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Monster Hunter: World Impression

sabin1001sabin1001 Man vs. Slime, the fourth type of conflictMadison, WIAdministrators
Some said it would never happen. Yet we find ourselves in the midst of a new high definition Monster Hunter game. Will hook shots, open worlds, and breakable environments finally pave the way for Monster Hunter in the west?

[Impression]
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Comments

  • imercenaryimercenary Member Full Members
    Most of this sounds... off for a Monster Hunter game. But I also say that as someone who pretty much plays Monster Hunter almost multiplayer exclusively.
  • WheelsWheels RPGamer Staff RPGamer Staff
    imercenary wrote: »
    Most of this sounds... off for a Monster Hunter game. But I also say that as someone who pretty much plays Monster Hunter almost multiplayer exclusively.

    it sounds like a natural evolution for a lot of aspects of the series, if nothing else switching to open hunting grounds from the segmented ones is long overdue.
    Ask Wheels- This Week's Episode
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  • BudaiBudai Paladin Full Members
    The streamed footage was pretty good in my opinion. The original trailer was doing what a lot of trailers do, and showing off new stuff.
  • imercenaryimercenary Member Full Members
    Wheels wrote: »
    it sounds like a natural evolution for a lot of aspects of the series, if nothing else switching to open hunting grounds from the segmented ones is long overdue.

    I... guess...? Its just that the series has always made concessions for lag in online play, so I'm having trouble seeing it without redesigning portions of the game.
  • BudaiBudai Paladin Full Members
    imercenary wrote: »
    Wheels wrote: »
    it sounds like a natural evolution for a lot of aspects of the series, if nothing else switching to open hunting grounds from the segmented ones is long overdue.

    I... guess...? Its just that the series has always made concessions for lag in online play, so I'm having trouble seeing it without redesigning portions of the game.

    That seems a little dramatic, why can't the PS4 handle open areas without redesign? What would they have to change?
  • WheelsWheels RPGamer Staff RPGamer Staff
    N
    imercenary wrote: »
    Wheels wrote: »
    it sounds like a natural evolution for a lot of aspects of the series, if nothing else switching to open hunting grounds from the segmented ones is long overdue.

    I... guess...? Its just that the series has always made concessions for lag in online play, so I'm having trouble seeing it without redesigning portions of the game.

    I don't think anything related to the design had anything to do with lag in online play and everything to do with technical limitations in size of areas on the hardware it primarily targeted (PS2/PSP/3DS). Local play was the primary multiplayer method basically until 4 (as 3 on 3DS/PSP was bigger than Wii/Wii U). Of note: I saw plenty of lag playing on Wii/ Wii U. Don't think larger areas are going to make much of a difference in terms of lag on these systems.
    Ask Wheels- This Week's Episode
    sig.gif
  • imercenaryimercenary Member Full Members
    Budai wrote: »
    imercenary wrote: »
    Wheels wrote: »
    it sounds like a natural evolution for a lot of aspects of the series, if nothing else switching to open hunting grounds from the segmented ones is long overdue.

    I... guess...? Its just that the series has always made concessions for lag in online play, so I'm having trouble seeing it without redesigning portions of the game.

    That seems a little dramatic, why can't the PS4 handle open areas without redesign? What would they have to change?

    Because not everyone has a 1TB broadband connection.
    Wheels wrote: »
    N
    imercenary wrote: »
    Wheels wrote: »
    it sounds like a natural evolution for a lot of aspects of the series, if nothing else switching to open hunting grounds from the segmented ones is long overdue.

    I... guess...? Its just that the series has always made concessions for lag in online play, so I'm having trouble seeing it without redesigning portions of the game.

    I don't think anything related to the design had anything to do with lag in online play and everything to do with technical limitations in size of areas on the hardware it primarily targeted (PS2/PSP/3DS). Local play was the primary multiplayer method basically until 4 (as 3 on 3DS/PSP was bigger than Wii/Wii U). Of note: I saw plenty of lag playing on Wii/ Wii U. Don't think larger areas are going to make much of a difference in terms of lag on these systems.

