Author Topic: Monster Hunter Wii U  (Read 15321 times)

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Offline Kytim89

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Monster Hunter Wii U
« on: August 20, 2011, 03:25:02 AM »
With Monster Hunter Tri being a major third party success for the Wii and the reveal of the Wii U, it is time to start to manifesting ideas for the next iteration of the Monster Hunter series, which should be Monster Hunter 4. As a fan of the series along with the likes of Max, Mop It Up, GK and among many others, I thought this would be the perfect time to start brainstorimg ideas for the game. The ideas should include what Capcom can do to make the series better/improved and new weapons and monsters to hunt.
 
Since my favorite part of the series is the monsters, I thought my first contribution to this thread should be about what new monsters should appear in the new game.
 
One of the newer areas of the game where monsters can be hunted would be northern pole region. We already have had a tundra, but something closer to the north pole with claciers would be nice.
 
The Aoshira, which is a bear monster, would have a subspecies in this region based on the real life polar bear. This monster would have the same attacks as the regular Aoshira, but would inhabit colder regions and feature white fur.
 
The Plesioth, which is a fished based Wyvern, would have a artic sub species as well and it would be blue in color.
 
A Killer Whale based Pelagus monster that would break through the ice and the hunter would have to roll a barrel bomb down into its mouth to kill it.
 
The artic region would also be home to the game's main antagonist in the offline mode, which is a three-headed elder dragon. Each head contains the elements of fire, ice and electricity. This elder dragon can also be fought online as well, but in this mode of play the difficulty should be ramped up to make the monster the most challenging in the series. Overall, the creature would look like King Ghidorah (spelling).
 
More ideas are coming down the pipe.
« Last Edit: August 20, 2011, 04:57:42 PM by Kytim89 »
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Offline Chozo Ghost

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Re: Monster Hunter 4
« Reply #1 on: August 20, 2011, 11:04:03 AM »
Monster Hunter 4 will be a PS Vita exclusive.

If we're lucky the Wii U will get a spinoff called Monster Hunter Quad.
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Offline Oblivion

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Re: Monster Hunter 4
« Reply #2 on: August 20, 2011, 11:09:54 AM »
Monster Hunter 4 will be a PS Vita exclusive.

If we're lucky the Wii U will get a spinoff called Monster Hunter Quad.


Oh, you have insider info huh?

Offline Kytim89

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Re: Monster Hunter 4
« Reply #3 on: August 20, 2011, 04:56:53 PM »
Monster Hunter 4 will be a PS Vita exclusive.

If we're lucky the Wii U will get a spinoff called Monster Hunter Quad.

The series is over due for a release on the HD consoles. The Xbox 360 in Japan has Monster Hunter Frontier and the way it looks now it will stay there, but there has been no significant Monster Hunter game for the PS3 or Xbox 360, and now Wii U, in the west. The game could be a Wii U exclusisve, but the high of HD development would most likely make it cost effective to be multiplatform. However, the Umote could give the Wii U version excluusive features.
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Offline BeautifulShy

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Re: Monster Hunter Wii U
« Reply #4 on: August 20, 2011, 05:22:51 PM »
Let me think if I can think of some things to add for Monster Hunter 4. More weapon types. I like the selection in Tri but more weapons that are different and unique like the switchaxe would be good. More experimental weapons.  More storage space in the boxes or a seperate space where you can hold items that you don't need that often. 8 pages for items in the box is kinda limiting. 10 would be good. For items that you carry I'd like to see 4 pages for melee users and 5 for bowgun users. The 3 pages for bowgunner's items and then 2 pages for ammo. 

Keep underwater hunting in in MH4. I know they took it out in portable 3rd so I like to see it return.I was actually happy with the enviroments in Tri. Can't really think of much I would want in that area. Also I like to see maybe 35 monsters in MH4.Bring back the ones from Tri although have more attacks for the monsters and maybe have some from the previous games and maybe 5 new monsters for the series.

