I kinda just want an even more refined World-like game with underwater combat and bigger emphasis on gathering, preparation and difficulty. Other than that they can keep doing what they're doing cause what they do is quite frankly awesome
World is my favorite game of all time, and the potential they have through basing their future work on it is just staggering. A better engine, open world, underwater combat, large monster mounts, and emphasis on the mundane so the victories feel sweeter, are all things I hope for and expect in the future. There are a bunch of smaller ideas too; more intricate AI, rework to the hot/cool drink system, more unique armor skills (set bonuses were a step in the right direction), better weapon balance + new weapons, etc, but all this stuff is pretty much guaranteed with time. MH is a series with near limitless possibility.
Oh, an actually good story would be great too. It doesn't have to be something incredible like Nier or FFXIV, but just some awesome pieces of environmental storytelling and lovable characters would be great. I actually think Rise did this pretty well, the serpents were an interesting concept, and the ruins/notes spread all over the areas were super cool to think about, with Valstrax being teased in the Sandy Plains. More of that please!
Agreed, but id add the spicification that there shouldnt be a new overarching gimmik, the clutch claw was annoying and wire bugs just make everything too easy
Yes. ... I actually got into some old gen games after Rise, because I heard they had more and different gathering and stuff like combination chances, limited bugnets and pickaxes, combat felt a bit secondary but I'm enjoying both. World is still great and I'm at grinding lands again, but yeah resource management kinda doesn't exist especially once the slot machine gets introduced
Another thing I'd like added. *AI Hunters* 8 of them to be exact. 5 blademasters, 3 gunners. The blademasters use GS, SnS, L, GL, CB. The gunners use LBG, HBG, B. Why those 5 melee weapons? Because they can *block.* Now, these AI hunters use very similar AI to Palicoes, so they're quite capable *if experienced enough.* AI Hunter experience for the most part is gained by just repeatedly bringing them along to hunt, or responding to their SOS. Though you can only grind out so much quests before their XP caps out. To uncap it, you need to do a sidequests with them. AI Hunter sidequests are well written (in terms of MH quality, at least) personal stories of the AI Hunter in question. Through these sidequests, you get to learn about who these hunters are, where they came from, what they're outlook on their profession is, their worldview, their likes and dislikes, and their aspirations. Each AI Hunter has an average of 6 sidequests. And not only that, you can actually talk to them with a quite extensive dialogue tree while at the village. AI Hunter equipment cannot be manually selected, however. Equipment is based on their experience, the amount of upgrades you've built for the village (specifically upgrades to the blacksmith) and the quest to be taken. For example I want to hunt a rathalos. If the AI hunter has low experience and no upgrades to the blacksmith, then they will likely be badly equipped for the hunt. If they have high experience and several upgrades have been done for the blacksmith, they will be most likely to bring flashpods, antidotes and antidote powders, equip armor with fire resist, earplugs, and poison resist.
I made a little doc about a reverse-Monster hunter game, where you basically play as the monster, as it's an openworld, survival, pvp game with still some rpg elements
Trust me, everyone in the MonsterHunterFanon community is super nice and supportive, provided you're willing to play by the rules. We have had a few bad eggs in the past and that's why the rules can look a bit overwhelming but they ultimately boil down to just "make sure you put in effort if you make something and be nice to people." And if it's artwork that you're looking for then definitely check out the stuff Jeremiah V10 does. His images are top-quality.
A cool idea for when they add underwater combat is to have a coral reef as a hunting area which could have monsters like plesioth, Lagiacrus, some sort of Eel Large monster & maybe a large monster that’s related to the sharqs (the concept I had was a helicoprion type monster called The Buzzjaw Gigasharq) or maybe a subspecies of the Gobul that has some lion fish aspects and have venom/Poison along with paralysis ( The name I came up with was the Lion’s Mane Gobul).
This reminds me of a video game I planned out as a kid which was inspired by Monster Hunter among other things, but was an open-ended, open world sandbox RPG, like Runescape or The Elder Scrolls which I hadn’t discovered at the time, and with a wacky super high fantasy aesthetic, kind of like God of War or Asura’s Wrath even though I was never into those games. For example, the sun was a bronzy city with a magical dome underneath to provide the earth with light, and you could physically fly up to it with various modes of flight including levitation spells or flying mounts and vehicles ranging from dragons to broomsticks, assuming you weren’t just playing an inherently winged race like a gargoyle. The earth itself was flat and you could go all the way to the edge and look over the side or fly out into space, or even fly underneath it and see the barren stony foundations, all prime real estate for the developer to add adventures, or for the player(s) to set up a base and do multiplayer role playing in. Anyway, one of the creatures I designed to inhabit this world was something that could fit right into Monster Hunter. The working name for it was the Firefern Wyvern, because it had… some kind of relationship, though I’m not sure what, with the Firefern plant, which is an item players would need to make gunpowder, like the Fire Herb in MH, and it had the same color scheme - yellow base with thin, zigzagging red stripes. I think the dragon lived in areas abundant with the fern and would both eat it to maintain its fire powers and hide in it to ambush prey including the player. I did a drawing of the dragon pouncing out from the fern, and I remember it being just a very basic wyvern design except for the color scheme. Now I feel like redoing it with more of a leaf mimic style.
All I need is for a World-style game bringing back and fixing everything about water combat while also expanding the underwater territory with new water monsters (I'm sure a new leviathan). I would fix, of course, the weapon nerfs, the depth perception issue (possibly by being able to adjust your underwater camera settings in menu complete with a tutorial explaining that you can do that), underwater arena quests, a wall/significant challenge monster like Tri's Barroth or World's Anjanath for both water and land/sky, a Coral Highlands inspired map that is mostly underwater complete with air vents and air bubbles to get around the place like Coral Highlands has, an abyssal monster with a fight that takes place in a Mariana's Trench type environment but with the beauty of Ceadus' lair, Ceadus/Goldbeard Ceadus returning as well as Abyssal Lagiacrus and possibly Dire Miralis for end of game similar to Alatreon release timing. If we're talking Frontier monsters, I'd bring back Pariapuria for this 100%. These underwater haters will love new world underwater damnit!
Hey PikminJake, another one of those Fan Wiki creators here, I'm the MH Verge guy! Thanks so much for mentioning my project! :D It's actually going through a HUGE update right now, if you're ever interested in taking a look I'd love to have you on the Discord server! I'm always looking for talented & well versed people to get input from! This was a really fun video and I'm glad you shared it. Having your old artwork and FB posts totally makes it, I love seeing how differently (and ridiculously!) young kids view things. You can really see how passionate you were about the series and your ideas and just how unapologetically you were cherry-picking your favorite elements, haha. If you do get back into the Fanon scene I'd certainly be interested to see what you come up!
Monster Hunter with Atelier's trait System. In a nutshell, everything you craft can gain traits with skills on it, traits are either gain through passing them from material or using high level items. Also maybe with a Shallie-like atmosphere where everything looks underwater alongside it. Actually I have a whole plan for something like this that I made while bored during quarantine.
things i’d keep from world and beyond: -room and other cool customizations in this realm -craftable charms -dogs things i’d bring back/keep from older games: -armor skills -craftable gems -combat speed and flow as well as weapon styles -actual kaiju battles -underwater combat as an alternative like arena -the original HR 1-9 system but not 999 cap -smaller, less clustered world. -pokke farm type area -world upgrading like in 4U things i’d bring back but change: -make transmog easier -make rusted weapons easier to find
I would love to see a Monster Hunter game in which quests can be done from within expeditions alongside the labyrinth-like level design from World. I know people hated World's level design, but I felt like they paired really well with the exploration focus of expeditions. It was fun to learn my way around the environment and to find cool secrets and the occasional npc interactions.
The fact that you put white fatalis in low rank makes me wanna chug more of my veteran gamer juice and reminisce of the old days back when you could fight elder dragons in low rank
I saw your one video from last year where you were saying you weren't going to make anymore videos cuz of time constraints. But I'm glad you started again. I'm really enjoying these videos man.
I never really had an incredible idea for a game, but I have had an idea for a weapon. It would be a combination of the slinger/clutch claw, and a spear. Imagine a harpoon gun that you can swing and stab around like a spear, but doubles as a sort blunderbus. Like an in between of range and melee. Beyond that, the "clutch claw" is firing the spear out of the gun and into walls or monsters to pull yourself toward it. With this in mind though, my original thought for this weapon was having the movement only work underwater, and having the range only working out of water.
I'm imagining a dual pistol weapon where you can shoot different ammo types independently with each gun. Melee strikes would look like when you use the dual blades just with less combos and attacks build up a meter that can be used for powered up attacks like the spirit gauge with longsword. The final hit of the gauge would be the hunter just pummeling the monster with all the bullets in each pistol and finally an AoE explosion.
I would have the character start out with just a camp (no village) and only 2 weapons (sns/bow). You have to find your way to the village defeating a large monster (with requires gathering and fighting small monsters to prepare the hunter first). In the village you can craft new weapon types but every weapon starts with a limited moveset similar to mhfu. Armour upgrades with monster parts, skills are based on upgrade lvl and armour piece ie. gauntlets give damage skills, torso gives defensive skills, boots mobility skills etc. As you progress you unlock new moves/mechanics ie. spirit roundslash, true charge slash, perfect rush, etc. Element damage is the best way to defeat most monsters but some have low hitzones for all so raw is ideal. Element damage inflicts blight with enough buildup. No time limit, open world, multiple quests can be taken, quest rewards are only zenny and hunter must decide to go back to village. Carving is increased and is the only way to get monster parts (breaking parts drops shiney pickups). Game is focused on hunting/gathering/prep/immersion.
You have some interesting ideas. I especially like the idea of the weapons starting with the limited moveset of the older games and gain new moves as you progress.
I'd actually like if they split the game into different parts of what the community likes. Just imagine, you'd have a remote village that brings back a lot of old features like the farm, "moga forrest" type of free hunting, gathering for resources, seasons, bounties, quests are given by the npcs directly and the village will upgrade as you progress and deliver materials. Players can join your village but there is only room for a total of 4 players. The "story" could again show the fight between humans and nature as the town that you build up ends up destroyed after one (or even several encounters) but they still keep rebuilding it. Make it a more personal experience. And then on the other hand you have the option to go to the big bustling city, with lots of different stuff to do, lots of job opportunities but also a lot of different hunters. The experience should feel like MH2 dundorma or loc lac combined with Monster Hunter world gameplay loop. There is no farm, you can bring stuff from your village or you have to buy or trade it. In the city is a Hunter Guild HQ and since due Guilds close presence and the sheer amount of jobs and quest, there is a hunter rank system. They could explore the guild and their policies and actions more and also show a different kind of perspective. In the village you are directly facing nature to survive, but in the city, humans already created their save environment. You are not hunting in order to survive in nature but to gain money and survive and rise up in society. With good writing someone could really pull this off. Then for the arcade boss rush lovers they could go completely crazy with the arena. Give it the attention that it deserves! They could go nuts with all different kind of quests. Hunts with presets, hunts with your own equipment, PvP hunts like in MH Dos, time attack, naked runs, etc. Add subquests to them as well. There are several different arenas, with different "gadgets" or maybe several areas. In the arena your hunter is an arena fighter/gladiator kinda hunter. The arena has a lot of visitors and spectators and you are basically hunting to rise in the ranks and popularity. You can do preperations (like capture monsters in order to let them fight in the arena) in order to increase your reward but you don't have to. Give the whole setting a certain memorable feeling/vibe and maybe even a plot. If you can give the player these 3 settings and perspectives in one game, you can even cause them to reflect and maybe even give them a reality check in the game with what they are actually doing. In general I'd really love to see at least subquests, a fluctuating reward system for monsters and underwater combat return. Keep open maps, but make them even more "open". World maps feel like there are still areas. World had so many fantastic features and a lot of details that even improved on what the old games tried to convey. In world I can just spend hours gathering and exploring maps and monsters. But give us reasons to hunt the monsters. In a lot of ways they also failed though, the idea to bring back weapons that are based on iron and bone and visually change slightly depending on the needed materials was a cool feature in the old titles, but the realization in world sucked badly, especially when they removed original designs for this crap. Maybe they can improve on that and also add a system were you have upgrade trees for armor as well. Upgrade your iron or bone armor to rathian and then to purple rathian or gold rathian by using materials instead of armor spheres. And plot should be cool like in tri or MH4, where it makes sense and is more subtle and not too much "in your face".
As a World fanboy (who knows very little about any other monster Hunter game) I think all I have a concrete idea of what I would want in my monster Hunter game would be the room being more of a house and having more use and depth. An example being that if you wanna make a farm in your yard then it’s gonna take some Barroth mud and some bones along with zenny. Then after that you have upgrade it by added stuff like an apiary for insects that you’ll need some rare collectible materials and if you want to upgrade that more then you need some Zinogre back parts to do so. It essentially any farm or harvest system but I feel like being able to really see all the progress your making bit by bit would make that part of the game feel a lot more satisfying.
Interesting. I’m actually working on a real, functioning, multiplayer fan-game. Yeah, really high expectations for a single person, but it’s happening. I’m still on foundation work, making scripts for common monster and weapon animations (ex: tail physics upon monster rotation/movement). Only downside is I’m severally inexperienced, so the game is only going to be 2d. Once I get to the point where I have a good amount of stuff sorted out (terrain tiling/generation, monster designs, weapon functionality, etc.) I’ll probably start posting things on this channel. I’m also free to discussion about the topic, I have a lot on my mind and I’m still open to new ideas as well. One person suggested the Wyvern boomerang, for example. Well, it’s coming! (Renamed to Wyvern Arc though)
@@ChangesNamesALot Randomly found this video and therefore this reply lol. To answer your question, I already have my lowrank roster fully sorted out at this point with only minor tweaks left to go as well as a framework HR roster. The LR roster so far is only going to have a single siege, a reworked Lao-Shan-Lung, with additional sieges in HR and MR (if I even get that far). There is a swimming monster planned for HR, although this is instead in the water rather than the sand. It will be very similar to the Jhen/Dohran fights, but it'll be a long time before I even get working on that.
I made my own Monster Hunter TTPG. It has it's own system, so it's not D&D. I've done game design and game development for over two decades. After seeing your Monster Hunter DOS video, you'd probably love it. It is very much so a Monster Hunter simulator. It's designed in an amazing way that can be played traditionally with a "DM" and players, but it also can be played with the DM able to play and even single player. I could talk about it for hours. I've thought about talking about it on my channel *Nothing For Free* in the future. (Channel is on Pause till I get my new PC, which should be this month) It uses the entire franchise of Monster Hunter, over 350 monsters, over 100 locations, 100s of NPC, over 1000 items, procedural generated maps, etc. "Enjoy the Hunting Life! G!!!" -Instructor
Oh that sounds incredible! Some day I gotta get a dedicated friend group for tabletop roleplaying. I used to in highschool, but oh how the times have changed. A Monster Hunter one would be incredible!
