Reizo Ryuu
Member
No, it still has the pause game option in the menu, it's probably just online only for this test.I'm just out of the tutorial. Visually it looks a bit like a Ubisoft game. NPCs especially.
Is this game always online now?
No, it still has the pause game option in the menu, it's probably just online only for this test.I'm just out of the tutorial. Visually it looks a bit like a Ubisoft game. NPCs especially.
Is this game always online now?
I think only for the Beta. Full game I think requires reauthentication every 24 hours...for updates or new content they will definitely add to the game.Is this game always online now?
i just want to know how gear ll work cause SnS and LB builds are two completely different things.Its cool. Playing SnS and LB. Having 2 weapons is a great addition. I like the wounds. Controlling the mount is a little odd and can feel somewhat unresponsive but they're obviously going for that on purpose. Menus are overwhelming but thats how it always is at first. So far it looks really cool but the density and complexity of the environments in World and Rise was better, but this is just the beginning.
Yes I’ve been wondering about this myself. It’s one thing in the beta, but in the real game those kinds of weapon combinations will want very different armor sets and skills.i just want to know how gear ll work cause SnS and LB builds are two completely different things.
There is an option to make the mounts move like regular characters.Its cool. Playing SnS and LB. Having 2 weapons is a great addition. I like the wounds. Controlling the mount is a little odd and can feel somewhat unresponsive but they're obviously going for that on purpose. Menus are overwhelming but thats how it always is at first. So far it looks really cool but the density and complexity of the environments in World and Rise was better, but this is just the beginning.
Reminds me of this thread:the scene below runs barely at 50fps. the resolution here is probably 720p at best, however I haven't pixelcounted it or anything.
additionally, notice the clear and ugly signs of tier 1 VRS on the rock pillar on the right. that in parts looks unironically PS1 era resolutions.
and even if this ran at native 4K it would look worse than the average Xbox One X enhanced game
the scene below runs barely at 50fps. the resolution here is probably 720p at best, however I haven't pixelcounted it or anything.
additionally, notice the clear and ugly signs of tier 1 VRS on the rock pillar on the right. that in parts looks unironically PS1 era resolutions.
and even if this ran at native 4K it would look worse than the average Xbox One X enhanced game
Reminds me of this thread:
News - Monster Hunter Wilds Stage Demo - 60 FPS on PS5
But... the Chinese gamer said...www.neogaf.com
"It's all compression" LOL
Steam says MH Wilds requires 140gb of storage for this game.I've come to the realization that the average PC gamer is very, very dumb these days.
Case in point:
Put on your thinking cap. The beta is 23GB. Do you know how big Monster Hunter Worlds is on Steam?
NINETY EIGHT GIGABYTES
Do I need to spell it out for you further? It means all the high quality textures and assets aren't in this beta. And obviously, optimization will also improve in the next 3 months (and beyond). Chill out.
the scene below runs barely at 50fps. the resolution here is probably 720p at best, however I haven't pixelcounted it or anything.
additionally, notice the clear and ugly signs of tier 1 VRS on the rock pillar on the right. that in parts looks unironically PS1 era resolutions.
and even if this ran at native 4K it would look worse than the average Xbox One X enhanced game
I got myself 31 hours and it was all I played the whole weekend. I used every weapon as I plan on manning something else than Insect Glaive this time. I loved Bow, Chargeblade, Sword and Shield, Dual Blades, Heavy Bowgun, and Hammer. It'll be so hard to choose a main this time around.The beta is all I’ve played since it’s been available. So far have logged 37 hours… I’ve killed all the monsters dozens of times with every weapon I use. Trying to get the most out of it before it leaves lol
Lance IS lifeHey lance users, we know you like this weapon for its extreme precision and good range so we decided to make the focus attack where you can also aim, a fucking short shield bash.
Capcom out.
