Monster Hunter 3 Ultimate announced for Wii U/3DS, coming to West, no 3DS online

I have a question for the long time players. Are ranged weapons more grinding intensive because of the coatings? although I didn't quite get good with them in the demo I think it would be great to get good at ranged weapons for MP.

For bowguns you need to bring ammo and materials to combine mid-mission for more ammo, which can require additional preparation. I'm not sure if 3U will have online events where you can buy stuff en masse for cheap, but even then I prefer using bowguns for 'special occasions'. Meaning the monsters who end up being big fat slow targets when you switch to ranged. So as always I'd recommend learning multiple weapons, no reason to break the bank to gun down a Qurupeco when you can mash him to death with a melee weapon in minutes.

Bows don't use ammo but they generally take so long to kill anything that I don't bother. Kelbi bow notwithstanding, but I'll avoid that for a different reason.
 
Thinking of picking up a 3DS XL and this game when it comes out. Would you say the CPP is a necessity for this game? And does the standard CPP fit on a normal 3DS and XL?

It's not necessary, the demo plays ok without it. The standard CPP fits only the small 3DS, the CPP XL is coming the same day as Monster Hunter, at least in Europe.
 
Played MH3 demo for the first time ever today. Thought I finally found a game for the WiiU, when I saw how good it looked. Then I played it...

Camera, and character turning, is awful, terrible.
Ergonomics 101 fail with the bow. It might of been possible to aim and shoot if you had weird flexible little fingers with a light wired XBox360 controller which is small.

But it's simply not doable on the Wii-U gamepad. It has a build in Gyro, why the hell can't I just use that? Hold RB + X, move gamepad to adjust aim.
Also wth does the triggers do nothing? Can I manually adjust the controls?

Also what's up with the monster running away -> and loading of a new area, when I've barely ran a few feet.

I simply don't get this game...It looks good, the monsters move in interesting but it's hampered by archaic design elements that should be a punishable offense in this day and age.
 
Monster Hunter just isn't for everyone. You are not allowed to be an unstoppable killing machine like 99% of games (at least not for a long time) and the games mechanics hinge on learning every little thing about your hunts. Where they eat, where they sleep, what every little sound and animation they make means.

It isn't something you play casually (I'm not using that as a negative term here), you have to be really invested. You get out of it what you put in.
 
You can play it casually. You just need to be able to remember what you learned the last time you played and be willing to practice a little when you start playing again. You don't have to play the game for hours on end everyday. You can pace yourself and play it once in a while. You do get out of it what you put in and that's more about progressing but you can casually play it.
 
Played MH3 demo for the first time ever today. Thought I finally found a game for the WiiU, when I saw how good it looked. Then I played it...

Camera, and character turning, is awful, terrible.
Ergonomics 101 fail with the bow. It might of been possible to aim and shoot if you had weird flexible little fingers with a light wired XBox360 controller which is small.

But it's simply not doable on the Wii-U gamepad. It has a build in Gyro, why the hell can't I just use that? Hold RB + X, move gamepad to adjust aim.
Also wth does the triggers do nothing? Can I manually adjust the controls?

Also what's up with the monster running away -> and loading of a new area, when I've barely ran a few feet.

I simply don't get this game...It looks good, the monsters move in interesting but it's hampered by archaic design elements that should be a punishable offense in this day and age.

D-pad.
 
Played MH3 demo for the first time ever today. Thought I finally found a game for the WiiU, when I saw how good it looked. Then I played it...

Camera, and character turning, is awful, terrible.
Ergonomics 101 fail with the bow. It might of been possible to aim and shoot if you had weird flexible little fingers with a light wired XBox360 controller which is small.

But it's simply not doable on the Wii-U gamepad. It has a build in Gyro, why the hell can't I just use that? Hold RB + X, move gamepad to adjust aim.
Also wth does the triggers do nothing? Can I manually adjust the controls?

Also what's up with the monster running away -> and loading of a new area, when I've barely ran a few feet.

I simply don't get this game...It looks good, the monsters move in interesting but it's hampered by archaic design elements that should be a punishable offense in this day and age.

