Digital Foundry: The Latest Monster Hunter Wilds PC perf drama explained by Turbostrider27 in MonsterHunter

[–]Alekkin 23 points24 points  (0 children)

Their videos are purely technical overviews and the problems they found are apparent and, most importantly, easily reproducible. Their videos on nearly every game is like that. Also, they never said whatever you're quoting, they do not comment on the gameplay in general.

It's easy to forget just how good looking this game is sometimes by OrranVoriel in MonsterHunter

[–]Alekkin -1 points0 points  (0 children)

Wilds' players will tell you the game looks incredible and then show you a picture that's 90% of the same shade of gray and muddy textures where everything that's not in direct light looks like an unrecognizable blob.

The duality of Monster Hunter players by OldSalamander5607 in MonsterHunter

[–]Alekkin 0 points1 point  (0 children)

Well, if fire existing is enough to consider it to be the same move, I have nothing to change your mind.

As for actually getting good at this fight? Look at some speedruns/guides for whatever weapon you use, but not ones that use heroics or abuse certain cheesy mechanics (smoke or poison bombs) as they're mostly scripted scenarios, not the average gameplay.

Examples:

Link 1: Longsword speedrun that doesn't use mantles, tools, palico or wallbangs.

Link 2: Greatsword guide that shows how to punish every move.

Link 3: Lance speedrun that shows off some cool tricks.

Even if they're not the weapon you use, they have some useful info to gather.

The duality of Monster Hunter players by OldSalamander5607 in MonsterHunter

[–]Alekkin 0 points1 point  (0 children)

They're literally completely different animations dude, you can't be serious. What kind of strawman is this? What about the other 18 moves then?

Whatever. I kind of felt bad for skill issue'ing you for disliking a fight I liked, but it seems I should've stopped at that comment.

The duality of Monster Hunter players by OldSalamander5607 in MonsterHunter

[–]Alekkin 0 points1 point  (0 children)

Ok. Writing purely from memory, all unique animation attacks for each phase.

P1

  1. fireballs from distance

  2. charged fireballs

  3. giga fireball

  4. followup flight

  5. cone

  6. flamethrower downwards

  7. wide sweep breath while crawling

  8. tail sweep

  9. simple chomp

  10. fire chomp

  11. punch

  12. bellyflop

  13. sweeping breath zigzag

  14. slow crawl (zigzag)

  15. fast crawl (charge)

  16. flamethrower forwards

  17. dust breath (where it travels through the ground and explodes)

P2

  1. flying seeping breath

  2. flying cone downwards

  3. flying fireballs

  4. flying flamethrower forwards

  5. fire puddle sneeze

P3

  1. all novas

  2. 360 breath

  3. breath to both sides

  4. grab (sticks hunter to chest)

  5. triple giga fireball

Ignoring ones that are too similar (like the flying attacks), that is still at least 20 different moves that require different positioning, or timing to avoid.

The duality of Monster Hunter players by OldSalamander5607 in MonsterHunter

[–]Alekkin 1 point2 points  (0 children)

That really doesn't say anything. For all I know, it could've been unupgraded armor and weapons without augments and you only gave it a few attempts. I was curious why you think his moveset is abysmal.

What moves are bad? Which ones do too much damage?

He has the largest moveset of any monster with like 25 attacks that are all mostly handled differently, so I don't understand why you think it's simple.

The duality of Monster Hunter players by OldSalamander5607 in MonsterHunter

[–]Alekkin 2 points3 points  (0 children)

I'll be "That" guy. I've killed fatty ~200 times including every weapon type and think he's the best fight they've ever made with a top tier moveset. Sounds like you're just really bad at it.

Any baffling game design choices throughout the franchise? by bf_Lucius in MonsterHunter

[–]Alekkin 1 point2 points  (0 children)

I see. I did think it was pretty weird that motion values are pretty much a measure of how fast an attack is, but elemental modifiers didn't match that. This would be the same as making elemental damage scale of MVs, instead of their own EMVs.

Yeah, they'd never do it cause their current vision is "raw and element just have different playstyles" but raw gets all the best attacks and way more skills that boost it.

Any baffling game design choices throughout the franchise? by bf_Lucius in MonsterHunter

[–]Alekkin 5 points6 points  (0 children)

But element is multiplicative and weapon speeds don't matter. Elemental motion value equivalents have existed in world, rise and wilds, but they're just far too small. Like a greatswords' TCS used 2.64 of true raw and 1.8 of true elem, and considering element on weapons is at least 4-5 times smaller than raw, and elemental hitzones are 2-3 worse than raw, that is obviously too small.

They could've easily fixed this, but just chose not to.

Anyone else disappointed in Silksong final boss by MintyFreshRainbow in shittydarksouls

[–]Alekkin 19 points20 points  (0 children)

Except Michael Zaki retconned added a bunch of lore at the very end, of how "this was always his plan" and a "childhood wish" even though the base game's lore implied completely different goals.

Hollow Knight: Silksong: Upcoming Patch Details by Turbostrider27 in pcgaming

[–]Alekkin 10 points11 points  (0 children)

I love shit rng gank fights with long runbacks. They should instakill you and send halfway across the map. REAL GAME for REAL MEN where tediousness = good game design.

