claw, slinger, and wirebugs?
Nah. I wanna make a part weaker, make it so i can break it like anjanath's legs.
I know they know how to do this because anjanath and banbaro have that mechanic.
There's also the factor of fighting my weapons in many of these games.
Charge blade as the prime example of this, it feels so clunky just because of all the timers on top of stupid long animation commitment for things that shouldn't take as long as it does.
Might be a hot take, but gimmicks are what make newer MH games fun, they add so much more than just mindless whacking the monster with the same 2 combos until they fall over. The clutch claw makes for some really good tech like countering certain attacks by clawing onto the monster at a right time. Things like Hunter Arts and styles from MHGU can completely change the way a weapon is played and suits a whole variety of playstyles. Wirebugs giving you a whole new level of maneuverability and skills to use. Without the gimmicks a lot of these newer games would feel VERY same-y. And I'm glad Wilds is going to have a similar gimmick mechanic with the wound and focus strikes, it already seems like its going to add a whole lot of depth to the hunts that wouldn't be possible without.
ruclips.net/video/KpVRg4ikm5M/видео.htmlfeature=shared
I don't see many at all talking about this but the monster behavior for combat was also changed a lot in world too.
A lot in the wrong direction!
This was the most nitpicky video I've ever watched. Most of the UI/menuing/button presses was barely worth mentioning. I hoped for better from this guy :/
Not to mention that you keep stating stuff about YOU which makes it obvious that YOU do not play with other people and care only about your experience which is pretty selfish no disrespect and what is more funny is that you said you play to be the best person in the world but yet you contradict yourself because you have almost an hour long of complaints and not enough monster hunter world hours played it’s a fact because I have 2786 hours in monster hunter world ice born and 1622 hours in monster hunter rise and I have never heard of any bizarre complaints like the ones that you have brought to light from anyone that I have played with and I play solo or with randoms and friends💯%
I have well over 2000 hours of world/iceborne on ps4. I liked it so much that I bought it for PC, installed it, and STARTED ALL OVER FROM THE BEGINNING and then played several hundred more hours! Want to hear more complaints about World? Scroll up and down this comment section and read.
Might be controversial:
Remove wind pressure and massive roars.
It's not fun being stunned for several seconds every minute unless I sacrifice some deco slots.
Great video!
i agree, i was sad the pickle wasnt in rise
Just because Monster hunter doesn't have a battle pass or "seasons" doesn't mean it isn't a live service, it definitely is. MHW was at least.
I'd argue Rise/Sunbreak was more live service then World/Iceborne. But MH is like the OG live service game
Look there is no perfect game. There are things i did not like in World, Iceborne and Rise. Things maybe i did not like other people did like. I think on the whole the games were great and i played them a lot. I going to just wait for the game to drop and go from there. but i can feel your pain at certain points.
Please tell me this is a troll
Most of your issues are solved if you can read
I just want them to get rid of all the bloat. There are so many weird, superfluous little systems. I finished the game and I still don’t know what the fuck steamworks, melding, and area levels are about. And that’s just 3 of like 200 little things the game gives you stupid pop ups about (the fuck are vouchers? Don’t care, not using them). I just don’t give a crap about all the menuing. GET ME TO THE MONSTER HUNTING NOW
THANK YOU
Monster Hunter not for everyone....🤗
I’m sure you make some great points later in the video but oh my god I just can’t get past the first eight minutes, what are these complaints dude???
You're right about the game not making you feel like the main character. I kinda felt confused too about why the stories never align with the hunter (you) but in the most important times, the world is on your shoulders. If the hunter is just some jobber/escort they should just say that from the beginning. You can see the connection between the townsfolk but the hunter feels kind of alienated from those deep connections. A game like Rise of the Ronin does a good job showing your achievements through the story progression and the bonds you've built giving your character more presence.
Literally every other MonHun game shows your character's achievements through story progression and the villlagers growing appreciation of your work.
World is such a good example of Californication:
"Realism" means uglyness.
"Engagement" means inefficiency.
"Community" means bowing down to bureaucracy.
@@Stroggoii True, its just not on the level of other games ive played which tbf, are more story driven. That example I used of Rise of the Ronin is a perfect example of immersing into a world of connections that shape the environment around you making the game more or less supportive depending on how you approach it.
didn't watch til the end cause it stupid thing to complain but
I think MH on pc can change the confirm button didn't it?
This guy might as well complain about the fact that he has to hit a button to turn on his tv.
It's 2024 we should be a buttonless society.
These complaints about the menus are kind of stupid in my opinion, the cursor is much faster than pressing a button a ton to get to the weapon you want. The item box is stupid though