Standard first impressions that eventually become non-issues once you have a couple great moments in the game (likely multiplayer) that have you hooked for life.
 
Played MH3 demo for the first time ever today. Thought I finally found a game for the WiiU, when I saw how good it looked. Then I played it...

Camera, and character turning, is awful, terrible.

The camera controls are digital, ported straight from the 3DS version and Tri. Not sure what's wrong with character turning, though? Left stick seems pretty precise and responsive to me.

Ergonomics 101 fail with the bow. It might of been possible to aim and shoot if you had weird flexible little fingers with a light wired XBox360 controller which is small.

Bearing in mind what I said above, aim with the d-pad. It sounds weird, but it works perfectly for MH.

But it's simply not doable on the Wii-U gamepad. It has a build in Gyro, why the hell can't I just use that? Hold RB + X, move gamepad to adjust aim.
Also wth does the triggers do nothing? Can I manually adjust the controls?

No manual remapping, unfortunately. For the release version, you'll be able to use ZL and ZR to turn the camera, Kingdom Hearts style.

Also what's up with the monster running away -> and loading of a new area, when I've barely ran a few feet.

The maps are segmented because each area is a separate "stage" that requires different strategies, and so that you can escape a monster and have time to catch your breath if you get in trouble. It also streamlines the part of a real hunt, where you need to find where the monster is on the map. (They're not highlighted by default like they are in the demo.)

I simply don't get this game...It looks good, the monsters move in interesting but it's hampered by archaic design elements that should be a punishable offense in this day and age.

This is silly. Why can't people like (somewhat) archaic design elements like MH has?
 
You can play it casually. You just need to be able to remember what you learned the last time you played and be willing to practice a little when you start playing again. You don't have to play the game for hours on end everyday. You can pace yourself and play it once in a while. You do get out of it what you put in and that's more about progressing but you can casually play it.

What I mean by casually is it is a very involved game. That doesn't mean you have to play in marathon sessions, but compared to say Call of Duty or NBA 2k (both games I still play heavily and have fun with) those games can be enjoyable in a very passive, slightly more involved than watching TV gaming session. In Monster Hunter, unless you are gathering supplies or rehunting lower level monsters, it is a pretty edge of your seat game.
 
I've been enjoying Monster Hunter since the first game on PS2 and half the gameplay design is still horrendous. The controls for the ranged weapons are unjustifiable. If Capcom put forth the effort to fix the controls, camera and pacing issues, 90% of people's complaints would go away. But the series is almost a decade old and it's barely changed since the PS2 days. We've gotten two extra generations of expansion packs and not one legitimate sequel. Hell, 4's climbing is really only fulfilling the promise of Lao Shan from the first game, and they're still using the same damn canned animations and PS2-quality modeling.

It's still fun, but damn, Capcom. Fix the basic shit once in a while, or every game is gonna be like Lost Planet 2.
 
Standard first impressions that eventually become non-issues once you have a couple great moments in the game (likely multiplayer) that have you hooked for life.
That said, I agree that keeping the areas tiny with frequent load times has for some reason become a series staple when the current power of machines could've done away with that easily. I'd love a proper, connected open world Monster Hunter with evolved level design. Fuck loading screens, especially if they're that frequent, no matter how short they are.

What I mean by casually is it is a very involved game. That doesn't mean you have to play in marathon sessions, but compared to say Call of Duty or NBA 2k (both games I still play heavily and have fun with) those games can be enjoyable in a very passive, slightly more involved than watching TV gaming session. In Monster Hunter, unless you are gathering supplies or rehunting lower level monsters, it is a pretty edge of your seat game.
Absolutely. And that's one of my favourite aspects of it. You can really go deeply involved with Monster Hunter, one of those games where you get more out of it if you put more into it.
 
That said, I agree that keeping the areas tiny with frequent load times has for some reason become a series staple when the current power of machines could've done away with that easily. I'd love a proper, connected open world Monster Hunter with evolved level design. Fuck loading screens, especially if they're that frequent, no matter how short they are.

its especially annoying when you are about to kill a monster and they exit the area, and when you follow through the loading screen, you go past them, and the monster is hanging out in the grey area between screens. Trying to get to the monster and it transports me back to the previous area. There was no way to finish him off, unless maybe I had a ranged attack. This happened to me in the demo and I ran out of time.
 
