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HappyWulf

Monster Hunter - Crowfall Style

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I think you should stick to Monster Hunter for this type of gameplay, because MH has been working on their formula for a lot longer than Crowfall and their vision is entirely different. As in yes, Crowfall could attempt to emulate MH, but it probably wouldn't be as developed or fun of an experience. It would also take dev time and money away from working out the core aspects of Crowfall.

 

I appreciate Monster Hunter's combat system (though I personally think the telegraphs are way too slow) and the sense of scale with how huge the monsters (and by proxy the weapons) can get, but Crowfall is focused on PvP combat and not PvE. For the few rare mobs we've heard about that are going to drop resources, sure, I could see ArtCraft taking a page out of the Monster Hunter book. But it's going to be in a limited fashion if anything.

Edited by txteclipse

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I think you should stick to Monster Hunter for this type of gameplay, because MH has been working on their formula for a lot longer than Crowfall and their vision is entirely different. As in yes, Crowfall could attempt to emulate MH, but it probably wouldn't be as developed or fun of an experience. It would also take dev time and money away from working out the core aspects of Crowfall.

 

I appreciate Monster Hunter's combat system (though I personally think the telegraphs are way too slow) and the sense of scale with how huge the monsters (and by proxy the weapons) can get, but Crowfall is focused on PvP combat and not PvE. For the few rare mobs we've heard about that are going to drop resources, sure, I could see ArtCraft taking a page out of the Monster Hunter book. But it's going to be in a limited fashion if anything.

Oh yes, I agree completely :) MH is a completely different game from CF. But since they mentioned special materials that are very hard to obtain but are also worth the effort in doing so, that immediately makes me think of extremely rare massive or powerful creatures that produce very special things (like a dragon that poops out a rare ore). But unlike MH where you can repeatedly go and hunt down creatures in quests you've already completed, once the creature is dead in CF it's gone, and whoever looted the special material (probably a combat master and therefore not particularly talented in crafting) can take it to someone who IS a master crafter and commission them to make a weapon or armor with it.

 

Or they can sell it to someone else. Again, it's a player-driven economy so it would make sense. And besides, I could see Guilds or Factions fighting each other for the right to kill the creature and claim whatever materials it has, so it's not as if PvP is forgotten to rot in a corner somewhere during all this :P Plus, while the faction is out killing the creature, what better time for their enemies than right then to attack their stronghold? Planning and timing are essential in PvP after all!

Edited by shadowfang1992

Can we have a Bard? If not as an Archetype or Promotion, then maybe a Discipline?


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But unlike MH where you can repeatedly go and hunt down creatures in quests you've already completed, once the creature is dead in CF it's gone, and whoever looted the special material (probably a combat master and therefore not particularly talented in crafting) can take it to someone who IS a master crafter and commission them to make a weapon or armor with it.

 

This part is key. There should be no "spawn points" for monsters in Crowfall. Nobody should be able to predict when or where a monster with a rare resource will appear. The monster shows up, a bunch of people go to fight it (and each other), and when it's gone it's gone. Basically a temporary point of interest.

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I also DON'T want there to be some NPC telling me to go do it, that was just for frame of reference of MH. I want to just be out exploring and suddenly come upon a big nasty unique. Like Dragon's Dogma, I guess.  PvP is fine, but if that's ALL there is, it'll get old fast. I need some Chimeras and Wyverns and Golems and Baslisk... And I don't want to be prepared when I see them. I want to be completely taken by surprise. Then if I survive, I might come back with some special crafting materials harvested from the corpse.

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It would be hilarious if during a huge battle all the noise attracted a giant beast. Can you imagine a worm from Dune suddenly popping up during a massive siege?

 

"Commander, we're taking down the walls!"

"Good work, get ready to-"

The ground suddenly began to quake, causing everyone to stop their advance. The people on the wall fell to their knees to keep from falling over the edge.

"What was that?"

"I have no-"

The ground erupted under the commander, sending him flying through the air, and a giant worm roared well above everyone.

"WHAT THE HECK IS THAT OMG IT'S GONNA-"

Half of the invading army gets crushed as the worm falls on top of them and starts attacking the walls of the castle.

 

And that's only if it's a worm. We still have many other beasties that can be massive and/or powerful, especially since there's magic in the world.


Can we have a Bard? If not as an Archetype or Promotion, then maybe a Discipline?


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I like the basic idea ACE has about mobs, in that they're most effectively environmental obstacles that should be a factor, but not the focus of the game.

 

This is very different than how mobs are handled in shadowbane or EVE, where they just derp around and can mostly be ignored.

 

I'd like to see a situation in which the natural behavior of mobs is to interfere with what players want to do, rather than just hang out in camps waiting for someone to get bored enough to farm them. Caves with rare mats should be littered with mobs, some nasty ones should actively hunt players and drop nothing of worth, and in general they should all function as a sort of x-factor that seeks to regularly custard up your carefully considered ambush, siege, or gank so the game doesn't get super stale.


