Let me just say that the subject is a cloud player, who has never been in contact with the Monster Hunting series. But isn’t it the mhr release these two days? Watching the live broadcast of the anchor shows only dozens or even dozens of points. As a player who has never been in contact with this series, my first sense of this is “insufficient feedback”, and I always feel hurt. Very low and very scraping. So the question is, why doesn’t Capcom increase the monster’s HP and player damage by 5 or 10 times? How to evaluate this design that causes dozens of points and dozens of points of damage?

It’s simple, because Monster Hunt is a technology-driven game, not equipment (numerical) driven. The cool thing about it is that it takes 20 minutes to brush a dragon, but it can be brushed in 10 minutes through the improvement of its own technique. The measure of a player’s strength lies in how long it takes you to finish the dragon, not how much I jumped with this knife. In fact, in the old work without damage display, players need to carefully experience the hit feedback (sound effects and blunt frames) designed for different meat qualities. When I hear the sound of smashing iron, I will be very upset, which urges me to go. Diligent technique, and the wonderful sound of cutting meat and the sense of stuck meat are the best feedback for my diligence. Without affecting the hunting speed, no one cares whether the knife cut 10 or 1000. At most, it will see if the number hit is orange with a crit mark. The opposite of this kind of game is a variety of online games and brushing RPG. Increasing the base in this kind of value chasing game can really improve some satisfaction. Unexpectedly, such a problem would attract so much attention. It’s boring to write too many words to explain this kind of question. There are many different opinions in the comment area. I will talk more about it. The first choice is to correctly understand the question asked by the subject. I simplified it to be “The same is to chop off 1% of the monster’s HP with a single knife. Why is the monster hunting using a model of 10 HP per sword with a total HP of 1,000 HP, instead of every The total HP of 100 swords monsters is 10,000 to improve psychological feedback.” This question has nothing to do with what weapons the player uses and how to play, it asks why such a low-value model is used. So the answer to the tens of thousands of swords is actually a digression. To say that the root cause is that the blame hunting damage formula was set in this way from the beginning when there was no damage display. So is it necessary to increase the base number to enhance psychological feedback as the subject said? My answer is that it is not necessary, and I quoted a game with equipment drivers as the core to assist in the explanation. In this type of game, dps is absolutely dominated by equipment and construction, and the duration of the game will open up the gap between players’ equipment. At this time, a phenomenon is prone to appear. The value is sensitive. When everyone is discussing with each other, the highest violence Data such as hit value will be used as a way of showing off. Increasing the base in this type of game will allow players who have invested more time to consciously lead more. It is also a 10% leading dps capability. When the base is 10,000, you are 1000 more than others. When the base is 100, you are only 10 more than others. The suggestion of 1000 is much stronger than 10. Going back to strange hunting, what players generally show off is the length of hunting, and most people are not sensitive to how much damage a crit can hit. Because in this game, the equipment is very easy to saturate, there is almost no gap between the equipment of the 300-hour person in the Icefield version and the 1,000-hour person. When you brag about a weapon that costs thousands of dollars, others will be able to match up a set of exactly the same equipment in minutes. At this time, bragging about this value is not to brag about how good your equipment is, but to play Happy Sword in Amway. . Another point is that large numbers in this kind of action game actually have some drawbacks. The more digits, the more difficult it will be to confirm. Regarding equipment driving, everyone has many different understandings, but this is possible. Let me talk about my own understanding, and take a classic case, Dawn of Terror. In this game, there is a profession called Demolitionist. He has a level A skill, Flame Strike. After hitting, it produces small-scale explosion damage and splits shrapnel. Then there is such a crossbow that enables the flame strike to gain the ability to penetrate the enemy, and each enemy that penetrates will produce an explosion and split shrapnel. At this time, this weapon has become the core of driving this gameplay. Is there any difference in damage of this weapon is more than ten times that of equipment driving. And these games have harsh requirements for equipment acquisition, so that the liver emperors will tirelessly pursue the best attributes. Monster Hunter does not have these characteristics in terms of damage mechanism and equipment acquisition, so I don’t think it is an equipment-driven game. Investing a lot of time can make you proud of your technology. Most of the time, equipment is only used to provide offensive and defensive values, so that you can catch up with the monsters whose values ​​are growing in the plot. If you cancel the equipment and smooth out the offensive and defensive gap, it is still an excellent game. But from the perspective of extending the length of the game, the existence of the equipment system is very necessary. It gives those ordinary players who are not racing an accessible game goal and a certain motivation to play repeatedly. I don’t think that taking Mengxin without beads and no equipment to compare the damage difference between all beads hunters as an example can prove that this is an equipment-driven game. If you still think that this game is also gear-driven, that’s OK, just ask for common ground while reserving differences. In addition, I don’t mean to pull on these two games. Some people don’t misunderstand me. The equipment driver has its own advantages, and everyone’s play is different. I can play 1800 hours of monster hunting in a year and a half, or I can spend 350 hours of horrible dawn in a month. To me, they are all fun.