Played MH3 demo for the first time ever today. Thought I finally found a game for the WiiU, when I saw how good it looked. Then I played it...

Camera, and character turning, is awful, terrible.
Ergonomics 101 fail with the bow. It might of been possible to aim and shoot if you had weird flexible little fingers with a light wired XBox360 controller which is small.

But it's simply not doable on the Wii-U gamepad. It has a build in Gyro, why the hell can't I just use that? Hold RB + X, move gamepad to adjust aim.
Also wth does the triggers do nothing? Can I manually adjust the controls?

Also what's up with the monster running away -> and loading of a new area, when I've barely ran a few feet.

I simply don't get this game...It looks good, the monsters move in interesting but it's hampered by archaic design elements that should be a punishable offense in this day and age.

Just because the game plays and controls differently from what you are normally accustomed to, doesn't mean that millions of people are wrong. The game is fun, controls work the way they were designed (mostly), combat has A LOT of depth, and the satisfaction of moving up on the learning curve in order to progress and hunt/kill tougher and tougher monsters is something not easily found in many modern video games.

Every game has flaws and some criticisms are legitimate, but the gameplay here is quite compelling. What should be a "punishable offense in this day and age" is the rote, cookie-cutter, hand-holding of many of today's modern games. If you are interested in learning how to play this game and enjoying a new and different experience, I encourage you to do that. There are pages upon pages in the latest 2 or 3 threads discussing your criticisms, you have enough resources to make an informed decision. It make sense when publishers tend to be conservative when funding sequels vs. new ideas considering how few "gamers" are willing to give "different" games a chance.
 
its especially annoying when you are about to kill a monster and they exit the area, and when you follow through the loading screen, you go past them, and the monster is hanging out in the grey area between screens. Trying to get to the monster and it transports me back to the previous area. There was no way to finish him off, unless maybe I had a ranged attack. This happened to me in the demo and I ran out of time.
Yes, that is seriously bad design. You have to wait a couple moments to let the monster run into the non-loading area of the next area before you follow.

Not that this is a completely immersive game with the way it looks and moves, but forcing conscious thoughts based around a game's behind-the-scenes mechanics like this is just not the way to go. One of those things that should've been fixed a long time ago.
 
There are definitely a few things that are stubbornly cumbersome and should be changed, the aiming isn't exactly the best it could be and some silly things like the animation after eating/drinking a potion are there just to add unnecessary obstacles to the game.

With that said, a lot of the criticism you usually see concerning these things comes from people who don't get the game at all.
 
I can't stand them

to each their own. the voices were a bit annoying at first but as I said before, it grows on you(or me)

the characters and writing are pretty amusing though. I never watch video reviews but I will be watchign all of theirs. Their Lego City undercover, NSMBU and Zombiu reviews are good too. They seem like pretty level headed revioewers as well.
 
What should be a "punishable offense in this day and age" is the rote, cookie-cutter, hand-holding of many of today's modern games.

If only Gears of War could learn from the excellent Bow and Arrow control scheme in Monster Hunter. Rapidly spinning around in place and camera locking at 45 degree angles making it impossible to accurately hit a moving target is the hallmark of a lost age of gaming. An age of excellence.
 
[QUOTE="God's Beard!";49329273]If only Gears of War could learn from the excellent Bow and Arrow control scheme in Monster Hunter. Rapidly spinning around in place and camera locking at 45 degree angles making it impossible to accurately hit a moving target is the hallmark of a lost age of gaming. An age of excellence.[/QUOTE]

Tap L to focus on the monster, walk a step to point at the monster, release arrow.
 
Pre-ordered this for Wii U and pre-ordered a MH3U Wii U bundle for a friend of mine. I'm not sure yet whether to buy the 3DS version too, I don't commute much these days. This will probably my "game of the next generation" until (and if) MH4 receives a Wii U port.
 
Yes, that is seriously bad design. You have to wait a couple moments to let the monster run into the non-loading area of the next area before you follow.