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Rub rock on face and say "Yes food is eaten now time for fight"

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Emergent game play.

 

They should not focus on making a whole system, with rewards, quest givers, reasons etc.

But, they could put some harder monsters in, that might (sometimes) drop something useful.

 

If a guild would want YOU to go and hunt them down, is doubtfull, because they will most likely be good enough to take it down themselves.

 

But, how about you went and kill one of these big monsters (alone or in a group) and then tried to sell whatever they dropped to highest bidder.

There you go, no quest system needed.

Awesome Idea, I will make guild quest for my guild and give rewards for those guys that want crowfall to be like WoW... 

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Awesome Idea, I will make guild quest for my guild and give rewards for those guys that want crowfall to be like WoW...

ANYONE SEEN NAKAWES WIFE?


 

This game looks like a larger scale version of marvel heroes so far with forts.  - nephiral marts 7 2015

 

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ANYONE SEEN NAKAWES WIFE?

This has to do with the topic... How?

 

To be fair, it wouldn't be too far-fetched to send out Guild expeditions in search of awesome creatures to pass the time on occasion. Besides, if instead of powerful rare creatures you find an enemy group, you can just axe them instead :P


Can we have a Bard? If not as an Archetype or Promotion, then maybe a Discipline?


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This has to do with the topic... How?

 

To be fair, it wouldn't be too far-fetched to send out Guild expeditions in search of awesome creatures to pass the time on occasion. Besides, if instead of powerful rare creatures you find an enemy group, you can just axe them instead :P

It is a reference to one of the most well known quests in the history of mmos.

 

And since Nawake...

 

Oh wtf ever


 

This game looks like a larger scale version of marvel heroes so far with forts.  - nephiral marts 7 2015

 

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It is a reference to one of the most well known quests in the history of mmos.

 

And since Nawake...

 

Oh wtf ever

Ah, OK :) Went right over my head, sorry.


Can we have a Bard? If not as an Archetype or Promotion, then maybe a Discipline?


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Ah, OK :) Went right over my head, sorry.

 

 

hahah, Shadow fang just got a new job!!! quest creator!!!

 

Ah, OK :) Went right over my head, sorry.

It did mine to initially, I was thinking WTF is Cirolle on about!!  

 

My comment about making guild quest was in jest, BUT, I may have a Rper or two do this for the guild if they want to.  Some people actually like this stuff, who am I to interfere with someone fun!!  We welcome it all in KoS. 

 

I am still looking for some rper's for the Brothel still.  Any interested parties please apply  to KoS!!

Edited by nakawe

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Difficult, particularly valuable mobs would be pretty fun in theory, but they would need to be implemented in a way that facilitates player conflict, without every BAM or Giant Monster whatever becoming a giant clustercustard on top of every spawn.

 

Randomly spawned, mobile, killable by 1-2 people, and highly visible (within the immediate local area, not visible across the map) would maybe fulfill that premise. But then how rare are they, and how good is the stuff they drop? If they make them common enough that players can stumble upon them in regular gameplay, then they can't make the drops that good. If they make the drops good, then they probably have to be rare enough that most people won't see them.

 

Maybe make finding them extremely difficult without a specialist, and balance it that way. Add a Monster Hunter disc rune that gives a Hunt ability, that when used, gives an objective to hunt a nearby Giant Monster. Once there, the Disc would have a Lure ability or whatever, with the end result being revealing the Monster (who would be invisible and untrackable otherwise, but theoretically discoverable without the rune). Once killed, you'd need some sort of gatherer (maybe baked into Monster Hunter, maybe a more general gathering skill). You could even have a little collection of NPC-focused discs now that NPCs have value.

 

The spawn points would be shared with every hunter, but there'd be enough to be interesting, and mobile, with new ones spawning randomly at a rate balanced by the quality of the materials. They'd essentially be another form of Specialized Resource Node that people would fight over, except they'd be mobile, and extremely difficult for guilds to lock down entirely. (Facilitating small groups from finding and killing them as easily, if not easier, as larger more organized groups, thus creating the conflict.)


 

 

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I have absolutely no issue with large enemy NPCs throwing some much needed "WTF?" into PVP worlds. As long as there's no requirement to engage them I don't see the problem. Slaying them for resources would be a cool job people might like, going deeper into the rings with higher risk. Making creature hunting a "job" for resources and items. 

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I really liked Final Fantasy Tactics, can we have this game's combat be turn based? Something more modern like Divinity: Original Sin would be awesome!

 

That's a great idea, someone should start a Suggestion Box thread about turn-based combat.


 

 

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That's a great idea, someone should start a Suggestion Box thread about turn-based combat.

 

Actually, maybe the game should stay action based. Something like Mario?

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