Todinho wrote: ↑January 28th, 2018, 2:51 pm
I think if I was trying to do what you are I would be enjoying the game way less, Im basically ignoring all that stuff I just go for whats the most damage and the armor that gives me some skill that I like, if I tried to figure out all those menus I would make no progress.
I think the issue is that I'm a very intense and perfectionistic kind of player who likes to dedicate a lot of time and attention to any single game I play. I need to understand and discover everything a game has to offer. It means that I'm getting a lot of value out of short and polished games with high replayability, but it also means that I'm getting easily overwhelmed or burned out when playing bloated games with tons of mechanics. If the key to enjoying something like MH is to just straight up ignore three quarters of the data it throws at you, then that's not good design in my opinion.
I've played some more, and I just wish they had gotten rid of the Astera base and all the pointless NPCs entirely. Give me a Peace Walker style menu-based hub from which I could alter my equipment and select the missions (or free roam). You could still have the core loop of Varied Combat > Boss Fight > Equipment / Loot Upgrades even without all the busywork. If the basic structure was closer to Nioh than to Xenoblade, I think I would be enjoying this a
lot more.
Not trying to rain on anybody's parade, I hope long-time fans won't take this the wrong way. But I feel like the game's strength clearly lies in its combat system, diverse weapon handling and the thrill of going after these huge and scary monsters. I hate to see it being buried under so much junk.
Edit: Also, a dedicated whetstone button would do wonders, instead of having to frantically juggle between it and healing items out of a tiny menu in the middle of the fight.