@@pikminjake there are some interesting concepts I think you would really like. The amount of inventory, setting up camp, different size camps, skills that include tracking, cooking, crafting. You can bring two sets of equipment with you for the Quest. You prepare your equipment in between your quest (Hunts gathering, rescue, recon, escorting, etc.). You can rent different items to take on the quest. Like the supply boxes you load up with your items. There are two you can rent, a Blue with 24 slots and a Red with 32 slots. You load your tent, spit, etc in those boxes which you use to set up camp and have "resupply". Also, use it to store any items gathered/carved from the quest to take back with you. (BTW this is how I would handle Respply in a Modern MH Game, no more of these Infinite resupply like in MHWI & MHRS). You could rent Ballista and cannons which then you could set up on the map. We had a hunt where we tracked the monster, followed its routine (feeding grounds, water holes, areas it avoided/protected, sunbathing areas, nesting area, etc). Set up our "kill box" area with artillery. On Day 3 of the Hunt we executed our plan. We fought and lured it to the "trap" area, it fell into our pitfall, our Palicos fired the cannons and then moved to their Ballista positions for the Hunt. At one point during the skirmish the Monster tried to flee and one of the palicos had preloaded a Binder Shot, fired, and snagged it before it could leave. Which gave us the chance to paintball it (which leaves a florescent paint trail for you to follow.) One Hunter (there was two of us) stayed in hot pursuit while the other went back to our camp which was near by. It was well hidden in a grove and we had a high camp skill which is used to not only speed up constructing and deconstructing camps but increases their level of camouflage & hidden scent. After the Hunter #2 resupplied they soon saw a Red Flare go up, they knew that either meant Hunter #1 was either in trouble or had reengaged in combat. They quickly break through the brush and scale the mountain side. Things escalated, the other Monster we had found in the area, who we didn't do full recon on, but wish we had, apparently likes to go nesting in Monster 1's sleeping area while it was out. I'll regale you with more later. I need to tell you more about the game. So you can play as Palico which works differently than Hunters because they have "classes". 10 set classes and 1 customized class where you can pick and choose some abilities from the main 10 Classes, but didn't have any of the Special Passive Abilities. (Eg; the Felyne Slugger passive of *K.O. King* gives a passive 10% increase to Stun) you can play as a Felyne as your own main Character just like a Hunter, as another Hunter Player's Palico, Play as Both the Palico & Hunter, or have the DM play as your Palico. It is a TTRPG so my 2 players had me Roleplay as their Palicos. You don't even have to have a Palico btw. They both wanted one and it is a legal option at the start so had them. We had one game where we had 3 Hunters, no Felynes, but later met some Felynes and befriend one so much they had him join their team (which I played). So yeah, full role play experience. The townsfolk, guild members, the wild folk (natives like Shakalakas, Felynes, etc) are all so great. We met so many different Guild Receptionist and later when we reached A Rank (Ranks are D, C, B, A, G) we sent request to have our favorite Guild Receptionist become Handlers. Yep, you can even get fully customizabled Handlers with skills as well. There are cities, villages, sprawling wild lands all pulled from the world of Monster Hunter. Places that exist in the world that have yet to be in a game, but are in the lore. I think you would have liked the story where we had a quest for Catch & Release (we researched the creature before release) and another for relocations. Sometimes monsters get pushed out of their territory and you gotta get rid of the problem child (in this case a Anjanath) so that the Great Jaggi and his crew would stop attacking travelers & farmers on the nearby road. Hey those Jaggi & Jaggia were just hungry. After Anja was taken care of we then had operation relocation by capturing the whole J.Crew and releasing them back into their territory. Okay I gotta stop it's 2 am here XD.
I just restricted classes and adlibbed crafting(because it doesn't really *need* to be statted out as long as you work with your players and record what effects you make) in D&D 3.5 for mine.
I'm interested to hear more about the status of this project of yours. Checked out your channel but I haven't seen anything about it on there. I personally worked on porting assets from the games to tabletop simulator for when I was a part of a mh themed dnd session. Got as far as porting all the 1st-4th gen monsters before life happened and burnout kicked in. Originally saw that there was only 1 mod for adding monster figurines to the game, and they were quickly done pngs, which while they were functional, as an avid collector of mh figurines it felt half-baked. Admittedly the figurines I've worked on are also pretty simple from a gameplay standpoint, as they are static assets once they're loaded in, but I made care to give the players options for different variations for each monster, like with part breaks or enraged states. Part of me wants to go back and try to learn how to get the monsters animated, and figure out how to get all their various statuses to be toggled in-game rather than taking up precious space using multiple model files. Just been hard getting the motivation to work on them, since my original dnd friend group disbanded after some drama happened. Origionally I set up a discord for other people who make 3d artwork for monster hunter as a way to help a couple friends and find new motivation from that, but after pouring everything into it for 4-5 months straight without any breaks and encountering many technical issues with my hardware, once I reached that milestone of getting all 1st-4th gen mons added I took a hiatus for a bit. One month turned into 2, turned into 3 and eventually now 6 months have passed without any work done for the mod or my own render side projects. At least the discord's turned into a nice little community, the 3d model guys look like they really needed it, and it's been really nice seeing them collaborate with eachother.
I would bring back underwater combat, but being able to launch yourself off walls to go faster in water. Plus, in the second map, there would be low tide and high tide, to just spice things up
I was thinking about that with my brother a few moments ago. We ended with Monster Hunter 2 portable world generations dos yukumo 3 edition ultimate for Nintendo Wii U.
A game I want is probably something closer to an MMO where you could go out into the world to track down a monster and it'd be a huge undertaking with plenty of planning to take down. Not saying there should be tab-targeting or healer/tank gimmicks, but just a game that really plays off the "hunting" aspect. Then you'd have black-dragon level threats which could take something like 16 coordinated players in the same fight to actually win.
Jakob, I really respect and resonate with your ideas and beliefs in Monster Hunter. 😊❤️ Me being a fan since Gen1, I really like and cherish all your takes of the old gen that I also miss, to be quite honest with you… I want to tell you however, please consider starting your own community or Fanon wiki like you said, or something like that! I personally would join, and I’d be happy to see the other kinds of Hunters you’d attract to your community as well. ^^ See you around bud! And thanks for the great content! :D
This reminded me of the old Monster Hunter "board game" I tried making as a kid having just gotten into 3U. I use quotations because it was very poorly put together and it boiled down to me improvising a story while the poor souls I roped into playing it at recess or lunch made slight decisions affecting the outcome of a hunt. Here and there though, I've thought about how a game with MH type combat, creatures, and gear creation could work mixed with exploration and base building elements akin to the early stages of ARK: Survival Evolved before you get access to fabricators and all the advanced technology.
I would love to see a mh game that revolves around the ancient civilization told in lores. Instead of starting with every weapon available in the game, you could only use something like a sns and unlock the other weapons by progressing through the story as the community you are in gets more tech by researching the monsters you have slain. This will also have some skills that will be unlocked by the amount of time you've put into the weapon. the story would also have an ending where the civilization gets killed by fatalis but will be depicted as a dream to not inhibit endgame
okay, i'm not joking, you're asking for my ideal mh game, and all i could ever answer is 4u, iron out the flaws in the map design (excessive whacky gemoetry) and GQ system (reward tiers, so it's at least POSSIBLE to get highest tier relics from more single monster and all multi monster GQs + Unlimited GQ list, the levelling and rest of it all is perfectly fine to me) then of course what GU did right, rework mounting a bit and add more fan favourites amatsulagiacrusduramborosbarrothnargacugaetcetc. and some of GU's own, the owl & fated 4 + deviants and ouma, except deviants are more like variants, which is how risepex is treated too (i guess this would mean GQs of those would turn into deviants in later levels) so what it comes out to be is "4u with more and GQs fixed" essentially, GQs besides being 'le grind' TM are also a high difficulty extension to your quest list and i just wish it was encouraged by the game to fight a larger variety of monsters... and not have it limited to 10 registered at a time. I love GU but we don't need hunter arts if we got the timeless combat of 4u with peak fight design of 4u/gu more than more than a fangame this is my critique and solution for GQs, lol
Just to keep things relatively short: Underwater combat comes back. No hunter arts, silkbind attacks, switch skills or clutch claw. The farming system from mh4u as well as the trading for parts of monsters that aren’t in the game. Online and offline being separate. The guiding lands from iceborne, in which the monsters drop different materials used for transmog of both weapons and armor. Guild quests to come back exactly as they are mh4u. Gathering of items from mhgen. The ability to choose either palico, Shakalaka or palamute as the partner for your hunter. And their skill/upgrade system would be that of mhgu. Weapon changes would be: Greatsword from mhw. Longsword from mhw but without the counters. Sword and shield from mhw. Dual blades from mh4u. Switch axe from mh4u but with additions to make the axe as viable as the sword. Insect glaive from mhw but the kinsect upgrading from mhgen. Chargeblade from mhw but an saed would use up the shield charge. Lance from mhw. Gunlance from mhw. Bow from mhgu (the move set once in valor mode specifically). Bowguns from mhw. Hammer from mhw but with no power charge. Hunting horn from iceborne. As for monsters: Akantor, Ukanlos, Kirin, Rajang, Deviljho, Tigrex, Dire Miralis, Alatreon, Fatalis, Monoblos, Gogmazios. These would be it in, anything else is up for debate. I could go more into detail but that would take very long to explain since I’ve indulged into map design, quests, new monsters I would create, motion values for the weapons so they would be balanced with my wishes and much, much more. And yes, I have too much time on my hands and I am lame. Big deal.
I think of all the MH games to be converted into fan games World and Rise are the most likely, because having the games on PC makes them easier to hack and mod. Making a rom hack and having to reverse engineer game engines and make guesses about which tools would need to be used is a lot harder than dumping the game files and running a standard C++/C# decompiler.
Idk about this. Yes they're on PC but I have a hard time seeing someone make a fan game from World just because of how much is going on. Maybe it's simpler than it appears but getting an older game like FU seems like it'd be easier to play around with *after* all the decomp stuff. Since you'd still have to decomp World to an extent to add anything worthwhile, which is why most/nearly all the mods for World/Rise are simple asset swaps. I don't have the technical knowledge of course but World/Rise just seems like they have a lot more going on under the hood than a game like FU.
Monster Hunter but your in an archipelago. There would be a purely snow map called “The Snow Mantled Sea” that makes up the entire archipelago’s “Sea” between the islands.
So I’ve thought of a few ideas however my personal favorite is a MH game set entirely within the desert regions of MH. The main hub is Loc Lac, and the main way of getting to the various different maps is essentially the Great Sea, but sandy. Additionally some maps would transition to others like for instance the Sandy Plains (or at least the 3rd gen version) would transition into that savanna lake biome you can see from base came, to the Gorge map from Frontier. As for the 1st gen Desert it would transition to the 2nd gen Desert then eventually reach the White Lake and Historical Site. Also there’s equivalent for the Ice maps of MH with Pokke village as the hub, however that one would have underwater combat and go from the Arctic Ridge, to Polar Sea (from Frontier), then a cold Great Sea where you’d eventually fight Ukanlos both on land and underwater. Eventually once you got north enough you’d reach the Frozen Seaway that would eventually reach the 3rd gen Tundra.
21:40 In my fangame Cephadrome was the urgent for getting into G rank after defeating the final boss lol. Sort of like Beotodus in Iceborne or Ukanlos is 4U. Cephachad.
in a simular vein i would have had plesioth as a tutorial boss your supposed to fight and fail to beat before a another hunter who serves as a mentor figure will save you. probably have you on a boat and the boat breaks mid way forcing you into water combat for a bit before you get rescued. end of low rank sees you besting that plesioth after it screws with some more of your hunts. probably would end up being a subspecies like maybe a pearl plesioth. (and then have a tower level subspecies called Tideborn Plesioth who has a mechanic where its prowess in water and land combat vary depending on factors)
I've had a few monster ideas but never a game. A small list of a few notable ones I held onto: -Dremdios: Essentially a brown brachydios but shovels on its head, arms, and end of its tail and is a distant relative that adapted to burrow under the ground instead. It fights about the same but digs holes the hunter can get stuck in if they walk over them. -Unnamed pseudo wyvern: Imagine tigrex with the head of a legiana and the tail blade of a glavenus attached to both its wings and it basically fights like a beyblade. A hyper aggressive monster and I think the stupidest one I come up with. -Unnamed Phoenix elder dragon: A completely black elder dragon with glowing alien red eyes that looks like a phoenix or cockatrice mixed with a peacock. It fights by spreading around black dust on the map that causes a blind status effect in which the player can only see themselves, anything in close proximity to them, and the red eyes of the elder. -Turbine Elder: Basically a large xeno jiiva shaped elder with its wings cloaked in strong circular winds that make it look like it has giant turbines for wings. I wrote it as a migratory passive elder like the mohrans that appears on rare occasions and brings about large storms with it, usually hunted by the guild when it strays off its migratory path.
My ideal MH game? It would have: -World's gameplay loop and Investigation system. It feels like a real _hunting_ game when you have to look for clues of your quarry's location - footprints, territorial marks, etc., and the Investigation system in it is great. -A slightly slower version of Risebreak's combat. Get rid of Wirefall and some of the crazier Silkbinds, but keep the rest. -Generations Ultimate's Hunter Styles and Arts, except with something akin to the Wirebugs rather than an Arts gauge. -A roster as big as GU's, but also including the better subspecies and variants. -A Village plot akin to 4U's, where the flagship feels like a rival to the player.
A octopus like plant monster. It would travel underground and fight with roots that could spring from the ground and mimick the basic design and combat of other more common monsters. Severing the "tail" would cause massive damage and a "different" monster would take its place. Maybe sonic bombs or a wire bug could bring the monster to the surface for weak points or bundles that contain herbs, shrooms, trash, and/or craftables that could be harvested from the monster that got caught in its roots. The monster could become entagled in roots of large trees that the player could bait it towards.
I came up with an idea for a new snake wyvern. It's the circumference of the average hunter but extremely long. The fight takes place underwater since I want to give underwater combat a shot. It's signature attacks are spitting venom that gives defense down, squeezing you like a python and from there it can stab you with it's tail spine. On land however it can fire a water beam like a Spitting Cobra after smacking you back with it's tail. Other than that it shares most basic moves with Narjarala. Haven't worked out every little detail but I'll draw up some concept art of it later.
Hey! Thank you so much for giving this community some attention! And thank you for mentioning my fangame (Apex) in your video ^^ Out of curiosity, what did you think of the Phylogeny page where I discussed my theories and ideas on monster taxonomy and biology? And some of the original mechanics I had on the Fangame page? I know the pages is a little daunting so I can understand if you didn't really look at it. More so just curious.
Rearranging some of the animals into different groups does make sense, I also don’t think Mizutsune is truly a Leviathan. Though the brand new monster classifications will need some getting used to, I’m used to the canon distinctions.
@@DexFire1115 no, those are fake infos from people who worked at the project and then quitted for quarrels with other members. Also, capcom itself said they dont care if people play Frontier, as long as the game is not sold illegally
i want an endgame hubquest where it has a difficulty slider that you could toggle upgrade to increase rewards or a customize quest with rewards that tailored to your choices like from the Hades system, thanks for the vid btw.
I started a massive spreadsheet and multiple text documents about 7 years ago now for my own MH fan-game/fan-fiction (I think MH Gen was announced or just released at the time). I still have all the data and I think about it multiple times every week, but I don't actively work on it much. It was pretty removed from the normal MH gameplay, focusing on a sort of indie game 2D vibe where I would translate as many of the mechanics as possible into a new gameplay style, and explore the mechanics and world of MH from a more grounded and personal perspective. I wrote the characters somewhat based on my own experiences and growth in real life and my journeys through the MH games, but the locations and actual plot were all crafted uniquely to fit into the world of MH without disrupting any of the regular canon. If I had any developmental skill at all, I would still love to bring it to life someday (I specifically chose 2D because that's much more manageable for a novice), and I'm glad that others are just as passionate about the series as I am! This video gave me a lot of hope that our imaginations aren't being wastefully channeled when we invent things like this.
I would have loved a wiki like this when I was in my early teens and playing Tri. I remember at the time I drew up all these monsters and a couple maps of my own as well; the maps had a lot of verticality and combat mechanics to accomodate that so I guess 4th gen gave me what I wanted. I'd only played Tri so most of what I drew was like bird wyverns, brute wyverns and leviathans.
1. All monsters that have appeared from the mainline series would gradually be included, with a large starting roster featuring at least one monster from every classification. (This doesn't include stuff from the stories or frontier, as I have no experience with them. 2. Keep an advanced movement option like clutch claw or preferably wirebug. 3. A combination of the styles and the switch skills from rise. 4. Bring back underwater combat out of spite.
im really shocked by the lack of mh rom hacks like for fucks sake i just wanted to change the music but nobody has even bothered to open up any of the older game's files at all as far as im aware
well my idea is basically full open world and more doing stuff yourself and less menues. you have glider-wings attached to your armor, which would make up for a lot of awesome designs and the village is built around a large tower ruin so you can start your quests from up there heading in the direction you want. ofc to support that you would have some kind of improved climbing equipment similar to how it looked in world but with the ability to climb up pretty much every kind of enviroment. monster tracking works as natural as it could be and you just try to spot them with a field glass. the glider will help you follow them around the maps as they are moving and if you lose track you can return to high places to spot them again. this system would obviously limit caves and other kinds of enviroments which would make it hard to spot monsters but i guess you could kinda work around it and do something to make it possible. you will have a farm in front of the village where you can manually cultivate items and manually gather them as they will grow in some real time measurement. the big "problem" about this game really would be the quest/time/reset management since there won't be any loading screens at all. you would just chill up in that tower and randomly see monsters flying and wandering around the maps and maybe there aren't actualy quest timers and quest starts. just multiple quests you are automatically given as you progress and you can hunt as much as you want and return these quests if you clear the objective. then you could still hunt these monsters as they are naturally spawning on the map but not repeating these quests. quests however would also just naturally appear as villagers would come up to you and request something with some nice rewards sometimes like a load of pale extract for hunting khezu or other stuff you would really want to work for. so the question is probably, how do you even fail a quest as quests are not actually instances? i don't know. it's a different kind of game. maybe working more on real time and also multiple save files like skyrim and games like that and a person would just come up to you like "omg, an azuros stole all my honey. hunt it down before it will eat it all up" and you would actually have a real time spawn in which you are able to complete this quest until the honey is just gone and azuros won. sounds kinda stressful expecially from someone like me who really hates timed missions in other games but i guess it would be balanced around in away that like if you actually start fighting that monster, it wouldn't be able to eat anything so only when you are carting and leaving it alone it will continue "counting down". i guess to make up for that very stressful kind of system you would just be able to deny quests and they would return somewhere in the future. so you won't have a catalog full of failed quests just because you didn't feel like hunting a monster at the moment. i'm rather unsure about that system. it's really not easy to balance that concept but the full open world just won't get out of my head.
