体力回復関連の改善/Potion and HP economy improvements

体力回復関連の改善/Potion and HP economy improvements

提案/Suggestion

First-aid meds should replenish hourly, up to a maximum of 5-10 instead of a flat rate daily. Pink paintballs should replenish automatically up to a maximum of 5 (if fewer are currently possessed) every week.

現状/Current Status

If one uses up all their daily first-aid meds fighting a particularly strong or unfamiliar monster, it can turn a single mistake after their use into the total inability to fight any monsters while outside for a lengthy period of time. This hurts engagement.

Having such a severe limitation on how to acquire paintballs disproportionately hurts players who are living in rural areas, struggle with disabilities, or live in areas prone to extreme weather.

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I think instead of increasing the amount of potions available they only need to change how hp works. Instead of having hp that remains consistent through hunts, have every hunt start at 100% hp. Then if you fail the hunt the monster disappears from the map. This way, potions become more valuable as a way to finish a hunt that would otherwise disappear. And paintballs become more valuable as a way to challenge monsters multiple times.

Ooh i like this idea.

But then, it would also change how HP-based mechanisms work.

Having a consistent HP across hunts would have an impact on how Guts and Heroic users manage their HP. I’m not sure what kind of impact the proposed HP mechanism would have on these users as I don’t use these skills myself.

But I’m also a little concerned about forcing players to finish a field hunt with just 1 attempt. It’s a sharp deviation from the existing direction the game is going.

If a user is concerned about not having enough meds, forcing them to finish a difficult hunt while not having enough meds to begin with is also not any better, because all it needs is the same 1 mistake to end the hunt, and this time they cannot even retry 18 minutes later because the monster is now gone.

The whole game will have to be revisited because of this core mechanism change, and… it’s gonna be a lot more work for everyone (both players and developers alike). It’s unlikely to happen when it comes to changes to foundations at this point. At least not in the near future.

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I understand, but heroics users are basically taking advantage of the system as it is now. Starting a hunt at 30 hp and having high enough defense so you only take a small amount of damage to trigger heroics then waiting just long enough to start the next hunt at 30 hp is only effective using the hp system in its current form. I feel bad for the people who have put such effort into making that current system work for them but I also feel like the adjusted system would not make that strategy worthless either.
As far as the single attempt issue, I think it largely takes care of itself. If you know a hunt will be difficult, you can tag it with a paintball beforehand (or depending on how the devs implement it, they might let you tag it after failing the hunt) that way paintballs gain value since you would have the same 3 attempts as you would for normal paintballed monsters.
I know it wouldnt be the easiest change but the improvement in player satisfaction should be worth it.

I’m not entirely sure about the player satisfaction. We on the consumer side will never have the full picture of the entire playerbase’s satisfaction level. Only the company will know through the data.

Looking at the current state of the game, I’d say that the game has stabilised quite a lot since the early days when things were new and many players were eager to try a new game before dropping off. I discount the satisfaction level from these players because they’re not in it for the long haul and just wanted to burst down any game they come across. They are not the primary audience for this game in the first place.

Whoever that are still enjoying the game since day 1 or for at least a year will have to be satisfied in some way or the other, otherwise it doesn’t make sense to play something unsatisfactory for so long.

Youre very quick to respond! :rofl:
Of course we cant know for sure. Freemium games generally rely on “whales” who are willing to spend a ridiculous amount of money on them who wouldnt care about a poor potion system and other than that, fans of the monster hunter series are the other group that might give the game a chance in spite of the unsatisfactory hp system. I’m not sure what it takes to qualify as a whale, but I do know that I have spent an unfortunately silly amount of money on this game lately and I’m also a fan of monster hunter. Yet I’m still ready to give it up if they dont try make some changes. When i spend money on pokemon go its fun but when i spend money on monster hunter now its just so i can play the game in the first place, you know what i mean?

Haha it’s a slow Sunday for me :joy: Now just chilling at my computer. I check out the forums from time to time, though not as actively as the earlier days of this game.

I understand what you mean. I was in the closed beta test 2, so I had extra time to accept that this is the way the game is going to be and I decided to accept it as it is and focused on getting better at the game. My last main MH game was on the PSP, and that’s more than a decade ago. I chose to play Pukei Bow when I saw that Bow is going to be available and my greatest nemesis was (and still is) Legiana, and I chose to play just the Pukei Bow until I reached 10-star. This was before Season 1 was released.

I didn’t pay for any of the expendable items.

I did pay for quite a number of hunter passes and season passes, but i’m now winding down from the game after so long because of other reasons outside of the game.

I guess I drew the line clearly where and how I want to spend the money, and my bottomline is to never spend on expendable, one-use items. So I’m ready to accept any condition that comes with not having those expendable, one-use items. I wrote them off since day 1.

Giving myself a break from the hunts because of low HP also allowed me to cool off and come back later in a more collected state, and I often get past the challenge at then with just one attempt. I know this is not something for everyone, but it works for me, so I have no qualms with playing it this way.

My phone screen’s smooth coating has worn off from my repeated swipes in the same location :joy: (this is actually one of the few reasons I have to stop this game)

提案/Suggestion

The HP system where your HP stays between hunts is quite flawed. A system where each hunt starts at 100% hp but monsters disappear when the hunt is failed would increase average playtime and feel more fair as well. By implementing this system, potions retain their utility as a way to heal after hitting 0 hp, paintballs gain utility as a way to challenge difficult monsters multiple times, and several other paid items become more valuable ie wander orbs are more valuable since monsters within the boosted range can all be challenged without worry if they beat you and players have less fear attempting new monsters or using new weapons.

現状/Current Status

Currently, the potion system causes nothing but anxiety and fear of trying any new strategies. No item in the shop is worth spending money on unless combined with potions. If you buy an ultra hunting ticket, you cant use it unless your health is at least 30. If you buy a wander orb, you cant challenge monsters within the boosted range unless youre at 30 hp. If you buy a special carving knife, you cant use it until you challenge and beat a monster which requires you to be at 30 hp. While waiting for health to restore, a player could be drawn away from MHN for any number of reasons. I’m aware that such a radical change would not be easy to implement, but the improvement in player satisfaction and increased purchases of items other than potions should make it more than worth it.

I don’t like the potion system either. It shouldn’t have been something you must pay in the first place, but a craft that you can do with the herbs you gather. That would be more fun and create more screen time overall. [And also encourage people to go for a walk when they don’t have herbs anymore. Introduce the strength and defense potions etc. Having crafting system like in the series since the first MH on PS2 should’ve been obvious]
Also the horn is a niche if not useless because the whole idea is to be a support. But you can’t heal at all. They tried to make it a support weapon by limiting its function but without upgrading the damages. So bad so that when you see more than 1 in a group many people leave naturally before or after it started. The whole pay to heal mechanics is a shame for the franchise. There are many ways to make money and Capcom know too well (Chun-li skin for -4$- [6$ I just check the price on ps5 lol] on MH Wilds oh yeah).

I think they could have think of attractive packs that make people spend without the whole frustration process. Feels like robbery more than anything else.

Personally I paid for the small potions pack twice in 2 years. When I was with a friend playing around and couldn’t continue unless we paid. The others I got from the website offers that gave 50 for « free » when you buy gems. I did that twice as well and that’s all. I try to use/save the daily potions and made most of my builds so that I don’t get hit rather than how fun they are.

Unfortunate. But I like the game and the improvement made. I just hope they’ll get back to their senses and think for the players. No matter the cash system whales gonna whale anyway.