In this video we check out what major changes in mindset are needed to go from MHWorld to MHGU. **************** Support gaijinhunter: fundrazr.com/g...
Oh, yeah. So at about the 4 minute mark the quest lady says "Well, that should get you started. I heard there was this foreign hunter-guy that has all the info. Go ask him." - Gaijin is Japanese for foreigner/outsider. I guess that was a subtle nod to GH from someone on the localisation team... Or a spooky coincidence.
Gentlemen Gamer i honestly think they know. gaijinhunter had been making youtube videos since MH4U and i think at one time i saw him meeting ryozo tsujimoto in japan on some MH event.
I don't really comment often, but after seeing the comment wars between vets and newcomers, I had to throw in my two cents. In particular, it seems like MH vets are very quick to equate, at least to some level, tediousness with difficulty. As someone who came from the older MH games and transitioned to MHW, I found the QoL changes extremely refreshing. And honestly, I don't feel like I'm a more "hardcore" player because I was able to learn the more (in my opinion, unecessarily) complicated systems of the older games. Granted, I know how good it feels to remember everything there is to know about how to battle a monster, prepping ahead of time, and feeling like a longtime master of the craft. However, I feel like being punished for forgetting the laborious tedium of the battle flow isn't where the real difficulty lies. I mean, not forgetting to lob a paintball at the start of every battle isn't really skill, is it? It certainly doesn't give a vet warrant to shout "git gud" at a frustrated newbie. It's just proof that you've been around the block for more than an hour and adjusted to the fundamental monotony that underlies every battle. To me, the real challenge is understanding monster attack patterns and weaknesses, adjusting tactics and item loadouts that aren't working, acting on successful reads, and exploiting weaknesses. When I come out on top, I want to feel like I truly dominated my prey by outwitting, outclassing, or otherwise, overpowering them. Why do I want to spend extra time lobbing a paintball when I could already be engaging the monster? Why do I have to wait until the next hunt to switch equipment after finding out that my loadout isn't optimal for a new species of monster? Why do I need to manually stop and combine items I pick up on the field? Why would I want to track a monster that likes to fly whimsically to whatever destination it pleases if I happen to forget a psychoserum? Why do I need to look at a wiki to unveil the otherwise obscured weaknesses of a monster? In all fairness, I wholeheartedly agree that the MHW monsters were noticeably easier, and monster diversity was severely lacking. The creativity in monster design and attack patterns seemed lackluster this time around, and I felt that once I saw the 5 or 6 major archetypes of monster (dog, wyvern, brute, bird, etc), I'd essentially seen them all. However, my point in all this is that if the devs combined the monster diversity and satisfyingly complex combat customization in games like MHG with the QoL optimizations, interactive environments, and useful new features of MHW, we'd truly have a top notch game that would ideally cater to newcomers and vets alike. To end my long-winded rant: quality of life changes do not inherently make a game easy. I do not consider you a better player for remembering the mundane, tiresome "protips" that could be otherwise streamlined by good game design. Vets, specifically those who call out MHW as "easy and simple" for having said optimizations and dub MHW fans "filthy casuals" - could you please put your pride in check for a moment and consider that even the "good old games" could use a little improvement? Also, if you've read this far, thank you for doing so! I hope you don't take this comment as an attack on you, but only as an opinion from a lover of the series.
Upon reading your comment, I have to agree on many points, especially on the differences between stream lining and quality of life. Though I don't really have any true rebuttals, I do have caveats to said agreement. For one, I understand the desire for an intricately layered experience. Monster Hunter just so happens to combine so many different facets of gameplay into a singular experience. However, those who most appreciate a wildly satisfying boss fight, such as myself, will gravitate towards the combat mechanics, diverse, intricate range of weapons, and wide variety of boss mechanics to pit yourself up against. This is where my own personal bias is introduced, and likely where we are to diverge in our opinion. For example, and I'll get to this more later, for a gamer like me, remembering to paintball is in fact tedious to the extreme. I don't believe this makes me a casual. I too have (again in my opinion) toiled with the slog of wading through what I thought to be pointlessly routine systems to reach the active gameplay I so craved. However, those systems added nothing to my experience and rather, I found myself groaning each time I had to drone through a mental checklist of "todos" before and during a hunt. I think Capcom realized this and, with a degree of success, tried to draw in folks who agreed with me. So maybe stream lining isn't always optimal and can equate to "dumbing down" the experience, but it doesn't necessarily imply better or worse. Your only real metric to gauging whether it's good or not is sales, and let's be real here - Monster Hunter: World did insanely well in the West and broke some of Capcom's personal records. I would even go so far as to posit that such gamers are not the "filthy casuals" vets make them out to be, but are instead looking for satisfaction in one of the more "active" components of the Monster Hunter franchise. The action of Monster Hunter offers its own unique challenges compared to its more passive systems. Some of these folks are quite good at what they