Oh I like what they did with event quests and arena those should be kept in. For single player I think it worked for Tri. Although some others thought it was boring. Maybe have the option of getting different companions. Make all the previous companions avalable to use you just have to get them somehow. This would make single player hunts a bit more varied if you have Cha_Cha or a feline companion with you. You aren't stuck with one or the other. You can choose what you want to bring with you.
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Offline Ceric

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Re: Monster Hunter Wii U
« Reply #5 on: August 20, 2011, 06:26:51 PM »
Touchscreen item select and usage.  Done.  That is the only thing they need to do to 100% improve the interface.  I don't know  how many times I've meant to use a Mega instead of a First Aid and can't tell them apart/get to them quick enough.
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Offline Kytim89

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Re: Monster Hunter Wii U
« Reply #6 on: August 20, 2011, 09:04:11 PM »
What new things can the Umote screen bring to the table?
 
The Umote screen would also be perfect for a new gameplay feature where during the monster's introduction you can actually see from the monster's perspective. For example, the Gigginox hunts via infared vision, so when the creature is introduce you can see your hunter's heat signature on the scree. This also adds a new gameplay element in which the player can predict the monster's position via its vision. I find this to be a neat idea.
 
Secondly, is anyone familair with the health screen in MGS 3 where you had to manage Snake's health? The one where his skeleton was shown with whatever ailment to his body? Picture that same system except on the Umote screen. If the player gets a tail swip and slammed against the ground and recieves a broken ankle, the health screen on the Umote would show whaterever damage the player has accumulated during the battle.
 
New Monsters:
 
Since there are only two feline wyverns in the series, which is the Barioth and Nargacuga, a new edition to the species should emerge. This new monster would be based on a real life lion, but would feature a similar winged arm system as the other two feline wyverns. Of course this monster would not be a lone hunter, he would have females accompanying him on the hunt in a similar manner to the Jaggis and Ludroths.
 
A new brute wyvern that is a Deviljho subspecies. Where as the Deviljho is based on a T-Rex, this newer monster would be based on a Spinosaurus. It would inhabit a new area called the "Oasis," which would be like the flooded forest contained inside a giant desert. Its main food source would be Gobuls and Plesitioths. The attack pattern of this monster would be similar to its Deviljho cousin, except that it would have a front claw swip that deals massive damage. Also, this creature is amphibious, so it will venture into the water to hunt and fight, so imagine fighting Deviljho under the water. The creature's element would be water and it would be weak against thunder and fire.
 
Instead of having a creature like Gigginox or the Khezu return, a bat monster would emerge as a new blood draining enemy. The creature would have flying bat minions similar in size to the little mosquitos in Tri. Since real life bats feed on mosquitos, the main food source would be the vespoids of the series.
 
A Rhenopolos subspecies similar to a real life Rhino and a Popo subspecies similar to an elephant or mammoth depending on which area the animal is found in at the time.
 
 
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Offline Ceric

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Re: Monster Hunter Wii U
« Reply #7 on: August 20, 2011, 11:25:47 PM »
I actually go with the Monster Hunter Podcast crew on new monsters being that its overdue for an Insect boss species.  I also like to see the crabs come back since in Tri there was underwater combat.  As Maxi said the whole underwater portion in general.  I really don't see why all the monsters from before couldn't make a comeback.  They each have there own specific environments. 

Full weapon set. Tri didn't have many of the weapons the other Monster Hunters do.

Scanner to indicate where the monster has taken the most damage.  Be cool.

Stats after a hunt in general.  How much Damage did I do?  Where did most the damage go?  What was most effective?
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Offline BeautifulShy

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Re: Monster Hunter Wii U
« Reply #8 on: August 21, 2011, 12:45:07 AM »
I've seen that stats idea before and I'd like to add a little more to it. Say you are using a switchaxe and then you can input what monster you are going to fight.Say a Rathlos. So you enter what switch axe you are using and the monster and the game will show which area that switchaxe is most effective on that peticular monster. This can be used for all the weapons and monsters. Maybe also what the monsters attack would do to you based on your armor.  Its just something extra that I think would be nice.
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Offline Kytim89

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Re: Monster Hunter Wii U
« Reply #9 on: August 21, 2011, 02:29:28 AM »
Could someone tell which Monster Hunter podcast episodes feature discussions about new monsters?
 
I have the idea of a giant tarantula monster that would replace the Gigginox. It could have a status ailment where its webbing covers you like ice or mud blight.
 