The weapon missing hitstop could be a beta thing as no other monster hunter game had a lack of it up until now. The monster running away was done for beta purposes but they won't run away that much on release. Same with monsters always appearing in the map, it was so players could constantly fight them but in the full game you'll have to track them down for a few times until you gather all the intel on their behavior, then they become available on the map from the get go.The floaty weapon feel and monsters running away (Scripted I assume) is one heck of a turn-off to me, having never played these games.
I see potential but hard pass for me if this is what will be experienced on release.
Lack of hitstop seems like a design choice given it's present in all the gameplay trailers. However it makes primarily slashing weapons floaty and weightless. Blunt weapons not as much. Game really relies on damage numbers and glowing wounds as a visual aid. Blood effects seem rather weak. The strongest I've seen is on bug type enemies.The weapon missing hitstop could be a beta thing as no other monster hunter game had a lack of it up until now. The monster running away was done for beta purposes but they won't run away that much on release. Same with monsters always appearing in the map, it was so players could constantly fight them but in the full game you'll have to track them down for a few times until you gather all the intel on their behavior, then they become available on the map from the get go.
Disagree, hammer feels nothing like world.Lack of hitstop seems like a design choice given it's present in all the gameplay trailers. However it makes primarily slashing weapons floaty and weightless. Blunt weapons not as much. Game really relies on damage numbers and glowing wounds as a visual aid. Blood effects seem rather weak. The strongest I've seen is on bug type enemies.
I think the decision for this was to make it so the small monsters and large monsters are less likely to stunlock you and body you to death but if you knew what you were doing this wouldn't happen.
In early MH games you aren't seeing damage numbers at all and hunting a monster really was all visual on how it was acting. You only knew you were close to defeating a monster when it started limping away.
I think the game as is just has a lot of systems that want to fight against each other and I hope they can sort it out.
You misunderstand. Compared to the other weapons Hammer has more weight to it in the Beta. If we want to talk about World then yes the weapons in World don't feel the same as they do in Wilds. If anything most of the weapons in Wilds feel worse.Disagree, hammer feels nothing like world.
I think that mechanically the weapons feel great (some more, some less), my problem is with the lack of hitstop, just that.You misunderstand. Compared to the other weapons Hammer has more weight to it in the Beta. If we want to talk about World then yes the weapons in World don't feel the same as they do in Wilds. If anything most of the weapons in Wilds feel worse.
I think if it had the right amount of hitstop they would feel much better. Other weapons like Insect Glaive are very clunky since they are very integrated with the Focus system and to get the most out of it you have to use different claw grips to use effectively. Which I am not ever going to do.I think that mechanically the weapons feel great (some more, some less), my problem is with the lack of hitstop, just that.
Yep, this was one of my complaining about the game, weapons feels a lot "softer" than other iterationsI think if it had the right amount of hitstop they would feel much better. Other weapons like Insect Glaive are very clunky since they are very integrated with the Focus system and to get the most out of it you have to use different claw grips to use effectively. Which I am not ever going to do.
When the game launches it's going to be a HBG/GL playthrough for me.
Yep, this was one of my complaining about the game, weapons feels a lot "softer" than other iterations
My colleague Lincoln Carpenter from PC Gamer beat me to the question and asked why the hitstop was toned down in the Monster Hunter Wilds beta. Tokuda explained that "some of the changes in the hitstop were obviously intentional, and some were not implemented due to the settings of the game. When Monster Hunter World was released, many of the users from overseas commented that the hitstop was way too hard and it made it difficult for them to play. So it's very positive feedback seeing the users who experienced the [Wilds open beta test] this time saying that they missed the hitstop that they were experiencing in past titles.
"It's a very unique Monster Hunter experience being able to experience that hitstop," he continued. "So it's very positive feedback from my perspective. In the current version that I think you guys had hands-on gameplay with, there was obviously a little bit of adjustment compared to the [open beta]. And for the full product version, there will be adjustments. For example, the finishing moves will have adjustments to hitstop as well."