do, with honed reaction speeds, accurate predictions of monster tells, and precise timing required for success. They may have trouble tracking down a monster, but once they get there, you know that monster will know agonizing, unrelenting pain until it decides to scamper off to a distant corner of the map. The challenge events in the Gathering Hub are a delectable treat for players like this and an exact example of the enclosed arena you described. It's a means of testing your mettle against a monster with preset gear. Your success is wholly determined by your skill in combat, not your ability to prepare. While some vets who have put in the grind, learned the ropes, and reaped the benefits may cringe at this notion, I know several who relish the challenge. For me and my group, it was deeply frustrating but oh so rewarding. The point I'm trying to make is that Capcom is selling a multi-faceted experience that caters to many aspects of gaming that gamers love. Unfortunately, it is realizing that it doesn't just do one thing well, but many things well, and is now undergoing an awkward transitional phase to appeal to both sides. Scoutflies were just an attempt at doing so. To me, hunting flying enemies in older MH games was deeply frustrating. The initial tracking phase seemed absolutely ridiculous to me. Having found my target hanging out in a spot only to shoot off into the sky before I could get in range with a paintball was just a pointlessly punishing tease because it prevented me from engaging in what I love. Knowing that scoutflies would ease this pain over time was a godsend for me. Some folks may appreciate the hunt, but certainly not everyone. Point is, now that Capcom has opened the floodgates to engage these other types of gamers, it is now under the extremely difficult occupation of appeasing as many gamers as possible while avoiding the alienation of existing players. So scoutflies were an awkward step that gravitated more towards the newer action gamers than the more calculated vets. They tried. But then again, how are they really much different in purpose than Psychoserum? Well for one, it was a craftable (albeit temporary) usable item, but their purpose was the same - to highlight the location of a monster. Psychoserums rewarded those who engaged in the grind, crafted their supplies, and remembered to bring them along. While Scoutflies encouraged players to get to know their monster before you could reap benefits, which to me felt more natural and fluid, though it did indeed require less concerted effort. And don't forget, Scoutflies also had the additional benefit of highlighting points of interest in the world, a well needed system MH:W's more decorated environment where points of interest are easily obscured by foliage and terrain. Though I like the system, I wouldn't be disappointed if they removed them in favor of an alternative system that would turn tracking into an exhilarating experience. There's definitely an optimal balance to be found. Just look at Evolve - with the number of things it did wrong, compared with older Monster Hunter, the tracking (in my opinion) was actually an engaging, thoughtful part of gameplay. So what's my point here? I suppose it would be that the sales of MH:W have made it an unrelenting success and that changes and attempts to stream-line certain old mechanics in favor of new ones are going to happen - period. So vets, scoot over and make room, because these new players are here to stay. This doesn't necessarily mean this franchise will continue to drop mechanics until it's a shell of its former self; at least I hope not. It just means that it is experimenting with what works and what doesn't. And as long as Capcom doesn't settle, and continues to try new ways to engage as many player bases as possible, I will continue to engage in each installment. But to all this, I encourage the vets not to be sour about the way things are turning. Griping and alienating players is definitely a waste of energy and is just plain rude. Change can ultimately be good for the longevity of a franchise. Maybe one installment will fall flat with some players, but the next one is right around the corner potentially bringing new successes to the series. New successes mean more MH. Isn't that what we really all want?
I think scout flies where introduced b/c of the openworld aspect. they wanted a way for people to find the monster and since they now tend to move around way more and there's way more of the environment to interact with than just flat plains they thought the scout flies would be an alright system to show where the monster is. I'd also say that Stream-lining, automating, and simplifying isn't inherently worse game design either. And I wouldn't compare oldMH->MHW with oldFallout->newFallout since the changes were drastically different. MHW is still a third person hunting game.
I would smack hunts in world in like 15-20 minutes in my frst time playing and not have the same wow factor as I did watching the trailers during e3 because I was led on a mental assumption that I was going to do only one thing and that was the quest at hand... I didn't notice that the land of the rotten vale was two adult dalamadurr skeletons until ragegaming pointed it out in a video... the scenery is made with alot of effort on the devs part... it just is left un noticed because of the gameplay and how hand holding it is
Well I have not played MHW, I do not care for it one way or the other, I prefer the old school ones. My opinion is that when MHW came out everyone was saying how much better it is then the older games because of reasons A to Z. Now that Gen U is releasing and there is a hype for it people are backlashing at everyone that said MHW is superior. Because no one remembers who those individuals were I think it is just a case of everyone vs everyone. Honestly if you enjoy MHW then good for you, if you want to join MHGU then welcome and let me know if you need help. If you want to stick with MHW then enjoy it.