New Areas:
 
The next desert location should be based on the Australian outback. The desert region in Tri looked quite similar to the Mojave desert, so the outback would be really nice to have as a hunting ground.
 
Taking the fight to the deep sea via a ship would be cool. Similar to the ship that is used to hunt Jhen Mohran, you could hunt giant whales and other sea creatures.
 
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Offline Ceric

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Re: Monster Hunter Wii U
« Reply #10 on: August 21, 2011, 01:09:51 PM »
Its before 30 I'm pretty sure.


Also more Damage shown on the monsters so you could see them granularly weaken.
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Offline Kytim89

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Re: Monster Hunter Wii U
« Reply #11 on: August 21, 2011, 02:28:36 PM »
Its before 30 I'm pretty sure.


Also more Damage shown on the monsters so you could see them granularly weaken.

Some of the bigger and badder monsters should be able to take a bad ass beating before showing any weakening. For example, the Lagiacrus in this new game should be bigger than in Tri and e able to withstand a whole lot of damage nefore being defeated. The Lagiacrus is just one example of this.
 
Capcom needs to take advanatge of the HD visuals and make the monsters more visually appealing. Make them look more realisitic and fleshy. You should be able to see more scales and detailed battle damage.
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Offline Mop it up

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Re: Monster Hunter Wii U
« Reply #12 on: August 21, 2011, 05:03:38 PM »
I am not a fan of this series. I like action-RPGs, but this one has a lot of problems that would need to be fixed before I would consider getting a new entry in the series.

With this game, what they were trying to create was a more organic game, where you don't get enemy health bars or damage indicators, must make more strategic moves with your attacks, and can't take many hits. It's up to you to figure everything out on your own. While I think that's an interesting idea, I wouldn't say this game accomplishes it very well.

The controls and movements are so clunky that it actually adds a layer of very artificial difficulty, which is the exact opposite of what they were trying to create. Monsters don't give very many tells when they're getting weak, and I don't think there are any indicators as to what is the best part of their body to attack. The game needs more tells, more signs to look for, besides having numbers pop up of course. Many fights also feel like they take too long, and with the amount of items it takes to make most weapons and armour, it takes too long to progress anywhere. Either quests need to be shorter or there needs to be less grinding. Maybe both.

Unfortunately, since CapCom likes to release cookie-cutter sequels and rehashes, I don't see this series becoming anything better any time soon.

Offline Kytim89

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Re: Monster Hunter Wii U
« Reply #13 on: August 21, 2011, 05:37:01 PM »
The Monster Hunter series is begining to remind me of the pre-RE4 Resident Evil games where each new iteration still retains the same clunky control scheme as the previous entry. What I propose is that the next cosnole Monster Hunter game needs its own equivalent to Resident Evil 4. Go back to the drawling board and revitalize the series by improving its controls and everything else for the better but still keep what makes the series so inticing, which is to hunt big and bad monsters. However, with talented developers vacating Capcom, the chances of this revitalization are slim to none. All Capcom would have to do is hand over the development of the game to a western developer. Tell them to keep what makes the series unique, but over haul the controls.
 
 
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Offline Ceric

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Re: Monster Hunter Wii U
« Reply #14 on: August 21, 2011, 09:57:29 PM »
Yeah, there are a good amount of times where I feel like I'm fighting the controls more than I'm fighting the monsters.
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Offline ejamer

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Re: Monster Hunter Wii U
« Reply #15 on: August 22, 2011, 01:20:19 PM »
I'd love to see more interactivity between different creatures and the environment. Are there certain foods that some creatures search out to eat? Any symbiotic relationships that players can affect or maybe invoke? More creatures could bait prey, create distractions to escape (think sea cucumber), or to call out to get help from or warn other nearby creatures. I'd like to observe animals actually hunting - with techniques like camouflage, stalking, etc - their prey and maybe even making hunters prey themselves in some conditions.

Transition between areas should improve. Have creatures target weak hunters and pursue them across boundaries when appropriate, instead of letting hunters just disappear and get a breather whenever necessary. Flying creatures especially should have better awareness about hunter locations, and safe distances.