Also I said this on one of your other videos, but give it a few years and I'm SURE we'll see some indie game 'MoH-likes' start to come out of the woodworks. Game development is getting easier and easier to start for absolute beginners, with free engines like Unity and Godot gaining popularity, and a sleuth of online tutorials. So even if we don't get official (unoffical) Monster Hunter fan games, we will get 'games like monster hunter, made by monster hunter fans', and I honestly think that'll be better, because it may even create some compeition for Capcom in a genre that they've largely both created and dominated for 20 years now.
*Frontier monsters, frontier sh*t everywhere, every single thing we can bring back, sprinkle a bit of online if ya need to or some explore on the side!* :)
Know I'm here years later but I don't care. Mainly because I have an idea I really like for a concept I've been doing. While not the main focus of it I'm most proud of an island area in my concept. I wanted to play with island rule which if you don't know is when on an island large animals evolve smaller and small animals evolve bigger. The lack of predators allows small animals to become bigger and the fewer resources forces large animals to shrink. With this idea the island has all new monster but they're all relatives of mainland monsters. Small monsters would be relatives of large monsters so there'd be parrot sized Rathalos, Anjanath the size of velocidrome, and protoceratops based Diablos nesting on the sands of the shores. And the large monsters would be relatives of small monsters so flying wyvern sized wing drakes, Paratoads the size of tetsucabra, and giant Gargwa looking like deinocheirus. Even if it's just the lore I love it.
My fan-game's called Monster Hunter Judgement, and here's the premise: The story takes place in a town that's famous for its large arena, where hunters face off against a wide variety of monsters. You, the player, are an aspiring rookie who's decided to begin your journey there, but as you get there, the arena has been severely damaged and all of the monsters have escaped. How and why it happened is currently unknown, but what's for certain is that the arena needs repairing and monsters need to be captured, which is where you come into the picture. The monsters you capture can then be fought in the arena, but bred to be much stronger than the wild ones (about 200% HP and 150% everything else, like the EX monsters from MHGU). You'll also be judged on your performance based on how quick you are to defeat them, adding replay value through time attack. Monsters that can't be caught, elder dragons and the like, would always have the EX multiplier, making them deserving of their lore. The idea was born from the low quantity of monsters to be fought in the arena in MHGU, and that you're restricted to specific weapons. Their increase in power would also help the weaker monsters to stay relevant. I got a folder on my computer that's filled with ideas for both monsters, story, status effects, armor etc. that I frequently tinker on. I've considered adding them to the fanon wiki, but I don't think I'd be able to stick to their rules.
I have a lot of ideas for a MH game including breakable and replaceable weapons Let me explain During the battles we're always breaking parts of the monsters Due to the crafting system i thought it would be cool if the monsters were also able to break our weapons (swordmasters only for obvious reasons) But also give the player the option to pick one of those broken parts of the monster and craft a new temporary weapon that also could change the type of weapon For example, if you start a quest with a sword and shield maybe a monsters breaks your shield Then you can pick a broken monster part to craft either a shield or another small sword so you change from sword and shield to a dual blade only for the current quest Also depending on wich broken part you pick, it could also change the small sword to a long blade or even use it as the tip for a lance You get the idea And once you clear the quest, you can go repair your main weapon and keep the materials you used to craft the temporary weapon And this is only *one* of my ideas for combat Wish i could share all my other ideas for monsters, maps, mechanics, story and even collabs with other games
Call me crazy, but an idea I think would be pretty nice to add would be to have a weapon system like Summon Knight Swordcraft Story, in which weapons have little sharpness (and if itruns out you break and lose the weapon), but you're allowed to bring up to 3 weapons to fights at once, and can swap between them with a button.
always had the idea for a melee ranged weapon hybrid thats just a giant boomerang, melee mode is heavy and slow, benefits a lot from raw, ranged version is slow but hits a shitload of times, like imagine it just spinning next to the monster, good with debuffs and elemental, you can combo in and out of the mode kinda like switchaxe. Desings would range from normal boomerangs to saws, shurikens, pinwheels and whatnot.
I've thought about this for a long time about bringing MH into huge expansive maps and I think I figured out a way. Take an area from MHW for example, any you care to think of that was explorable. Now, that entire map is 1 zone. The other zones have paths from zone 1 which have loading zones similar to the portable series and old monster hunter titles. This means that your game would only have open one zone (map) at any time and would require you to load into another large map to reduce processing requirements on systems. Utilizing this, you could in theory have enormous areas to explore and hunt in. Hunting a Rathalos hunting in a wide open field zone (map) to it's lair at the top of a mountainous zone for example. Having the breadth and expanse of an open-world while not being an open-world. Personally, I would love that. Of course, this is only a thought. It would require more changes to make it more enjoyable and not a slog if a monster ran from one zone to a zone across the Area (collection of zones [maps])
I personally prefer the older games and if i had a say on what kind of monster hunter game would be created, id want a game that playes and feels like a classik Monster Hunter (mostly similar to 4u and gu) only with modern grafiks, new areas and new monsters. Now keep in mind that i am no game developer but heres my pitch: this hypothetical game would ignore allmost everything new introduced and changed in world, instead it would double down on the old games gameplay some specifikations: make hunters less mobile like they used to be. old skill system. no world weapon changes instead double down on the way they played originally and support these fighting styles with new moves. more threatening and harder monsters. craftable decorations. random talismans. no turf war animation (monsters should still be able to damage each other but it should be more involved instead of just free damage there should be a real risk to balance the benifit of monsters damaging each other). maps should have connected zones and secrets but they shouldnt be as confusing as they are in world (the ancient forrest in particular was way to much of a maze). no slinger/clutch claw just hunter on monster action. old mounting but higher requirements than in 4u so it isnt just a free down at the start of the fight. also monsters should be found instead of given away and youd eather have to paintball them or memorize its routes to find it once it leaves the zone (zones would be interconnected with no loading screens, but monster icons should dissapear on the mini map once they leave the zone). fast collecting and auto combining is fine but no restocking at camp, stocking up on resources before the quest should be a meaningfull decision (and those occaisons where one forgets to restock but finishes the fight anyway create amazing memorys). maybe reintroduce prawler mode (and maybe axcell axe and tonfas of course changed to fit in with the other weapons. also give water combat a second chance. A way to long pitch for story i guess: The game takes place on a remote group of islands that are somewhat cut of from the main land of the monster hunter world (of course there would be a few returning monsters and some returning areas and special arenas like the tower or the ingle isle) with a unike culture of people that live in a village that has the usual amenetys, a farm (run by a family of felines), a guild hall (run by two guild ladys and a manager alongside a few felines), a smithy (a small old wyverian man who knows the proper technikes and a young troverian whos his assistend and does the actual smithing for him), etc. These people worship the island they live on, wich is actually a gigantik sleeping elder dragon that has a jungle on its back (the first hunting area is said jungle that has zones ranging from up in the trees to the ground, to the water between the mangroves), you play as a rookie hunter that has grown up in this village and your call to action is a visit from a guild executive (a tall wyvernian man that is knowledgable about all kinds of monsters), that has come to inform the village of recent monster migrations and environmental changes in the surrounding ecosystems. You do your hunting job as usual mooving through the ranks of the food chain untill there are sightings of a large unknown larva like monster heading for your island, this is presumed to be the cause of the environmental changes and thus the reason for monsters to get more aggressive. The low rank story ends in a giant fight with said monster, this fight takes place near a shore with plenty of deep and shallow water wich makes you able to face this creature both on land, under water or using siege weapons (ballista, canons and a ship mounted dragonator), this monster cant be killed only driven away. In high rank many old monsters like tigrex, rathalos, lagiacrus, zinogre and deviljho that previosly wherent in the local environments appear cousing the ecosystem to further destabilize (in low rank youd mostly face new monsters with only a cuple of returning ones, with high rank adding many classiks and a few more new ones) a quarter threw high rank your village comes up with a plan to get rid of that giant larva creature once and for all, the plan is to drive it into deep water as there is a hunting ground for caedeus nearby so that this creature might become theyr prey or be driven away to somewhere else entirely. Then you fight it in a battle similar to the first encounter only harder with the larva having several new attacks (for example a large green beam attack that can paralyze) and glowing an eary greenish hew. When you succed it is driven of into the deep ocean and your new priority is to clean up the mess, created by this monster, fighting increasingly harder monster as you go up threw the ranks. Along the way you will sometimes be shown cutscenes after having done a certain ammount of key quests. In the first cutscene the larva creature drags up a young cedeus out of the ocean then the picture fades to black. The next time we see a large cocoon glowing that same eary greenish glow with tentakle like structures reaching out and piercing the cedeuses corpse sucking something out of it, it fades to black again. Next we see the same scenery only on a moonlit night, the tentakle like structures are now gone and the cedeus courpse is only bones and bits of blubber wich are currently being eaten by a rather strong monster lets say a tigrex or something similar (lets say this cutscene appears just before we unlock an urgent quest to hunt a tigrex). Next the cocoon is now glowing an intense green glow, suddenly the cocoon shifts and wiggles and a large sharp limb pirces it from the inside and a vaguely dragon like siluette with bug like antennas and two pairs of glowing green eyes crawls out from the inside and walks towards the tigrex the camera panns away but we hear screeches and a loud humming sound. Finally we see a drained lifeless tigrex with large stab wounds lying on the same shore next to the cedeus skeleton, with a trail of footprints leading towards the sea in the direction of your home island. In the last quater of high rank the wildlife goes abselutly crazy and the island/giant sleeping elderdragon beginns to shake and rumble, the village elder (an older woman that acts somewhat motherly to the villagers and the hunter) fears that the giant elder dragon they live on might be sick or even dieing, at this point monsters like deviljho and bazelgeus show up to feast on the soon to die elder. After completing a urgent quest against a deviljho the village elder and the guild executive will take you away from the village and into the jungle to see a path of destruction carved right threw the biom, with several drained monsters on the way (including a deviljho), the elder knows where this path leads and allows you acces to the "cavern of origin", a cave that leads into the huge elder dragons body, its considered a holy ground by the villagers as they believe that all life (aside from the huge elder dragon itself) originated in that cave, inside you have a climactic final battle with the newly adult form of the once larva like creature, as you find it deep inside the cave in a room lit by blue hue stemming from the bioenergy inside the giant elder, the creature is now elder dragon like sporting a similar build to the magalas instead of wings it has four tentakle like limbs, it also has two large antennas, four eyes, bug like mandibles and its whole body is covered in dark blue scales and plates that form a sort of carapace , its main abilitys are attacking with its many limbs inflicting bleed and shooting out beams of green energy that can paralyze the hunter. Once you slay it your home is saved and the ending cutscene plays showing the villagers celebrating, finally you see the ecosystem somewhot healing as the credits play (of course acompanied by the diiva singing as is tradition). The G-rank story would revolve arround the reappearence of long presumed to be extinct creatures that reak havoc across the islands and some other parts of the monster hunter world, it would also hint at the ancient civilization with the tower returning. I have no concrete ideas for story other than that, but i guess youd visit some areas outside of the islands that the base game took place on (also return of monsters like seregios,rajang yama tsukai, a bunch of old and new subspecies and variants and a few others but mostly new creatures) I specifically would want this to be a new spinnoff series running parralel to the main series of games, because i dont want them to replace the world style games, i just want a game that is more like old monster hunter games and explores a different direction for the series (i basically just want more oldschool monster hunter and a more meaningfull story) This was all just my pitch for a monster hunter subseries id like to exist (and a bunch of ideas for a potential story) , i hope it wasnt too crazy and out there and excuse my spelling and grammatical errors, english isnt my native language and i usually dont write this much. Thank you to everyone that read this far and has endured my mad rambling for this long.
hello Well thats realy funny xD you pushed me with the 3:30 MH DOS Video, the 3. fleet Podcast and the 4. Part Visit of the mh DOS Video to rethink my ideas for monster hunter. im no gamedesinger but i end up lerning about it a bunch and implemented into my work as physiotherapist. My patients are really happy to have the opportunity to overcome difficult tasks. And it can be fun! There is a lot to learn from gamedesinge. I finde it interstig that all the "games" presented seem to Lose them self in to little Details where it is more the General idea is that counts. I woude love to have your thoughts on my ideas when have them finished.
I like some interesting fights against vary different mosters. One think would be cool is the player hunting a monster that vary small. Person sized or smaller but vary deadly. This small monster is also hunting the play when your hunting it.
I want a Monster Hunter game that, if you complete without getting carted even once on that character, after all the story quests are done, you get a secret quest chain to marry your waifu.
I will admit the one big disappointment I had after playing MH World + Iceborne, is that we got teased to fuck with a Dalamudur fight with the rotten vale carcass. And in all honesty I thought Shara was gonna be wayyyyy bigger, or heck even a Dalamadur when we saw it destroying mountains and everything. I was so hyped to see a full scale Dalamadur fight on less limited hardware than the portable games. But let's just hope they're saving him for the next big Monster Hunter title on consoles/PC.
So... I have a little idea for a MH game. It's kinda dumb but why not tell you? Maybe you'll like it. It's has the same combat as World but the monster hit harder than normal to make the combat more methodical (since you can cart really easily if you're not careful) It would have a new weapon called the hunting fan. It would be a large fan focused arond heavy spinning attack and elemental damage. When the fan is closed you can use heavy side attacks. When the fan is open you use spinning attacks that cause great elemental damage but it takes you "durability" (I'll explain that in a bit). You can change the paper of the fan to change the element of the weapon. If you use the same element of the weapon you get a buff if you use a different one, it will substitute the weapon element to the paper element but you're not getting a elemental buff. For example you have a fire fan that has 500 fire damage. If you use the fire paper you get a bonus of +150 in your fire damage. If you choose to use a water paper, instead of having 500 fire damage you'll have something like 350 water damage. This can help when hunting multiple monsters with different elemental weaknesses. The durability is a second sharpness level related to the paper if you use the open fan too much, the paper will shatter and you'll have to replace it. The player has limited papers so the player should use it wisely. For the story I was thinking on something like 4U. There's a elder dragon that cause the monster to go on a rampage. This elder dragon has a symbiosis with a especies of fungi that can change the environment. The monster use this fungi to consume/change a map and this new map starts to kill everything that eat anything from that. Monsters go there eat stuff and then die. If they try to leave the area they'll feel great pain and go on a rampage until the monster return to the consumed map and dies there. The map takes the monsters bioenergy and transfer to the elder dragon's nest the dragon uses this bioenergy to hatch one of it's eggs. (If you interested on more info about this elder dragon let me know and I'll leave another comment talkin about him) this elder dragon would be the flagship of course. There would be monster that lives in the consumed map and migrate with the elder dragon from time to time. This map and elder dragon would have a big relationship with the night and moon. There's another map i was imagining too. A rocky plains biome filled with geysers and hot springs that makes the map too hot for hunters (you would need a cool drink to hunt there) while still having a lot of water (weird isn't it?). There's probably stuff i forgot to include but this comment is getting big so I hope you enjoyed my weird concepts.