Another big, noteworthy change: Transmog. You can take the stats of one piece of gear and the appearance of another piece to make those mixed sets a little more fashionable, as someone who often goes style over substance, i like this a lot and hope it gets into future games
There's even an armor set (Chakra set, Rare 6) that's literally invisible, so if you want to "hide helmet" just craft the headpiece and transmog it onto something else.
@FullTimeSlacker Wow, poor guy has to play the game to get the rewards. Get over yourself. Just play the goddam game or don't. No one cares either way and the game developers don't owe you a thing so fuck outta here.
gaijin hunter ahahah no worries, it's like 2 frames. Thanks for the vid tho, what you do is extremely helpful to fledgeling hunters and full of love ❤️
I got MHG about a month ago and I am loving it even though I started with world and your older videos on the game has really helped me get a leg up. Keep it up! :)
Andres Baquerizo I originally found Arekkz but Gaijin takes a little extra time explaining Arekkz helped but something about Gaijins extra descriptive and down to earth style helped with Guard point a little more.
FYI the ‘placeholder’ was accidentally left in during editing and was there because I cared so deeply about not missing anything that I did the audio first and asked my discord members to review (thx guys ^^). I care deeply about this and being helpful
TheRedKirby I wonder if mhgenu (and older titles like mh4u) is gonna be like Melee to mhw? I haven't played mhw yet as I don't have the console to play it yet.
It's gonna be hard to go back with everything that MHW improved in my opinion, but MHGU is gonna have two things over it: Variety and content. It's also gonna be a huge nostalgia trip for me, since I started with the Freedom games. Oh, and fighting Seto Kaiba's Wet Dream and Armory Spider look pretty fun, too.
One thing that was added in MHW was that you could evade in any direction after most any attack. Very few weapons could do this in previous games, though most could evade to the side after attacks.
Just to add to the potions tip: Your character will drink potions at full health if you accidentally use them. This is the same for every item in the game basically, so be careful of what items you have selected!
My opinion on what's listed here 0:42 No story. I personally like stories in games I play. I really like the story in MH4U even though it was sparse. However the fun I get for playing is sufficient enough to keep me. 1:03 Game takes time to start up. This is a very fair point! I'm considering importing my MHGen data for two reasons. First is to avoid the first few gather quests and because I don't want to do arena quests over. 1:28 Old maps. I have mixed feelings on this. I'm glad I don't have to worry about stage traps...or more accurately that hunters will stand around any traps and not participate in battle until the stage traps are used. However those stage platforms can die in a fire. I rather have underwater combat back than the small platos around the stages for mounts and jump attacks. I swear halve of my carts are from them. World didn't have this problem because the platos were slops instead. 1:56 Armor. I have mixed feelings here as well. I love that in MHW, Melee and Gunner used the same armor. It made it really accessible for us melee users to try gunning. However I did enjoy mixing sets with the old system. 2:42 items. Fair point. 2:58 Paint Balls. This is really good!!! No more neck breaking! No more highjacking the camera! Also. I really dislike the slinger system! It's too inconsistent for me. Sometimes it takes up to 4 seconds before the character shoots a flash pod. That's unacceptable to me. 3:09 Poitions While I love being able heal and move, I like the almost instant heal of the mega potions in older games. I can't count how many potions I lost or wasted because of the slow buildup. 3:22 Quest Structure That's fair enough. 4:10 Urgent Quests. I always solo mines so I know I'm ready for the next rank. However I'm aware that not everyone can do this. 4:27 Weapons. I'm in complete agreement with you here. 5:07 Event Quest. Again I'm in complete agreement. 7:50 Zones While I'm completely fine with zones (except for the Jurassic frontier map), I can definitely understand why some people won't like it. Especially if you're fighting near the next zone buffer area. 9:00 No damage numbers. I'm personally going to miss this and the other life indicators for monsters. It's back to the guessing games. These points are different than what was brought up here. Armor stones. In MHW, you mainly get them passively by doing bounties. However in older games, you can mine them from hot areas. I prefer mining armor stones because I'm always lacking them in MHW where I wasn't in MHGen. Camps. Monster hunter world has multiple camps per maps. This isn't so with older games. This isn't a concern to me, but I thought new hunters should know this. Combination percentages. In MHW, you have a 100 percent combination of items. This isn't so in older games. This means gunners and sleep bombers have to bring combination book with them (taking up precious inventory space) I hope this helps new Hunters as I want this community to grow. (Even if I primarily solo)
I hope new players from mhw will enjoy the increased challenge and diversity of monsters in GU. There are so many more fun monsters to fight in G ultimate, attack patterns to learn and room for growth as a hunter that make this game and its predeccessors so rewarding to play!. Not to mention all the unique and beautifully designed armor and weapons!