I'd also like to see animal behaviors change based on hunter equipment. If a creature that fears/hates Rathalos sees or smells a hunter wearing Rathalos armor then maybe there should be a different behavior.

Capcom did a good job with Tri, but there is obviously room for more depth if the processing power is available. They just need to keep adding systems and depth to the game environments to keep my interest.
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Offline ejamer

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Re: Monster Hunter Wii U
« Reply #16 on: August 22, 2011, 01:27:41 PM »
Yeah, there are a good amount of times where I feel like I'm fighting the controls more than I'm fighting the monsters.


People might hate this, but I always considered the controls a "feature" instead of a "bug". If hunters have better controls then the monsters need to be faster and more flexible in their attack patterns to compensate. Capcom would also need to be confident that different types of moves and attacks are easy to consistently execute, and find ways to force players into leaving openings when attacking to punish bad decisions.


This change could actually make the game more difficult to learn to play well... and it's not like Monster Hunter needs a steeper learning curve. Of course, I'm pretty bad at Tri so take my opinion with a grain of salt.
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Offline Ceric

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Re: Monster Hunter Wii U
« Reply #17 on: August 22, 2011, 02:01:38 PM »
Yeah, there are a good amount of times where I feel like I'm fighting the controls more than I'm fighting the monsters.


People might hate this, but I always considered the controls a "feature" instead of a "bug". If hunters have better controls then the monsters need to be faster and more flexible in their attack patterns to compensate. Capcom would also need to be confident that different types of moves and attacks are easy to consistently execute, and find ways to force players into leaving openings when attacking to punish bad decisions.


This change could actually make the game more difficult to learn to play well... and it's not like Monster Hunter needs a steeper learning curve. Of course, I'm pretty bad at Tri so take my opinion with a grain of salt.
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Offline apdude

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Re: Monster Hunter Wii U
« Reply #18 on: August 22, 2011, 02:24:39 PM »

People might hate this, but I always considered the controls a "feature" instead of a "bug".

I think most of the control issues are built in as you say because there are skills that help improve the control mechanics (speed eating, being able to tell when the monster is ready for capture, etc).  I'm not sure if it is a good idea to do this though because it seems like it is artificially making the game harder which just feels anoying at times.  I wouldn't mind dying more if I felt like my deaths we not due to things beyond my control. 

I like the co-op teamwork type monster the best, like Jhen, and wish there were more like that instead of chase the monster down, beat it up, chase it to the next zone, beat it up more, then possibly kill or cap it.  Maybe there should be some type of mechanic where you have to go hunt down smaller creatures for bait, or build a trap from items gathered from different zones first before you can actually lure out the monster or hobble it enough to actually defeat it. 

Also you should be able to select what parts to harvest from the monster, especially if you capture it, instead of random drops.

Offline Ceric

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Re: Monster Hunter Wii U
« Reply #19 on: August 22, 2011, 03:28:30 PM »
When I talk about controls take out all of the See when can capture, autotracking, etc.  that's not what I'm talking about.  Those should always be gear dependent.

Strip your character naked.  Whats left is what I'm talking about when I'm talking controls.  Just moving around its hard to get to a specific X point.  Your either sprint or not and the not more control is finicky.  More granularity there be nice.  I also have an epicly hard time stopping to do the none move move, think Super Pound instead of Whirly Hammer.

Item management is well, a pain.  On the CCPro you have R2 and L2 equivalents that aren't really used for anything.  If I could assign those to being alternative left right movement in inventory that be nice but, cycling inventory is way to slow anyway.   Plus I know I'm prone to having my finger slightly lose pressure and use an item when I meant to go to the next one.  Another pet peeve of mine in that arena is the look of items.

First Aid, Mega-potion, and Potion all look the same.   Other items are that way as well.  they should all look different so I can quickly identify I'm using the right one.  I want to use my First Aid first because its free.  Would be to much to ask to put a little red cross in the First Aid, make the Potion littler than the Mega-potion?  At least Max potion is distinctive because I hate to waste one of those.

Well I'm talking about interface, a built in set builder would be nice.  Even if you could only keep one at a time.  That way it be quicker to see what materials you need to finish off a set of armor, etc.  Even if the builder told you nothing of skills and just gave you material costs it would be nice.  1-click build the whole thing. 