Oh. Fans using headcanon to fix capcom's dodgy approach to internal consistency and sense. Where have I heard of THAT before? >Looks at DmC and megaman
I'm not a huge fan of Clutch Claw but I think if the balancing is right, they could bring it back alongside with Wirebug as a switchable special (choose between bug/claw) and each of them give your weapon different movesets. You can no longer flinch shot anytime, as you can only do that while the monster entered 'rideable' state, but the damage it does is much higher than the wall bang done by wyvernride. Tenderize mechanic is kept as a balancing for losing wirefall and various wirebug skills. Just some wild shower thoughts tho
My game would be world but the clutch claw isn't as important. It would also have wirebugs, but only as an collectable endemic life. It would have some underwater combat stuff. It would also have a feature that if there were two ice maps or two more fire type maps etc. The monster could change maps mid-hunt. I think that would be cool. Also it would have monsters of all classes and have a more balanced roster in terms of elements in monsters. It would also have fan-made monsters
Alright, I just got back from a 7-hour shift, so I've had a lot of time to think about this :D Firstly, I think an open world format could be integrated wonderfully with the world of Monster Hunter. There are just too many gorgeous locations that could be expanded and explored further. I think your suggestion of picking up a bunch of quests at a hub, and then going out into the field to complete them all is a really good idea! I'm a big fan of the immersive aspect of the earlier games, and have played a bit of MHDos. I think a couple of the elements of that game could be better utilized in this game. Money could be more hard to come by, and as a result, a bounty system could be implemented like in MHDos. I like the season and day cycles in MHDos, but I'd rather a player never be locked out of certain materials. A farm system like in MHFU could help here. Concerning the story of the game. I personally would like a more atmospheric story telling method, like in the older games. But I think a great setting that could supplement Capcom's desire for a more dramatic narrative and a more atmospheric and subtle method would be Schrade. I'd want a stronger emphasis on exploring the secrets of Schrade while also learning more about the destruction of Schrade by Fatalis. I feel like this is the only real bit of lore thats actually expanded upon canonically. From a dramatic narrative standpoint, your player character isn't associated with the hunter's guild, so they're able to explore and walk around the world to their will. Maybe there's some secret that the Guild doesn't want to reveal about the destruction of Schrade. It'd also be really cool to see all the old villages and hunting grounds expanded. I don't think I'd like to add any new weapons. Although, I'd like to incorporate Monster Riding into the main series. I think they'd fit in pretty well as a hunting buddy. Like think of Palamutes from Rise, but monsters instead. Riders would be physically weaker than hunters, but can attack while riding a monster. There'd be a kinship gauge that increases as you fight aside your monster; the gauge would decrease as you ride your monstie. While riding, the hunter can use monsite skills and a kinship attack. By having the kinship gauge decrease as you ride your monstie, the game implores you to attack on foot, while also negating hunters to abuse riding their monstie. If your kinship gauge is depleted, you won't be able to use any skills. I'd also incorporate Palicos and Palamutes for the hunter. Palamutes would focus more on inhibiting monster movement. They can also be ridden but it wouldn't be as important for reasons I'll explain soon. Palicos would focus on support skills. Combat would be like MH4Us because that's peak MH combat imo. Maybe I'd keep some of the fluidity of animations and motions that the hunter can do, but weapon movesets would revert back to MH4s. I'd bring back scoutflies, but instead of the monster being known once you acquire enough points, the player would have to look at certain tracks and figure out what monster made them. There would be a reference guide for tracks so that the player wouldn't have to memorize every single monster track. Additionally, Palicos and Palamutes could help out with the tracking, whether that be explaining what type of monster made the tracks, or helping you find the next track in the path. Effectively, tracking, gathering, and exploring would all take place at the same time. Gathering would be fast and wouldn't be slowed down by long animations. I feel like if you add an explorative incentive to gathering in MH, it makes it more enjoyable. By combining these elements together, gathering would be more tolerable than it is in something like MHDos. Also, inventory space could be upgraded through villager requests. Maybe a merchant gives you a cart and Aptonoth after you help him several times get rid of monsters disturbing his trade routes. I'd like to bring back pickaxes and bugnets. Concerning hot and cold drinks, I think there would be better ways to preserve a "preparation" emphasis in MH without having needless items to clutter up an inventory. Maybe Capcom could take a note from BOTW and incorporate a warmth factor in armor. Or maybe weapon elements can affect your warmth factor. Equipping a fire weapon when going to a tundra area would help negate the negative effects of cold. It would make sense anyways, since fire would be more effective against the monsters in the area anyway. Hot and Cold drinks would still be included for those who don't want to fiddle with their equipment. I feel like there was a little more I had thought up of while I was working, but I can't remember it now. TLDR: revisiting Schrade in an open world format would be really cool, as well as a great setting for a potentially interesting dramatic narrative/ subtle lore exploration. Monsties would make an appearance as a hunting buddy. Combat would be like MH4U, but still have the fluidity of fifth gen MH games. Gathering, exploring, and tracking would all take place at the same time, making them all more interesting. Tracking would be like World's but demand more player attention to figuring out what monster the tracks are from. Heat and Cold can be handled like it was in BOTW. Picaxes and bugnets return. Upgrades can be gotten from doing villager requests.
For Tracking, my suggestions are to make: Tracks faintly glow once you approach it, crouch down, and wait 5 seconds. Tracks faintly glow 10 meters from you that lower in luminosity the closer you get so you can take a closer look. Subsequent tracks cease glowing if you don't reach them within 10 seconds. Tracks are constantly generated by the monster out of combat. Flying and burrowing monsters would leave special clues whenever they take off and land/burrow and emerge that indicate where they're heading, and they always fly/dig in straight lines. These tracks and clues also deteriorate over time. After 1 minute they change to the "old tracks" texture of World but still have the same model, after 2 minutes they change model and look even more worn down and faded. Unstable debris would sometimes spawn within paths connecting two areas. If disturbed by a fleeing monster or damaged enough by a hunter the debris falls and will block that path. Blocked paths will extend monster rage duration 3x. Blocked paths will also prevent hunters from passing through and forcing to use a different route, unless several bombs are used to destroy it or use weapon types that deal a specific damage type for that obstacle to clear it by attacking it enough. Some monsters can trick players by leaving tracks and hiding in an area. Either waiting for the player to pass them and immediately backtrack to escape, or ambush players with a devastating pin attack. Paintballs return. Upon throwing one onto a large monster, bright colored paint will constantly drip and leave a noticeable trail for 8 minutes out of combat. As for hot and cold weather maps: These maps induce *negative armor skills* to the player as well as a reduce screen visibilty. Maps have an average of 20 areas in them. These maps have 3 levels of heat and cold. Each level increases the strength of the negative armor skill that they induce. 35% of the map is level 1, 25% is level 2, 15% is level 3. The remaining 25% is the base camp and a few safe zones. Cold maps have: >Hunger -1, Constitution -1, Marathon Runner-1. >A Frost overlay on the screen that slightly reduces visibility. >Level 2 increases them to -2 and ups visibility reduction by 25%. >Level 3 increases them to -3, ups visibility reduction by another 25%, and prevents using ingested consumables (potions, antidotes, rations, steak, BUT NOT whetstones, bombs, ammo, etc) _because they're frozen._ Hot maps have: >Hunger -1, Constitution -1, Stamina Surge -1. >A Heat Haze overlay on the screen that slightly reduces visibility. >Level 2 increases them to -2 and ups visibility reduction by 25%. >Level 3 increases them to -3 and adds Heat Terrain Damage of 2HP/Second. Hot or Cold drinks only negate level 1 cold or heat, respectively. While reducing level 2 to level 1, and level 3 to level 2. Now since these debuffs are _armor skills_ they can be mitigated or even negated with the right armor skill equipped. You can also craft 8 separate armor pieces, which are for the chest, arms, waist, and legs, which require quite of alot of "non-exciting" grinding (gathering relatively rare *herbs, ores, and small monster pelts),* that when equipped negates level 2 debuffs and if taken with cold or hot drinks will negate level 3 debuffs. But these armor pieces only give you the heat or cold resistance, decent fire or ice resistance, and decent defense if upgraded, but nothing else. It doesn't give you the positive version of the map's negative armor skills and it doesn't give you any slots to put decorations onto.
@@DJWeapon8 I REALLY like your idea about paintballs. Once you actually find the monster and hit it with a paintball, there's no need to track it again. Combining paintballs and monster tracking is really smart. I'm not the biggest fan about the timed monster tracks though, since I'd like my MH game to be a bit slower paced and I want to combine gathering, tracking, and exploring elements. I also feel like the severity of debuffs you'd get with temperature penalties is a little much. It'd be hard to mitigate those negative armor skills in low rank where armor skills are more scarce. Also, having to also take a drink on top of armor set preparation seems a little intense.
@@ripporoo2771 actually you do still need to track it even with paintballs. Paintballs only last 8 minutes per monster. And once you paint a monster, subsequent paintballs thrown at it will not stack up or reset that 8 minute timer. That timer only starts when out of combat, and pauses when in combat, just like the tracks. And the tracks at their oldest "condition" lasts for 5 minutes. So a single piece of monster track has a total lifetime of 7 minutes. IMO, plenty of time to scan the track and catch up to the monster that left it. As for map debuffs. Well, early monsters would tend to *avoid* those colder areas. (In my ideal MH, we start in the colder region comprising 3 cold maps) as those weaker monsters actually get similar debuffs from the map as well. Namely that they get tired quicker and attack a little slower, and would sometimes attack/aim in the wrong direction. As for hot maps they would also tire out quicker, pause more often between attacks, and slowly lose HP. This also helps with tracking. If you know the monster, namely if its a weak monster, it narrows down your search route as these weaker monsters will only go to these colder/hotter areas under extreme circumstances. So now there's a new "risk/reward" element of drawing the monster out to a colder/hotter area to debilitate them at the risk of having to deal with those same debilitations on yourself via player skill and experience, constant status maintenance using various items, equipping certain armor skills, or a combination of all three. For the stronger monsters, though, level 2 and 3 heat or cold doesn't affect them. Like elder dragons native to that map have no trouble with level 3 heat or cold. Besides. If you think about it, Hunger-1, Constitution -1, and Marathon Runner -1 is basically just _iceblight._ Quite managable unless you're ultra focused on DPS. Its in the colder areas where you suffer the -2's and -3's that make the hunt very sketchy. But with some proper preparation they can be mitigated and be manageable. Fun fact. Most of the monsters in my ideal MH game are *herbivores.* The large carnivore monsters tend to be 1-3 on a scale of 5 in terms of difficulty. Because in reality, carnivores go for the weakest members of an herbivore group or gang up on a healthier individual, and most herbivores can curbstomp a carnivore on a fair one-on-one fight. I hope you read this and bring up more critiques and suggestions. I would really appreciate it.
If I would make a game I would fokus on these things: - interesting maps that are not too large and complicated (most maps in World have this problem) but still have a nice atmosphere as well as some secrets - unique new monsters as well as unique old ones. Rise did this much better than World. World only had reptilian monsters or wyverns. No spider, insect or mammal (until Rajang) like monsters. A large amount of monsters like in MH4U would be nice. Or even some Frontier monsters like Abiorugu would be welcome. Also mostly the more popular old Monsters should be added, even if it ends up more complicated. Or else we will have the same Lavasioth/Agnaktor problem again. But even some less popular ones should habe their time to shine by adding better mechanics, movesets and AI. Some however probably cannot be fixed due to their issues often being are core issue (like Lavasioth) - more secret monsters. Back then, some monsters could only be unlocked in a certain way. But since world they always scream in your face when there is a new (or old returning) monster. Hell even Alatreon or Fatalis aren't even mysteries anymore. - better and more balanced underwater combat and maps should be added - better weapon balancing. Not only in terms of damage, but also moves and mechanics. LS shouldnt be the only weapon that receives the most op buff for the 100000th time. - better balanced skill and augmentation system. No skill should be too overpowered or underpowered. Also a better weapon and augmentation system would avoid situations like the Beotodus DB being better than the Velkhana ones
as a Software dev I can tell you, that transferring Monsters from Protable 2nd to Portable 3d might be a bit difficult, as it depends heavily on how similar the games were built.
I wouldn’t recommend people waste their time trying to do it, but after seeing similar things done in the Pikmin community (one guy rebuilt Pikmin 1 from the ground up in Pikmin 2’s engine including asset transfers) I wanted to throw the idea out there. It’s certainly easier just to work with World and Rise on PC I imagine.
Honestly the only thing I would want to change, is the whole you can’t trap elder dragons thing, like you have stuff that can temporarily nullify their abilities.
Cool idea for a monster hunter game: MONSTER HUNTER: SHATTERED. And its logo would be a broken guild cross. The story in my mind would be a research commission for the strange environments of the area, (And, since I came up with this pre-wilds) and the locales themselves would just be a bunch of mini-locales that are just in the same biomes. (EX: dessert map where it a big old dessert plateau which leads to a huge oasis cavern with a destroyed fort in the deepest part and a place to lead to a huge cactus forest.) and the big elder dragon would be causing these big storms to add random monsters that would other never be there. (EX: Say Ceanataur was not in the game normally, a storm could randomly drop it in a map for the sake of it just got there via the storm.) Too much?
Think it would be cool if there was a game where you could play as the monster. You can pick the locale and everything, starting out as the weakest creature in that locale and slowly getting up to the strongest through survival. Each monster has unique interactions with their enviroment and other creatures, along with their diet and what they must do to survive. You gotta survive other monsters and even hunters, and if you survive a close call from enough hunters as a certain monster, you become a deviant, with the highest ranking monsters you can become being the elder dragons. And it's multiplayer, cuz why not.
A cross between P3rd and 4U But it has the single zone maps and all climbable surfaces that the 4 demo had. Replace the old dromes besides Velocidrome with the Greats. A lot of the old Monsters only appear in the Everwood which is now a giant open World freehuntzone where high level deviants can appear. The Tower is part of the Everwood as a special arena. Pre 3rd gen subspecies are all combined with their regular counterparts and replaced with completely new Monsters. Gravios might replace Uragaan.
talking about drama on a wiki!! I was very active on the main MH wiki. and I was once the first one to post new news. but my post was rushed as you may guess. one of the mods (kogath if ya know him) deleted it to make a better and more put together post. this got me real frustrated and I tried to talk to him but he wasn't having any of it. I literally got banned from it too. in the end the big boi mod of the entire wiki apologized (very nice guy btw) as it was a break in mod rules. but it honestly soured my want to go back cause it turned a moment of excitement into a show that those with power play by there own rules. :'c
Wild Monster Hunter Fangame idea: Just....remake the entire combat system. Humans get somewhere between existing Monster Hunter mechanics and Sekiro, with Hunter Arts, less diverse but more powerful Slinger/Traps/Items, and actually relevant stealth mechanics. Shakalakas/Felyne Hunters get something closer to Dragon's Dogma, with a combination of Clutch Claw, Burrowing, Bombs, and environment/turf war exploitation. Wyverians control a mix of insects, mounts, giant weapons, and ancient power armor that runs on unstable dragon energies.
Probably not a popular thing in the Monster Hunter community, but my absolute perfect monster hunter game would be live service MH game ( and no this does not imply a free to play MH, I still would want it to be a $60 game), with multiple expansions rather than just one. It just constantly grows in roster, mechanics, endgame, and systems over the years.
I kinda just want an even more refined World-like game with underwater combat and bigger emphasis on gathering, preparation and difficulty. Other than that they can keep doing what they're doing cause what they do is quite frankly awesome
World is my favorite game of all time, and the potential they have through basing their future work on it is just staggering. A better engine, open world, underwater combat, large monster mounts, and emphasis on the mundane so the victories feel sweeter, are all things I hope for and expect in the future. There are a bunch of smaller ideas too; more intricate AI, rework to the hot/cool drink system, more unique armor skills (set bonuses were a step in the right direction), better weapon balance + new weapons, etc, but all this stuff is pretty much guaranteed with time. MH is a series with near limitless possibility.
Oh, an actually good story would be great too. It doesn't have to be something incredible like Nier or FFXIV, but just some awesome pieces of environmental storytelling and lovable characters would be great. I actually think Rise did this pretty well, the serpents were an interesting concept, and the ruins/notes spread all over the areas were super cool to think about, with Valstrax being teased in the Sandy Plains. More of that please!
Agreed, but id add the spicification that there shouldnt be a new overarching gimmik, the clutch claw was annoying and wire bugs just make everything too easy
I saw this as I was typing but wanted to expand with my own comment.
Yes.
... I actually got into some old gen games after Rise, because I heard they had more and different gathering and stuff like combination chances, limited bugnets and pickaxes, combat felt a bit secondary but I'm enjoying both. World is still great and I'm at grinding lands again, but yeah resource management kinda doesn't exist especially once the slot machine gets introduced
"i wouldn't want just an axe to replace the switchaxe" feels exactly how they treated hunting horn in rise lol ;--; feels bad.
Another thing I'd like added.
*AI Hunters*
8 of them to be exact.
5 blademasters, 3 gunners.
The blademasters use GS, SnS, L, GL, CB.
The gunners use LBG, HBG, B.
Why those 5 melee weapons?
Because they can *block.*
Now, these AI hunters use very similar AI to Palicoes, so they're quite capable *if experienced enough.*
AI Hunter experience for the most part is gained by just repeatedly bringing them along to hunt, or responding to their SOS. Though you can only grind out so much quests before their XP caps out. To uncap it, you need to do a sidequests with them.
