無課金ユーザーの難点である回復アイテムの制限を緩和
きのこ、蜂の巣採取追加で[アオキノコ][ハチミツ]
植物に[薬草]を追加
調合機能実装
薬草×アオキノコ=回復薬
回復薬×ハチミツ=回復薬グレート
応急薬×ハチミツ=応急薬グレート
調合の1日の回数制限もあり
モバイル端末情報(必須)/Mobile Device Information(Required)*
Android S23+
アプリのバージョン(必須)/App Version(Required)*
V74.1
問題が発生する頻度/Frequency of the issue occurring
毎回/Every time
問題の詳細/Issue Details
No solution for crafting or increased potion rewards
Had a possible idea in regards to atleast some sort of potion crafting. The MH team seems to want people to “Go Out” still and it’s doubtful that they’ll give us full potion crafting from our inventory on the go but what about a possible solution?
This to me would still fit with the idea of “Getting out” but also reward hunters that do so with some form of potion return for free.
-We have a single place on the map that once per day (24 Hours) we can designate as a “Main Camp” and in that location for a few items (Maybe finally debut the Green herb?)
We can craft potions.
(This to me also makes the green plant nodes much more valuable and on par in comparison to the bone pile and mining nodes)
-To encourage people to go out and about at node locations you might find a Hunt-A-Thon, or you might find on a similar cooldown, one of these let’s say “Destroyed camps” or pre-set up camps that last for about the same time as HAT’S and let you craft potions on the go; or maybe you can even find a couple of potions there!
This way they would still in turn make money on potions from people not having enough materials to craft them, but give the people that play this game every day atleast some sort of means of not having to buy potions.
This is my one main problem with the game right now and has been since launch.
Let me know your thoughts!
その他の情報/Other Information
No
I like the thought of a main camp to get potions to keep playing. Pokemon Go have pokestops that give pokeballs to catch pokemon. Hunters need potions to hunt monsters. How come Monster Hunter Now locks potions behind a price…?
Change it that it dont hurt new player.
My sugguest would be to change the condition from HR100 or so.
Till HR100 you get 5 potion per day free.
From HR100 you have to walk 1km to craftpotion and cap it at 5-10.
Could also use some material. Like we have it for the monster Trecker. Each potion need more material. (To avoid staking them, they should be capt or expire)
So there is also a big goal to get high HR.
And it cinda ballanced.
提案/Suggestion
As we all know, some of us would like to see crafting items, like potions or others.
Here my bigger sugguestions (compromise to not hurt to much to the income):
-
Crafting like driftsmelt + tracker
Make some conditions to let the player work for ther items. We all know, niantic like us to walk and explore (check) 3-5km per craft . -
Conditions and materials
may variate depend on the item.
“Potion” (later more) need so herbs +3km + visit a gathering point u havend visited on the day.
Specialy with max crafting of 5 times per day, more exploration is needed.
- “poition”/meat
I think we all know potion craft is hurting the money income, thats why we dont have it yet ingame
Instead “Meat”. Wich give a regeneration boost 2x for 10-20min. (Alternative poition wich can be consumed only outside of battle)
Condition: 3-5km +20 smal monsters
- Future items
For the future this can be easy updated with adjacments on materials and conditions
現状/Current Status
Right now the lack of potions ceep me away for challenging harder monster just to extend the hunt as far as posible. 5 potions are not enoth to take the risk.
I love the ideas of monster tracker and driftsmelt and would like to see more funktions, more complex quest
There for i hope we get some posibility to work for our more potions.
提案/Suggestion
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.