I'm honestly not too bothered by them. There's something cathartic about seeing that one special ore spot pop up in just the right color and place. Knowing your most desired charm might be RIGHT THERE after so long, then the feeling of actually getting it after digging it out yourself... I know that sounds silly, but it just feels better, to me, than running past a gather point with a dragon hot on your heels and thinking "hey, I wonder if this has that piece of vine I've been looking for!"
smashbrolink for me it actually threw me off generations. After grinding so long to get to G rank in 4U (never completed) and doing all those boring quests again in Gen I stopped playing. MHW actually made me go back and I had some fun battling the fated four. It's just getting to that stage is so tedious. I want to give GenUltimate a go but having save file transfer will help and I'm in no rush for sure.
Yeah, as someone who's also doing the save file transfer from Gen on 3DS, I totally agree with where you're coming from. I guess I just kind of see the opening slog through low-tier as a rite-of-passage sort of thing. The player is not just playing a game, they're growing as a hunter, slowly proving themselves to guild members who have seen numerous hunters before the player, who have proven themselves, go out and die regardless, and are reluctant to let new aspirants to the profession throw away their lives without going through the same nitty-gritty that even the best hunters in history once had to do.XD
30hrs? Thats an exaggeration and Eh, there's still a bunch to do, within the gathering quests. Gathering quests are there for you to get a feel for the environment and know where things are in case you need them at a moment's notice.
Gaijin, you forgot to add to the part about carting and survival that even if you hit 0hp, if you were sent flying and rolling around, you have that small window to get life powder'd back to life, unlike in world.
Stratelier not really tho, that is if you bring a cat, you might get lucky and it will heal you in the right moment. But when I say lucky I mean it. Tho If you're completely solo then absolutely.
both sending and receiving a life power to heal someone with zero HP is a really compelling little moment in a hunt. it really helps build the "we're in this together" feeling
@Alief RezkiNanda yeap, it did, although is very hard to achieve, somo attacks can send you flying and you die until you touch the floor, if you can life powder heal before the hunter land you would effectively save his life. Atte. Fablesolohunter 1500 hrs on MHFU.
I was worried this stuff was gone for good. Yeah the MHW version is more polished and gives more control to players, but there’s just something about those old “problems” that made it feel like you had to really fight the game for your win. That’s what got me in to the games and I’m glad it’s back.
Another change that seems small, but is magnified insanely by the massive numbers of different gear, is armor sorting. Low, high, g, all lumped into one list, with no options to sort by skills, slots, or anything besides gunner/blademaster. Makes it a lot harder to flip through your smithy pages and search up new armor set ideas.
I thought he was an excellent stepping stone from the great Jaggi, and the purple version actually put up a good fight. I still hold out hope that Ludroth will make it into World, since the Jagras use the same skeleton.
Oh boy, unpopular opinion here, but I am kind of glad to be going back to "old-school" monster hunter. While I love mhw (have over 200 hrs), I feel that the true heart of mh isn't completely there. The core mechanics and gameplay are all there, but I feel that the close-knit hunting community isn't. In previous installments, you were stuck with only four people in each room. I enjoyed this because if people didn't leave, you were always hunting with the same people, meaning that bonds were sometimes formed. This led to conversation and the formation of friendships with other hunters in between quests (especially if waiting for another hunter to join your room). Overall, people were more willing to talk and online often felt like a place to make new friends; making the hunts way more fun. I remember it was always a little saddening whenever a hunter you've hunted with for hours on end finally had to leave. In mhw on the other hand, nobody ever talks. Although the stickers and custom phrases are fun to use, there is little to no conversation besides that. Whenever a quest ends, people always disband so that bond is never formed. Combing that with the 16 players rooms, I have rarely if ever played with the same hunter twice besides my friends who also play. Mhw is far from bad, in fact I consider it the best installment in the series. However, I feel that the aspect of monster hunter that I have come to love is almost completely absent. Remember this is not fact, it's only my opinion. I just wanted to get this off my chest as this is my favorite video game franchise that I've been supporting since mhf2.(To add, having the option to return back to the gathering hub didn't fix this problem)
UNPOPULAR? LMAO I'M WITH YOU FAM all these casuals calling the game "worse" over not having their hands held with infinite whetstone and item boxes at camp
easy solution, get both. I'm new to MHGU, but I've been having a blast with it (though seeing the sheer amount of items can be intimidating, and a lot of things aren't very clear...) having played it for a good 30ish hours now, I have come to appreciate all the things that MHW has done. This isn't to say I like one over the other, but to see how far MH has come is really cool to see. MHGU gives you monsters that feel challenging, yet sometimes not for the right reasons. MHW gives you immersive environments and enemies, yet can get stale over time once you begin to understand what you are fighting. I enjoy both, but to avoid the complexity and take it in digestible bites, I've been watching your videos and guides. They've helped tremendously in finding what weapons I actually enjoy using, and what feels familiar and fun for me to use. It also helps to use Prowlers when I can, as I can get lost about what does and what does not work against a monster. The quality of life changes to MHW are really cool, and I appreciate that most of the weapons have either new abilities(wyrmstake canon for the gunlance), arts incorporated into their moveset (longsword counter), or have combinations of old styles (think greatsword, which now lets you charge in the air *or* on the ground). I also appreciate that I can look at a mushroom and say "Thats a blue mushroom, I need that" instead of "Hope I find a blue mushroom in this pile of mushrooms". For this very reason, I tend to play prowlers when fighting new monsters so that I can loot everything I can, and so I can test the waters and feel like I can *actually* evade enemies. (because hot dang they are fast little buggers) Overall, I think MHGU is a fine game and I'll likely pour hundreds of hours into it, but I'm happy that I can have two unique gameplay experiences whenever I want. One is more difficult, but a pleasure to learn. The other I know like the back of my hand, and enjoy attempting feats of strength, or personal achievements. Thanks for all the work you do on these videos to help newcomers like me more easily understand the game I genuinely love playing.