By zhiwo

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6 months ago

Correct it first. It’s not that this game’s damage is only a few dozen points, but the anchor’s choice of dozens of points of play. If you want, you can’t stop it with a single shot of 999. This is done with a whiteboard weapon in the demo version. Yes, the official version will be even higher. In the previous game, they finally achieved five figures. The damage number is for real-time feedback of the player’s decision-making gains. In general, the game screen is full of four or five digits, six or seven digits, but it doesn’t matter if you can’t read them. That’s it. But as a game where the monster health bar is not displayed, the monster hunter judges the remaining HP based on the monster’s actions, which is not so accurate. If it’s changed to “Denglong”, the full screen is mixed with four and five digits, and the monsters are covered by the numbers when the double knife is rotated. The hunting blow feeling is very well tuned, and it can be judged which part of the damage is higher based on the feedback of the knife.

6 months ago

There are actually many things that can be said about this question… in one sentence: “simple” big numbers are a very, very cheap positive feedback design excellent for the monster hunting action system. Let’s not mention it. From an experience point of view, the monster hunting There are multiple levels of positive feedback in battle: vision (numbers, hitting actions, etc.), hearing (bgm, sound effects, etc.), tactile (button feedback, vibration, etc.) when you are not playing the game, the tactility is completely missing, Hearing is disturbing, only visual information is relatively complete, so you can only pay attention to the most direct feedback; but in the actual experience (immersion experience), the number is actually not a very important part; or weird hunting The positive feedback design itself has long since no need for numbers to further increase, and its own richness can provide a full range of action enjoyment. Therefore, in monster hunting, the role of the damage number is actually more of a “convenience function” rather than a simple “positive feedback source”. It does not need to add an additional 0 to the number to increase sensory stimulation and remove the big sword full of buff. The persecution of the fat house is a purely entertaining test. I haven’t graduated from mhr (no liver is normal…). In my own mhw, there are many headshots of 2300~2800 in sleep state under the regular buff of graduation outfit, and it’s nothing. It’s a big number, and it’s a graduation outfit, so it’s normal to see minor injuries for a long time, so there’s no need to question the problem. The problem is not very big. ===== This topic is actually quite developed ===== Forget it, I gave up the exhibition and started, let’s use the strange hunting as the core example to explain things… The core content is at the beginning, and the following is a nonsense chat (first mention An example of the big difference between cloud and game playing: Since the first appearance of the handle vibration function in 1997, the touch of the hand has been an integral part of the game. The vibration feedback provided by Guaihun is very timely and more and more. Fine (waiting for the next monster hunting on the ps5, very much looking forward to it). In the monster hunting, except for the basic operation of the handle shaking when the dragon roars, there are many details; for example, the basic 4 of the sword blade has no vibration amplitude. The same (mhr may currently need to be downwardly adapted to the handheld mode jc, which is not so thin? But mhw is indeed like this), the vibration from the air blade 1 to the big maneuver will be strengthened in turn, and finally the big maneuver will have a strong short The shock is very consistent with the characteristics of the skill itself. By the way, the final shock of the great sword is super cool… Another example is that the button of the knife is ZR+A (NS)/RT+circle (PS)/RT+B (Xbox), This is actually the same position, both the right shoulder key + the right button, and the action of seeing cut is to step back to the right with the blade. Do you see the common point? The shoulder key has a long keystroke, corresponding to the retreat Step; the button on the right corresponds to the direction of the blade. It can be seen that the button action and the actual action are the same, which not only reduces the difficulty of understanding, but is also very helpful for the immersive experience; similarly, actions such as navigating the knife and climbing the dragon are very typical The buttons are similar to the actual actions. (In addition to my familiarity with the example of Taito, it is also because the actions are particularly typical, and it is also a very well-designed weapon) This design is actually very common, for example, the wave of Street Fighter Zhonglong is 236LP (Use the keyboard to refer to the direction, L=light, P=fist), in fact, the action of Longfabo is also a forward push wave with both hands; Chunli’s swing leg is 28MK (M=medium, K=leg), actually The action on the upper part is to rise while turning the legs. Iron Fist is more typical. The four buttons of ABXY correspond directly to the limbs of the character. It can be said that as long as you can move your fingers, you will press the basic skills of Iron Fist (or guess it). These details are all Part of the game, and you don’t know anything when you just watch it. All of the above are tactile parts, which are completely absent in cloud games, but the actual game incorporates your entire feelings, as if it should have been So. Let’s take another negative example: Regarding sound, let’s start from an uncomfortable point: the sound effects in this generation of Monster Hunter Rise (MHR) have a small problem. Presumably many Taito players already know what I’m going to say. : The timing of Jianqie’s sound effects is not right. As mentioned above, its effect is that if you are hit by damage during the retreat of Jianqie, you will be immune to damage, a layer of blue light will appear on your body, and a “ding” will be emitted. The sound of “Ding” is an important way to sharpen the edge. The sound feedback of “Ding” is an important reminder for judging whether you are successful. In this generation of MHR, this is ” “Ding” did not occur at the moment of being attacked, but at the time of retreating to the maximum extent. We can I noticed that there was a problem in this place because it was contrary to our common sense: the sound effect should be an immediate feedback, not an afterthought. The simple reflection of taking an action, making a sound, and hearing a sound has been learned almost since birth. Once it does not match our conventional cognition, we will feel something wrong. Apart from the small problems mentioned above, the overall sound