提案/Suggestion
As a dedicated player of Monster Hunter Now, I’ve been reflecting on my gameplay experiences and have come up with several suggestions that I believe could greatly enrich our shared adventure. My aim is to offer ideas that could deepen player engagement, introduce fresh strategic elements, and refine various aspects of the game to enhance its overall enjoyment and challenge.
Through my time playing, I’ve identified opportunities where small adjustments or new features could make a substantial difference. These suggestions are designed to not only improve individual gameplay but also foster a stronger sense of community and excitement among players. I’m excited to share these ideas with you and am hopeful they can contribute to making Monster Hunter Now an even more engaging and dynamic experience for everyone.
With that in mind, I would like to propose the following features for your consideration:
1. Detailed score table at the end of each hunt
Introduce a comprehensive score table at the end of each hunt to provide players with detailed feedback on their performance. Players can access this table by clicking a button that appears after each hunt, offering insights into various aspects of their gameplay.
Damage metrics:
• Total damage dealt
• Highest damage hit
Hit metrics:
• Total hits
• Total hits without being hit
• Critical hits
• Hits on monster weak points
Defense metrics:
• Damage received
• Times downed
• Perfect dodges
Support metrics:
• Healing done
• Total health restored
• Buffs applied (when added to the game ;P)
Accuracy and Efficiency:
• Accuracy: Percentage of attacks that hit the monster
• Efficiency: Ratio of damage dealt to time spent
Visual Presentation:
• A leaderboard style display showcasing top performers in each category.
• A detailed breakdown of stats with a tabbed interface for metrics such as damage, hits, and defense.
• Visual graphs or charts to help players easily interpret their performance.
2. Max weapon level indicator at the beginning of each hunt
Currently, at the beginning of a hunt, while waiting in the lobby, we can see the logo of each players chosen weapon. It would be great if, when a weapon is at its maximum level, the logo could be highlighted in gold. Little details like this can enhance the game by helping players recognize experienced players and allowing them to show off their accomplishments. This feature would also encourage players to strive for higher weapon levels, adding an extra layer of motivation and achievement to the gameplay experience.
3. Decrafting system for armor and weapons
Introduce a decrafting feature that allows players to dismantle armor and weapons they no longer need. This system would return a portion of the resources used to create the items, providing a way for players to recover valuable materials and use them for crafting new gear. Implementing a decrafting system would help keep inventories manageable, reduce clutter, and enhance resource management. By providing a means to reclaim materials, players can more efficiently refine their equipment and adapt their strategies, leading to a more dynamic and engaging gameplay experience.
4. Resource rarity combination
Allow players to combine lower rarity resources to create higher rarity ones. For example:
• Combine 10 Iron Ore (Rarity 1) to get 1 Machalite Ore (Rarity 2)
• Combine 10 Machalite Ore (Rarity 2) to get 1 Dragonite Ore (Rarity 3)
This feature would add a strategic layer to resource management, giving players more flexibility and options for crafting and upgrading their gear. It would enable players to efficiently convert surplus lower-rarity resources into higher-rarity ones, facilitating progression and reducing inventory clutter.
5. Monster attraction item: “Raw meat”
Introduce an item similar to Pokémon Go’s Incense, such as “Raw meat,” that players can use to attract monsters to their surroundings. When used, raw meat creates a localized area where monsters are drawn to the player’s location for a set period.
Raw Meat could be obtained by killing small monsters, with a small chance for them to drop this item.
Additionally, certain rare monsters could only spawn when raw meat is used, making it a key item for players seeking to encounter these creatures. This feature would allow players to actively influence monster encounters, particularly in areas where monsters are less frequent.
6. Earning gems through Hunt-a-Thon (HAT)
Introduce a system where players can earn gems through the existing Hunt-a-Thon (HAT) mechanic, providing a way to acquire valuable in-game currency without spending real money. As players finish a HAT, they could be rewarded with a certain amount of gems. To balance this, the amount of gems obtained can be fixed per day. For example, players could earn 20 gems per HAT with a maximum of 100 gems obtainable per day.
This addition would encourage players to actively participate in HATs, rewarding their engagement with valuable in-game currency. By integrating gem rewards into the HAT system, players can progress and enhance their gameplay experience without needing to spend real money, which promotes long-term involvement and satisfaction.
7. Weekly or monthly login rewards
Implement a weekly or monthly login reward system that incentivizes players to log in every day. This system could offer increasing rewards for consecutive daily logins, with special bonuses for completing a full week or month of daily logins. Rewards might include items, resources, or even gems, encouraging players to maintain regular engagement with the game.