I can't wait to move back to Generations. I loved World but I burned out in the endgame really quickly because there wasn't enough variety in the monsters and I felt like I was hunting the same 3 things while not working towards anything.
So happy your making mhgen Ultimate content, watching these videos is a great way to build hype and help me wait through the summer :D (Its also great for my friends who started with world ;) )
Been playing MHw like a madman, but I think going back to pre-QoL MonHun is gonna be fine for me. In fact, it might just feel more at home. Perks of being a vet, I guess.
RaveSault I hate the way that people boil down these Monster Hunter games when comparing them. "World is just better, but it has no monsters and all the weapon designs suck. It's also so easy your grandmother could get to HR 100." "Generations Ultimate has nearly triple the content, and is actually satisfying to play because it takes effort to hunt. Say goodbye to storytelling. It has potato graphics and potato controls, who would ever play this game?" Can people just realize that the above is simply incorrect? World is so radically different that I'd say they offer two completely different experiences.
Honestly the only real QoL stuff that it'll be an adjustment going back to are the mining/catching items (I'll have to keep reminding myself to bring them again), paintballing, and remembering which hunter arts I liked in what rotation.
I mentioned this in another comment section earlier today but I am about to get MHGU and I started off the series with MHW in March a year ago. Since then I have murdered I mean "researched" my way to what I like to call myself a veteran MHW player so all the stuff in talked about the video is new. I love the idea of real weapon values, permanent event quests, and the decoration vs charm system but the lack of gear changing mid quest and the need for multiple gathering items sounds like a huge pain compared to World. Awesome video dude, thanks for the info
I go back and forth from different MH games all the time so I know I won't have a problem but for people who are either new to MH or don't go back to older games this is a great video.
Very nice introduction. I’ve seen a number of other posts, but I would add one more thing. All about finding the big monster. There are special meals and such that will help you get tabs on a monster quickly, as well as learning the most useful emote (at times). On maps where you can see hot air balloons nearby. They have hunters or palicos that already have a vantage point of the map. If you wave at them, they will signal back at you, immediately revealing the current position of the big monsters on the map for several seconds.
Really the biggest thing they SHOULD have improved is things like how an Urgent quest only counts for the person posting, gimping the other 3. That isn't just a quirky archaic 'mechanic', that's just flat-out unfriendly to multiplayer and the point of hunting with others, just rewarding only one person and making the other 3 his accessories. Other than that, I played Generations up to around the Deviants come out, so I'm looking forward to transferring the save and continuing ON THE GO! That portability and much much more comfortable visuals and handling of the Switch with this version is definitely the main factor for me to get this. Heck if they just remastered Monster Hunter 4U I'd get it too.
I can understand the reason for it (because beating an Urgent is used to grant access to the next rank), but that could have _already_ been addressed by marking the urgent complete only for players who'd already unlocked it first.
Be ready for the different styles and for your movement options to be less diverse. Here's a quick little list of things to watch out for according to your weapon Greatsword: no shoulder charge or true charge Longsword: no counter or spirit stab Sword and Shield: no jump after backhop and no moving while blocking Dual Blades: no spinny attack down the monster's back Hammer: no big bang or storing charge in hammer Hunting Horn: no onscreen song list and no stacking songs to play Lance: no heavy guard Gunlance: no wyrmstake cannon Switch Axe: no amped mode or jumping on the monster's face and exploding Charge Blade: lose shield charge after ultra finisher Insect Glaive: no air vault or kinsect dust Light Bowgun: no moving while shooting and no slide after sidestep Heavy Bowgun: no firing while shooting and siege mode is added Bow: no dragon piercer and bows now have three types (spread, normal, and pierce) which determines what range they work best at HAPPY HUNTING!