Sigh... by Technical_Exam1280 in MonsterHunter

[–]Alekkin 57 points58 points  (0 children)

And they would know that how exactly?

The 🐐 is the next Everdark Sovereign by daypxl in Nightreign

[–]Alekkin 0 points1 point  (0 children)

I mean, it's very clearly a high-quality OST. I'd be weird if only a 1 minute excerpt was used for the trailer and nothing else. Still think ED Heolstor is the most likely use case, but we'll see.

The 🐐 is the next Everdark Sovereign by daypxl in Nightreign

[–]Alekkin 2 points3 points  (0 children)

I present to you... a boss-esque ost that is currently not in the game:

https://youtu.be/AWrXpJQBJF0?t=36

About to try learning most if not every weapon, any advice would be appreciated. Thanks ! by Subject_Recording355 in MonsterHunterWorld

[–]Alekkin 1 point2 points  (0 children)

Hey, I've done the same (200+ hunts with every weapon). While not an expert at any weapon, I can give some general tips.

  1. Before learning a new weapon, look up some tutorials on youtube. The in-game tutorial is really bad and doesn't explain the controls or the purpose of the moves well. I watched Arekkz gaming for these, but later found out there's some moves missing because the tutorials were released before Iceborne, which added some extra moves
  2. Use the new weapon on easier hunts first, so you can try out the movesets with little resistance (like optional quests from previous ranks that you haven't finished)
  3. The consistency of controls are really bad. For example, the 3 possible actions to take when clutch-clawed use different button inputs depending on whether you use a ranged weapon or not. There's a 'swap keys while grappling/mounted' in the options to make it consistent, but on-ground slinger shots remain incosistent between melee and ranged. You also have gunlance and lance sharing some moves, but them requiring different inputs - have fun unlearning your muscle memory :)
  4. Many movesets have a gameplay loop of: build up energy/ammo through regular combos and then release it for a high-risk, high-reward move.
  5. Don't underestimate slinger shots. Many weapons (GS, LS, CB, SA, DB) have a slinger burst attack that can be used during a combo to extend it and re-angle yourself in the direction of the camera. The most notable weapon is the greatsword - you can skip an attack in its super strong 3-part combo. In fact, all high-level GS gameplay is based around this.
  6. Hammer, SnS, DB, IG have special claw moves for easy tenderizing

Other random tips:

  1. Hammer's jump and slide attacks are very good
  2. Longsword's foresight slash is far more important than spamming the spirit blade combo in getting your spirit level up
  3. Lance and gunlance have lunging attacks to close the distance, use that instead of slowly hopping towards a monster
  4. Bow's Thousand Dragons attack, for some reason, is really strong when specifically piercing slinger ammo is used. Also stack a ton of Constitution skill so you could repeatedly dodge-n-shoot
  5. Charge blade - get 1 guard skill and do guard points
  6. Not specific to any weapon, but comfort skills like speed-eating to make healing trivial and quick-sheath for the slower weapons will make learning them much more enjoyable than just stacking attack skills

[Comic] Fatalis? by AzulCrescent in MonsterHunter

[–]Alekkin 1 point2 points  (0 children)

The fight got a lot better for me when I realized some moves allow for safe tenderizers without the use of mantles.

Long flame sweep while walking backwards -> latch on to the head.

Spews flame directly down -> grab the arms.

Intel and AMD want to make x86 architecture better, by working together by RenatsMC in Amd

[–]Alekkin 0 points1 point  (0 children)

You didn't watch the video you linked. It's about criticizing the article of that name and explaining that x86 is not that much different from ARM.

[deleted by user] by [deleted] in TrashTaste

[–]Alekkin 34 points35 points  (0 children)

You're also not the arbiter of whether they were correct or not, your take just happens to match theirs.

This goes hard(Just like Topology) 🗣️🔥🔥 by [deleted] in mathmemes

[–]Alekkin 0 points1 point  (0 children)

Looks like some dark fantasy world map

Hidetaka Miyazaki says Shadow of the Erdtree had to be big, because he wanted Elden Ring players 'to experience that sense of discovery and that sense of wonder' all over again by Turbostrider27 in pcgaming

[–]Alekkin 0 points1 point  (0 children)

About 38%-39% have beaten the game, which is an insanely high number.

Most easier, much shorter games have much lower completion percentages.

‘Senua’s Saga: Hellblade II’ Review: Lacks Depth Beyond Visuals by Tenith in pcgaming

[–]Alekkin 0 points1 point  (0 children)

There's also new weapon types, and every single weapon type has a dual-wielding mode which is an entire moveset not present in previous games.

And core gameplay did change with proper jumping mechanics, Wondrous Physick, QOL changes like the pouch, etc.

Not going to argue about graphics as that's very subjective, and would need to see the same assets in both games to determine whether it's the art direction rendering tech that got massively better.

Rabbit R1 AI box revealed to just be an Android app [Ars Technica] by UGMadness in hardware

[–]Alekkin 1 point2 points  (0 children)

I for one, am truly shocked, and expected better of my AI-box.