Example reward structure:
• Daily logins: Offer small rewards each day, such as basic resources or low-tier items.
• Weekly milestone: Provide a more substantial reward, such as a rare item or a larger amount of gems, for completing seven consecutive days of login.
• Monthly milestone: Grant an exclusive item, a substantial quantity of gems, or a special boost for logging in every day over the course of a month.
Additional considerations:
• Reward variety: Rotate the types of rewards periodically to keep the system engaging and prevent players from feeling that rewards become predictable or repetitive.
• Grace periods: Implement a grace period to allow players to miss a day without losing progress entirely, which helps accommodate varying play schedules and reduces frustration.
• Notifications: Provide reminders or notifications to encourage players to log in and claim their rewards, especially as milestones approach.
This login reward system would motivate players to stay engaged with the game on a regular basis. By offering a variety of rewards and including features like grace periods and reminders, the system aims to make daily play more appealing and rewarding.
8. Palicos for treasure hunts
Introduce a feature allowing players to obtain or purchase Palicos that can be sent on treasure hunts. These missions would take varying amounts of time, with longer missions resulting in more rewards and better chances of obtaining rare items.
Details:
• Obtaining palicos: Players could acquire Palicos through in-game achievements, special events, or by using in-game currency (Zenny).
• Mission types: Offer different types of treasure hunts with varying durations and difficulty levels. For example, short missions could provide common items, while long missions could offer rare rewards.
• Palico upgrades: Allow players to upgrade their Palicos to improve their success rate in treasure hunts. Upgrades could be achieved through in-game activities or resources.
• Strategic Element: Players would need to decide when and how to send their Palicos on treasure hunts, balancing the time investment with the potential rewards. This adds a layer of strategy to resource management and gameplay.
This feature would add depth to the game by introducing new ways to gather items and resources, creating strategic decisions about resource allocation, and offering additional engagement through Palico management.
9. Additional ways to heal or obtain potions
Expand the options for players to heal or acquire potions through the following methods:
• Gathering points: When tapping a gathering point, players receive 1-2 HP.
• Season Pass Premium Plan: Increase the maximum number of First-Aid Potions players can hold from 10 to 15.
• Small monsters: Chance to restore 1 HP for each small monster killed.
• Party play: When in a party with friends, players heal faster. The more party members, the faster the healing rate.
• Rank up: Players get full health when they rank up.
• Life steal: Introduce armor or weapon skills that convert a percentage of damage dealt into HP.
• Perfect dodge recovery: Introduce armor or weapon skills that grant a certain amount of HP for performing perfect dodges.
• Craftable healing items: Allow players to gather resources to craft their own healing items.
• Campfires and Rest Spots: Designate specific areas (special gathering points) where players can rest to regenerate HP at a faster rate and craft items, providing strategic locations for recovery and preparation.
Introducing these features would greatly enhance gameplay by providing multiple ways to manage health, thus accommodating various play styles and strategies. Players would have the flexibility to choose the methods that best suit their preferences and circumstances, making the game more engaging and enjoyable. Additionally, these options encourage exploration, combat, and cooperation, enriching the overall game experience and maintaining a balanced yet dynamic environment.
10. Enhanced loot and variation from small monsters
Enhance the value and appeal of hunting small monsters by implementing the following changes:
• Better loot: Introduce a small chance for small monsters to drop higher-quality loot. This could include rare materials, crafting resources, or unique items that provide significant value to the player.
• Variety in small monsters: Introduce more variety in the types and behaviors of small monsters to keep encounters fresh and exciting. This could include different species, each with unique abilities, habitats, and loot drops.
• Special drop - raw meat: Include “Raw Meat” as one of the rare loot items dropped by small monsters. This item could be used to attract larger monsters to the player’s surroundings, as detailed in point 5. This makes hunting small monsters more strategic and interconnected with other game mechanics.
• Horde encounters: Occasionally spawn hordes of small monsters that attack in large numbers. Defeating these hordes could provide significant rewards and add an element of excitement to the game.
• Medium monsters: Occasionally spawn elite or mini-boss versions of small monsters, referred to as medium monsters. These tougher enemies could drop higher-tier loot and offer a greater challenge for players.
This feature would make hunting small monsters more rewarding and diverse, enriching the game world and providing players with meaningful benefits to engage in these encounters.
11. Rewards for flawless hunts
Introduce additional rewards for players who complete a hunt without taking any damage. This would reward skillful play and add an extra layer of challenge and excitement to hunts. Players who manage to achieve a flawless hunt could have a higher chance of receiving rare loot drops.