Not that this is a completely immersive game with the way it looks and moves, but forcing conscious thoughts based around a game's behind-the-scenes mechanics like this is just not the way to go. One of those things that should've been fixed a long time ago.

I think that Capcom may have thrown up their arms at this point and said that if they were going to fix things like that, they might as well also pick out a new name for the game. I suggest the name "Meep Hounder".
 
[QUOTE="God's Beard!";49332264]Might as well just use Metroid Prime lock on if this is their solution.[/QUOTE]

This could be really good.
 
There are definitely a few things that are stubbornly cumbersome and should be changed, the aiming isn't exactly the best it could be and some silly things like the animation after eating/drinking a potion are there just to add unnecessary obstacles to the game.
Unlike the area segmentation and some of the control quirks, the animation following the use of an item is pretty critical to the gameplay. The whole point is to force the player to use those items at the right moments. Nothing tenser than being on the verge of fainting and running away from a raged, charging monster before you find the opening to heal yourself. It also introduces an element of cooperation in group hunts with things like Lifepowders to help out your teammates in such situations.
 
Unlike the area segmentation and some of the control quirks, the animation following the use of an item is pretty critical to the gameplay. The whole point is to force the player to use those items at the right moments. Nothing tenser than being on the verge of fainting and running away from a raged, charging monster before you find the opening to heal yourself. It also introduces an element of cooperation in group hunts with things like Lifepowders to help out your teammates in such situations.

The drinking animation alone is enough for that, why does the character need to do that pose afterwards? "There's a gigantic Fire breathing dragon behind me coming to eat me, I should celebrate the fact that I drank a potion by standing in the same place and doing a pose!"
 
The camera controls are digital, ported straight from the 3DS version and Tri. Not sure what's wrong with character turning, though? Left stick seems pretty precise and responsive to me.



Bearing in mind what I said above, aim with the d-pad. It sounds weird, but it works perfectly for MH.



No manual remapping, unfortunately. For the release version, you'll be able to use ZL and ZR to turn the camera, Kingdom Hearts style.



The maps are segmented because each area is a separate "stage" that requires different strategies, and so that you can escape a monster and have time to catch your breath if you get in trouble. It also streamlines the part of a real hunt, where you need to find where the monster is on the map. (They're not highlighted by default like they are in the demo.)



This is silly. Why can't people like (somewhat) archaic design elements like MH has?

One you've played a game like Batman Arkham City, where the fighting controls are extremely responsive and silky smooth 360 degree targeting, you kinda start expect more and more from games, especially when they've gone through so many iterations. If something is better, it's just better.

The bad turning seems to be also bow related, 45 degree turns like someone mentioned. There's also the case of combos with weapons where you can't adjust the direction of your next combo attack. That shield dude, takes forever to get his shield up after an attack.

Then there's this issue about placing explosive barrels...When I placed it, I thought it was some sort of barrel camouflage, because I could only see the barrel, not my character lol.

Oh and d-pad aiming at least makes the bow, somewhat playable.
 
There's also the case of combos with weapons where you can't adjust the direction of your next combo attack. That shield dude, takes forever to get his shield up after an attack.

These are definitely an intended part of the game. It's important to realize you're controling a character that's handling a lot of weight with all that equipment. Especially when it comes to the direction of the combos, I think that's a very important part of the combat system.
 
One you've played a game like Batman Arkham City, where the fighting controls are extremely responsive and silky smooth 360 degree targeting, you kinda start expect more and more from games, especially when they've gone through so many iterations. If something is better, it's just better.

The bad turning seems to be also bow related, 45 degree turns like someone mentioned. There's also the case of combos with weapons where you can't adjust the direction of your next combo attack. That shield dude, takes forever to get his shield up after an attack.

Then there's this issue about placing explosive barrels...When I placed it, I thought it was some sort of barrel camouflage, because I could only see the barrel, not my character lol.

You clearly don#t get the concept of different combat designs to achieve different results. The Arkham games are based around a power fantasy of being Batman who can deal with all kinds of thugs with ease. Monster Hunter is a game where you fight huge monsters with difficult to use weapons and every move counts because of that. You learn how monsters act and from there you know when to place what attack. Combat is not just reactions but requires thinking.

