Varieties/New Types of Volatile Zones

提案/Suggestion

The Volatile Zone is only used to spawn Deviljho, and I refuse to have it expanded on with the addition of more zone-locked monsters. On the other hand, I would prefer if they provided more benefits to hunters, for example:


1. Grimalkynes Tribe Zones

[MH World]
Grimalkynes are Lynians that inhabit the New World in Monster Hunter World (MHW). Once befriended, Grimalkynes can accompany hunters during hunts in solo play, provide Palico Gadgets for Palicoes, and set up traps in specific areas. They are occasionally spotted out of their original region to aid hunters as well.

It does not have to be a 1-to-1 copy of the feature, but it would ideally be a nice change of pace to have some allies in a fight. The suggested implementation is simple: have the Grimalkynes assist in the battle (some damage is better than none) or let them have exclusive access to setting a trap in the area nearby. Additionally, if the befriending aspect were to be implemented, it could turn into a sort of ability tree where being closer to certain factions make it so that their abilities are more effective.


2. Rampage Zone

This pulls some inspiration from the Rampage Quests in MH Rise. It is pretty similar to Huntathons albeit at a smaller scale but instead of killing all the monsters, the goal is to repel them. In these zones, monsters can be grouped into three, but you can only use one set of gear so no swapping in-between fights. You fight to repel the first two but hunt the final one. An in terms of power scaling, the initial monsters should be 2 stars weaker as you may be using a non-effective element. The benefit would be the final monster dropping additional loot.

This one is not my favorite idea, but some variety keeps things fresh though in hindsight, this might make the game worse with how much more grinding needs to be done and it could backfire as repelling would not count as killing so it might not add to quests. Some input on this would be helpful.


3. Turf War Aftermath

This one is pretty straightforward, monsters in this zone who could be involved in Turf Wars (with reference to the main games) will start the hunt slightly damaged (75% HP) but will be in a constant state of rage. I can see this being a thing thanks to the implementation of Magnamalo and its “hellfire” state. The boons and banes being a weaker but more aggressive monster. Perhaps to scale it better, monsters also have overall weaker parts that are easier to break but it could be a bit too far yet, these zones are not meant to spawn frequently.


4. Elder Dragon Presence

I know I said not expand it to add more monsters, but this just came to me. Perhaps make elder dragons have a small chance to spawn on certain monsters in this zone so that they are not completely locked to the Elder Dragon Interceptions. This will have the normal rewards instead of the version you would get from the Interceptions, meaning the repel rewards only. The idea being that this fight is unintentional, and you should be retreating but if you stay, your efforts will only repel it, and you would need to find an Interception to hunt it. This would make the drops more accessible and allow hunters to get some practice in outside of the Interceptions; this would also provide a less toxic way to hunt these Dragons as historically, the Interceptions have been a mess.


5. Migration

This is a funny one. This zone allows monsters from other biomes to appear. For example, Diablos being in the forests. This one is a gimmick so try not to take it seriously.


Anyway, these are just proofs of concept on how to expand on the Volatile zones, although they might not be 100% faithful to the mainline games. I was considering what aspects of the game can be worked on to make the fights more interesting to players as the constant grind of learning new monsters would really start wearing a lot of us thin.

Thanks for reading, any and all suggestions on improving this concept is welcome.
Credits to me if this does get implemented.

現状/Current Status

There is only one volatile zone, and it is only used by Deviljho.

I think turf wars themselves would be pretty neat to add. You’re 20 seconds into the fight when the timer stops, a cutscene plays, and you get to choose which monster to finish off with your remaining time. Could even feature minor turf wars, like barroth vs jyura.

I’m in favor of having volatile habitats being more like a “deep wilderness” though: you can’t see any monster until you encounter it, but monsters have an increased chance for rarer spawns. This would be the only way to find invading species like Deviljho and Rajang but also provide an increased chance to find subspecies spawns and other monsters which are rare in the field. The downside being you would need to scour the map to find them, since the monsters would show up as unidentified before entering the interaction radius.