This feature would motivate players to refine their skills and strive for perfection, enhancing the overall gameplay experience.
12. Crafting system
Introduce a crafting system that allows players to create a vast array of items, enhancing gameplay with endless customization options. This system could support crafting various types of items, including:
• Healing Potions: Potions that heal all party members at once or gradually recover everyone’s HP.
• Attack & defense potions: Potions that provide attack or defense buffs to the entire group.
• Revival Potions: Bring back fallen teammates.
• Resistance potions: Provide temporary resistance to specific elemental attacks.
• Focus potion: Increase the critical hit chance of the entire party.
• Concentration potion: Speed up the special gauge fill rate for the party.
• Special items/potions: Include items like status effect removers, temporary invisibility, movement boosts, summon temporary allies, etc…
Additional features:
• Crafting recipes: Implement a variety of recipes for crafting items. Players can discover recipes through exploration, quests, or by experimenting with different ingredients. Recipes could range from simple to complex, with higher-tier recipes requiring rare materials.
• Customizable crafting: Allow players to customize their crafted items by adjusting their potency, duration, or effects. For example, a healing potion could be adapted to provide either immediate or gradual healing.
• Crafting locations: Designate special areas, like campfires or rest spots (special gathering points), as crafting stations. These strategic locations allow players to prepare effectively before hunting.
• Crafting skill progression: Create a skill progression system for crafting, where players improve their crafting abilities over time, unlocking new recipes and crafting options as they advance.
• Crafting specialization: Allow players to specialize in different crafting fields. Specializations could offer unique crafting bonuses, exclusive recipes or enhanced item effects.
• Shared crafting: Allow players that are specialized in different crafting fields to trade or share crafted items with other players, encouraging a cooperative environment and teamwork.
• Seasonal recipes: Introduce new crafting recipes with each season, offering fresh and exciting items. This keeps the crafting system dynamic and encourages players to return and engage with new content regularly.
This enhanced crafting system would add depth to the cooperative aspect of the game, encourage strategic planning, and provide players with meaningful ways to interact with the game world and each other.
13. Training dummy
Introduce a training dummy similar to the one in Monster Hunter Rise that allows players to practice new weapons, combos and techniques in a safe environment. This feature could include:
• Weapon practice: Enable players to select and practice with any weapon in their arsenal. The dummy should support all weapon types and allow players to experiment with different moves, combos, and attack patterns.
• Combo training: Provide specific training modules or scenarios to practice complex combos and skills. These could include guided exercises that highlight effective combo sequences and timing.
• Realistic targeting: Implement adjustable dummy settings to simulate various enemy sizes, behaviors, and movement patterns.
• Damage feedback: Display detailed damage feedback and statistics, including hit accuracy, damage per hit, and total damage output.
• Customizable dummies: Allow players to customize the training dummy with different attributes, such as health levels, resistances, or vulnerabilities. This can be used to simulate different types of monsters or scenarios.
• Interactive tutorials: Offer interactive tutorials or tips integrated into the training dummy environment. These could provide guidance on weapon mechanics, advanced techniques, and effective strategies.
• Multiplayer practice: Enable practice sessions with friends or other players in a cooperative training environment. This allows players to practice team strategies and coordination.
• Scenario simulation: Introduce predefined scenarios or simulations that replicate challenging encounters or specific monster behaviors. This helps players prepare for real in-game situations.
By incorporating these enhancements, the Training Dummy feature will offer a comprehensive and effective way for players to practice, improve, and prepare for their in-game challenges.
14. Elder Dragon Hunt-a-Thon Tickets
Introduce a new type of Hunt-a-Thon ticket specifically for Elder Dragons. This addition would allow players to participate in two Hunt-a-Thons every three hours—one for regular monsters and one dedicated to Elder Dragons.
15. Quick QR Code Scanning for Hunts
Implement a feature that allows players to quickly scan a QR code to join someone else’s hunt. This could be done by holding down the paintball button, similar to how players currently choose a loadout by holding down the weapon button.
16. Palico Targeting Specific Monsters
Introduce a feature that allows players to filter the monsters their Palico marks. Players could filter by specific monsters, biomes, or even by monster strength. This would give players greater control over their hunts, enabling them to focus on the monsters they need to target for specific quests or materials, enhancing the strategic depth of the game.
