altnameJag said:
Commanderfantasy said:
It's a video game. And yes it would. A creature that looses a tail, would no longer try to hit you with that tail, yet monster in MHW will still spin their backs at you as if trying to wap you with a tail.
Even still. Video game is a video game.
Yes, the enraged, non-sapient monster in incredible pain from having one of its appendages lopped off by some tiny prey mammal might not have the most rational of attack strategies.
You know the monsters don't learn from this sort of experience, right? Because you kill them?
(Though it would be fun to run into Ol' Stumpy, the Anjanath I keep cutting the tail off of but never killed.)
Monster Hunter Nemesis system! That'd be cool. Like the elder Dragon you fight over and over again without ever killing it, but each time you fight it you break something on it so it starts to really hate you during additional fights. Each encounter could be scripted in a way that the monster fights you differently everytime.
Come to think of it, they could have done that to a lesser degree. What if instead of the monster having set attacks like they do now. Give the monsters a pool of attacks and every time one of those monsters spawns, it spawns with a set number of attacks in a pool. That way the monster will be a different fight everytime because it will have a varied moveset for each encounter. This could allow fighting the monster one time in a certain way, not work for the next time you fight it, thus making the player have to think more strategically.
SAMAS said:
Was you can knock the armor off the Barroth, but this isn't required. I beat Juryados and the Barroth, without bothering to knock of the mud fairly easily. I use S&S with the poison element and I haven't needed to switch weapons for anything yet. (and honestly the grind bored me so I'm not even playing the game anymore, except when a friend wants to play) The point I was trying to suggest was to make these elemental types, or armor breaking REQUIRED, not just options. Options allow players to mindlessly fight and eventually win. But when a monster actually objective based goals required to defeat it, that's when the player is forced to think about the fight and pulls them into the game more.
I think the problem with that is if you simply have to "break" the armor by hitting it, then it's just effectively a visual aid to let you know you've depleted a certain amount of hit points. And if you have to break it with certain weapons or tools, then it limits the options players have. If you have to use say, blunt force, to break the armor, then it restricts hunters to using Hammers, Bowguns(kinda) and Hunting Horns. If you have to use Cutting weapons, Then you
can't use Hammers and Horns. If you have to use a certain elemental damage type..., well, they kinda did that already with the Agnaktor. Now it was a rather soft application, yes, But otherwise it becomes a Basarios/Gravios or worse Monoblos/Diablos hunt only moreso.
And to be fair, it might be possible to do in
World, but ONLY
World. Trying that extreme a mix-and-match in the earlier games, before you could go back to camp and switch weapons? Oh hell no.
Now I'm not saying my examples are perfect or even good, they are merely ideas. And not every monster needs to be a puzzle with hurdles to jump through in order to beat it.
To be fair, it's not that it's a puzzle to beat, but that strategy and movement-reading is necessary to avoid getting turned into a red smear before you can do it.
Normal beatdown monsters are fine and can even help relieve stress from fighting complex creatures. But every monster shouldn't be that way.
That's usually what happens when you've learned a monster's style well enough. You get one or two that become so easy for you that can just hunt them for a warm-up.