The bow issue has already been adressed. You aim with the d-pad and not with the right stick.
 
[QUOTE="God's Beard!";49329273]If only Gears of War could learn from the excellent Bow and Arrow control scheme in Monster Hunter. Rapidly spinning around in place and camera locking at 45 degree angles making it impossible to accurately hit a moving target is the hallmark of a lost age of gaming. An age of excellence.[/QUOTE]

I was replying to someone, and my post was talking about the game in general. I also pointed out that valid criticisms exist, so there's no point in quoting one of my sentences and applying it explicitly to a specific aspect of the game.
 
The drinking animation alone is enough for that, why does the character need to do that pose afterwards? "There's a gigantic Fire breathing dragon behind me coming to eat me, I should celebrate the fact that I drank a potion by standing in the same place and doing a pose!"
Do you think the startup animation should be longer to compensate for a shorter recovery animation? Or just decrease the window of opportunity in which an item can be consumed safely? A longer startup would penalize the player more harshly for misjudgments but a the latter would probably make item spam too easy.

The tone of the some the animations aren't entirely serious (see running animation when a monster is chasing you) and I always felt the flex animation played into that.


I agree that the 45 degree turning is antiquated and should be fixed. It's even annoying in the tavern when you want to look at another player's info, much less on a quest.
 
These are definitely an intended part of the game. It's important to realize you're controling a character that's handling a lot of weight with all that equipment. Especially when it comes to the direction of the combos, I think that's a very important part of the combat system.

I can understand not being able to change the direction of an attack in mid air, but I can't understand why I can't change the direction of the attack that comes afterwards.

If the monster moves slight to the right, in this "skill" based game, I would like to adjust my next attack to be also slightly to the right so that I could hit it's head or whatever body part I'm aiming for. Heck they can limit the adjustment to a 45 degree cone or whatever the weapon type dictates to prevent 180 degree combo attacks. Heck there's an idea for a new game...
 
I can understand not being able to change the direction of an attack in mid air, but I can't understand why I can't change the direction of the attack that comes afterwards.

If the monster moves slight to the right, in this "skill" based game, I would like to adjust my next attack to be also slightly to the right so that I could hit it's head or whatever body part I'm aiming for. Heck they can limit the adjustment to a 45 degree cone or whatever the weapon type dictates to prevent 180 degree combo attacks. Heck there's an idea for a new game...

You actually can, at least with the Great Sword. It takes some skill to aim it right, though. Without dodging or waiting for animations to completely finish, that is.

If you want to cancel out of a swinging animation early, you have to dodge. That is the choice you make. If you want greater precision to move or reposition after an animation, you have to wait until it finishes and move your character. That's also a choice.
 
One you've played a game like Batman Arkham City, where the fighting controls are extremely responsive and silky smooth 360 degree targeting, you kinda start expect more and more from games, especially when they've gone through so many iterations. If something is better, it's just better.

I don't know man. I've played Bayonetta (which allows you MUCH more control than Arkham City could ever hope to allow), and I'm still able to grasp that, in certain games and in certain conditions (such as lugging around heavy weapons and other equipment), it would be harder for me to maneuver my character around.

I was thinking roughly the same as you when I first downloaded the demo. I've never played one of these games before, but now I see that there's skill that comes from being able to learn, and not just from having stats placed into a skill tree.

There are many things that could be improved so as to streamline the system, but they also shouldn't compromise the learning aspect just so we can have God Of War Hunter to appease people that want an easier game.

I agree that the bow system (at least on 3ds) is absolutely tragic. The controls were abysmal for me, and I had to drop it in spite of having plans to use it in the full game. I know there's got to be a better way to do it that doesn't take away from the difficulty of the game. As it is, it's just too tedious to manage for me.
 
Do you think the startup animation should be longer to compensate for a shorter recovery animation? Or just decrease the window of opportunity in which an item can be consumed safely? A longer startup would penalize the player more harshly for misjudgments but a the latter would probably make item spam too easy.

The tone of the some the animations aren't entirely serious (see running animation when a monster is chasing you) and I always felt the flex animation played into that.