AI Hunter sidequests are well written (in terms of MH quality, at least) personal stories of the AI Hunter in question. Through these sidequests, you get to learn about who these hunters are, where they came from, what they're outlook on their profession is, their worldview, their likes and dislikes, and their aspirations.
Each AI Hunter has an average of 6 sidequests. And not only that, you can actually talk to them with a quite extensive dialogue tree while at the village.
AI Hunter equipment cannot be manually selected, however. Equipment is based on their experience, the amount of upgrades you've built for the village (specifically upgrades to the blacksmith) and the quest to be taken.
For example I want to hunt a rathalos.
If the AI hunter has low experience and no upgrades to the blacksmith, then they will likely be badly equipped for the hunt.
If they have high experience and several upgrades have been done for the blacksmith, they will be most likely to bring flashpods, antidotes and antidote powders, equip armor with fire resist, earplugs, and poison resist.
I made a little doc about a reverse-Monster hunter game, where you basically play as the monster, as it's an openworld, survival, pvp game with still some rpg elements
Trust me, everyone in the MonsterHunterFanon community is super nice and supportive, provided you're willing to play by the rules. We have had a few bad eggs in the past and that's why the rules can look a bit overwhelming but they ultimately boil down to just "make sure you put in effort if you make something and be nice to people."
And if it's artwork that you're looking for then definitely check out the stuff Jeremiah V10 does. His images are top-quality.
So you’re a part of it interesting say can I use this wiki to show some my fan monsters designs.
@@eyeoftheswarm5708 Yes, that's what it's for! Just make sure to read the rules first.
@@TheAngryMortal ok
A cool idea for when they add underwater combat is to have a coral reef as a hunting area which could have monsters like plesioth, Lagiacrus, some sort of Eel Large monster & maybe a large monster that’s related to the sharqs (the concept I had was a helicoprion type monster called The Buzzjaw Gigasharq) or maybe a subspecies of the Gobul that has some lion fish aspects and have venom/Poison along with paralysis ( The name I came up with was the Lion’s Mane Gobul).
This reminds me of a video game I planned out as a kid which was inspired by Monster Hunter among other things, but was an open-ended, open world sandbox RPG, like Runescape or The Elder Scrolls which I hadn’t discovered at the time, and with a wacky super high fantasy aesthetic, kind of like God of War or Asura’s Wrath even though I was never into those games.
For example, the sun was a bronzy city with a magical dome underneath to provide the earth with light, and you could physically fly up to it with various modes of flight including levitation spells or flying mounts and vehicles ranging from dragons to broomsticks, assuming you weren’t just playing an inherently winged race like a gargoyle. The earth itself was flat and you could go all the way to the edge and look over the side or fly out into space, or even fly underneath it and see the barren stony foundations, all prime real estate for the developer to add adventures, or for the player(s) to set up a base and do multiplayer role playing in.
Anyway, one of the creatures I designed to inhabit this world was something that could fit right into Monster Hunter. The working name for it was the Firefern Wyvern, because it had… some kind of relationship, though I’m not sure what, with the Firefern plant, which is an item players would need to make gunpowder, like the Fire Herb in MH, and it had the same color scheme - yellow base with thin, zigzagging red stripes. I think the dragon lived in areas abundant with the fern and would both eat it to maintain its fire powers and hide in it to ambush prey including the player.
I did a drawing of the dragon pouncing out from the fern, and I remember it being just a very basic wyvern design except for the color scheme. Now I feel like redoing it with more of a leaf mimic style.
Ayyy! Fanon wiki got a video! I've been there like 5 years or more now which is wild. You'd think I'd've made tons of pages by now but nope lmao
Tho I have my entire own conlang (constructed language) so maybe I shouldn't be saying I haven't put in the work lol
I wouldn't try to imagine an entire game but I've definitely imagined a Village & a few Hunting grounds that I'll get around to painting eventually
The most desperate thing these concepts are missing are pictures, so paintings are always welcome.
All I need is for a World-style game bringing back and fixing everything about water combat while also expanding the underwater territory with new water monsters (I'm sure a new leviathan). I would fix, of course, the weapon nerfs, the depth perception issue (possibly by being able to adjust your underwater camera settings in menu complete with a tutorial explaining that you can do that), underwater arena quests, a wall/significant challenge monster like Tri's Barroth or World's Anjanath for both water and land/sky, a Coral Highlands inspired map that is mostly underwater complete with air vents and air bubbles to get around the place like Coral Highlands has, an abyssal monster with a fight that takes place in a Mariana's Trench type environment but with the beauty of Ceadus' lair, Ceadus/Goldbeard Ceadus returning as well as Abyssal Lagiacrus and possibly Dire Miralis for end of game similar to Alatreon release timing. If we're talking Frontier monsters, I'd bring back Pariapuria for this 100%.
These underwater haters will love new world underwater damnit!
John "Guts" Berserk
Hey PikminJake, another one of those Fan Wiki creators here, I'm the MH Verge guy! Thanks so much for mentioning my project! :D
It's actually going through a HUGE update right now, if you're ever interested in taking a look I'd love to have you on the Discord server! I'm always looking for talented & well versed people to get input from!
This was a really fun video and I'm glad you shared it. Having your old artwork and FB posts totally makes it, I love seeing how differently (and ridiculously!) young kids view things. You can really see how passionate you were about the series and your ideas and just how unapologetically you were cherry-picking your favorite elements, haha. If you do get back into the Fanon scene I'd certainly be interested to see what you come up!
Monster Hunter with Atelier's trait System.
In a nutshell, everything you craft can gain traits with skills on it, traits are either gain through passing them from material or using high level items.
Also maybe with a Shallie-like atmosphere where everything looks underwater alongside it.
Actually I have a whole plan for something like this that I made while bored during quarantine.
things i’d keep from world and beyond:
-room and other cool customizations in this realm
-craftable charms
-dogs
things i’d bring back/keep from older games:
-armor skills
-craftable gems
-combat speed and flow as well as weapon styles
-actual kaiju battles
-underwater combat as an alternative like arena
-the original HR 1-9 system but not 999 cap
-smaller, less clustered world.
-pokke farm type area
-world upgrading like in 4U
things i’d bring back but change:
-make transmog easier
-make rusted weapons easier to find
No, make rusted weapon more hard to find, let them suffering
@@iliadx7495 but make them more likely to be good and very good too. I actually miss those weapons especially the longsword.
@@tbc1880 i agree, it feel worth when you get it
I would love to see a Monster Hunter game in which quests can be done from within expeditions alongside the labyrinth-like level design from World. I know people hated World's level design, but I felt like they paired really well with the exploration focus of expeditions. It was fun to learn my way around the environment and to find cool secrets and the occasional npc interactions.
The fact that you put white fatalis in low rank makes me wanna chug more of my veteran gamer juice and reminisce of the old days back when you could fight elder dragons in low rank
Tbf, by definition you should not be killing gods in "low" rank. Just not a very clear concept.
Monster Hunter Northward sounds like it would be amazing. I love that art style
I saw your one video from last year where you were saying you weren't going to make anymore videos cuz of time constraints. But I'm glad you started again. I'm really enjoying these videos man.
I never really had an incredible idea for a game, but I have had an idea for a weapon. It would be a combination of the slinger/clutch claw, and a spear. Imagine a harpoon gun that you can swing and stab around like a spear, but doubles as a sort blunderbus. Like an in between of range and melee. Beyond that, the "clutch claw" is firing the spear out of the gun and into walls or monsters to pull yourself toward it. With this in mind though, my original thought for this weapon was having the movement only work underwater, and having the range only working out of water.
I would imagine it sticking to a monster then the it drags you around with it as it flails to try and get it off.
I'm imagining a dual pistol weapon where you can shoot different ammo types independently with each gun. Melee strikes would look like when you use the dual blades just with less combos and attacks build up a meter that can be used for powered up attacks like the spirit gauge with longsword. The final hit of the gauge would be the hunter just pummeling the monster with all the bullets in each pistol and finally an AoE explosion.
I would have the character start out with just a camp (no village) and only 2 weapons (sns/bow). You have to find your way to the village defeating a large monster (with requires gathering and fighting small monsters to prepare the hunter first). In the village you can craft new weapon types but every weapon starts with a limited moveset similar to mhfu. Armour upgrades with monster parts, skills are based on upgrade lvl and armour piece ie. gauntlets give damage skills, torso gives defensive skills, boots mobility skills etc. As you progress you unlock new moves/mechanics ie. spirit roundslash, true charge slash, perfect rush, etc. Element damage is the best way to defeat most monsters but some have low hitzones for all so raw is ideal. Element damage inflicts blight with enough buildup. No time limit, open world, multiple quests can be taken, quest rewards are only zenny and hunter must decide to go back to village. Carving is increased and is the only way to get monster parts (breaking parts drops shiney pickups). Game is focused on hunting/gathering/prep/immersion.
You have some interesting ideas. I especially like the idea of the weapons starting with the limited moveset of the older games and gain new moves as you progress.
I will actually upload my fan monster to the wiki soon,its a elder dragon named pytho-carama,a giant burning python!
I'd actually like if they split the game into different parts of what the community likes. Just imagine, you'd have a remote village that brings back a lot of old features like the farm, "moga forrest" type of free hunting, gathering for resources, seasons, bounties, quests are given by the npcs directly and the village will upgrade as you progress and deliver materials. Players can join your village but there is only room for a total of 4 players. The "story" could again show the fight between humans and nature as the town that you build up ends up destroyed after one (or even several encounters) but they still keep rebuilding it. Make it a more personal experience.
And then on the other hand you have the option to go to the big bustling city, with lots of different stuff to do, lots of job opportunities but also a lot of different hunters. The experience should feel like MH2 dundorma or loc lac combined with Monster Hunter world gameplay loop. There is no farm, you can bring stuff from your village or you have to buy or trade it. In the city is a Hunter Guild HQ and since due Guilds close presence and the sheer amount of jobs and quest, there is a hunter rank system. They could explore the guild and their policies and actions more and also show a different kind of perspective. In the village you are directly facing nature to survive, but in the city, humans already created their save environment. You are not hunting in order to survive in nature but to gain money and survive and rise up in society. With good writing someone could really pull this off.
Then for the arcade boss rush lovers they could go completely crazy with the arena. Give it the attention that it deserves! They could go nuts with all different kind of quests. Hunts with presets, hunts with your own equipment, PvP hunts like in MH Dos, time attack, naked runs, etc. Add subquests to them as well. There are several different arenas, with different "gadgets" or maybe several areas. In the arena your hunter is an arena fighter/gladiator kinda hunter. The arena has a lot of visitors and spectators and you are basically hunting to rise in the ranks and popularity. You can do preperations (like capture monsters in order to let them fight in the arena) in order to increase your reward but you don't have to. Give the whole setting a certain memorable feeling/vibe and maybe even a plot. If you can give the player these 3 settings and perspectives in one game, you can even cause them to reflect and maybe even give them a reality check in the game with what they are actually doing.
In general I'd really love to see at least subquests, a fluctuating reward system for monsters and underwater combat return. Keep open maps, but make them even more "open". World maps feel like there are still areas. World had so many fantastic features and a lot of details that even improved on what the old games tried to convey. In world I can just spend hours gathering and exploring maps and monsters. But give us reasons to hunt the monsters. In a lot of ways they also failed though, the idea to bring back weapons that are based on iron and bone and visually change slightly depending on the needed materials was a cool feature in the old titles, but the realization in world sucked badly, especially when they removed original designs for this crap. Maybe they can improve on that and also add a system were you have upgrade trees for armor as well. Upgrade your iron or bone armor to rathian and then to purple rathian or gold rathian by using materials instead of armor spheres. And plot should be cool like in tri or MH4, where it makes sense and is more subtle and not too much "in your face".
As a World fanboy (who knows very little about any other monster Hunter game) I think all I have a concrete idea of what I would want in my monster Hunter game would be the room being more of a house and having more use and depth. An example being that if you wanna make a farm in your yard then it’s gonna take some Barroth mud and some bones along with zenny. Then after that you have upgrade it by added stuff like an apiary for insects that you’ll need some rare collectible materials and if you want to upgrade that more then you need some Zinogre back parts to do so. It essentially any farm or harvest system but I feel like being able to really see all the progress your making bit by bit would make that part of the game feel a lot more satisfying.
If i had the technical skill for it I always thought it would be cool to remake freedom 1 in world's engine
Interesting. I’m actually working on a real, functioning, multiplayer fan-game. Yeah, really high expectations for a single person, but it’s happening. I’m still on foundation work, making scripts for common monster and weapon animations (ex: tail physics upon monster rotation/movement). Only downside is I’m severally inexperienced, so the game is only going to be 2d. Once I get to the point where I have a good amount of stuff sorted out (terrain tiling/generation, monster designs, weapon functionality, etc.) I’ll probably start posting things on this channel. I’m also free to discussion about the topic, I have a lot on my mind and I’m still open to new ideas as well. One person suggested the Wyvern boomerang, for example. Well, it’s coming! (Renamed to Wyvern Arc though)
What about a jhen mohran subspecies,like a jhen that swims throught snow,like...frosted jhen mohran??
It can be the final low rank quest???
@@ChangesNamesALot Randomly found this video and therefore this reply lol.
To answer your question, I already have my lowrank roster fully sorted out at this point with only minor tweaks left to go as well as a framework HR roster. The LR roster so far is only going to have a single siege, a reworked Lao-Shan-Lung, with additional sieges in HR and MR (if I even get that far).
There is a swimming monster planned for HR, although this is instead in the water rather than the sand. It will be very similar to the Jhen/Dohran fights, but it'll be a long time before I even get working on that.
I made my own Monster Hunter TTPG. It has it's own system, so it's not D&D. I've done game design and game development for over two decades. After seeing your Monster Hunter DOS video, you'd probably love it. It is very much so a Monster Hunter simulator. It's designed in an amazing way that can be played traditionally with a "DM" and players, but it also can be played with the DM able to play and even single player.
I could talk about it for hours. I've thought about talking about it on my channel *Nothing For Free* in the future. (Channel is on Pause till I get my new PC, which should be this month) It uses the entire franchise of Monster Hunter, over 350 monsters, over 100 locations, 100s of NPC, over 1000 items, procedural generated maps, etc.
"Enjoy the Hunting Life! G!!!" -Instructor
Oh that sounds incredible! Some day I gotta get a dedicated friend group for tabletop roleplaying. I used to in highschool, but oh how the times have changed. A Monster Hunter one would be incredible!
@@pikminjake there are some interesting concepts I think you would really like. The amount of inventory, setting up camp, different size camps, skills that include tracking, cooking, crafting. You can bring two sets of equipment with you for the Quest. You prepare your equipment in between your quest (Hunts gathering, rescue, recon, escorting, etc.). You can rent different items to take on the quest. Like the supply boxes you load up with your items. There are two you can rent, a Blue with 24 slots and a Red with 32 slots. You load your tent, spit, etc in those boxes which you use to set up camp and have "resupply". Also, use it to store any items gathered/carved from the quest to take back with you. (BTW this is how I would handle Respply in a Modern MH Game, no more of these Infinite resupply like in MHWI & MHRS). You could rent Ballista and cannons which then you could set up on the map. We had a hunt where we tracked the monster, followed its routine (feeding grounds, water holes, areas it avoided/protected, sunbathing areas, nesting area, etc). Set up our "kill box" area with artillery. On Day 3 of the Hunt we executed our plan. We fought and lured it to the "trap" area, it fell into our pitfall, our Palicos fired the cannons and then moved to their Ballista positions for the Hunt. At one point during the skirmish the Monster tried to flee and one of the palicos had preloaded a Binder Shot, fired, and snagged it before it could leave. Which gave us the chance to paintball it (which leaves a florescent paint trail for you to follow.) One Hunter (there was two of us) stayed in hot pursuit while the other went back to our camp which was near by. It was well hidden in a grove and we had a high camp skill which is used to not only speed up constructing and deconstructing camps but increases their level of camouflage & hidden scent. After the Hunter #2 resupplied they soon saw a Red Flare go up, they knew that either meant Hunter #1 was either in trouble or had reengaged in combat. They quickly break through the brush and scale the mountain side. Things escalated, the other Monster we had found in the area, who we didn't do full recon on, but wish we had, apparently likes to go nesting in Monster 1's sleeping area while it was out. I'll regale you with more later. I need to tell you more about the game.
