this post was submitted on 14 Jun 2024
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That is probably my biggest critique of recent titles. It always feels like bigger monsters aren't part of the environment, they are just there to be killed by the Hunter. If getting to the boss is so easy, what's even the point of having a open world? Why isn't every fight in an arena?
What also break immersion is the fact that you have to farm a monster like 15 times. By the 5th time your fight, items and approach is so optimized that it is barely a challange, you are just running through the motions. I always wanted fights to be more opportunistic. Instead if selecting a quest with you monster you'd have to wait for it to appear randomly (or even with some provocation). Sometimes you'd have to break of a fight if a higher priority monster shows up or you're under prepared. Being able to teleport to your item box without penalty takes away all stakes off the fight. You can never run out of ammo, potions, traps etc.. Fights should be longer and harder but way more rewarding. You should be able to select which parts you want to carve.
Also the are often times odd outlier quest which have you facing a monster outside its usual environment. But the monsters never change their behavior. Diablos should not be able to burry itself in solid rock, Rathalos should not be able to freely fly in a dense forest with trees, etc.
I'm afraid that this will be another step away for players who actually enjoy the hunting part instead of the mindless killing part.
As a player who's played 4U, GU, World, and Rise; I'm kind of okay with that loss. The hunting side of things was always very weak and unintuitive (to me).
I think putting more emphasis on interactions with the world kind of help justify the existence of the open world - but more emphasis on finding and tracking monsters just seems like a step in a direction the teams - historically - haven't been the best at.
This is just my opinion, though - shame to see a part you liked about the games being reduced.