Another big change will be the weapon movsets. World added quite a few moves that will be gone in this one. Sword n shield: No falling shield bash and no quick turn slash to keep attacking. Dual Blades: No extended demon dance from being in demon mode. No quick turnaround slash Greatsword: No shoulder charge and no true charged slash. Longsword: No fore sight slash or the falling slash that you do with R2 and triangle. Hammer: No hammer power up, big bang combo or the crazy spin attack you can do after sliding. Hunting Horn: No instant 3 songs Lance: No leaping triple stab, no 180 degree turn while doing the charge, no sideways or step back guard advance and no super block. Gunlance: No wyvern stake Switch axe: You can no longer do the version of the elemental discharge that does mounting damage. Charge Blade: No sword charge Insect glaive: No easy kinsect controls or the rapid aerial attack Light Bowgun: No mines Heavy Bowgun: No wyvern heart (machine gun attack) or wyvern snipe. Bow: No dragon piercer or charge steps. Please help if I missed anything and World's weapon movesets are what I will miss the most.
YakuZa how is that being a sheep? Its not like someone told me i have to do it. World is dead atm and all my friends have switches and will be playing that game when it comes out. Plus, i never got to play it and I cant say ive played every mh til i play that one.
I didn't even realize that they had mentioned you in a roundabout way in a game! That's awesome, man! They know you will give the tutorials for anyone curious enough to look around xD
@@desmondlau1385 Im not sure I agree. There wasnt really any skill to things like key quests, mandatory gathering quests, etc. Please dont get me wrong, I have about 800+ more hours sunk into classic mh than mhw, but you can kill a lot more monsters running through a hundred hours of world than in past titles.
I'm getting the game in a few days, along with a brand new switch. Even after playing Iceborne, going back to this version doesn't seem like such a downgrade at all. Plus, the arts and styles quite make up for the lack of qol imo
Honestly, having finally got back to it after getting burnt out on IB deco farming and Safi grinding... Half the QoL changes aren't even noticeable, and some of them are actually better than what the "improvement" is. (things like paintballs (this WOULD have been a genuine improvement in world if you could keep every monster's research progress maxed... but you can't...), "gathering improvements" (you have to gather far less due to far more items being just straight purchasable, and often needed in far lesser amounts anyway.), potion use (I find myself never using normal potions in world and just farcastering back to camp if I run out of max potions because, well, the over-time potions are just... kinda useless in "g-rank".), MP scaling (weapons are way stronger in GU than they were in world OR IB, so while this is an issue for other games *cough*FU*cough*, it really isn't for GU. I actually find the slightly longer hunts genuinely more fun, and don't find anything really that overly long/difficult other than the same exact things that are long/difficult in world anyway. (sieges, final bosses.) ...and some things are just straight better... Like no freaking clutch claw. More content. Valor style. Aerial Style. MEGA DASH JUICE I'm having more genuine fun playing GU than I did doing literally any part of IB. After the shiny new feeling wears off... world's majorly lacking compared with GU, 4U and even 3U. And seeing as this includes IB, the "no G-rank expansion" excuse doesn't even work anymore.
Another big thing is older game some of the basic move will disrupt your teammate really bad. Single shot from Gunlance will sent your teammate fly over screen and there is no Flinch free to help. Don't forget to "Hunt as a team" not "Hunt your team".
Some other miscellaneous stuff: Material items go into your pouch, and can fill it up to cause problems. Bowguns no longer have the mod system outside of one simple change per weapon, recoil and reload speeds are affected by your set. And a big one that most of you might forget, SHINY DROPS CAN GIVE RARE MATERIALS.
still like MHW Gameplay more but feel nice to back to the classic right now it like me feel "can't wait for this game" like MHW again come on MHGU come out faster!!! LOL
After spending 600+ hours in MHW, it took a while for me to get back into the swing of things on my MHG file, but man it was worth it to fight the old monsters again. Can't wait for MHGU to drop.
As a MH veteran since the old psp games, its hard for me to let go from world because of all that quality of life changes and made things convenient.... But classic is classic and its a nostalgia bait and it has tons more content than world.
Man I really wanted to play GU, but I just don't have the patience anymore. Watching this video reminded me how much I hate all of those things about older MH games. It never kept me from playing at the time, but now that I've experienced a more polished MH experience, I don't think that just "more monsters" is enough of a reason to pick this up.
I know a lot of people that could care less about a story and are much more focused oh hunting monster which is what the game is all about. The story in MHW I kept mashing buttons during dialogue scenes lol
The problem with the load screens between segments of the map is how some monsters absolutely LOVE to sit right on top of a map transition and then they smash you right through it. Get hit, be rewarded with a load screen, zone back into the fight, get hit again, more load screen. Hrgn
I'll be honest here: despite all the hype and stufd MHW brought, I feel as if it's just another MH but prettier and with some quality of life improvements. The new monsters, I don't even like them that much, not as much as Gore Magala, Zinogre, Mizutsune, Astalos, etc. They don't seem as... memorable, I guess. And World now suffers a lot from a lack of monster variety, exactly the opposite of GU (I'm still pissed that they brought Lavasioth of all monsters). So, now I'd play GU over World, at least until the latter gets a bunch more content,
ThiroSmash I feel exactly the same as you do. I kept my expectations low for World and was correct for doing so. World wasn’t a bad game but it was disappointing and had some huge glaring flaws. Once Generations Ultimate comes out, not playing World again until the occasional events and more content comes out.