I agree that the 45 degree turning is antiquated and should be fixed. It's even annoying in the tavern when you want to look at another player's info, much less on a quest.

There's always alternative solutions.
What if you could animation cancel, and the animation consisted of 3 gulps (charges). Each gulp only restoring a portion of the characters health. So you could animation cancel on the second gulp and only get 2/3 of the potion's benefit.
 
I'm brand new to the series but if it controlled differently, it wouldn't be unique at all.

It has a vibe of its own and that's why people seem to love it.

At first, I wondered if there was a health meter for the monsters(keep in mind that I wasn't bothered about it but curious) but now that I have played it a bit, having a health meter would defeat the purpose as the game seems to be about a tangible accomplishment and sense of "realism" and reward.

I went into the demo wondering what the hype was all about instead of judging it based on other action games.

This open-mindedness and at the same time thinking it was possible it was overrated gave me a clearer idea about the quality than some would have comparing it to other action games and I have concluded for me that the game isn't overrated at all, it seems spectacular.

It's depth shocks me(and no, I didn't experience any of this really in the demo as I am just getting accustomed to the mechanics but I have read up on the game) but the best attribute I would say in the short time I have played it is the sense of accomplishment and actual elegance of the design.

Obviously it won't be for everyone but while it's fine that newcomers are making rash judgements of it and moving on, they'd definitely appreciate the game a lot if they took the time to understand where its coming from.

They may not like it all the same but they'd definitely see the quality and worth.
 
There's always alternative solutions.
What if you could animation cancel, and the animation consisted of 3 gulps (charges). Each gulp only restoring a portion of the characters health. So you could animation cancel on the second gulp and only get 2/3 of the potion's benefit.
This defeats the point of potions, which are essentially a punishment for being careless and getting hit too often.
 
Do you think the startup animation should be longer to compensate for a shorter recovery animation? Or just decrease the window of opportunity in which an item can be consumed safely? A longer startup would penalize the player more harshly for misjudgments but a the latter would probably make item spam too easy.

The tone of the some the animations aren't entirely serious (see running animation when a monster is chasing you) and I always felt the flex animation played into that.


I agree that the 45 degree turning is antiquated and should be fixed. It's even annoying in the tavern when you want to look at another player's info, much less on a quest.
Either make it just the drinking animation and leave it at that or make the drinking animation longer. There are plenty of ways to work around that, item cooldown, faster enemies (if by any chance touching this would screw up combat, which I don't think it would).

Being hit because your character is flexing for no reason doesn't make any sense, regardless of comedic intent. The running animation doesn't hurt you at all, it's funny and that's that, the same can't be said about the drinking pose.

I can understand not being able to change the direction of an attack in mid air, but I can't understand why I can't change the direction of the attack that comes afterwards.

If the monster moves slight to the right, in this "skill" based game, I would like to adjust my next attack to be also slightly to the right so that I could hit it's head or whatever body part I'm aiming for. Heck they can limit the adjustment to a 45 degree cone or whatever the weapon type dictates to prevent 180 degree combo attacks. Heck there's an idea for a new game...
In real life if you swing a sword in any direction, it's pretty damn hard to do significant adjustments to your direction unless you reset your stance, especially if you're weighed down.

Part of starting a combo is knowing that if you want to see it through, you'll have to do it in that direction making yourself vulnerable in the others. It's part of the game strategy, it's part of your skill and it's not something exclusive to MH. In anyway it's not like attacks usually go in a straight line, most attacks are broad enough to hit things that aren't directly in front of you, there's room for error in that sense.
 
The tone of the some the animations aren't entirely serious (see running animation when a monster is chasing you) and I always felt the flex animation played into that.

Yep, a lot of what new to the series players complain about is really a big part of the Monster Hunter charm.

Flexing after taking a potion only to be bum rushed by Barroth and carting because of it = frustrating when it happens. Later on it becomes an epic story to tell to younger hunters.

What some of you are asking is to get rid of the charm that you can only get from Monster Hunter. At first you might just see it as archaic/out dated mechanics, but once you get in and understand the core of the game and the flow, you'll learn to love it.