effect of the strange hunting is actually very good. For example, when you hit the parts of different meat quality, the sound is obviously different: the meat quality is poor, and the place where the knife is hit is closer to the metal hitting the rock. The “dang”, where the meat is good, is closer to the “chua” where the knife is pulling the tough fur; and the more detailed image will have subtle differences in the sound effects of different passages, and the sound effects of different weapons are also different. These details It surrounds you, you may not have carefully distinguished, but their differences are very necessary; these differences will not be included in the commercial material library, they need to be modified and adjusted by the developer to suit themselves Demand. To use an example to illustrate this difference, the sound effects of Street Fighter and Guilty Gear are very typical: COUNTER, meaning counterattack, using the classic interpretation of Kotouqi: All moves in fighting games are divided into ” There are three parts: “strike a punch”, “beat a person”, and “close a punch”. The so-called “fighting” means that your “beating” hits someone else’s “punching”. Usually, the damage of Dakang is relatively high, and some can be brought into the combo, which is one of the very important practice points. The sound effect of Street Fighter’s hitting is closer to the sound of a fist hitting something. Imagine hitting a metal door with a fist. The sound is not high; while the hitting of criminal equipment is like glass breaking, and the sound is crisper and sharper. Corresponding to the game, The overall muscles of the Street Fighter character are more exaggerated, and the style of painting is more realistic. The characters use more fists and feet instead of weapons. Therefore, the sound effects used by Dakang are relatively calmer and more powerful, which is in line with our impression of muscle collision; criminal equipment It is a Japanese comic style with 3 rendering and 2 characters. The characters use more weapons than Street Fighter. The sound effects of Dakang are sharper and more impactful. It also meets our expectations of weapon collision and Japanese comic style exaggeration. They are essentially the same thing, and just a sound effect, but the action-based game will not be perfunctory. Many of these details above are part of the auditory experience. Finally, back to the most intuitive visual part: when you open an action game, what do most players want to see most? It is a more “real” combat performance, which is more “real” fighting performance. Probably no one wants to see the sturdy man hammer cotton… The reason why it is “real” in quotation marks, in fact, it means that it is not the same as reality: You want to see blood with a knife, but you don’t want to lose too much blood to reduce your ability to move; you want to see the flesh, but you don’t want to care about whether someone has a broken bone. So what you expect is not real reality, but similar to the “artistic reality” in literary/film theory. (It’s enough to know about it here, and you can listen to some relevant university public courses…in fact, it’s quite interesting.) Such a general summary is not intuitive, but it is very important. After all, the vision bears the part of the most information we get. As a series that lasted for more than ten years, Strange Hunting is constantly exploring the preferences of players. Nowadays, the design and tuning of various visual effects are very delicate: hitting places with poor meat quality will flick the knife, not only will the knife bounce, Characters usually have a small stagger back half a step; when many monsters roar, you will actually see droplets when you look closely (specially named the dragon); monsters will sweep their tails on flat ground and bring dust when they fall from the air; There will be a short pause before closing the sword in the last part of the sword. There will be a cold flash… as long as you observe carefully, there are many small surprises. Many details have nothing to do with the battle itself, but there are With more and more details, it is getting closer and closer to the hunting we are looking forward to. Extended discussion: In addition to these visual expressions related to combat, the use of color is also very interesting in monster hunting; think about how you quickly realized that purple = poison, green = stamina, yellow = endurance, red = attack, white = Defensive? Take purple as an example: poisonous mushrooms are purple >>> The first thing that poisons you is purple (the tongue of the poisonous bird, the poisonous mist of the poisonous dog dragon) >>> The purple is connected with poison, so these things are actually The game teaches you, but it makes you not aware of the design traces. It is a very classic and excellent design. Let’s look back at the original question again. What is the position of the “injury number” in it? You slashed a knife and hit the monster. Your eyes tell you where the knife was hit, whether it was cut. The hand tells you how the knife vibrates, and the feel of the cut. The ear tells you what the sound is when the knife goes down. , The feedback given in each part is very close to our daily cognition and is very rich; on this basis, the damage number of the strange hunting is usually only used as a “further” confirmation (many things can be Judging by the feel): Whether to crit, whether to hit a weak point, and to assist the advanced hunter to calculate the sword. And not only can the damage number of the monster hunter be turned off, the monster hunter before mhw does not even display the number; after all, the monster hunter is essentially an action game, and its core experience is provided by the action system. At the beginning, it was mentioned that “simple” large numbers are a very, very cheap positive feedback design. This sentence is so clear that there is no need to explain; most people have studied mathematics, so you will naturally compare the numbers with the same position. After all, there is still a burden to compare numbers. Wouldn’t it be a good comparison to add 0 directly? This is basically the case for purely numerically driven games. Since the player only cares about the growth of the value, the battle part directly stimulates the senses through numbers, even the number of digits: when a monster is attacked, give a sound effect, the screen pops up with a four-digit 9999, great, a three-digit 199, normal; If you think about it a little bit more, and squash such a rich sensory experience into a beating number, is this really a good design? (You can even AOE all pure numerical games.) In terms of the continuous enrichment of details in all aspects of Bika’s efforts, adding 0 after the damage number is an easy task, but: Master Ka has made you a full seat, What you want is egg fried rice with a whole bottle of soy sauce?