So you can play as Palico which works differently than Hunters because they have "classes". 10 set classes and 1 customized class where you can pick and choose some abilities from the main 10 Classes, but didn't have any of the Special Passive Abilities. (Eg; the Felyne Slugger passive of *K.O. King* gives a passive 10% increase to Stun) you can play as a Felyne as your own main Character just like a Hunter, as another Hunter Player's Palico, Play as Both the Palico & Hunter, or have the DM play as your Palico. It is a TTRPG so my 2 players had me Roleplay as their Palicos. You don't even have to have a Palico btw. They both wanted one and it is a legal option at the start so had them. We had one game where we had 3 Hunters, no Felynes, but later met some Felynes and befriend one so much they had him join their team (which I played). So yeah, full role play experience. The townsfolk, guild members, the wild folk (natives like Shakalakas, Felynes, etc) are all so great. We met so many different Guild Receptionist and later when we reached A Rank (Ranks are D, C, B, A, G) we sent request to have our favorite Guild Receptionist become Handlers. Yep, you can even get fully customizabled Handlers with skills as well. There are cities, villages, sprawling wild lands all pulled from the world of Monster Hunter. Places that exist in the world that have yet to be in a game, but are in the lore.
I think you would have liked the story where we had a quest for Catch & Release (we researched the creature before release) and another for relocations. Sometimes monsters get pushed out of their territory and you gotta get rid of the problem child (in this case a Anjanath) so that the Great Jaggi and his crew would stop attacking travelers & farmers on the nearby road. Hey those Jaggi & Jaggia were just hungry. After Anja was taken care of we then had operation relocation by capturing the whole J.Crew and releasing them back into their territory.
Okay I gotta stop it's 2 am here XD.
I just restricted classes and adlibbed crafting(because it doesn't really *need* to be statted out as long as you work with your players and record what effects you make) in D&D 3.5 for mine.
I'm interested to hear more about the status of this project of yours. Checked out your channel but I haven't seen anything about it on there.
I personally worked on porting assets from the games to tabletop simulator for when I was a part of a mh themed dnd session. Got as far as porting all the 1st-4th gen monsters before life happened and burnout kicked in. Originally saw that there was only 1 mod for adding monster figurines to the game, and they were quickly done pngs, which while they were functional, as an avid collector of mh figurines it felt half-baked. Admittedly the figurines I've worked on are also pretty simple from a gameplay standpoint, as they are static assets once they're loaded in, but I made care to give the players options for different variations for each monster, like with part breaks or enraged states. Part of me wants to go back and try to learn how to get the monsters animated, and figure out how to get all their various statuses to be toggled in-game rather than taking up precious space using multiple model files. Just been hard getting the motivation to work on them, since my original dnd friend group disbanded after some drama happened.
Origionally I set up a discord for other people who make 3d artwork for monster hunter as a way to help a couple friends and find new motivation from that, but after pouring everything into it for 4-5 months straight without any breaks and encountering many technical issues with my hardware, once I reached that milestone of getting all 1st-4th gen mons added I took a hiatus for a bit. One month turned into 2, turned into 3 and eventually now 6 months have passed without any work done for the mod or my own render side projects. At least the discord's turned into a nice little community, the 3d model guys look like they really needed it, and it's been really nice seeing them collaborate with eachother.
I would bring back underwater combat, but being able to launch yourself off walls to go faster in water. Plus, in the second map, there would be low tide and high tide, to just spice things up
awesome video jakob, made me want to see this fanon thingie
This channel has some good video ideas
I was thinking about that with my brother a few moments ago.
We ended with Monster Hunter 2 portable world generations dos yukumo 3 edition ultimate for Nintendo Wii U.
A game I want is probably something closer to an MMO where you could go out into the world to track down a monster and it'd be a huge undertaking with plenty of planning to take down. Not saying there should be tab-targeting or healer/tank gimmicks, but just a game that really plays off the "hunting" aspect. Then you'd have black-dragon level threats which could take something like 16 coordinated players in the same fight to actually win.
Jakob, I really respect and resonate with your ideas and beliefs in Monster Hunter. 😊❤️
Me being a fan since Gen1, I really like and cherish all your takes of the old gen that I also miss, to be quite honest with you…
I want to tell you however, please consider starting your own community or Fanon wiki like you said, or something like that!
I personally would join, and I’d be happy to see the other kinds of Hunters you’d attract to your community as well. ^^
See you around bud! And thanks for the great content! :D
I'd love to see an open world monster hunter, but I know it wouldn't be my favourite.
This reminded me of the old Monster Hunter "board game" I tried making as a kid having just gotten into 3U. I use quotations because it was very poorly put together and it boiled down to me improvising a story while the poor souls I roped into playing it at recess or lunch made slight decisions affecting the outcome of a hunt.
Here and there though, I've thought about how a game with MH type combat, creatures, and gear creation could work mixed with exploration and base building elements akin to the early stages of ARK: Survival Evolved before you get access to fabricators and all the advanced technology.
I would love to see a mh game that revolves around the ancient civilization told in lores. Instead of starting with every weapon available in the game, you could only use something like a sns and unlock the other weapons by progressing through the story as the community you are in gets more tech by researching the monsters you have slain. This will also have some skills that will be unlocked by the amount of time you've put into the weapon. the story would also have an ending where the civilization gets killed by fatalis but will be depicted as a dream to not inhibit endgame
Okay, but.. SnS master race.
okay, sorry.
okay, i'm not joking, you're asking for my ideal mh game, and all i could ever answer is 4u, iron out the flaws in the map design (excessive whacky gemoetry) and GQ system (reward tiers, so it's at least POSSIBLE to get highest tier relics from more single monster and all multi monster GQs + Unlimited GQ list, the levelling and rest of it all is perfectly fine to me)
then of course what GU did right, rework mounting a bit and add more fan favourites amatsulagiacrusduramborosbarrothnargacugaetcetc. and some of GU's own, the owl & fated 4 + deviants and ouma, except deviants are more like variants, which is how risepex is treated too (i guess this would mean GQs of those would turn into deviants in later levels)
so what it comes out to be is "4u with more and GQs fixed" essentially, GQs besides being 'le grind' TM are also a high difficulty extension to your quest list and i just wish it was encouraged by the game to fight a larger variety of monsters... and not have it limited to 10 registered at a time.
I love GU but we don't need hunter arts if we got the timeless combat of 4u with peak fight design of 4u/gu
more than more than a fangame this is my critique and solution for GQs, lol
Just to keep things relatively short:
Underwater combat comes back.
No hunter arts, silkbind attacks, switch skills or clutch claw.
The farming system from mh4u as well as the trading for parts of monsters that aren’t in the game.
Online and offline being separate.
The guiding lands from iceborne, in which the monsters drop different materials used for transmog of both weapons and armor.
Guild quests to come back exactly as they are mh4u.
Gathering of items from mhgen.
The ability to choose either palico, Shakalaka or palamute as the partner for your hunter. And their skill/upgrade system would be that of mhgu.
Weapon changes would be:
Greatsword from mhw.
Longsword from mhw but without the counters.
Sword and shield from mhw.
Dual blades from mh4u.
Switch axe from mh4u but with additions to make the axe as viable as the sword.
Insect glaive from mhw but the kinsect upgrading from mhgen.
Chargeblade from mhw but an saed would use up the shield charge.
Lance from mhw.
Gunlance from mhw.
Bow from mhgu (the move set once in valor mode specifically).
Bowguns from mhw.
Hammer from mhw but with no power charge.
Hunting horn from iceborne.
As for monsters:
Akantor, Ukanlos, Kirin, Rajang, Deviljho, Tigrex, Dire Miralis, Alatreon, Fatalis, Monoblos, Gogmazios. These would be it in, anything else is up for debate.
I could go more into detail but that would take very long to explain since I’ve indulged into map design, quests, new monsters I would create, motion values for the weapons so they would be balanced with my wishes and much, much more. And yes, I have too much time on my hands and I am lame. Big deal.
I think of all the MH games to be converted into fan games World and Rise are the most likely, because having the games on PC makes them easier to hack and mod. Making a rom hack and having to reverse engineer game engines and make guesses about which tools would need to be used is a lot harder than dumping the game files and running a standard C++/C# decompiler.
Idk about this. Yes they're on PC but I have a hard time seeing someone make a fan game from World just because of how much is going on. Maybe it's simpler than it appears but getting an older game like FU seems like it'd be easier to play around with *after* all the decomp stuff. Since you'd still have to decomp World to an extent to add anything worthwhile, which is why most/nearly all the mods for World/Rise are simple asset swaps. I don't have the technical knowledge of course but World/Rise just seems like they have a lot more going on under the hood than a game like FU.
Combat from Mh Rise minus the wyvern riding and wire fall.
Under Water combat
MHGU monster selection
Monster Hunter but your in an archipelago. There would be a purely snow map called “The Snow Mantled Sea” that makes up the entire archipelago’s “Sea” between the islands.
Honestly, just give me the Chain Whip from Toukiden, like damn some of the Toukiden weapons are fun. Love me the Chain Whip and the Rifle
So I’ve thought of a few ideas however my personal favorite is a MH game set entirely within the desert regions of MH. The main hub is Loc Lac, and the main way of getting to the various different maps is essentially the Great Sea, but sandy.
Additionally some maps would transition to others like for instance the Sandy Plains (or at least the 3rd gen version) would transition into that savanna lake biome you can see from base came, to the Gorge map from Frontier. As for the 1st gen Desert it would transition to the 2nd gen Desert then eventually reach the White Lake and Historical Site.
Also there’s equivalent for the Ice maps of MH with Pokke village as the hub, however that one would have underwater combat and go from the Arctic Ridge, to Polar Sea (from Frontier), then a cold Great Sea where you’d eventually fight Ukanlos both on land and underwater. Eventually once you got north enough you’d reach the Frozen Seaway that would eventually reach the 3rd gen Tundra.
I also really want a desert-focused Monster Hunter game.
21:40
In my fangame Cephadrome was the urgent for getting into G rank after defeating the final boss lol.
Sort of like Beotodus in Iceborne or Ukanlos is 4U.
Cephachad.
in a simular vein i would have had plesioth as a tutorial boss your supposed to fight and fail to beat before a another hunter who serves as a mentor figure will save you. probably have you on a boat and the boat breaks mid way forcing you into water combat for a bit before you get rescued. end of low rank sees you besting that plesioth after it screws with some more of your hunts. probably would end up being a subspecies like maybe a pearl plesioth. (and then have a tower level subspecies called Tideborn Plesioth who has a mechanic where its prowess in water and land combat vary depending on factors)
I swear I see you on every MH video, lol
I've had a few monster ideas but never a game. A small list of a few notable ones I held onto:
-Dremdios: Essentially a brown brachydios but shovels on its head, arms, and end of its tail and is a distant relative that adapted to burrow under the ground instead. It fights about the same but digs holes the hunter can get stuck in if they walk over them.
-Unnamed pseudo wyvern: Imagine tigrex with the head of a legiana and the tail blade of a glavenus attached to both its wings and it basically fights like a beyblade. A hyper aggressive monster and I think the stupidest one I come up with.
-Unnamed Phoenix elder dragon: A completely black elder dragon with glowing alien red eyes that looks like a phoenix or cockatrice mixed with a peacock. It fights by spreading around black dust on the map that causes a blind status effect in which the player can only see themselves, anything in close proximity to them, and the red eyes of the elder.
-Turbine Elder: Basically a large xeno jiiva shaped elder with its wings cloaked in strong circular winds that make it look like it has giant turbines for wings. I wrote it as a migratory passive elder like the mohrans that appears on rare occasions and brings about large storms with it, usually hunted by the guild when it strays off its migratory path.
My ideal MH game? It would have:
-World's gameplay loop and Investigation system. It feels like a real _hunting_ game when you have to look for clues of your quarry's location - footprints, territorial marks, etc., and the Investigation system in it is great.
-A slightly slower version of Risebreak's combat. Get rid of Wirefall and some of the crazier Silkbinds, but keep the rest.
-Generations Ultimate's Hunter Styles and Arts, except with something akin to the Wirebugs rather than an Arts gauge.
-A roster as big as GU's, but also including the better subspecies and variants.
-A Village plot akin to 4U's, where the flagship feels like a rival to the player.
I would totally make cephadrome a fakeout quest for fatalis or something where he just swoops in and eats it. That would be hillarious
A octopus like plant monster. It would travel underground and fight with roots that could spring from the ground and mimick the basic design and combat of other more common monsters. Severing the "tail" would cause massive damage and a "different" monster would take its place. Maybe sonic bombs or a wire bug could bring the monster to the surface for weak points or bundles that contain herbs, shrooms, trash, and/or craftables that could be harvested from the monster that got caught in its roots. The monster could become entagled in roots of large trees that the player could bait it towards.
I came up with an idea for a new snake wyvern. It's the circumference of the average hunter but extremely long. The fight takes place underwater since I want to give underwater combat a shot. It's signature attacks are spitting venom that gives defense down, squeezing you like a python and from there it can stab you with it's tail spine. On land however it can fire a water beam like a Spitting Cobra after smacking you back with it's tail. Other than that it shares most basic moves with Narjarala. Haven't worked out every little detail but I'll draw up some concept art of it later.
Hey! Thank you so much for giving this community some attention! And thank you for mentioning my fangame (Apex) in your video ^^ Out of curiosity, what did you think of the Phylogeny page where I discussed my theories and ideas on monster taxonomy and biology? And some of the original mechanics I had on the Fangame page? I know the pages is a little daunting so I can understand if you didn't really look at it. More so just curious.
Rearranging some of the animals into different groups does make sense, I also don’t think Mizutsune is truly a Leviathan. Though the brand new monster classifications will need some getting used to, I’m used to the canon distinctions.
don't sleep on cephadrome it has 1% of plesioth's hipcheck power
I would be really interested watching a video about your personal experience with Frontier, hope you’ll give it a try one day or another
Once those private servers go up, I plan on giving it a shot
@@pikminjake they are already open to everyone, just join the MaiLBG server for the installation guide
@@Dukemon94 Weren’t those servers originally stolen from the person working on patching Frontier? I remember hearing some drama over it.
@@DexFire1115 no, those are fake infos from people who worked at the project and then quitted for quarrels with other members. Also, capcom itself said they dont care if people play Frontier, as long as the game is not sold illegally
i want an endgame hubquest where it has a difficulty slider that you could toggle upgrade to increase rewards or a customize quest with rewards that tailored to your choices like from the Hades system, thanks for the vid btw.
I started a massive spreadsheet and multiple text documents about 7 years ago now for my own MH fan-game/fan-fiction (I think MH Gen was announced or just released at the time). I still have all the data and I think about it multiple times every week, but I don't actively work on it much. It was pretty removed from the normal MH gameplay, focusing on a sort of indie game 2D vibe where I would translate as many of the mechanics as possible into a new gameplay style, and explore the mechanics and world of MH from a more grounded and personal perspective. I wrote the characters somewhat based on my own experiences and growth in real life and my journeys through the MH games, but the locations and actual plot were all crafted uniquely to fit into the world of MH without disrupting any of the regular canon.
If I had any developmental skill at all, I would still love to bring it to life someday (I specifically chose 2D because that's much more manageable for a novice), and I'm glad that others are just as passionate about the series as I am! This video gave me a lot of hope that our imaginations aren't being wastefully channeled when we invent things like this.
I would have loved a wiki like this when I was in my early teens and playing Tri. I remember at the time I drew up all these monsters and a couple maps of my own as well; the maps had a lot of verticality and combat mechanics to accomodate that so I guess 4th gen gave me what I wanted. I'd only played Tri so most of what I drew was like bird wyverns, brute wyverns and leviathans.
I like the clutch claw, my ideal game would be very close to a "MH World 2"
1. All monsters that have appeared from the mainline series would gradually be included, with a large starting roster featuring at least one monster from every classification. (This doesn't include stuff from the stories or frontier, as I have no experience with them.
