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Hiku said:

My impressions so far:

I've played around a little bit in Training Mode, and then I went out and played the Quests together with a friend. Just the two of us.
I chose to use the Insect Glavie, because I like that you can send out and control a bug, as well as the jump mechanic that lets you mount enemies.
(So far it's the only weapon I've used in quests, but I plan on testing some other classes today and tomorrow.)

Quest #1 - The first time we failed due to a time up. The second time we managed to beat it.
Quest #2 - Same as above.
Quest #3 - We failed this one twice. Once due to time up, and the second time due to dying.

What I've taken away from this so far is that there are some things I like, and some things I don't like. I'll go over the things I like when I've played more and gotten a better understanding of the game. But so far I'm having fun. I'm not blown away, but it's been fun.

However, some things I don't like that I want to mention:

How Time Limits on quests work - 20 minutes seems a bit short, especially for beginners of the series. (I read above that they're usually longer in the previous games, so maybe this will change.) But another thing I don't understand is why they make the timer start as soon as you start the quest. Why not give us a bit of time to prepare in the camp before starting the timer? I suppose you'll be able to do this outside of quests before going in, but still I don't see why they can't let you do both.

Timer during the tracking portion? - I'm not sure if this is a good idea or not, so I'd like to hear from MH veterans, but wouldn't it be more fun if the timer didn't start until you discover the monster? Or at least if the tracking portion had a separate timer? Because while the game is called Monster Hunter, I spend very little time actually tracking the monster properly because of the 20 minute timer ticking down. I feel like I can't look around properly for clues and signs, footprints, broken trees, etc, and instead I'm just running around like a headless chicken, only looking at clues that happen to pass me by while I try to cover as much ground as possible due to the timer. If there was no timer, or if the tracking part has a separate timer, you could do things like lure smaller animals to a certain area that happens to be the boss monster's favorite food, while surrounding the area with traps, to lure him out, etc. But the way things are now there doesn't seem to be as much emphasis on the tracking portion as there is on just covering as much ground as possible in the shortest amount of time, while looking at clues that happen to come your way. Or am I wrong?
Because if I chose to actively wander off to just look for clues, and take my time doing so because I imagine there are things you could miss if you are constantly running, if it doesn't lead to anything then I've lost a lot of valuable time.
Maybe I'm doing it wrong, but I found it more effective to just run and cover as much ground as possible. This is not what I expected when I heard about footprints and such.

After beating a boss, they give me only 5 seconds to pick up loot - Maybe this is a Beta only thing, but being transported out of the quest so soon after killing the boss made me miss picking up loot left by the boss.

Quest codes for invites - Why not just have your username be the term people use to search for? Or just have a normal invite system like any other game where you can set a private lobby (which you can here) and then invite people from your friends list, or just enter their name? No random people will be able to join your game if you set it to private, so I don't understand why they are using codes.

And I have some questions to Monster Hunter veterans:

1.) Around how many unique boss monsters are there usually in Monster Hunter games?
2.) Do some bosses get recused for different missions? For example, the fluffy bat we see in the trailer can be a boss for multiple different missions? Or will it only be the boss for one mission?
3.) Around how many unique maps are there usually in MH games?
4.) The movelist we see in the Training Area (example)




are those the only moves we can do? Or is there supposed to be a longer movelist somewhere that I missed? Or can we unlock new combos as we level up?

1. Each boss or big monster in MH ( short for Monster Hunter) is uniquely different. The only time they aren't really different are cousin monsters or gender based. Cousin monsters are monsters that are basically related to each other but have different properties. They can have like one or two same moves but they still have different moves and abilities. Gender based is Rathalos and Rathian. Rathalos is in the beta he's red. Rathian is green but not in the beta. Rathian is female and Rathalos is male. Rathian prefers to fight on ground Rathalos prefers to fight in the sky. There are other differences between them.

2. I don't know how they going to do it in this game but previous games, yes monsters were reused in different missions. Reason for this was because there was no story mode so they just had multiple quest. For example, the white bat would appear in its own quest and then it would be in another quest where you would have to hunt that and another monster. When monsters are reused they mostly appear in double monster hunts. They would also appear if you have to deliver an item to complete the quest as a foil to mess you up.

3. There are alot of many maps but it depends. The genreal idea of maps is volcano, ice/cold land, desert, island, forest, abandoned temple, boat, and mountains. There are different derivatives for each. There are some monsters who have their own map. Let's say there is volcano 1. Volcano 1 will have regular heat based or fire based monsters living there for its natural habitat. However, there is also volcano 2. Volcano 2 would specifically cater to one monster and that monster is usually an endgame monster which is usually an Elder Dragon. Volcano 2 would look different have usually have 1 or 2 zones in the previous games.

4. The movelist is usually to start you off. You don't unlock combos but each weapon have more than what that movelist resented. This particular movelist gives you most of the combos right away but it also doesn't show you everything. For the weapon you posted, Switch Axe, you can do various combos that's particulary up to you. You can morph the weapon in the first combo if you like. Also in to the upper right corner there's a list of commands. It may sound confusing but there are youtubers who breakdown every weapon and I highly recommend you watch to get a better understanding. Arekkz gaming and Gaijinhunter.

In the old games you had a minute to pick up loot after killing the monster. The bad thing about this is if you're playing multiplayer and you die and right after you die ur friends kill the monster, you have to run your ass back to the monster before the countdown finish. But carving the monster is not the only loot. After the quest is complete, you are brought to a rewards screen. In the rewards screen they give you loot from the monster. More loot than the 3 carves. 

Ya the timer starts soon as the quest begins but in the real game actual missions are 50 minutes not 20. Time may seem like an issue but the more you play and get use to the monsters time will be non existant. You will get better and better where you will know how to actually hunt a monster efficiently. Now with all this clue searching I don't know if they're going to extend the time or what. In monster hunter Tri there was exploration. Exploration had no time limit just go out and do whatever. If you needed a specific monster there was like a "weather forecast" which showed you which monster was appearing this time. The whole point is to prepare before the mission like you pointed out. This game however made spending in the campsite longer so I don't know how the full game will adjust the time problem for beginners.

This game is a new experience to old and new players, sorry if I can't answer most but if you have more question I'm glad to answer.