Download the mhgu database app for a World style database on quests, monsters etc. Just a little Quality of life upgrade if you want it. I saw it in a video about MHGU.
Transmog > hide helmet option. If you must see your hair, you can transmog a piece of equipment called "Chakra" that is invisible and available for each armor category.
Yeah, its more geared towards the fight rather than the 'world' XD i love the idea of big maps and turf wars, but it all seems like fluff when the main point is taking down the monsters. Also, as advice be sure to buy/craft/procure psychoserums. They show where the monsters are in a map, even if you dont have the map.
honestly this game looks super fun with all the hunter arts and styles, MHW was my first game in the series and i agree that some of the quality of life things will be hard to adjust to, but from what you showed it seems fairly easy to get used to. but since so many people seem to love the older titles i'll definately give it a shot. plus, its on the switch so i can bring it wherever i go, which is really nice.
1.whetstone in world, you have inf. but in prior to world, if a blademaster forgot it, you are ruined 2.hitbox and map: world the map is less flat and hitbox/collision is a lot better than the old version which mean skill like evade window is more valuable in old game than in world (personally, it was my must skill) 3.item pouch: in world, you rarely have to worry if your pouch is full, because the usable item and material item are separated in old game both are the same pouch, so manage your pouch wisely if you go for hunt, you don't need to farm that much. or if you go for farming, put everything in a box before leave for a farm quest 4.sharpness, in World, it told you how low the weapon sharpness went down, in old game, you have to measure yourself should or shouldn't sharp the weapon
Something worth mentioning for those that are maybe coming from MHW. There is an inexpensive device you can get for Switch called 8bitdo that will enable you to use a PS4 or an Xbox controller on it. I've put so many hours into MHW on PS4 it will confuse my brain if try and use my Pro Controller/Joycons on MHGU, so I bought an 8bitdo and it's great!
I think listing out all the advantages that having styles and hunter arts around to rely upon might make people more inclined to give this a chance, coming off of World. Being able to super-dodge through enemy blows to land huge ones of your own, being able to counter and build up a meter to enter a new mode with new attacks, becoming the MH version of a classing RPG Buffing class but with more firepower, the possibilities are really endless in this game thanks to all of that, and the hunter arts only add to the amazing bits. I think a part of my gaming soul squealed like a little kid the first time I saw a lvl 3 Shoryugeki knock out a Rathalos with one use, and end the hunt shortly after. It's things like that which make this game feel so much more amazing than the little QoL things World introduced.
This is the reason why I really like MHW. I have played hours of MHF2 and MHFU on PSP and to be honest, I really don’t understand how I used to play those game since it is extremely tedious. Thank you Capcom for MHW.
My biggest woe when playing XX (yes the Japanese one) was remembering that Gunlance didn’t have Wyrmstake, and that mashing shelling only quick reloads after each shot, and the quick reload only reloads one shell. My face when Artillery also didn’t reduce the cooldown on Wyvern’s Fire. My face when heat meter goes right back down to yellow cuz I didn’t wyverns Fire. I think Worlds got Gunlance right the most.
LIke, jesus christ, you can't even aim/run/do anything while shooting and the aiming controls are so stiff. This is the weapon that World players will have the most trouble switching to...
You can do some massive damage with it. I could explain, but Mai LBG can give you a better demonstration. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-g1CuNYfFI1w.html Truly a weapon of disrespect for the King of Disrespect
1 extra note for capturing that you can remind folks: since there are no scoutflies, you will not automatically see when a monster can be captured (by default). The easiest/regular way to notice without any armor skills is when the monster starts hobbling/limping when it changes areas (it wont 90% the time when it's agro-ed so it is possible to kill it before you notice a limp). Another way is to equip the armor skill PERCEPTION which causes the monster icon on the mini map to blink when a mon is capturable as long as it is shown on the map (via paintball or (I think) the RANGER armor skill). Happy Hunting 😁
I've played almost all the MH games. I recently downloaded the switch MH and after being use to World I cant go back. World is so much better it spoiled me.
I think the most World newbies will also need is weapon changes, specially Bow, and explanation of Styles (the main sell of the game) edit, also an explanation of how online work (the first to enter the area is the host) and etiquette online (World players are sorelly lacking)
As someone who started with mhw, it’s the qol stuff that’s discouraging me from getting into the older games. Lack of fast travel, no slinger, the healing, and the sectioned maps etc. I wanna go back and fight all the cool monsters I’ve heard about or even see how the familiar monsters behave in the previous games, still haven’t made up my mind yet.