On the CCPro doing things like lighting the torches in Gigginox cave is hard for me.  On the Wiimote setup you just wiggle the Nunchuk with the Torch out.  On the CCPro its left shoulder button a if memory serves.  Took me forever to figure that out.

On skills I love to see.  Movement speed increase.  Especially while using Lance or Great Sword.  Be like the Evasions and their be a Plus 1 and 2.

More bag space.  If your carving monsters it fills up fast.

I think Treasure quests coming back be cool and I agree with Apdude.  Having more Large Jhen type encounters be cool.  Think about a large monster being the area or slaying a bunch of Great Jaggi's and waiting a bit to lure an even bigger monster.  How about a Net item that requires to Hunters to hold it to snag a creature.  There are possibilities.

I do think the drops should be random but, I think that break items and the like that require special work should have a higher drop rate when the requirements are met, (I'm looking at you Fearsome Maw.)

Also more statistics please.
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Offline Mop it up

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Re: Monster Hunter Wii U
« Reply #20 on: August 22, 2011, 09:26:00 PM »
People might hate this, but I always considered the controls a "feature" instead of a "bug". If hunters have better controls then the monsters need to be faster and more flexible in their attack patterns to compensate.
It isn't a bug, it's a flaw, intended or not. And that was my point, both the player character and the enemies need to have more fluid actions that actually make sense. My hunter shouldn't be needlessly flexing her arms after using an item, she should be quaffing that potion as fast as she can. There's a big monster trying to kill her! Why would she not be scurrying as fast as she can in her actions? It makes no sense.

I believe they were trying to create a more organic game, and to do so they need to make both the hunters and the monsters more fluid. Like hunters, the monsters also feel like they move on spindles, always moving the same distance and become very predictable. They should move more smoothly and more unpredictably, though that might require better hardware to do. Though I don't think it will happen. I have a feeling that CapCom were afraid to make such drastic changes to the series for fear of turning away fans. I mean, some people object to the thought of being able to move diagonally in a Pokémon game, so it can be difficult for some people to accept changes to RPGs.

Offline SixthAngel

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Re: Monster Hunter Wii U
« Reply #21 on: August 22, 2011, 09:42:24 PM »
Yeah, there are a good amount of times where I feel like I'm fighting the controls more than I'm fighting the monsters.

People might hate this, but I always considered the controls a "feature" instead of a "bug".

I agree.  Controls should be slow sometimes.  If people are fighting the controls in some games it is because they don't realize the controls are supposed to limit them.  Instantaneous reaction speed should not be a priority in every game.  I rather enjoyed the first four Resident Evil's controls because they limited your controls.  It made mistakes more apparent and threats much more dangerous.

Offline Mop it up

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Re: Monster Hunter Wii U
« Reply #22 on: August 22, 2011, 09:45:07 PM »
Have you played any of these games SixthAngel? I don't have a problem with the idea in theory, but the games take it to a negative extreme.

Offline SixthAngel

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Re: Monster Hunter Wii U
« Reply #23 on: August 22, 2011, 10:13:40 PM »
Have you played any of these games SixthAngel? I don't have a problem with the idea in theory, but the games take it to a negative extreme.

I've played a bit of Tri but never really got into it.  It didnt' help that none of the menus in the game I had were in English.  I agree with with you on using potions though.
« Last Edit: August 22, 2011, 10:17:42 PM by SixthAngel »

Offline Kytim89

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Re: Monster Hunter Wii U
« Reply #24 on: August 23, 2011, 12:01:49 AM »
Would making the series move to a mature rating make it better? What this would entail is more graphic battle damage on the monster. Whenever a scale is ripped off, the bloody remains could be seen on the monster's body. I would really like to see battle scars carry over to your hunter as he/she progresses thorugh the game. If you get scratch by Lagiacrus then the scar(s) will appear on you back. If you get set on fire by Rathalos then burn scars wil be appear on your shoulder.
 
Does anyone have any new ideas for monsters?
« Last Edit: August 23, 2011, 12:06:08 AM by Kytim89 »
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