Just a list of things I think MHW could have improved a lot upon for the next title (Wilds).
MHW/W Fix List
Manage Items, item wheel/ammo wheel: Have an option to set one order for all items once and save for that entire save. Sick of having it change every time I pick up new items, change palico tool, or just seemingly randomly. Also more options for what to disable from the wheel, or where to place new items etc. It's a random mess, and I spend more time fighting it to get the items I want to appear where I want than anything else.
Get rid of annoying mini games, combine stuff like: Garden, Ship, Tailsafari and Steamworks into a single system, that can just auto matically dump items into your box without needing interactions or mini-games. It just becomes more and more annoying and makes players disengage with it the moment they no longer desperately need mats.
Item naming, especially materials. Have a consistent naming system like Anjanath Claw, Anjanath Claw+, Anjanath Claw++ etc, to avoid confusion/frustration having to look up the same items or monster entries 2-4 times to make sure you got it right before hunting a monster, or hunting the wrong one before you realise your mistake.
Mantle design. Depending on weapon, the process of sheating to swap between mantles and general item usage is very awkward/annoying, and ends up in a lot of times with me just ignoring mantles all together, because it's more dangerous to try to sheathe the weapon than dealing with them. At this point the game has a lot of mechanics that falls in under the same general problem. I struggle to come up with suggestions for improvements, probably just streamline it down to fewer options and avoid bloating it too much, focus more on stronger or longer duration mechanics rather than many small things that makes little impact. I understand the design of having to sheathe weapon to heal and sharpen etc, and wouldn't want to remove that.
General UI and explanations. I had played this game for 3 years before I learned what a money voucher was, nothing explains it, if a friend hadn't told me I would never have known. The series is legendary for having so many quirks and weird choices that the veterans just “knows” because they've been through them before, but it's a very daunting game to learn for a new player. Even if World improved on this over earlier games.
End of mission screens, has multiple windows where you have to click through to see all the rewards, and go through to just select “take all”. Unnecessary and could be simplified for a better UI experience. Gather all of it on a single screen, and then default to “take all”, as that's what most people will do most of the time.
Deco system is incredibly messy to sort through and deal with. Also very grindy. Would have preferred a simpler system to make it easier to manage, for example only have level 1 slots on gear but more of them, and only drop level 1 skill/decos. That way you can have fewer total decos and one for each skill, making it easier to sort through and find what you need. The double skill deco's is especially frustrating because they just eat up place in the inventory and 99% of them are useless combinations.
Tendering: Instead of repeatedly using the clutch claw over and over to tender spots for more damage, I'd like to see breaking parts permanently make that spot take more damage. Makes for more natural/dynamic play, and less repetitive clutching constantly.
Melding: The entire system is a multiple different systems mixed together into accomplishing the same thing. Each have different costs and methods of doing things, and they're all confusing and needlessly complicated. To fix it I would have liked to see a single system where you exchange various items for currency, there could be multiple different currencies if you want to lock certain things to certain points in the game (LR, HR, MR, end game etc). And have you just throw in a ton of stuff to get an amount of currency back. Then just use that currency to buy the things you want like a shop. Instead of this constant back and forth with different trade offs and 3 of this item for 1 of that, or 2 if of this quality, etc. That would make people want to interact with the system, and not just feel like it's a titanic chore they have to go through a couple of times, and then go back to ignoring it for being a horrible experience.
Random:
like that there's lots of variety of monsters, maps are almost too small for them at this point. Looking forward to see if guiding lands fixes/changes this. Might be interesting with 4 or 5 monsters on a map. More action, more variety in monsters, and they rotate faster so you're not stuck looking for one on an expedition but never finding it.
joneirik/mhw_fixlist.txt · Last modified: 2024/11/22 23:09 by joneirik