Author Topic: Monster Hunter  (Read 1641 times)

Spectere

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Re: Monster Hunter
« Reply #30 on: April 03, 2018, 10:18:04 PM »
I didn't really have a problem with the nub, personally. I was using that to look up/down and ZL/ZR to look left/right and it worked well. I wouldn't want to use it as a critical game control since it has zero tactile feedback, but for quickly bumping the camera around it's passable.

Now the problem is that the way I had to hold the 3DS in order to comfortable reach all of the controls is so goddamn uncomfortable that my hands were aching after a single hunt. Ugh. I think I might have to design and print some grips if I want to play it for any real length of time. I even tried to do a PSP-esque claw grip, but it's way harder to do that with a circle pad than the analog nub, not to mention that the shape of the system itself makes it difficult to do.

And yeah, I totally agree that the platform held it back. Even if the system were more comfortable to hold, huddling over a 3DS for hours on end doesn't sound very appealing to me. Games like Pokémon, Ace Attorney, and Zero Escape work because their control sets are relatively minimal. They don't use every single button on a routine basis like MH does. Not to mention that the 3DS really doesn't have stellar battery life...

I wish they would have released MH4U for the Wii U or something. I still have mine hooked up (and it's gotten more playtime in the past 6 months than my XB1 and PS4 have, which is kind of hilarious). Instead the best the Wii U got was MH3U. I mean, I did enjoy playing Tri on the Wii, so I guess wouldn't be opposed to going back to 3 to pass the time until MHW/PC comes out.
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Spectere

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Re: Monster Hunter
« Reply #31 on: July 26, 2018, 09:13:56 AM »
PC port. Two weeks. Hype!
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Spectere

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Re: Monster Hunter
« Reply #32 on: August 10, 2018, 02:42:29 PM »
I played for about five hours last night and…yeah, it's a pretty good port!

I was hoping to be able to hit 4K/60 on my rig but I was only able to get around 40fps average. I ultimately pulled the resolution back to 1440p and it runs at a smooth 60fps. One thing that surprised me is how consistent the framerate is. Even when I was fidding around with 4K it never really dropped much below 40. If I were interested in 4K/30 it would have been more than adequate, but I'd rather have the extra FPS.

It features native XInput support (naturally), works with DirectInput, and even plays surprisingly well with keyboard/mouse! I favor an Xbox One controller, though if I ever decided to use the bowguns at some point I'd probably switch.

I'd say my biggest complaint is still that the tutorials are so overbearing. I'm pretty sure The Handler told me four separate times how to open my map, yet important movement features like swinging from vines was left completely uncovered. Having spoken to someone who picked up MHW as their first game in the series, he also feels that too much emphasis was placed on exceedingly basic controls and not enough time was spent on the nuances of armor/weapon crafting. He felt that I explained the armor upgrade system better in a handful of sentences than the long, drawn out text tutorials in the game.

The game feels best when it takes a step back and lets you figure things out, but I'm still at the point where it vocalizes some blindingly obvious stuff. Like, if I get paralyzed they make a point of saying "YOU'RE PARALYZED! You'll have to wait to recover!" as if the little lightning bolt effects on my character, the fact that he was trembling, and the fact that my controls didn't work weren't obvious. It also commits that egregious sin where you can be dodging attacks perfectly for several minutes, but the second you slip up and get smacked in the back by a little jagras it pops up this giant "A + LS" prompt on the screen and yells at you for not dodging. Yeah, no shit.

While that does make it a bit more accessible than previous titles, I still think they missed the mark. They spend so much time covering the mechanics that have been beaten into people repeatedly over the past decade that they ignore the numerous nuances that make Monster Hunter what it is. It's as if they simultaneously assume that people are beginners to video games in general, yet they know all there is to know about Monster Hunter's various systems. It just seems backwards to me.

But obviously there's far more good than there is bad. MHW resolves pretty much every complaint that I have about the series, such as reducing the menial grinding (having unlimited whetstones, BBQ spit taking significantly less time, etc), improving the fluidity of the controls, making the game world seamless and open, streamlining monster tracking (this point is probably pretty heavily contested, but I enjoy the scoutfly system significantly more than paintballs). Best of all, it manages to do all of this while still retaining its quirky and fun identity.