6 months ago

The biggest output of this game is the hunter’s own skills, the same equipment can be used by different people to deal with the difference between two or three times. Although this does not answer the question of why the damage is only a few dozen points, at least I hope you can know that numbers are not the focus of playing Monster Hunter, strategy and experience are the focus.
Of course, I think it’s a good thing to have numbers, at least it’s more convenient to install.

6 months ago

First of all, I have to correct a point. If I remember correctly, the value starts from the world. I remember that there is no xx. Before xx, I played P3. Then the monster hunting in the entire NS era should have no value. Second, the game of monster hunting is a bit In particular, this game is not finished by getting a good weapon from the beginning, and the characteristic of monster hunting is not simply to find out the monster attack mode, nor is it simply to finish according to the monsters equipped with equipment. The reason why this game is so so. It’s attractive because monsters are fleshy. Some places have soft flesh so they can make damage. In some places, no matter how hard the flesh is, the knife has to be shot. So in a sense, this value is not damage, but an assessment of flesh quality. Bows and arrows generally have scattering. You can evaluate where you want to hit according to different positions. Of course, some friends have already given examples. It’s not difficult to do big damage in monster hunting. Anyway, the fun of monster hunting is that it simulates reality. For hunting, the monster’s body is hard or soft, and the monster’s blood volume is not fixed. It floats in one direction, and even if it is lame, it can actually jump in two or three areas (now not anymore). It feels strange that only half of its blood has been lost. Hunting does not need such a high damage number, because this damage is just to facilitate your assessment of the meat quality, after all, the previous version did not even damage

6 months ago

There are fighting games that can damage tens of thousands of points or even knock down. But obviously the problem can be found: the size of the number has almost surpassed the monster itself. mh looks like dozens of swords, but there are a lot of ways to multiply the damage in the game, such as Taidao Red Blade R4, Great Sword Hammer Charged Parking, Double Blade Sleeping Burst, Gun Gun Shield Axe and other super solution, heavy machine gun continuous headshot (Ok?). These damages should be hundreds to thousands. If you insist that both HP and damage are x10 or x100, what else does the full screen have besides numbers? Finally, practice more skills, more online, even if the Mian Shuangdao is full of traps, it is very popular with the wild team.