2. Keep an advanced movement option like clutch claw or preferably wirebug.
3. A combination of the styles and the switch skills from rise.
4. Bring back underwater combat out of spite.
im really shocked by the lack of mh rom hacks
like for fucks sake i just wanted to change the music but nobody has even bothered to open up any of the older game's files at all as far as im aware
I want analog combat back
A masochist,I see
My ideal MH game is just pretty much a 4U HD remake
well my idea is basically full open world and more doing stuff yourself and less menues.
you have glider-wings attached to your armor, which would make up for a lot of awesome designs and the village is built around a large tower ruin so you can start your quests from up there heading in the direction you want. ofc to support that you would have some kind of improved climbing equipment similar to how it looked in world but with the ability to climb up pretty much every kind of enviroment.
monster tracking works as natural as it could be and you just try to spot them with a field glass. the glider will help you follow them around the maps as they are moving and if you lose track you can return to high places to spot them again. this system would obviously limit caves and other kinds of enviroments which would make it hard to spot monsters but i guess you could kinda work around it and do something to make it possible. you will have a farm in front of the village where you can manually cultivate items and manually gather them as they will grow in some real time measurement. the big "problem" about this game really would be the quest/time/reset management since there won't be any loading screens at all. you would just chill up in that tower and randomly see monsters flying and wandering around the maps and maybe there aren't actualy quest timers and quest starts. just multiple quests you are automatically given as you progress and you can hunt as much as you want and return these quests if you clear the objective. then you could still hunt these monsters as they are naturally spawning on the map but not repeating these quests. quests however would also just naturally appear as villagers would come up to you and request something with some nice rewards sometimes like a load of pale extract for hunting khezu or other stuff you would really want to work for.
so the question is probably, how do you even fail a quest as quests are not actually instances? i don't know. it's a different kind of game. maybe working more on real time and also multiple save files like skyrim and games like that and a person would just come up to you like "omg, an azuros stole all my honey. hunt it down before it will eat it all up" and you would actually have a real time spawn in which you are able to complete this quest until the honey is just gone and azuros won. sounds kinda stressful expecially from someone like me who really hates timed missions in other games but i guess it would be balanced around in away that like if you actually start fighting that monster, it wouldn't be able to eat anything so only when you are carting and leaving it alone it will continue "counting down". i guess to make up for that very stressful kind of system you would just be able to deny quests and they would return somewhere in the future. so you won't have a catalog full of failed quests just because you didn't feel like hunting a monster at the moment. i'm rather unsure about that system. it's really not easy to balance that concept but the full open world just won't get out of my head.
Also I said this on one of your other videos, but give it a few years and I'm SURE we'll see some indie game 'MoH-likes' start to come out of the woodworks. Game development is getting easier and easier to start for absolute beginners, with free engines like Unity and Godot gaining popularity, and a sleuth of online tutorials. So even if we don't get official (unoffical) Monster Hunter fan games, we will get 'games like monster hunter, made by monster hunter fans', and I honestly think that'll be better, because it may even create some compeition for Capcom in a genre that they've largely both created and dominated for 20 years now.
New video. Nice
*Frontier monsters, frontier sh*t everywhere, every single thing we can bring back, sprinkle a bit of online if ya need to or some explore on the side!* :)
Know I'm here years later but I don't care. Mainly because I have an idea I really like for a concept I've been doing.
While not the main focus of it I'm most proud of an island area in my concept. I wanted to play with island rule which if you don't know is when on an island large animals evolve smaller and small animals evolve bigger. The lack of predators allows small animals to become bigger and the fewer resources forces large animals to shrink. With this idea the island has all new monster but they're all relatives of mainland monsters. Small monsters would be relatives of large monsters so there'd be parrot sized Rathalos, Anjanath the size of velocidrome, and protoceratops based Diablos nesting on the sands of the shores. And the large monsters would be relatives of small monsters so flying wyvern sized wing drakes, Paratoads the size of tetsucabra, and giant Gargwa looking like deinocheirus. Even if it's just the lore I love it.
My fan-game's called Monster Hunter Judgement, and here's the premise:
The story takes place in a town that's famous for its large arena, where hunters face off against a wide variety of monsters. You, the player, are an aspiring rookie who's decided to begin your journey there, but as you get there, the arena has been severely damaged and all of the monsters have escaped. How and why it happened is currently unknown, but what's for certain is that the arena needs repairing and monsters need to be captured, which is where you come into the picture.
The monsters you capture can then be fought in the arena, but bred to be much stronger than the wild ones (about 200% HP and 150% everything else, like the EX monsters from MHGU). You'll also be judged on your performance based on how quick you are to defeat them, adding replay value through time attack. Monsters that can't be caught, elder dragons and the like, would always have the EX multiplier, making them deserving of their lore.
The idea was born from the low quantity of monsters to be fought in the arena in MHGU, and that you're restricted to specific weapons. Their increase in power would also help the weaker monsters to stay relevant. I got a folder on my computer that's filled with ideas for both monsters, story, status effects, armor etc. that I frequently tinker on. I've considered adding them to the fanon wiki, but I don't think I'd be able to stick to their rules.
An online monster hunter set in the old world and prioritises Dino Crisis like survival action
This is your brain on hyper fixation and I wholeheartedly understand.
I have a lot of ideas for a MH game including breakable and replaceable weapons
Let me explain
During the battles we're always breaking parts of the monsters
Due to the crafting system i thought it would be cool if the monsters were also able to break our weapons (swordmasters only for obvious reasons)
But also give the player the option to pick one of those broken parts of the monster and craft a new temporary weapon that also could change the type of weapon
For example, if you start a quest with a sword and shield maybe a monsters breaks your shield
Then you can pick a broken monster part to craft either a shield or another small sword so you change from sword and shield to a dual blade only for the current quest
Also depending on wich broken part you pick, it could also change the small sword to a long blade or even use it as the tip for a lance
You get the idea
And once you clear the quest, you can go repair your main weapon and keep the materials you used to craft the temporary weapon
And this is only *one* of my ideas for combat
Wish i could share all my other ideas for monsters, maps, mechanics, story and even collabs with other games
Call me crazy, but an idea I think would be pretty nice to add would be to have a weapon system like Summon Knight Swordcraft Story, in which weapons have little sharpness (and if itruns out you break and lose the weapon), but you're allowed to bring up to 3 weapons to fights at once, and can swap between them with a button.
Okay, hear me out on this one... A Sharovipteryx monster who has the moniker of "The Antiwayvern."
Well I loved MH Explore so....I kinda want a pirate/tropical seas monster hunter experience
John "Guts" Berserk...
i laughed so hard at this i almost spit my food out
My god, that's an extensive bookeeping of fan concepts. Admirable.
always had the idea for a melee ranged weapon hybrid thats just a giant boomerang, melee mode is heavy and slow, benefits a lot from raw, ranged version is slow but hits a shitload of times, like imagine it just spinning next to the monster, good with debuffs and elemental, you can combo in and out of the mode kinda like switchaxe. Desings would range from normal boomerangs to saws, shurikens, pinwheels and whatnot.
I've thought about this for a long time about bringing MH into huge expansive maps and I think I figured out a way.
Take an area from MHW for example, any you care to think of that was explorable. Now, that entire map is 1 zone. The other zones have paths from zone 1 which have loading zones similar to the portable series and old monster hunter titles. This means that your game would only have open one zone (map) at any time and would require you to load into another large map to reduce processing requirements on systems.
Utilizing this, you could in theory have enormous areas to explore and hunt in. Hunting a Rathalos hunting in a wide open field zone (map) to it's lair at the top of a mountainous zone for example. Having the breadth and expanse of an open-world while not being an open-world. Personally, I would love that.
Of course, this is only a thought. It would require more changes to make it more enjoyable and not a slog if a monster ran from one zone to a zone across the Area (collection of zones [maps])
I personally prefer the older games and if i had a say on what kind of monster hunter game would be created, id want a game that playes and feels like a classik Monster Hunter (mostly similar to 4u and gu) only with modern grafiks, new areas and new monsters.
Now keep in mind that i am no game developer but heres my pitch:
this hypothetical game would ignore allmost everything new introduced and changed in world, instead it would double down on the old games gameplay some specifikations:
make hunters less mobile like they used to be.
old skill system.
no world weapon changes instead double down on the way they played originally and support these fighting styles with new moves.
more threatening and harder monsters.
craftable decorations.
random talismans.
no turf war animation (monsters should still be able to damage each other but it should be more involved instead of just free damage there should be a real risk to balance the benifit of monsters damaging each other).
maps should have connected zones and secrets but they shouldnt be as confusing as they are in world (the ancient forrest in particular was way to much of a maze).
no slinger/clutch claw just hunter on monster action.
old mounting but higher requirements than in 4u so it isnt just a free down at the start of the fight.
also monsters should be found instead of given away and youd eather have to paintball them or memorize its routes to find it once it leaves the zone (zones would be interconnected with no loading screens, but monster icons should dissapear on the mini map once they leave the zone).
fast collecting and auto combining is fine but no restocking at camp, stocking up on resources before the quest should be a meaningfull decision (and those occaisons where one forgets to restock but finishes the fight anyway create amazing memorys).
maybe reintroduce prawler mode (and maybe axcell axe and tonfas of course changed to fit in with the other weapons.
also give water combat a second chance.
A way to long pitch for story i guess:
The game takes place on a remote group of islands that are somewhat cut of from the main land of the monster hunter world (of course there would be a few returning monsters and some returning areas and special arenas like the tower or the ingle isle) with a unike culture of people that live in a village that has the usual amenetys, a farm (run by a family of felines), a guild hall (run by two guild ladys and a manager alongside a few felines), a smithy (a small old wyverian man who knows the proper technikes and a young troverian whos his assistend and does the actual smithing for him), etc. These people worship the island they live on, wich is actually a gigantik sleeping elder dragon that has a jungle on its back (the first hunting area is said jungle that has zones ranging from up in the trees to the ground, to the water between the mangroves), you play as a rookie hunter that has grown up in this village and your call to action is a visit from a guild executive (a tall wyvernian man that is knowledgable about all kinds of monsters), that has come to inform the village of recent monster migrations and environmental changes in the surrounding ecosystems. You do your hunting job as usual mooving through the ranks of the food chain untill there are sightings of a large unknown larva like monster heading for your island, this is presumed to be the cause of the environmental changes and thus the reason for monsters to get more aggressive. The low rank story ends in a giant fight with said monster, this fight takes place near a shore with plenty of deep and shallow water wich makes you able to face this creature both on land, under water or using siege weapons (ballista, canons and a ship mounted dragonator), this monster cant be killed only driven away. In high rank many old monsters like tigrex, rathalos, lagiacrus, zinogre and deviljho that previosly wherent in the local environments appear cousing the ecosystem to further destabilize (in low rank youd mostly face new monsters with only a cuple of returning ones, with high rank adding many classiks and a few more new ones) a quarter threw high rank your village comes up with a plan to get rid of that giant larva creature once and for all, the plan is to drive it into deep water as there is a hunting ground for caedeus nearby so that this creature might become theyr prey or be driven away to somewhere else entirely. Then you fight it in a battle similar to the first encounter only harder with the larva having several new attacks (for example a large green beam attack that can paralyze) and glowing an eary greenish hew. When you succed it is driven of into the deep ocean and your new priority is to clean up the mess, created by this monster, fighting increasingly harder monster as you go up threw the ranks. Along the way you will sometimes be shown cutscenes after having done a certain ammount of key quests. In the first cutscene the larva creature drags up a young cedeus out of the ocean then the picture fades to black. The next time we see a large cocoon glowing that same eary greenish glow with tentakle like structures reaching out and piercing the cedeuses corpse sucking something out of it, it fades to black again. Next we see the same scenery only on a moonlit night, the tentakle like structures are now gone and the cedeus courpse is only bones and bits of blubber wich are currently being eaten by a rather strong monster lets say a tigrex or something similar (lets say this cutscene appears just before we unlock an urgent quest to hunt a tigrex). Next the cocoon is now glowing an intense green glow, suddenly the cocoon shifts and wiggles and a large sharp limb pirces it from the inside and a vaguely dragon like siluette with bug like antennas and two pairs of glowing green eyes crawls out from the inside and walks towards the tigrex the camera panns away but we hear screeches and a loud humming sound. Finally we see a drained lifeless tigrex with large stab wounds lying on the same shore next to the cedeus skeleton, with a trail of footprints leading towards the sea in the direction of your home island. In the last quater of high rank the wildlife goes abselutly crazy and the island/giant sleeping elderdragon beginns to shake and rumble, the village elder (an older woman that acts somewhat motherly to the villagers and the hunter) fears that the giant elder dragon they live on might be sick or even dieing, at this point monsters like deviljho and bazelgeus show up to feast on the soon to die elder. After completing a urgent quest against a deviljho the village elder and the guild executive will take you away from the village and into the jungle to see a path of destruction carved right threw the biom, with several drained monsters on the way (including a deviljho), the elder knows where this path leads and allows you acces to the "cavern of origin", a cave that leads into the huge elder dragons body, its considered a holy ground by the villagers as they believe that all life (aside from the huge elder dragon itself) originated in that cave, inside you have a climactic final battle with the newly adult form of the once larva like creature, as you find it deep inside the cave in a room lit by blue hue stemming from the bioenergy inside the giant elder, the creature is now elder dragon like sporting a similar build to the magalas instead of wings it has four tentakle like limbs, it also has two large antennas, four eyes, bug like mandibles and its whole body is covered in dark blue scales and plates that form a sort of carapace , its main abilitys are attacking with its many limbs inflicting bleed and shooting out beams of green energy that can paralyze the hunter. Once you slay it your home is saved and the ending cutscene plays showing the villagers celebrating, finally you see the ecosystem somewhot healing as the credits play (of course acompanied by the diiva singing as is tradition).
The G-rank story would revolve arround the reappearence of long presumed to be extinct creatures that reak havoc across the islands and some other parts of the monster hunter world, it would also hint at the ancient civilization with the tower returning. I have no concrete ideas for story other than that, but i guess youd visit some areas outside of the islands that the base game took place on (also return of monsters like seregios,rajang yama tsukai, a bunch of old and new subspecies and variants and a few others but mostly new creatures)
I specifically would want this to be a new spinnoff series running parralel to the main series of games, because i dont want them to replace the world style games, i just want a game that is more like old monster hunter games and explores a different direction for the series (i basically just want more oldschool monster hunter and a more meaningfull story)
This was all just my pitch for a monster hunter subseries id like to exist (and a bunch of ideas for a potential story) , i hope it wasnt too crazy and out there and excuse my spelling and grammatical errors, english isnt my native language and i usually dont write this much.
Thank you to everyone that read this far and has endured my mad rambling for this long.
hello Well thats realy funny xD
you pushed me with the 3:30 MH DOS Video, the 3. fleet Podcast and the 4. Part Visit of the mh DOS Video to rethink my ideas for monster hunter.
im no gamedesinger but i end up lerning about it a bunch and implemented into my work as physiotherapist. My patients are really happy to have the opportunity to overcome difficult tasks. And it can be fun! There is a lot to learn from gamedesinge.
I finde it interstig that all the "games" presented seem to Lose them self in to little Details where it is more the General idea is that counts.
I woude love to have your thoughts on my ideas when have them finished.
I like some interesting fights against vary different mosters. One think would be cool is the player hunting a monster that vary small. Person sized or smaller but vary deadly. This small monster is also hunting the play when your hunting it.
There’s a while site for MH fan content? This tickles my overactive neurons
I want a Monster Hunter game that, if you complete without getting carted even once on that character, after all the story quests are done, you get a secret quest chain to marry your waifu.
The clutch claw was cool. Tendering wasn't.
I wanna make an earlier game dragon monster. I also wanted to make a bird wyvern that was on par with some of the most powerful non elder dragons.
I will admit the one big disappointment I had after playing MH World + Iceborne, is that we got teased to fuck with a Dalamudur fight with the rotten vale carcass. And in all honesty I thought Shara was gonna be wayyyyy bigger, or heck even a Dalamadur when we saw it destroying mountains and everything. I was so hyped to see a full scale Dalamadur fight on less limited hardware than the portable games. But let's just hope they're saving him for the next big Monster Hunter title on consoles/PC.
So... I have a little idea for a MH game. It's kinda dumb but why not tell you? Maybe you'll like it.
It's has the same combat as World but the monster hit harder than normal to make the combat more methodical (since you can cart really easily if you're not careful)
It would have a new weapon called the hunting fan. It would be a large fan focused arond heavy spinning attack and elemental damage. When the fan is closed you can use heavy side attacks. When the fan is open you use spinning attacks that cause great elemental damage but it takes you "durability" (I'll explain that in a bit). You can change the paper of the fan to change the element of the weapon. If you use the same element of the weapon you get a buff if you use a different one, it will substitute the weapon element to the paper element but you're not getting a elemental buff.
For example you have a fire fan that has 500 fire damage. If you use the fire paper you get a bonus of +150 in your fire damage. If you choose to use a water paper, instead of having 500 fire damage you'll have something like 350 water damage. This can help when hunting multiple monsters with different elemental weaknesses.
The durability is a second sharpness level related to the paper if you use the open fan too much, the paper will shatter and you'll have to replace it. The player has limited papers so the player should use it wisely.
For the story I was thinking on something like 4U. There's a elder dragon that cause the monster to go on a rampage. This elder dragon has a symbiosis with a especies of fungi that can change the environment. The monster use this fungi to consume/change a map and this new map starts to kill everything that eat anything from that. Monsters go there eat stuff and then die. If they try to leave the area they'll feel great pain and go on a rampage until the monster return to the consumed map and dies there.