I mean the quest giver's name is "Guild Sweetheart". Who does that right? lol, it's all part of the Monster hunter charm.
 
Yep, a lot of what new to the series players complain about is really a big part of the Monster Hunter charm.

Flexing after taking a potion only to be bum rushed by Barroth and carting because of it = frustrating when it happens. Later on it becomes an epic story to tell to younger hunters.

What some of you are asking is to get rid of the charm that you can only get from Monster Hunter. At first you might just see it as archaic/out dated mechanics, but once you get in and understand the core of the game and the flow, you'll learn to love it.

I mean the quest giver's name is "Guild Sweetheart". Who does that right? lol, it's all part of the Monster hunter charm.

Let's not lump everything in the same bag though. Some things make sense, others don't, not realizing that leads to stagnation.
 
To prepare for Ultimate, I've fired up Tri again. I fucking hate Diablos. Stupid fucker stays underground 90% of the time, and rages 80% of the time, so sonic bombs are actually pretty much useless. Hope that asshole got nerfed in Ultimate.

Tri is supposed to be harder, right...?
 
What are people talking about when they say "45 degree turning?" MH's direction controls are analog on the left stick. You have a turning radius and can't instantly change directions, but I'm not sure where that fits in to peoples' complaints.

I can understand not being able to change the direction of an attack in mid air, but I can't understand why I can't change the direction of the attack that comes afterwards.

If the monster moves slight to the right, in this "skill" based game, I would like to adjust my next attack to be also slightly to the right so that I could hit it's head or whatever body part I'm aiming for. Heck they can limit the adjustment to a 45 degree cone or whatever the weapon type dictates to prevent 180 degree combo attacks. Heck there's an idea for a new game...

It depends. You can adjust the direction of your Greatsword overhead swings in a small cone like you're describing.
 
Either make it just the drinking animation and leave it at that or make the drinking animation longer. There are plenty of ways to work around that, item cooldown, faster enemies (if by any chance touching this would screw up combat, which I don't think it would).

Being hit because your character is flexing for no reason doesn't make any sense, regardless of comedic intent. The running animation doesn't hurt you at all, it's funny and that's that, the same can't be said about the drinking pose.

Sorry but drinking longer doesn't work. That way the heal would take longer. Leaving it at just drinking makes it too easy and a cooldown isn#t a good solution, because if I am good at positioning myself I can grab a few drinks quickly.
 
To prepare for Ultimate, I've fired up Tri again. I fucking hate Diablos. Stupid fucker stays underground 90% of the time, and rages 80% of the time, so sonic bombs are actually pretty much useless. Hope that asshole got nerfed in Ultimate.

Tri is supposed to be harder, right...?

lol. you sound like such a bad ass in the tech threads. :p

Close to zero, as hardly anybody gives a fuck?

You have no idea what you're talking about. My suggestion: Either ask questions or just read and don't post anything, don't post asinine statements about things you don't understand.

-------------------------

I mean the quest giver's name is "Guild Sweetheart". Who does that right? lol, it's all part of the Monster hunter charm.

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Yep, a lot of what new to the series players complain about is really a big part of the Monster Hunter charm.

Flexing after taking a potion only to be bum rushed by Barroth and carting because of it = frustrating when it happens. Later on it becomes an epic story to tell to younger hunters.

What some of you are asking is to get rid of the charm that you can only get from Monster Hunter. At first you might just see it as archaic/out dated mechanics, but once you get in and understand the core of the game and the flow, you'll learn to love it.

I mean the quest giver's name is "Guild Sweetheart". Who does that right? lol, it's all part of the Monster hunter charm.

I think a lot of the reason for having potions is just as a safety net. It's just there as a precaution for when you mess up, so its not meant to be used up. Like a poster above said.

Realistically, I'll go a full 40 minutes without needing a potion once. There's something to say about having a long time limit, and that is, you don't have to rush through it. Sometimes patience is all it really takes and is the absolute difference between chugging 20 potions (if you carry small, hah), and taking one when you're hit badly. Dodging when you need to, hitting and then backing out. It's all about balance.

And that's what makes MH so fun.
 
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