Monster Hunter Wilds is Resurrecting a Classic Monster Hunter Mechanic
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- čas přidán 22. 08. 2024
- Wilds is bringing back an altered version of the seasons system from Monster Hunter Dos. Seasons is a classic mechanic that has been gone and unelaborated on for about 17 years and in a way, it is returning. Though not 1 for 1, the dynamic environments in Wilds is bringing back multiple small details that were tied to the seasons system.
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SEASONS WOOO!! I've never played Dos, but the concept of seasons sounds like a lot of fun
Seems to have a lot of fun to it for sure
This is more so on the anomaly side of things, it appears to happen more often. We don't know how often but the intent is likely for it to often shift once or twice per quest and that would be cool. If it's too fast, it's true that it would have less time to take advantage or deal with the consequences of each state. On the other hand, if it's too slow then that's less chaotic so it's less likely to shift mid hunt. The balancing act of this is key.
@@jockpackage1770 I think they described it more as a weather than a seasonal thing but idk
I love the idea of seasons changing the environment over a long period of time but find myself excited at the idea of what crazy weather could be affecting the other locales. Fingers crossed seasons stay in the series in some form from now on.
More or less exactly what I say towards the end, I completely agree.
I really hope there's possibility for insanely rainy weather and maybe even tornadoes.
@@MusicComet great idea! Tornadoes could be used to separate packs or hunters like the quicksand in the Windward Plains.
@@MusicComet yeah man, I want nutty shit, I want a fuckin blizzard and volcanoes exploding
I would love to see a system like what Wilds is doing, with the 3 changing states to each map. Those being the plenty, the scarcity, and the hazard. Maybe in a future game they keep something like that but say in some seasons one of the 3 states lasts longer while another is shorter. Think like the storm lasting longer in the rainy season but shorter in the summer. Parts of the world in more extreme heat or cold really only have 2 seasons, the one where it either that extreme or the one where it's more moderate. Equator winter feeling like spring and same with a closer to polar summer.
Man those 3 to 4 monsters from Frontier that interacted with the Highland's weather system are just asking to be in Wilds.
I'm preying for it man
Ever since they announced every map would have two types of weather/season, I have been brainstorming like crazy. There is so much they could do with this as far as maps AND Monsters! Here are some of my ideas:
A Rainforest locale, great for many monsters from 4th generation which I'm hoping and expecting to see a lot of. Basically every base species from 4U besides elders and flagships can be found in jungles, sans Zamtrios, so it'd make sense to have one. Rainforests, as they're named, are prone to sudden violent storms. We could see flash floods or high winds that can be used to activate certain natural traps, while the area becomes darkened allowing more nocturnal monsters to come play. Maybe monsters like the Raths, Kecha Wacha, Seltas and Najarala are found during calm weather. The Raths, Seltas and Kecha Wacha aren't built to fly/glide in heavy storms, and Najarala's sonic blasts are far more effective when the forest is more quite and its scales are still dry. Meanwhile more rugged beasts like Nerscylla, Tetsucabra, Malfestio and Seltas Queen come out during the storms. Seltas Queens get temporarily forced from their dens due to the flooding, and with their drones grounded they might as well do the work themselves. Tetsucabra, as amphibians, are able to stay hydrated and thus are bolstered for hunting during the rains (something irl amphibians are known to do). With the darkness from the clouds and thick canopy above, nocturnal hunters Nerscylla and Malfestio are primed to take advantage of the shadows and hunt any unfortunate prey caught in the storms.