If you own a switch, you can go for it. If not, don't, especially if you don't know what you're getting into :p In all honesty, I went back on generation 3DS to advance my old character that I left behing (because mh4u was better so I went back to it after 100hours on gen :p) and...it really is a pain in the ass to get back to these old mechanics, even though I love the franchise.
The people who havent played the monsterhunter series but world will never get the "real" monsterhunter feeling I recommend start with MH Freedom Unite and make ur way up through MH 3 Ultimate, 4 Ultimate, MH Generations/X, MH Generations Ultimate/XX And get those good old MH feelings. After that try to get back to world ... isn't possible. Edit: Maybe its just me but I dont get the MH feeling within world so I dont really like it (but I've played to HR 100 so Im not that only tell I dont like but havent played guy)
One of the qol changes that are going to be hard for me going back to MHG/U is that non-consumable items you've gathered are not sent automatically to your item box. I've always been a gathering maniac, and I've often had to discard monster materials to make room for other items. Also the fact that you need to carry combo books if you want to craft traps while on a quest. Such a waste of inventory space...
I went from world to 4 Ultimate. Playing the game on a 3DS takes getting use to by itself. Camera control is a is a huge difference between the two games. It took a little while with the game but I found that enjoyed it more than I do world.
I have no idea why my voice pitches up, ive tried to stop myself from doing it but it seems to be natural so I decided to just go with it lol, 100% non-intentional in fact anything but
Quality of life you'll miss is gathering while on the move. Similar to when consuming items such as potions, you will not be able to move your character while gathering.
I'm just glad to be able to play classic bow again. MHW bow play is so different, I have to unlearn and learn many standards when switching versions. And while bows in MHW is fun (and, dare I say, overpowered), there is really something that feels better when you play strategically with bow classic, where you got to make sure every charge and hit counts.
Hi fellow hunters. I will share my recent MHGU exerience with you. SInce I couldn't find any suitable multiplayer room and nobody joined mine I decided to try to solo a low rank rathian. I know, I know it's just a low rank - no big deal - but thats not the point. As soon as I started the quest I realized that I forgot to eat and I'm wearing an armor with negative fire resistance. There are just two things I could do, abandon the quest or just qo with it. I had more suitable armor in my chest and some food skills would be realy nice but I decided to try and see how it ends. And I hunted that monster without dying once and it was one of the most fun battles I have had in the game. And let me tell you that getting hit by a fireball never hurt more. For me that's what makes the older games great. It's all up to you. To prepare and to hunt is your responsibility and if you mess up it's up to you to deal with it. Forgot some crucial item? Well now is the time to show the geme who is the boss here. Take care of yourself. You don't need the game to be your mama. :D thanks for reading this
It's feels odd seeing this, yet nostalgic. I will miss the custom dial and the ability to switch out weapons and items at camp, but I think I'm ready to take a trip down memory lane when this is released.
I really don't get why a lot of people complain about MHW being easy and lacking. IMHO, of course it's gonna be that way since there's no G rank (which they usually add in the 'Ultimate' version). It is basically MH5 and not MH5U. Second, while I believe they should've added more monster variety, it would take a lot of work to program each skeleton to work for this game (such as the infamous Lagiacrus video). As such, my guess is that they are using this title as a prototype or testing ground for a more polished MH game in the future. All of what I have said has been happening through each generation of MH. Nothing new really except that it keeps getting better and better as a franchise. :)
bluuangel004 when people compare them, they are usually comparing high rank to high rank, and often even monster to monster. World high rank is easier than 4U high rank, even generations high rank if you go guild + no arts.
I like world as much as the next guy, but the game is easier than non ultimate past titles. Im replaying through generations and low rank was surprisngly giving me a small challenge, much different than worlds low rank
Do you feel it gave you that challenge because the monsters are legitimately tougher with more health/harder hitting or do you think the older "clunky" style hindered you a bit adding the challenge?
Ever since the announcement about MHGU I dug out my old MHGen and started working on it again since the data will transfer. Before now I was at about 90 hours and my friend and I beat Nakarkos already online and we were kinda done honestly. We finished the game with very basic gear (high rank Alloy armor and the Scholarly switchaxe) and really didn't see the need to continue.
I hate to be that person, but I have a feeling some of these differences are what will separate true hunters (from any game in the series including World) from the bandwagon newcomers. This game won't hold your hand, but it rewards you for being prepared and learning how to play.
I think we are all true hunters. I am happy for the bandwagon newcomers, I am happy for all newcomers. I think there are those that like both old school and new, and those who only like new. and that is okay :)
I definitely agree with you. The casuals will be weeded out from saying the game is "bad" and a "step backwards" because they don't get their infinite whetstone or their canteen and item boxes at camp.