    I'm a little unsure on what you're saying so let me clarify: You're saying that the game won't have concessions for -latency- because the PS4/PC/Xbox One has more powerful hardware. Is that correct?
  • WheelsWheels RPGamer Staff RPGamer Staff
    imercenary wrote: »
    Budai wrote: »
    imercenary wrote: »
    Wheels wrote: »
    it sounds like a natural evolution for a lot of aspects of the series, if nothing else switching to open hunting grounds from the segmented ones is long overdue.

    I... guess...? Its just that the series has always made concessions for lag in online play, so I'm having trouble seeing it without redesigning portions of the game.

    That seems a little dramatic, why can't the PS4 handle open areas without redesign? What would they have to change?

    Because not everyone has a 1TB broadband connection.
    Wheels wrote: »
    N
    imercenary wrote: »
    Wheels wrote: »
    it sounds like a natural evolution for a lot of aspects of the series, if nothing else switching to open hunting grounds from the segmented ones is long overdue.

    I... guess...? Its just that the series has always made concessions for lag in online play, so I'm having trouble seeing it without redesigning portions of the game.

    I don't think anything related to the design had anything to do with lag in online play and everything to do with technical limitations in size of areas on the hardware it primarily targeted (PS2/PSP/3DS). Local play was the primary multiplayer method basically until 4 (as 3 on 3DS/PSP was bigger than Wii/Wii U). Of note: I saw plenty of lag playing on Wii/ Wii U. Don't think larger areas are going to make much of a difference in terms of lag on these systems.

    I'm a little unsure on what you're saying so let me clarify: You're saying that the game won't have concessions for -latency- because the PS4/PC/Xbox One has more powerful hardware. Is that correct?

    No, I'm saying the existing concessions have nothing to do with latency, and rather are related to hardware limitations.
    Ask Wheels- This Week's Episode
    sig.gif
  • ScionScion RPGamer Staff RPGamer Staff
    I've tried MH on the PSP, Wii, and 3DS and failed to enjoy it. This looks to at least address some of my concerns with that series, at least as much as I want to give it another shot. Mainly it looks nice not feeling like it's still being limited by the PS2.
  • imercenaryimercenary Member Full Members
    Wheels wrote: »
    imercenary wrote: »
    Budai wrote: »
    imercenary wrote: »
    Wheels wrote: »
    it sounds like a natural evolution for a lot of aspects of the series, if nothing else switching to open hunting grounds from the segmented ones is long overdue.

    I... guess...? Its just that the series has always made concessions for lag in online play, so I'm having trouble seeing it without redesigning portions of the game.

    That seems a little dramatic, why can't the PS4 handle open areas without redesign? What would they have to change?

    Because not everyone has a 1TB broadband connection.
    Wheels wrote: »
    N
    imercenary wrote: »
    Wheels wrote: »
    it sounds like a natural evolution for a lot of aspects of the series, if nothing else switching to open hunting grounds from the segmented ones is long overdue.

    I... guess...? Its just that the series has always made concessions for lag in online play, so I'm having trouble seeing it without redesigning portions of the game.

    I don't think anything related to the design had anything to do with lag in online play and everything to do with technical limitations in size of areas on the hardware it primarily targeted (PS2/PSP/3DS). Local play was the primary multiplayer method basically until 4 (as 3 on 3DS/PSP was bigger than Wii/Wii U). Of note: I saw plenty of lag playing on Wii/ Wii U. Don't think larger areas are going to make much of a difference in terms of lag on these systems.

    I'm a little unsure on what you're saying so let me clarify: You're saying that the game won't have concessions for -latency- because the PS4/PC/Xbox One has more powerful hardware. Is that correct?

    No, I'm saying the existing concessions have nothing to do with latency, and rather are related to hardware limitations.

    Gathering points and small monsters are desynced across players due to hardware limitations? Yikes.
  • WheelsWheels RPGamer Staff RPGamer Staff
    edited June 24
    imercenary wrote: »
    Gathering points and small monsters are desynced across players due to hardware limitations? Yikes.

    huh? I was talking strictly about hunting ground size and being split up into multiple segmented areas.
    imercenary wrote: »
    Because not everyone has a 1TB broadband connection.

    Actually the vast majority of people don't, which is why multiplayer code has been refined and optimized for over a decade to work well on slower connections.
    Ask Wheels- This Week's Episode
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