6 months ago

Let me answer, let me answer. I have been playing for more than 10 years. Because you only use a light crossbow, and you use the free normal one. This game is a krypton gold game. You can buy some advanced equipment from krypton gold. The last time I watched the video, the sword seemed to be almost 10,000 yuan, and of course it was Sleep Slash. I usually use a big sword to charge my strength and my weakness is about two thousand. For Pian Shoujian, I forgot what tricks, anyway, the most powerful one is more than 500. But you’re right, it’s only dozens of points to hit non-weak points without using krypton weapons. Don’t refute me, you are all right.

6 months ago

In the early stage, those who played with double knives were still in single digits, and the damage was stable at dozens to hundreds of them, which was already very high. In the later stage, the monster’s total blood volume is only a few thousand, and it can only be connected to more than 10,000, and dozens of hundreds of damage are enough. The highest damage I have seen so far is the battle between Steel Dragon and Yanwang Dragon when rescuing others, and they bombed each other with more than 8,000. (I seem to have seen the fat house fall more than 10,000 by a pickled cucumber, but this may be wrong.) You can add two 0s to the damage in the monster hunt. This should be in line with your game Awareness of injury. In addition, what you are watching should be the rise of the monster hunter, the big guys should not be fully equipped, and there are not too many movies in the race. You wait until they are fully equipped and the damage will be over a hundred.

6 months ago

First of all, the main point of the visual test is that the double-knife is a weapon that is itself a scraper. MH also has a big sword to fight the fire with this kind of sword and knife that can make you cool. Don’t you see, in the mhw version, there are often videos of the big sword stacking various buffs and then showing the ultimate damage. A few dozen points may not have hit the weak point, or it may just choose a scraping weapon. The early monster hunters did not display damage at all. Players need to judge the damage caused purely by their own experience, the color of the damage, and the degree of blood spike. Using numerical values ​​to provide positive feedback is actually a very low-level feedback mechanism. The numerical value is a system that has only been added since MHW. It can be said to lower the threshold of the game and compromise the market. Traditional MH attempts to create a more hard-core response to the damage caused to the monster by judging the monster’s movements, the number of angers, and the accumulated damage to the part, which will be destroyed. Under this core system, I first saw the tension brought by the unknown of the monster’s blood volume, breaking the monster’s part and cutting down eighteen streets after being stiff, and the monster limping and letting a long breath after returning home. This is a short time. Dopamine caused by strong emotional ups and downs is the core positive feedback experience of Monster Hunter. The damage number is set based on the minimum damage value as the basic anchor value. In MH, it may be shown as throwing a pebble or kicking 1 point of blood. In other words, if you are patient enough to kick a monster thousands of feet, you can kick him to death. Of course normal people would not do this. After all, the MH series is a battle-driven game. The fun is more focused on as the length of the game grows, players will subtly understand which weapons to use to fight which monsters are easier, how to deal with monsters, how to pass props , Terrain, etc. make hunting easier. This kind of experience of players becoming stronger through the game experience is longer than the happiness brought by numerical values, and it is also more impressive. After all, many years later, you may not remember how much blood was slashed by a monster, but you will never forget the whole afternoon when the black horned dragon supervised the ASS.

6 months ago

Isn’t it good to have numbers? Monster hunters used to pay attention to realistic hunting. For example, in the most popular PSP masterpiece “Monster Hunter P3” on the handheld, when a monster is attacked, there is no display of blood deduction. The hunters of that era depended solely on mental arithmetic to determine when the monster was about to die. By listening to the sound, you can judge what kind of flesh you have hit. Judging by feeling how long the monster has to be straight and how long to change zones. The requirements for hunting are very high. In contrast, everything is much simpler now. The kernel of Guaihun has always been, simple and tricky. The small value is also in line with the simplicity of Guaihun. I haven’t played MHR yet, but in the later stage of MHW, a medium-damage weapon like Taito is 70 or 80, and it can open up to a hundred. The big sword can even hit four figures. In terms of the style of the game, the era of the game is not the future, cyberpunk style. The value is smaller, it looks more in line with the characteristics of that era, right? At the end of the topic, you think the value is not cool enough, do you like this?

6 months ago

There are many ways in the game to give people detailed feedback, which is the most direct number at first, such as dnf, dozens of tubes of blood, and the screen is full without knowing how many digits are. A little more advanced, in order to simulate reality, in addition to the number, there will be a feedback method such as a “sense of blow”. For example, the blind man and Feng Nan of lol, the king’s Miyamoto and Mozi and so on. In addition to the Biao numbers, it can also provide the player with a “cool feeling” of operation through visual, auditory and tactile feedback. And strange hunting is a game that strengthens the “sense of blow” to the extreme. In this mode, numbers only appear as auxiliary means

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