If you want people to love you, learn how to use Hunting Horn. They will LOVE you.
I think if they'd had left its base damage the same as 4 and had the heat gauge as a pure buff it probably would have been OK. Though Styles went a long way to making it much more accessible. I'd argue that it's main problem is that it's such an arcane weapon in general to use and that it doesn't feel like it pays off sometimes.Gunlance really deserved better in Generations. I can see where they were going with the heating changes, but the nerfs they gave it to "balance" the weapon in exchange went a little far. I'd like to keep the mechanic in Worlds, except maybe less restricting (overheating can be so obnoxious depending on what you were trying to set up), and with better damage scaling.
But yes, smacking monsters with Wyvren Fire is amazing and I love the absolute power of Wide Shelling (spoken as someone who only goes Gunlance solo 'cause I'm so bad with it).
I think if they'd had left its base damage the same as 4 and had the heat gauge as a pure buff it probably would have been OK. Though Styles went a long way to making it much more accessible. I'd argue that it's main problem is that it's such an arcane weapon in general to use and that it doesn't feel like it pays off sometimes.
What I'd like to see for GL in world :
- Removal of the hops for either just GL, or regular Lance too. Just let them roll normally.
- Damage increase across the board for the weapon.
- Something like the heat gauge, to encourage shelling, but requiring less build up so you don't spend half the game mindlessly shelling. Maybe it should work in reverse? Attacking with the Lance could fill the gauge to power up shelling damage.
- Give us something like the rocket dash from Generations that uses the same cooldown as wyvern fire. Maybe buff wyvern fire to make the decision between using the two more difficult.
- Flamethrower style Gunlances as one of the shelling styles. Flames change depending on element of weapon.
- Maybe change it so you can't poke with Lance whilst blocking but allow you to shell with shield up.
Controversial idea: turn Gunlance into a hyper mobile weapon. Shelling used for rocket jumping and dashes. Keep heat gauge in. If you overheat you lock yourself out of the mobility aspects. Weapon retains offensive capability of shelling and wyvern fire. Drop the shield and ability to block.
I wonder what the anti mission timers think of boss enrages in world of warcraft. There's a reason this mechanic exists.
Its too clunky in my opinion. Would be mitigated if you could hop forward, but only being able to jump backwards and to the side feels like a potential hold over from the design decision that Lance is the "shield tank" weapon and therefore dodging is supposed to be harder. When really, shield tanking is still suboptimal. Maybe it'll be different now there's mantles for getting aggro and lances can become a lightning rod for monster attacks, but I still don't like the hops personally.Why would you want to get rid of hops for the Lance?
Also (as a sidenote), is there any reason why is rolling with a weapon considered normal, while side and back stepping is seen as abnormal?
IIRC it was devs/Capcom people playing.So, was that a pre-recorded hunt or people (attendee's) were playing it on stage? That looks indeed interesting.
IIRC it was devs/Capcom people playing.
Its too clunky in my opinion. Would be mitigated if you could hop forward, but only being able to jump backwards and to the side feels like a potential hold over from the design decision that Lance is the "shield tank" weapon and therefore dodging is supposed to be harder. When really, shield tanking is still suboptimal. Maybe it'll be different now there's mantles for getting aggro and lances can become a lightning rod for monster attacks, but I still don't like the hops personally.
Its too clunky in my opinion. Would be mitigated if you could hop forward, but only being able to jump backwards and to the side feels like a potential hold over from the design decision that Lance is the "shield tank" weapon and therefore dodging is supposed to be harder. When really, shield tanking is still suboptimal. Maybe it'll be different now there's mantles for getting aggro and lances can become a lightning rod for monster attacks, but I still don't like the hops personally.
I hate visual effects that constantly drag your attention to it like the scout flies. Don't want to overreact before knowing how they'll work in the full game, I just hope they're not designing the game around that being an element and that you can turn them off, or that they're much less visible outside of stage demonstrations.
The rest of that gameplay looks great.
Its too clunky in my opinion. Would be mitigated if you could hop forward, but only being able to jump backwards and to the side feels like a potential hold over from the design decision that Lance is the "shield tank" weapon and therefore dodging is supposed to be harder. When really, shield tanking is still suboptimal. Maybe it'll be different now there's mantles for getting aggro and lances can become a lightning rod for monster attacks, but I still don't like the hops personally.