As Palicos successfully track and mark monsters, they would gain experience and level up, unlocking the ability for players to upgrade their skills. These upgrades could enhance the Palico’s search radius, speed, and accuracy in locating rare or elusive monsters, as well as increase the number of monsters they can paintball. Additionally, players could introduce a material-based targeting mechanic, where providing the Palico with a specific monster material would allow it to focus on that monster for multiple hunts.
17. Display Hunter’s Name in Join Requests
When multiple join requests are active, it can be difficult to identify who sent the invitation without clicking into each request. To improve this, display the Hunter’s name directly under the join request notification. This would allow players to quickly see who is inviting, making it easier to decide which hunt to join, especially in busy situations.
18. Patrolling Monsters
Introduce a feature where monsters on the map patrol in diverse patterns, rather than remaining stationary. This dynamic movement would make the game world feel more alive and immersive, as players would need to track and intercept these roaming monsters.
19. Improved Gathering Point Accessibility
Introduce the ability to harvest gathering points even when a Hunt-a-Thon is ongoing. Additionally, allow players to pre-select a gathering point by clicking on it before they are within the interaction range and once the player enters the range, they should be able to harvest the point without needing to exit and reenter it.
20. Quick Access to Item Box
Introduce a feature where holding down the item button provides instant access to the item box, similar to the quick loadout selection available by holding down the weapon button.
21. Guilds or Clans
Introduce a feature that allows players to create or join guilds or clans, eliminating the need to create a new party each time they want to hunt with friends. Once part of a guild or clan, players can easily team up with fellow members for hunts by simply entering their existing guild team.
22. Monster Capturing
Introduce a feature that allows players to capture monsters instead of slaying them. Captured monsters could offer various benefits and gameplay opportunities:
• Trade for Rare Materials: Players can trade captured monsters for rare materials or resources, adding a new dimension to resource acquisition.
• Battle Mode: Captured monsters can be used to battle against other monsters in a unique game mode, offering a fresh and exciting way to engage in combat.
• Research Lab: Send captured monsters to a “Research Lab” where they can provide insights, reveal hidden skills, or yield rare materials for upgrading specific weapons or armor. This feature would add a strategic element to the game, as players decide which monsters to capture based on their potential benefits.
This system would enhance gameplay variety, provide additional avenues for obtaining valuable resources, and offer new challenges and strategies for players.
23. Customizable Palicos
Introduce a feature that allows players to utilize customizable Palicos to assist in hunts, particularly when playing alone or in a small team of up to 2 players. This feature would include:
• Customizable Appearance and Armor: Players can tailor their Palico’s appearance and armor to match their personal style or strategic needs.
• Skill Tree Specialization: Choose from a skill tree that allows players to specialize their Palico’s roles into healing, support, or offense.
• Distraction Abilities: The ability to distract monsters, drawing their attention away from the player and providing tactical advantages.
This feature would add depth to solo and small-team play, offering players more strategic options and making Palicos more integral to their hunting experience.
24. Daily Monster Spotlights
Introduce a daily “Monster Spotlight” feature where a specific monster is highlighted each day. This feature would include:
• Increased Spawn Rates: The spotlighted monster would appear more frequently in the wild, making it easier for players to encounter and hunt.
• Enhanced Drop Rates: The monster would have better drop rates for rare items and materials, providing increased rewards for players focusing their hunts on this creature.
• Daily Challenges or Bonuses: To further motivate participation, include special daily challenges or bonuses related to the spotlighted monster, such as additional rewards or experience points for completing certain objectives.
This feature would encourage players to engage with different monsters regularly, diversify their hunting experiences, and take advantage of special opportunities to acquire rare items and materials.
25. Monster Arena Mode
Introduce a “Monster Arena” mode where players face off against waves of monsters, with each wave increasing in difficulty. The goal is to survive as many waves as possible, testing players’ skills and endurance. In this mode, players could be challenged to use predefined gear, leveling the playing field and requiring them to rely on strategy and skill rather than equipment alone. This mode would offer a fresh, intense gameplay experience, rewarding players for their combat prowess and adaptability.
In conclusion, I believe these proposed features would greatly enhance the player experience in Monster Hunter Now by adding depth, variety, and engagement to the game. Each suggestion aims to address different aspects of gameplay, from detailed performance feedback and strategic resource management to more immersive world interactions and community building. Implementing these features would not only refine and expand the current gameplay but also offer new opportunities for players to challenge themselves and connect with others. By focusing on these enhancements, we can make the game even more dynamic, rewarding, and enjoyable for both new and experienced players.
Thank you for considering these suggestions, and I look forward to seeing how Monster Hunter Now evolves and improves in the future.