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.