Depends on how viable that is. Maybe this has been covered and I missed it, but if the flies are a replacement for paint balls you'll have to keep them on if the monster flees to a different area (unless they're removing shortcuts and whatnot for them). Likewise, depending on how large the maps are and how the monsters spawn they could be relying more on tracking the monsters upfront since running around the maps can be very time consuming at that point. On the other hand, this could be one of several systems to track them through, or they've remade the mechanics in other ways that I don't know yet.Looks like scout flies are only used for tracking, so you can just play the game without using them if you want to.
Its not that its "clunky" you just need to know how to use it properly with a correct setup.
https://m.youtube.com/watch?v=R8kWi-GqCwI
For something more recent from MHX
https://m.youtube.com/watch?v=yM_Ts_LpCJI
Depends on how viable that is. Maybe this has been covered and I missed it, but if the flies are a replacement for paint balls you'll have to keep them on if the monster flees to a different area (unless they're removing shortcuts and whatnot for them). Likewise, depending on how large the maps are and how the monsters spawn they could be relying more on tracking the monsters upfront since running around the maps can be very time consuming at that point. On the other hand, this could be one of several systems to track them through, or they've remade the mechanics in other ways that I don't know yet.
That's a lot of conditionals which is why I'm hesitant to commit fully to "this sucks, period" before knowing how the full game works. I just hope it's not your only option if you want to play the game efficiently.
If you want to move forward, that's what your shield advance and joust charge are for. You can even chain a shield advance from a sidestep and vice-versa.Its too clunky in my opinion. Would be mitigated if you could hop forward, but only being able to jump backwards and to the side feels like a potential hold over from the design decision that Lance is the "shield tank" weapon and therefore dodging is supposed to be harder. When really, shield tanking is still suboptimal. Maybe it'll be different now there's mantles for getting aggro and lances can become a lightning rod for monster attacks, but I still don't like the hops personally.
I'm so happy that World is running on MT Framework.What an ugly mess the 3DS titles were.
I'm so happy that World is running on MT Framework.What an ugly mess the 3DS titles were.
He, the 3DS games also ran on MT Framework. :O
I'm so happy that World is running on MT Framework.What an ugly mess the 3DS titles were.
I honestly could care less what the game looks like as its how does it play thats important.
A shiny piece of shit it still shit in the end thats why lol.
That's my biggest fear.I feel like they're gonna treat World like a pseudo game as a service. Maybe we'll start with a few numbers of monsters and they'll keep updating the game with new monsters map along the way. Judging by the other trademarks surrounding Worlds, I think they're going to promote and support the game in the West for quite a long time. It's not gonna be the regular release the game and slap x number of monsters in it and that's all.
I feel like they're gonna treat World like a pseudo game as a service. Maybe we'll start with a few numbers of monsters and they'll keep updating the game with new monsters map along the way. Judging by the other trademarks surrounding Worlds, I think they're going to promote and support the game in the West for quite a long time. It's not gonna be the regular release the game and slap x number of monsters in it and that's all.
That makes sense. They have not talked extra content/DLC/Season Pass or anything yet, so I wonder how they plan it?
I doubt they'll gate everything with a paywall. Monsters and map updates are all going to be free, releasing in a regular interval. However, other than cosmetics I'm not sure how would they make money out of it. I hope I'm wrong though.
Can someone point me towards the leaked footage?
I feel like they're gonna treat World like a pseudo game as a service. Maybe we'll start with a few numbers of monsters and they'll keep updating the game with new monsters map along the way. Judging by the other trademarks surrounding Worlds, I think they're going to promote and support the game in the West for quite a long time. It's not gonna be the regular release the game and slap x number of monsters in it and that's all.
So with the extra processing power of a console Capcom can simulate a more engaging ecosystem of monsters...
...Do you guys think we'll get to see the monsters mating?
Just asking.
.... why?
Gameplay of course, animals in heat tend to be more aggressive and perhaps have different behaviour during mating season.
Purely for gameplay reasons.
Well, we saw larger ones feeding their babies, so I guess it happens. Just not sure showing it helps at all from a gameplay direction.
Also, do you really want to hunt a Horny Jho?
Gameplay of course, animals in heat tend to be more aggressive and perhaps have different behaviour during mating season.
Purely for gameplay reasons.
So with the extra processing power of a console Capcom can simulate a more engaging ecosystem of monsters...
...Do you guys think we'll get to see the monsters mating?
Just asking.
Well, we saw larger ones feeding their babies, so I guess it happens. Just not sure showing it helps at all from a gameplay direction.
Also, do you really want to hunt a Horny Jho?
Okay hear me out- what if we can use it as a strategy to lure a Monster in heat with the scent of a viable mate...