There could be a rocky beachside, sometimes filled with calm tide pools and other times battered by ocean winds and waves which overflow the various pools and dredge up terrors from the deep. This locale is home to the inevitable (if they fixed its technical issues) Lagiacrus plus 5th gen absentee Plesioth, as well as a slew of new monsters. We haven't had truly oceanic maps since Tri, Rise had a lot of water but even then only one new monster to take advantage of it; and this rugged shoreline gives the devs a chance to use untapped design potential for some awesome new monsters, most of which could perhaps have shallow water fight mechanics. During the calm period, there are a few pockets of water deep enough for shallow water hunts; but mostly the map is terrestrial. This makes many of the monsters much easier, but the maps strongest monsters are therefore harder to find if they appear at all. Lagiacrus is usually absent at this time; but if encountered would be a mostly terrestrial fight and thus much easier as it loses its mobility. Plesioth is more common, since they prefer calm waters and are quite adept on land. The weaker of this locales new species are also more common. Then the tides rise, the waves crash the environment into darkness, and the apexes make landfall. Lagicrus now has shallow water on most of the map, and with a re-tooled shallow water fight regains much of the power and maneuverability from its tri days. Plesioth become a rare sight, but a hunter unfortunate enough to find one during the high tides witnesses a Plesioth that fights in the water, something somehow more dangerous than a grounded Plesioth. All the while, a new oceanic apex gets pulled from the seas by the currents, and sticks around to take advantage of the bountiful tide pools, proving perhaps the most dangerous creature the hunter could find yet across the forbidden lands.
Finally, a tundra plateau; but one that shifts heavily. It sits just on the freezing line, meaning in calm weather it's more of a temperate marsh, perhaps home to Duramboros; while when the weather dips colder the ponds freeze over and Zamtrios begin patrolling. During both weathers, Gammoth will appear; but her temperament changes drastically. When food is easy to reach and her herd is content, she's lazy, calm, just vibing. When the storms pick up the grasslands get covered and the predators now have the camouflage of snowfall, causing Gammoth to become on-edge and ornery, her attacks stronger and willing to engage in combat the moment she sights the hunter. In the mix, a new monster built for the warm, perhaps one built for the cold, and one whose fight shifts dramatically between the two periods as it takes advantage of what's available in its environment.
And so much more potential could be pulled from this mechaanic, there will most certainly be some volcanic/warm location after all for the elders, perhaps there will be cool periods or eruptions. This weather system has the potential to make these environments just as dynamic as the hunts while also playing into how the fights pan out beyond just faster attacks or less health. I am beyond excited!
Funny things season are in frontier too! Although they have been severly toned down and only really amount to what food you eat.
Yeah they're in Frontier cuz its built on Dos but they more or less don't exist in that game.
wake up babe, the lego movie guy uploaded a new video
Hey, it's me, that guy from the Lego Movie
@@cr-volcanic HOLY FUCK HE SAID THE LINE HE DID THE THING
NO WAY HE DID IT!!! #BLESSED FR FR
11:58 I’d like to add that (from my admittedly somewhat limited knowledge) zenny was a lot more tight in the first few games, including Dos. I’ve watched a play through where the guy had to actively money grind just to take on key quests, multiple times. This is to say Dos’s season skip is not something you would be able to spam, even if it was fairly cheep. You would still have to burn through quests to get to the next season if you couldn’t risk wasting zenny. So that issue would still be prevalent even offline.
Makes sense that they'd put a bit of a limiter on it. So yeah, then the map blocking would still be a fairly persistent issue, all the more reason why the Wilds system seems like it'll be an improvement.
You said in one of your streams that there would need to be pretty specific map conditions for Legiana to return and I agree. But these shifting environments could be the solution. Imagine a ice map that nice and scenic in the time of plenty but great gales of wind ravage the land and create blizzards in the fallow. This is the time where the Legiana are active, using the wind currents to hunt.
Also, if there reimagining the seasons from Dos that makes me excited what other old mechanics they may breathe new life into.
Also Legianas have flocks AND Herds are a big part of Wilds, so Legiana could make a cool return.
100%. This game could be excellent for Legiana
@@linfa_mh That would be so cool. Singling out a specific one from the flock could be a challenge in of itself.