As soon as the tutorial-related headaches pass, you're left with an incredible game with a ginormous amount of content. There's no way I can't recommend it.
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vladgd

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Re: Monster Hunter
« Reply #33 on: August 10, 2018, 06:02:56 PM »
If you got any questions, I aughta be able to answer most. I think I ended my time with that game with over 200 hours played and over HR rank 105 or something.

And to be totally honest the entirety of low rank is basically a tutorial, when people say "the game doesn't start till high rank" they're kinda right.

I'll have to find my stats, but I played like 95% lance. 5% heavybowgun/sns/gunlance. As much variety as the game has to offer, I can't really have much fun unless I'm lancing. I loved hammer in the psp games, to the point where I played hammer over lance, but hammer feels so nerfed in this game with the multiplayer scaling effecting stun as well as monster health that hammer feels kind of worthless.

Late game I did find myself preferring certain weapons and setups for certain monsters. I'll lance everything, but I kinda like heavy bowgun against kirin, and gunlance on kushala. Tried to enjoy sword and shield, but hitting weak points with such a stubby weapon is impossible, I don't really get how people use that weapon. Maybe if I ever play again (burned out for it taking 1.5 months of my life) I'll give greatsword another go. It's a hard weapon, but it has the biggest numbers in the game.

Spectere

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Re: Monster Hunter
« Reply #34 on: August 12, 2018, 02:43:54 PM »
Yeah, I've been more or less skating through the low rank content. Even monsters that have always given me problems (hi, Barroth) have gone down relatively easily. Not sure if that's just because I have a lot more experience with these sort of games than I did when I played MH3 a whole bunch or if the game's learning curve is just that much more gradual, but it feels much better for me at least.

For now I've settled with the switch axe. I just really like how the weapon feels at this point. I thought I'd enjoy the dual blades since I tend to prefer mobility, but I've found that the only way to do any serious damage with them is to just stand stationary in demon mode, and that's really not feasible unless the monster is already stunned. It felt more like I was chipping them to death than doing any serious damage.

Shame to hear about the hammer getting nerfed. I wonder if the people I know who primarily used it just coped with it or if they switched off for MHW.

Tried to enjoy sword and shield, but hitting weak points with such a stubby weapon is impossible, I don't really get how people use that weapon.

I think that's my favorite part about Monster Hunter: the weapons are so varied that some of them just don't click for people at all, yet they all tend to be very effective.

I used the sword and shield when I was fiddling with the Xbox One version several months ago. For me it offered a good balance of attack, defense, and mobility. The main issue for me is that I'm bored to death of sword and shield in general when it comes to ARPGs. :P I also have a tendency to prefer dodging over blocking, so the switch axe fit my play style well.

Oh, I also took this opportunity to finally fiddle around with ShadowPlay. I've certainly has faster Great Jagras kills than this, but I think this is my cleanest one:



I've been recording almost all of my gameplay so far (two video files ended up getting corrupted, and I forgot to record a few minutes of some light multiplayer I did with a friend, but other than that all of the non-town stuff is there). If I end up doing anything nifty I'll at least have proof of it.

It is kind of odd that the video files turned out to be 1080p60, though. I set up ShadowPlay to record at the selected resolution at 60fps, so they should be 1440p. Similarly, a bit of Doom 2016 that I recorded turned out to be 1080p60 instead of 4K60. Gonna have to look at that.
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Spectere

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Re: Monster Hunter
« Reply #35 on: August 20, 2018, 02:45:37 AM »
Decided to try out long swords. They're pretty fun!



I did an easy hunt just to see how greedy I could get. Turns out, I could get pretty damn greedy. I could dive in, do a decent amount of damage, and roll away.

I ended up getting further in the story as well, making my way to the Rotten Vale.

I've, uh, also figured out the format that the game's textures are stored in and wrote a quick and dirty converter. Here's some of the Great Jagras's normal map:


The diffuse textures are compressed with DXT1/BC1 with 1-bit alpha (yuck) and the normal maps are compressed with ATI2/BC5. There's another format in play that I haven't worked out quite yet, nor am I entirely sure of the purpose of those particular textures. All I've sussed out so far is that the compression format in question each 4x4 block in 16-bytes.

And sure, I could have just wrapped the compressed texture data into a DDS wrapper and called it a day, but what's the fun in that? :P
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