The map takes the monsters bioenergy and transfer to the elder dragon's nest the dragon uses this bioenergy to hatch one of it's eggs. (If you interested on more info about this elder dragon let me know and I'll leave another comment talkin about him) this elder dragon would be the flagship of course.
There would be monster that lives in the consumed map and migrate with the elder dragon from time to time. This map and elder dragon would have a big relationship with the night and moon.
There's another map i was imagining too. A rocky plains biome filled with geysers and hot springs that makes the map too hot for hunters (you would need a cool drink to hunt there) while still having a lot of water (weird isn't it?).
There's probably stuff i forgot to include but this comment is getting big so I hope you enjoyed my weird concepts.
You make awesome videos - many thanks.
Oh. Fans using headcanon to fix capcom's dodgy approach to internal consistency and sense. Where have I heard of THAT before?
>Looks at DmC and megaman
I'm not a huge fan of Clutch Claw but I think if the balancing is right, they could bring it back alongside with Wirebug as a switchable special (choose between bug/claw) and each of them give your weapon different movesets.
You can no longer flinch shot anytime, as you can only do that while the monster entered 'rideable' state, but the damage it does is much higher than the wall bang done by wyvernride. Tenderize mechanic is kept as a balancing for losing wirefall and various wirebug skills.
Just some wild shower thoughts tho
My game would be world but the clutch claw isn't as important. It would also have wirebugs, but only as an collectable endemic life. It would have some underwater combat stuff. It would also have a feature that if there were two ice maps or two more fire type maps etc. The monster could change maps mid-hunt. I think that would be cool. Also it would have monsters of all classes and have a more balanced roster in terms of elements in monsters. It would also have fan-made monsters
Alright, I just got back from a 7-hour shift, so I've had a lot of time to think about this :D
Firstly, I think an open world format could be integrated wonderfully with the world of Monster Hunter. There are just too many gorgeous locations that could be expanded and explored further. I think your suggestion of picking up a bunch of quests at a hub, and then going out into the field to complete them all is a really good idea! I'm a big fan of the immersive aspect of the earlier games, and have played a bit of MHDos. I think a couple of the elements of that game could be better utilized in this game. Money could be more hard to come by, and as a result, a bounty system could be implemented like in MHDos. I like the season and day cycles in MHDos, but I'd rather a player never be locked out of certain materials. A farm system like in MHFU could help here.
Concerning the story of the game. I personally would like a more atmospheric story telling method, like in the older games. But I think a great setting that could supplement Capcom's desire for a more dramatic narrative and a more atmospheric and subtle method would be Schrade. I'd want a stronger emphasis on exploring the secrets of Schrade while also learning more about the destruction of Schrade by Fatalis. I feel like this is the only real bit of lore thats actually expanded upon canonically. From a dramatic narrative standpoint, your player character isn't associated with the hunter's guild, so they're able to explore and walk around the world to their will. Maybe there's some secret that the Guild doesn't want to reveal about the destruction of Schrade. It'd also be really cool to see all the old villages and hunting grounds expanded.
I don't think I'd like to add any new weapons. Although, I'd like to incorporate Monster Riding into the main series. I think they'd fit in pretty well as a hunting buddy. Like think of Palamutes from Rise, but monsters instead. Riders would be physically weaker than hunters, but can attack while riding a monster. There'd be a kinship gauge that increases as you fight aside your monster; the gauge would decrease as you ride your monstie. While riding, the hunter can use monsite skills and a kinship attack. By having the kinship gauge decrease as you ride your monstie, the game implores you to attack on foot, while also negating hunters to abuse riding their monstie. If your kinship gauge is depleted, you won't be able to use any skills. I'd also incorporate Palicos and Palamutes for the hunter. Palamutes would focus more on inhibiting monster movement. They can also be ridden but it wouldn't be as important for reasons I'll explain soon. Palicos would focus on support skills. Combat would be like MH4Us because that's peak MH combat imo. Maybe I'd keep some of the fluidity of animations and motions that the hunter can do, but weapon movesets would revert back to MH4s.
I'd bring back scoutflies, but instead of the monster being known once you acquire enough points, the player would have to look at certain tracks and figure out what monster made them. There would be a reference guide for tracks so that the player wouldn't have to memorize every single monster track. Additionally, Palicos and Palamutes could help out with the tracking, whether that be explaining what type of monster made the tracks, or helping you find the next track in the path. Effectively, tracking, gathering, and exploring would all take place at the same time. Gathering would be fast and wouldn't be slowed down by long animations. I feel like if you add an explorative incentive to gathering in MH, it makes it more enjoyable. By combining these elements together, gathering would be more tolerable than it is in something like MHDos. Also, inventory space could be upgraded through villager requests. Maybe a merchant gives you a cart and Aptonoth after you help him several times get rid of monsters disturbing his trade routes.
I'd like to bring back pickaxes and bugnets. Concerning hot and cold drinks, I think there would be better ways to preserve a "preparation" emphasis in MH without having needless items to clutter up an inventory. Maybe Capcom could take a note from BOTW and incorporate a warmth factor in armor. Or maybe weapon elements can affect your warmth factor. Equipping a fire weapon when going to a tundra area would help negate the negative effects of cold. It would make sense anyways, since fire would be more effective against the monsters in the area anyway. Hot and Cold drinks would still be included for those who don't want to fiddle with their equipment.
I feel like there was a little more I had thought up of while I was working, but I can't remember it now. TLDR: revisiting Schrade in an open world format would be really cool, as well as a great setting for a potentially interesting dramatic narrative/ subtle lore exploration. Monsties would make an appearance as a hunting buddy. Combat would be like MH4U, but still have the fluidity of fifth gen MH games. Gathering, exploring, and tracking would all take place at the same time, making them all more interesting. Tracking would be like World's but demand more player attention to figuring out what monster the tracks are from. Heat and Cold can be handled like it was in BOTW. Picaxes and bugnets return. Upgrades can be gotten from doing villager requests.
For Tracking, my suggestions are to make:
Tracks faintly glow once you approach it, crouch down, and wait 5 seconds.
Tracks faintly glow 10 meters from you that lower in luminosity the closer you get so you can take a closer look.
Subsequent tracks cease glowing if you don't reach them within 10 seconds.
Tracks are constantly generated by the monster out of combat. Flying and burrowing monsters would leave special clues whenever they take off and land/burrow and emerge that indicate where they're heading, and they always fly/dig in straight lines.
These tracks and clues also deteriorate over time. After 1 minute they change to the "old tracks" texture of World but still have the same model, after 2 minutes they change model and look even more worn down and faded.
Unstable debris would sometimes spawn within paths connecting two areas. If disturbed by a fleeing monster or damaged enough by a hunter the debris falls and will block that path. Blocked paths will extend monster rage duration 3x. Blocked paths will also prevent hunters from passing through and forcing to use a different route, unless several bombs are used to destroy it or use weapon types that deal a specific damage type for that obstacle to clear it by attacking it enough.
Some monsters can trick players by leaving tracks and hiding in an area. Either waiting for the player to pass them and immediately backtrack to escape, or ambush players with a devastating pin attack.
Paintballs return. Upon throwing one onto a large monster, bright colored paint will constantly drip and leave a noticeable trail for 8 minutes out of combat.
As for hot and cold weather maps:
These maps induce *negative armor skills* to the player as well as a reduce screen visibilty. Maps have an average of 20 areas in them.
These maps have 3 levels of heat and cold. Each level increases the strength of the negative armor skill that they induce. 35% of the map is level 1, 25% is level 2, 15% is level 3. The remaining 25% is the base camp and a few safe zones.
Cold maps have:
>Hunger -1, Constitution -1, Marathon Runner-1.
>A Frost overlay on the screen that slightly reduces visibility.
>Level 2 increases them to -2 and ups visibility reduction by 25%.
>Level 3 increases them to -3, ups visibility reduction by another 25%, and prevents using ingested consumables (potions, antidotes, rations, steak, BUT NOT whetstones, bombs, ammo, etc) _because they're frozen._
Hot maps have:
>Hunger -1, Constitution -1, Stamina Surge -1.
>A Heat Haze overlay on the screen that slightly reduces visibility.
>Level 2 increases them to -2 and ups visibility reduction by 25%.
>Level 3 increases them to -3 and adds Heat Terrain Damage of 2HP/Second.
Hot or Cold drinks only negate level 1 cold or heat, respectively. While reducing level 2 to level 1, and level 3 to level 2.
Now since these debuffs are _armor skills_ they can be mitigated or even negated with the right armor skill equipped.
You can also craft 8 separate armor pieces, which are for the chest, arms, waist, and legs, which require quite of alot of "non-exciting" grinding (gathering relatively rare *herbs, ores, and small monster pelts),* that when equipped negates level 2 debuffs and if taken with cold or hot drinks will negate level 3 debuffs. But these armor pieces only give you the heat or cold resistance, decent fire or ice resistance, and decent defense if upgraded, but nothing else. It doesn't give you the positive version of the map's negative armor skills and it doesn't give you any slots to put decorations onto.
@@DJWeapon8 I REALLY like your idea about paintballs. Once you actually find the monster and hit it with a paintball, there's no need to track it again. Combining paintballs and monster tracking is really smart. I'm not the biggest fan about the timed monster tracks though, since I'd like my MH game to be a bit slower paced and I want to combine gathering, tracking, and exploring elements.
I also feel like the severity of debuffs you'd get with temperature penalties is a little much. It'd be hard to mitigate those negative armor skills in low rank where armor skills are more scarce. Also, having to also take a drink on top of armor set preparation seems a little intense.
@@ripporoo2771 actually you do still need to track it even with paintballs. Paintballs only last 8 minutes per monster. And once you paint a monster, subsequent paintballs thrown at it will not stack up or reset that 8 minute timer. That timer only starts when out of combat, and pauses when in combat, just like the tracks.
And the tracks at their oldest "condition" lasts for 5 minutes. So a single piece of monster track has a total lifetime of 7 minutes. IMO, plenty of time to scan the track and catch up to the monster that left it.
As for map debuffs. Well, early monsters would tend to *avoid* those colder areas. (In my ideal MH, we start in the colder region comprising 3 cold maps) as those weaker monsters actually get similar debuffs from the map as well. Namely that they get tired quicker and attack a little slower, and would sometimes attack/aim in the wrong direction. As for hot maps they would also tire out quicker, pause more often between attacks, and slowly lose HP.
This also helps with tracking. If you know the monster, namely if its a weak monster, it narrows down your search route as these weaker monsters will only go to these colder/hotter areas under extreme circumstances.
So now there's a new "risk/reward" element of drawing the monster out to a colder/hotter area to debilitate them at the risk of having to deal with those same debilitations on yourself via player skill and experience, constant status maintenance using various items, equipping certain armor skills, or a combination of all three.
For the stronger monsters, though, level 2 and 3 heat or cold doesn't affect them. Like elder dragons native to that map have no trouble with level 3 heat or cold.
Besides. If you think about it, Hunger-1, Constitution -1, and Marathon Runner -1 is basically just _iceblight._ Quite managable unless you're ultra focused on DPS. Its in the colder areas where you suffer the -2's and -3's that make the hunt very sketchy. But with some proper preparation they can be mitigated and be manageable.
Fun fact. Most of the monsters in my ideal MH game are *herbivores.* The large carnivore monsters tend to be 1-3 on a scale of 5 in terms of difficulty. Because in reality, carnivores go for the weakest members of an herbivore group or gang up on a healthier individual, and most herbivores can curbstomp a carnivore on a fair one-on-one fight.
I hope you read this and bring up more critiques and suggestions. I would really appreciate it.
If I would make a game I would fokus on these things:
- interesting maps that are not too large and complicated (most maps in World have this problem) but still have a nice atmosphere as well as some secrets
- unique new monsters as well as unique old ones. Rise did this much better than World. World only had reptilian monsters or wyverns. No spider, insect or mammal (until Rajang) like monsters. A large amount of monsters like in MH4U would be nice. Or even some Frontier monsters like Abiorugu would be welcome.
Also mostly the more popular old Monsters should be added, even if it ends up more complicated. Or else we will have the same Lavasioth/Agnaktor problem again. But even some less popular ones should habe their time to shine by adding better mechanics, movesets and AI. Some however probably cannot be fixed due to their issues often being are core issue (like Lavasioth)
- more secret monsters. Back then, some monsters could only be unlocked in a certain way. But since world they always scream in your face when there is a new (or old returning) monster. Hell even Alatreon or Fatalis aren't even mysteries anymore.
- better and more balanced underwater combat and maps should be added
- better weapon balancing. Not only in terms of damage, but also moves and mechanics. LS shouldnt be the only weapon that receives the most op buff for the 100000th time.
- better balanced skill and augmentation system. No skill should be too overpowered or underpowered.
Also a better weapon and augmentation system would avoid situations like the Beotodus DB being better than the Velkhana ones
as a Software dev I can tell you, that transferring Monsters from Protable 2nd to Portable 3d might be a bit difficult, as it depends heavily on how similar the games were built.
I wouldn’t recommend people waste their time trying to do it, but after seeing similar things done in the Pikmin community (one guy rebuilt Pikmin 1 from the ground up in Pikmin 2’s engine including asset transfers) I wanted to throw the idea out there.
It’s certainly easier just to work with World and Rise on PC I imagine.
Honestly the only thing I would want to change, is the whole you can’t trap elder dragons thing, like you have stuff that can temporarily nullify their abilities.
I don’t understand why they can’t make like a special elder seal trap that makes it impossible for them to use their abilities for a short period.
Cool idea for a monster hunter game: MONSTER HUNTER: SHATTERED. And its logo would be a broken guild cross. The story in my mind would be a research commission for the strange environments of the area, (And, since I came up with this pre-wilds) and the locales themselves would just be a bunch of mini-locales that are just in the same biomes. (EX: dessert map where it a big old dessert plateau which leads to a huge oasis cavern with a destroyed fort in the deepest part and a place to lead to a huge cactus forest.) and the big elder dragon would be causing these big storms to add random monsters that would other never be there. (EX: Say Ceanataur was not in the game normally, a storm could randomly drop it in a map for the sake of it just got there via the storm.) Too much?
Think it would be cool if there was a game where you could play as the monster. You can pick the locale and everything, starting out as the weakest creature in that locale and slowly getting up to the strongest through survival. Each monster has unique interactions with their enviroment and other creatures, along with their diet and what they must do to survive. You gotta survive other monsters and even hunters, and if you survive a close call from enough hunters as a certain monster, you become a deviant, with the highest ranking monsters you can become being the elder dragons.
And it's multiplayer, cuz why not.
Well, it would be cool in a Half Life crossover with Monster Hunter, the Hunter fight The Gonarch.
I really want a refined water combat the ocen could be such a fun territory that bring so many new monsters and laguacris back
A cross between P3rd and 4U
But it has the single zone maps and all climbable surfaces that the 4 demo had.
Replace the old dromes besides Velocidrome with the Greats.
A lot of the old Monsters only appear in the Everwood which is now a giant open World freehuntzone where high level deviants can appear. The Tower is part of the Everwood as a special arena.
Pre 3rd gen subspecies are all combined with their regular counterparts and replaced with completely new Monsters.
Gravios might replace Uragaan.
talking about drama on a wiki!! I was very active on the main MH wiki. and I was once the first one to post new news. but my post was rushed as you may guess. one of the mods (kogath if ya know him) deleted it to make a better and more put together post. this got me real frustrated and I tried to talk to him but he wasn't having any of it. I literally got banned from it too. in the end the big boi mod of the entire wiki apologized (very nice guy btw) as it was a break in mod rules. but it honestly soured my want to go back cause it turned a moment of excitement into a show that those with power play by there own rules. :'c
Wild Monster Hunter Fangame idea: Just....remake the entire combat system.
Humans get somewhere between existing Monster Hunter mechanics and Sekiro, with Hunter Arts, less diverse but more powerful Slinger/Traps/Items, and actually relevant stealth mechanics.
Shakalakas/Felyne Hunters get something closer to Dragon's Dogma, with a combination of Clutch Claw, Burrowing, Bombs, and environment/turf war exploitation.
Wyverians control a mix of insects, mounts, giant weapons, and ancient power armor that runs on unstable dragon energies.
Probably not a popular thing in the Monster Hunter community, but my absolute perfect monster hunter game would be live service MH game ( and no this does not imply a free to play MH, I still would want it to be a $60 game), with multiple expansions rather than just one. It just constantly grows in roster, mechanics, endgame, and systems over the years.