@@cr-volcanicYes. I just want to see a flock of Legiana flying over a vast, expansive area amidst a snowstorm. Iceborne tried to create a effect like this but it would be so much better if you could interact with the Legiana individually instead of them just being in the background. And Wilds seems like it’s actually going to be able to do something like this.
@@G1eatShad0w the idea of flocks of flying wyverns has me wanting Seregios in Wilds wicked bad.
The impression I got from the trailer was that you could be hit with a change in weather change unexpectedly and have to adapt, so I really hope it has at least some element of randomness while you're on a hunt - if there are any monsters that only spawn in one weather condition maybe give them some hiding area they go to if you're actively hunting them so you can see a change in behaviour without them fully leaving.
But when you're setting out predictable or chosen starting conditions would be way better to ensure you can actually chase specific monsters or resources effectively.
@@wavypavy4059 yeah that’s gonna be the tricky thing. How do you balance time so that everything has enough time to be enjoyed and yet nothing stays unavailable for too long
I wish we could see other environment like ancient forest or tundra
I'll be shocked if there ain't a new map at Gamescom
@@cr-volcanic August is the next bout of news/reveals, isn't it? Can't wait to see your coverage.
@@clueless4085 I’m stoked
They could've keep the previous seasons and just gone more into how they affect the map. Like make the hot and cold cause maps to have new hazards and change how the monsters use them. Like the cold season has snow drifts that block off sections of the snow maps but bombs can cause an avalanche to remove it like in the Hoarfrost. Have the hot season cut off the open desert areas for the player and the monsters, so now monsters show up in different areas they usually don't use. Then breeding season have the pack monsters fighting over territory and seeing two Greats or Dromes fight for the Alpha position. You could have Diablos hunts turn into a 50/50 if its actually Black once you load in or have regular hunts turn into fighting two because a territory clash is happening.
Right now the new seasons just kinda seems like a weather phenomenon rolls in wipes away herbivores or carnivores and replaces them with the other.
@@I3oo1ve more or less exactly what I’d like to see for this system post wilds
Oh oh oh this is gonna be long 'cause you gave me the inspiration.
If the breeding season gets absorbed in the Fallow & Plenty, like, more low tier monsters appearing during the Plenty and more high tier bulls fighting for territory and females during the Fallow. I think it would be a genius move to give solace to the multi-monster quests, that is, if we don't get the infinite restock during outings like World & Rise.
I believe we should go back to the "prepare throroughly when you go out" time, though with a high capacity in-map inventory you prepared beforehand (something like, you can bring X number of items with Y amount of it, aroud 4/5 quests worth). Though you can go back to the local village, you should be carreful to not attract any monster near it.
Hear me out for a minute. Following this idea, you could bring back hunt-a-thon/endurance quests to hunt many monsters within one quest depending on the season outside the normal quests you get. I know it dilutes the concept of farming, but we already have the expeditions and the quests will be seamless anyway.
For example, you get a Hunt-a-thon: Doshaguma quest (after you beat Doshaguma the first time and the quest doesn't come everytime), your carves give you potions & rations, but there are more rewards at the end, and the cash reward increase with the number of kills.
Or, on the contrary, for medium tier monsters, you could have a "gautlet of the king" quest with 2/3 rathians monopolising the locale and a mandatory Rathalos on the map. Lorewise, the Rathalos mates with many females but has only one queen, so you could have him roam around the map and visiting the females, but he only responds to one call randomly.
In high tier, you would have "horn ballet" with 2 Diablos & 1 Black Diablos (obviously in high rank) squaring up to assert dominance
Concerning the changes to monsters depending on the season, I would love to see a lone, weary, wary and pissed off Rathian protecting her eggs during the Fallow season with all the aggression we know she's capable. She's prone to anger but, she never goes too far from her nest.
