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    #16
    I had blur off when i was stuck in res mode, no difference at all.

    Lobby and MP.... base camp is extremely choppy with other players around, seemed like somewhere between 10-20 players per lobby, stepping outside the camp puts you on your own unless you SOS flare. Alot of the Quest/SOS UI is still lifting directly from world with seemingly no improvements, which fine i guess, so expect the usual error codes trying to join full games, so it's probably better to just start your own quest and SOS up. As for the frame-rate.... it absolutely tanks, i'm talking switch Rise bad for 4 players, the bloody handler is always around on a raptor for some silly reason, at lot of wildlife, and 3-4 monsters round, often in the same spot together.

    Also ran into that problem of not being able to finish off the monster easily with our weak weapons and increase monster HP for the extra players so we would spend an extra 10 minutes following a limping monster around, it would stop, take some damage then run off again to repeat it over and over.

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      #17
      Holy s*** the image quality in performance mode is like a dogs puked it’s dinner up, what the f are capcom thinking? The frame rate regularly drops into the 30’s then back up again as well.

      Resolution mode is like a slide show and isn’t much better picture quality wise either.

      What is going on here?

      edit. Weapons feel like they have zero connection as week unlike world where everything felt like you were hitting a body part etc.
      Last edited by fishbowlhead; 29-10-2024, 21:50.

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        #18
        RE engine just isn't up to the task of capcom pushing all this 'emergent' gameplay based on simulating lots of stuff in the environment, it happened with Dragon Dogma 2 which fell off a cliff after launch after we all got it our hands. I'm not sure how capcom could possibly fix this in 4-5 months time, they are just pushing way to much unnecessary stuff which at least with the PC version i hope i can turn a pile of effects to low or off to get a stable 60 with a clear picture, which matters way more to me.

        The hits at least with the Great Sword felt ok, i got that cutting feel on regular strikes from hitting the tongue monster, and charged up power strikes gave the right reaction i would expect. Once multiplayer using horn and SnS, i couldn't tell if i was hitting it without the damage numbers, the frame-rate is so unstable.

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          #19
          I absolutely love this. I think it looks great. Yeah, I hope there's a perf mode, but to be fair, I felt it ran at a stable 30, so it dropped like that, it won't bother me too much. Pretty much played World the same way.

          I think Capcom have done a great job with the combat. The focus attacks are awesome.

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            #20
            I guess we will see what the graphics and IQ are actually like when the PC beta lands in a few days, if thats like this (but a bit better on a big rig) then it will be a no sale from me as the PS5 pro certainly wont help if a big rig cant save it.

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              #21
              Originally posted by fishbowlhead View Post
              edit. Weapons feel like they have zero connection as week unlike world where everything felt like you were hitting a body part etc.
              Looking into this, alot of people are saying the hitstop (slight pauses in the animation when you hit hard) have been massively reduced across all weapons.

              Originally posted by hudson View Post
              I absolutely love this. I think it looks great. Yeah, I hope there's a perf mode, but to be fair, I felt it ran at a stable 30, so it dropped like that, it won't bother me too much. Pretty much played World the same way..
              There is a performance mode and it's terribly unstable and low res. There is no way you see didn't how unstable that tutorial fight was in the cave vs the tongue monster.

              What i remember of my time in World was putting it in Performance mode on PS4Pro and it ran mostly fine, no one should be playing MH at barely 30fps, i can only imagine how bad res mode is for 4 players going at it.​

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                #22
                Ah yeah, I've just discovered it myself and yes, it's smeared mince meat.

                It's **** like this that now has me thinking of getting a bleedin Pro

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                  #23
                  Tobal yes that’s it, it’s the hit stop annimation reduction. Normally I would say it’s a good thing it being reduced but here I think its actually detracted, so much so I made absolute mincemeat of the first monster solo with the starter hammer as attacks can be chained and chained with hardly any downtime.


                  I really really want Capcom to absolutely nail this game in every respect, but it feels like it needs another year in dev based on the Beta.
                  Last edited by fishbowlhead; 30-10-2024, 09:05.

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                    #24
                    Managed 30 mins or so late last night, flew through the first mission solo, and do feel like I'm playing a different game to you guys entirely.

                    My biggest issue was with the scripted chase sequence being... well, scripted... but I figure these will be tiny little one-off sections that just shift the story along. The story side of it was better than I had expected. Totally, completely overwhelmed by the number of options and tweaks you can make to just about everything, but very good to see them there. I definitely need to poke around in there to figure out how to make some of the UI options bigger; I could hardly see my phials which is not great when you're totally out of practice. A little bummed about the death of "Monster Hunter" language option, too.

                    But generally? I thought it looks and feels fantastic. Different for sure, but I'm not complaining - as noted, attack sequences feel more fluid, and while yes, that first monster was a complete pushover, I'm sure the game will be balanced with all of this in mind. When it comes to getting new players into the game, locking into lengthy animations has always been one of the biggest hurdles to enjoying it. That's not to say we're suddenly going full Devil May Cry, but a slight nudge in the direction of more responsiveness is definitely one thing I think will help a lot of people get into the game.

                    Having to target a weakened spot via reticule to break it is an interesting change - will be interested to see how party / weapon dynamics determine who's best to take these tasks on.

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                      #25
                      Don't get me wrong, my overall feeling coming away was one of amazement. The fight with the big monsters was just awesome. Focus Attacks blew me away. It's just that low res, unresolved, aliasing for some detail. Like my Hunter's furry feather boa thing just looked like mush. The frame rate at 30 is stable, so I don't mind that.

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                        #26
                        I've been muddling by on 30 fps for decades and I think it looks just fine - better than fine. The character/monster animations are really exceptional (to my eyes), interesting atmospherics and deformability in the environments, some good QOL changes too. And this looks like a game where a more open-world approach actually makes gameplay sense. I can live with some hair that doesn't look quite realistic up close.

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                          #27
                          Saying 30fps is fine for a action gameplay is madness, don't get it myself. Played in res '30 fps' mode for a 2, 4 player hunts, a completely unstable mess and goes well under 30 if 2 monsters turn up (it can sometimes get up 4 due to the packs of low tier monsters now). As far a open world, it's no different from World and Rise, just 1 slightly larger area in the middle of map than we have ever had but still overall the map is very similar to what we have had before.

                          More i play, the more i feel stamina might as well not exist, just level1 stamina perk from the armour and i never once ran out using the hammer or gunlance on block.

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                            #28
                            Originally posted by Golgo View Post
                            I've been muddling by on 30 fps for decades and I think it looks just fine - better than fine. The character/monster animations are really exceptional (to my eyes), interesting atmospherics and deformability in the environments, some good QOL changes too. And this looks like a game where a more open-world approach actually makes gameplay sense. I can live with some hair that doesn't look quite realistic up close.
                            We must be playing a different game? 30fps in this is like a 1900’s slide show, it physically makes me nauseous to look at, and that’s with vrr enabled as well.

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                              #29
                              Looked fine to me, but I play Nintendo games mostly. shrug.

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                                #30
                                PC version currently an utter cluster****. Some of the characters are just rendered as polygons lol.

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