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Messages - sjm9876

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1
General Discussion / Re: [FBK] BIG FUBUKING HAMBAHGA (Happy thread)
« on: June 09, 2020, 10:11:35 am »
Oh hey Vector!

I mostly lurk nowadays, and have pretty much always mostly lurked, but it's weirdly good to see a familiar (metaphorical) face doing well nonetheless :)

2
Other Games / Re: Monster Hunter World
« on: January 25, 2019, 04:38:34 pm »
In my experience you do just fine without worrying about damage types. As someone who's never really gone after tails I found I got plenty just through quest/capture rewards.

You can switch equipment loadouts back at camp, but outside of specific endgame hunts it's something I've pretty much never used nor seen used much.

3
Other Games / Re: Monster Hunter World
« on: January 25, 2019, 11:08:08 am »
In the early game it's not too bad, you can buy starter weapons of each class or make them pretty easily you start with the weakest of each weapon class, so you can give them all a shot, but it can be a significant investment to get a weapon from there to being endgame level. Personally I'd recommend watching a run through or two of the weapons to try and get a feel for what you might like and then tutorials on those from there. The game does have a training area which is handy for practising trickier moves without the threat of being eaten, but it's not the best for learning from scratch IMO.

More generally, there are the 14 weapon classes, each with completely different movesets and playstyles. They've all got a good amount of depth, so just taking one out blindly can be pretty rough, so most players will have a few classes they actually use and keep upgraded.
Within each class, the weapons have various branching upgrade trees. These usually all function similarly but have different stats, elements etc. Some of the more technical weapons have deeper changes between trees, but most don't.

Tier wise, the game is divided into low and high rank - HR has the same monsters again, but stronger, and with some new monsters thrown in (vaguely like some ARPGs repeat content again but harder). Armour shares these tiers, with low rank armour being basically obsoleted by its high rank variants, hence the previous advice on not grinding too much for LR armour. Weapons have a softer tier progression, with stronger weapon upgrades requiring materials from HR monsters.

4
Other Games / Re: Monster Hunter World
« on: January 25, 2019, 07:15:41 am »
Seconding the above.

Also, to add to the comment on low rank armour, not only should you (probably) not be trying to build a lot of weapons early on, also try not to build every upgrade tree. All the trees are viable short of speedrunning, and trying to build them all as you find their monsters is a good way to burn out early (for most people). If you're not sure what tree to choose, I'll put a bit on what the weapon info means, but the main note that affects early game is that elemental damage is less effective on slower/heavier weapons.


5
I run similar to DH. Anyone can make perception checks, any time, but I rarely use more minor traps, instead preferring bigger more obvious one, and perception checks giving hints as to the nature (so for example an isolated plinth with a reward on top, or a mangled corpse in a hallway, perception check might reveal the slight depression of a pressure plate). Essentially I'll drop something in that might prompt a perception check. Though mangled corpses may equally be from monsters, and a perception check might reveal bite marks instead, so they never know quite what to expect.

Passive perception is a thing in some systems, though it always feels a bit odd to me using it in home game content as I already know who can and can't detect each trap.

6
Supposedly now mostly queueless :)

7
Okay, so managed to make it in yesterday after a long time in the queue (don't know how long exactly as afking). No longer getting stuck in loading screens, which is nice.

Are attack combos direction-locked and lengthy like Monster Hunter?
For hammer at least, not absolutely direction locked, but you can't just spin freely either that I've noticed. Combos tend to be chains of maybe 5, but I believe both sword and chainblades have a combo with a sustained attack in, and for hammer I've not come across many openings where I could squeeze more than 1 hammer combo.

First (early) impressions are that it's a somewhat more simplified/accessible monster hunter. There're only a handful of predefined combos for each weapon (though at least for hammer I've found myself using them all, and it's no less varied than what I've actually ended up using in MH in the past) and monsters seem a touch bland (though early game, and no worse than early MH monsters, so probably too early to judge). That said, it's still pretty enjoyable to me at least.

My main concern currently is that all the fight areas seem pretty similar. Whilst the behemoths move between them during the hunt, they don't actually seem to make much difference, and just seem to tax you some time if you don't know the island layout well. Also, the islands are all premade, but still manage to be somewhat bland (I seem to remember procedural generation being mentioned as an eventual goal, but can't find where).

Server issues are still present, albeit reduced. Queues are very slow and sometimes you get stuck on an island after a public hunt and have to wait ~30min for it to default back to main menu to avoid requeueing (haven't seen that in solo). Supposedly as of this morning they've tweaked the queues to be a bit faster but it now doesn't appear to be moving at all, so my recommendation is to intersperse with some netflix :P Hopefully they'll crack the issues soon, but we shall see.

Framerate wise, I've encountered no issues on i5 w/ GTX760 so likely not hardware based.

TLDR: It feels like the start of an open beta, but there's some potential. Early game is a bit bland, but at least I'm not spending an hour collecting mushrooms. Server issues currently very painful.

FAKEDIT: Queue started moving just after saying that it wasn't, tho still very slow. Though had an internet stutter and it remembered where in the queue I was, so that was nice.

8
Launch is going pretty rough.
Current buglist can be seen here. Don't know exactly how common they are, but I got stuck loading after the tutorial and left it there for now. A lot of them are fairly crippling, so if that's likely to deter you likely worth waiting a day or so before jumping in.

9
General Discussion / Re: New Year Resolutions (Or Time Capsule?)
« on: January 01, 2018, 07:45:14 am »
Spoiler (click to show/hide)

10
((So, anyone have any preferences?))

11
General Discussion / Re: Things that made you absolutely terrified today
« on: September 19, 2017, 01:17:59 pm »
Whilst a literal rope is a terrible idea, line laying is standard I believe.

That said, cave and wreck diving has far greater hazards than just getting lost. Primarily equipment malfunction/snagging and getting physically stuck. Likewise for wrecks.

Basically, cave divers are typically insane to some degree regardless :P

12
Skia buys 1 basic and 1 advanced scroll of darkvision

13
((Could I get a scroll for now.

Unrelatedly, how much xp would it be to upgrade my shadow blink to a move action? ))

14
An uneventful tavern, to be sure, but she lacked the... persuasion, to extract much more useful information.

Top my crystal up, and buy a firestarter. Have a nose for anything that might offer darkvision.

15
"My thanksss."

Skia takes her drink and goes to sit quietly elsewhere, preferably near any group that seem more equipped than the average. She listens in for any likely sounding conversations.

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