On a final note, watching Dos' intro cinematic, we're reminded of the struggling sequence between the hunter and the doshaguma. I would love to see the second part of the cinematic be brought into gameplay. Like, you're squaring up with the monster, an elder dragon (or a really high tier monster) passes by with the season change and fucks up everyone just like bazel did in World, but he doesn't stay long in the locale (like 2/3 minutes). I was watching my cousin fighting Tobi when Velkhana pulled up unannounced on him and one shot him for no reason, it was horribly magnificent.
A mechanic I really hope they give justice and is balanced properly.
Mostly gonna come down to how long the map states last. The time balance will be very important
@@cr-volcanic Yeah if map states change speed is dependent on if your in expedition or quest. Where with expeditions they last longer whereas being in a hunt it is just a bit faster.
MAN!! I'd love to see more of our *DEER RAILGUN THOR-MAGALA* 😏 friend. Can't wait for more trailers and the final game.🤩
But dude, to see how God Eater 4 will reiterate on past mechanics as well. They could even certify Code-Vein😅😅
I feel like they could add some form of monster nests for the times when they’re rarer maybe, idk how exactly it’d work but it’d make sense with giving them a place to stay when they don’t hunt. Or a lure system that’s better than guiding lands could be cool
Dos remains my favorite game of the series. It was incredibly fun, with tons of village requests, upgrading the town, etc.
It would be interesting if the states had sort of a knock on effect on the other maps. So if a monster is driven out of a map by the fallow, it could become more active in another map regardless of that maps current state.
That way there'd be this feeling of actively tracking your target across multiple maps.
Fog ,Rainstorms ,Floods ,Hurricanes ,Lightning Storms ,hale ,Blizzards and such .
I’m gonna be rating every monster 5.
If I remember correctly. In Jacobs// monster hunter vid on mh dous. If you need to hunt or do something and need the session to change. You just go to your bed and rest
I feel the ultimate reason Seasons failed so badly in Dos was the result of two factors; the lower material gains per hunt and the lower supply of important items such as honey
Back in the old, old days, you did not have a convenient farm to generate things like honey for you. Even in Freedom Unite, for a good while most of the mega potions you get is going to be gathered by hand through a total of 3 different gatherable items....which were also harder to spot. You could make *maybe* 3 or 4 mega potions per quest on average, assuming the map had blue mushrooms, herbs, and honey, and the cold season made honey much more difficult to get, if not impossible. If you ran out of mega potions and it was the cold season, good luck with the rest of your hunts with how jank gen 2 hitboxes were.
When it comes to hunting monsters themselves? Back in the Gen 2 days you got less than a row's worth of items from the quest rewards and likely only 2 break rewards (part breaks were also much harder to do), and instead of the 3 carves you're used to, the average monster gave two carves. Making a full set from a monster could easily take upwards of 6-10 hunts depending on your luck even if no rare materials were required considering how few materials you got per hunt.
Seasons having unique Weather ,Monster behaviors ,environmental traps ,buffs and de-buff weather condition have on player or monsters .particular endemic life ,and such .
Having Time-Gated exclusive monsters and variants sounds amazing on paper. I def would love if the “open hunt area” had rotation weather conditions (similar to a hunters weather channel that would operate like the Splatoon News when you log in) that could forecast different monster heards, evasive species, and intruding monsters. That would make the tone switch up drastically for better game design and story telling as well!
I hope wilds have a coastal map with a high tide and a low tide. Low tide would leave much of the map free of water, exposing certain resources and pathways, but also be more sparse in more aquatic monsters *cough*Lagiacrus*cough*, while high tide would have almost every area of the map at least covered in waist deep water assuming we do not get full on underwater combat, complicating movement, and be the perfect enviroment for leviathans and other aquatic monsters.
Could toss in some thunderstorms or fog during high tide to make it more hostile.
i hope more things from dos get brought back too
i wanna fight a malzeno across the fuckin world
Oh yeah! I talked about this in my Kushala Daora video, I want the Elder Dragon retreating back SO bad.
@@cr-volcanic thats where i first learned about it
Omg it’s the Lego Movie guy
@@themesoceneofficial8559 yeah dude, hey, how’s it going, it’s me. The guy from the Lego movie
What is the lego movie thing lol
I hope if we have malfestio in game that we have her do a turf war with rath where she uses her abilities to drive off the raths since it will be hard for rathalos to fly while drunk off his mind and rathian will have trouble actually fending off malfestio’s sleep. Mostly cause I like to see raths and other apexes in some extent and circumstances be bested by ‘lower tier’ monsters cause of their defensives
I used to like the Moga Village, Day/Night system, so you could know what monster spawn at what time of day, up to three days ahead, especially if you were trophy hunting, for the argosy rewards.
I can't wait to do low rank quests with g rank gear to single handedly massacre whole herds of doshaguma
New vid!
Question: Where was the name of the new lightning monster announced? That's a pretty big reveal, and you're the first person I've heard mention it.
Was in an Italian article and I think it got bounced around since then
@@cr-volcanic OK. It has a nice ring to it, so I hope it ends up being official
You know what... If they returning seasons from 2nd gen... Maybe they resurrect the others, like... you know...
*deep inhale*
Underwater combat.
And if they DO, it would be such a rework, it would better be a totally new system. Yeah, maybe it's a pipe dreaming, but it would be cool.
And yeah, it's comes from the mouth of a guy, that never, NEVER play any of MH games, and still a very big fan of it because of a diversity of monsters.
We know underwater isn't gonna be in base game Wilds. I'd be willing to bet its something that has been messed around with in the background for a while to see if they could make it fun.
I think uderwater combat was already super good it was like one of my favorite things they have ever added i dont think it needs to change that much
I think a risk-reward system for rewards would work great for balancing the seasons. Plenty season: more low quality rewards and necessities. High risk season: fewer rewards, but higher chances for rare drops.
That appears to be kinda what they're going for but we'll need more specifics.
Where do you rate tge monsters?
Pretty sure the railgun wyvern's name was taken from one of those AI generated game journalism sites.
First time I've heard that there was AI involved
It's cute that he's acting like that's a joke. shit like espenas is just mod level lazy. "we took a rathian esc thing and gave it traits from other gen 1 monsters and called it a day." Not the worst monster but, seriously look back at the flagships, that thing is not worthy to stand with them at all. Other flagships had entirely new ideas. His biggest change is um he's a rathian and a gendrom and an iodrome all at once when he spits at you, that's just mixing assets like any mod.
There's an easy fix, less immersive but quality of life if they so chose to. That would be simply the host of the lobby dictates the season, their online session is on their save's time table so a group could get together and all set it to different seasons and they pick the session leader based on the season they want.
With Wilds, yes there's the idea of resources being altered in states of the map but it's not seasons. In wilds they seam to want the state to shift multiple times per quest so this is less seasons and more cyclical anomalies in the maps. Wilds seams to have 6 states per locale. It has the 3 states of a map; the lush state, the barren state, and the hazard state but they also said it has a day and night cycle that alters monsters spawns so there can be those 3 states within either day or night. I don't know why the site says 2 states when its own image on that section clearly show 3 of them. Hard to believe they mistranslated something as simple as a number, in a situation where you literally have 3 cycling images but the text says there are 2. It seams every map will have the 3 states, just the hazards will be different per map and the scarcity state may look different. A volcano with surounding plants bieng on fire or covered in ash and say a tundra where a blizzard covers resources in a blanket of snow.
Temporarily locking maps is going too far, i doubt they'll do that again. If they keep a similar hazard system, like Wilds has, maybe a future game with seasons would have a season where the hazard happen more often and a season where it's less often. Think a rainy season vs. a dry season for the windward plains
I will assume that monsters exclusive to certain states won't be once you agro them. If they want you dead, they won't just fall back until the map state changes 2 more times when their favorite stats runs out. Monsters that are more reliant on this stuff, like the new rialgun would have to figure out other ways to fight outside the storm until it comes back.