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* A lot of [[FakeLongevity Gathering quests]] in general can be rather boring. Even if they involve [[TwentyBearAsses hunting small monsters for certain materials]] which is at least a bit interesting, for they involve combat, these levels are still tedious. For veteran hunters who have completed the game, why should we do these quests when we can be hunting and/or [[{{Speedrun}} speedrunning]] powerful monsters? Here, the only "monster" you're at the mercy of is the [[RandomNumberGod RNG]]. Given that this is Monster Hunter, the RNG will most likely be as [[SpitefulAI evil]] as possible, and you won't always obtain the item that you're looking for. If you're unable to obtain a sufficient amount of the item you're looking for after frantically looking through every gathering patch to the point where there are none left in the whole map, then it's time to abandon the quest and do it all over again! You also have to know which patches give you the item you're looking for, and where you can even find these patches. And guess what? [[GuideDangIt The game doesn't tell you this either]]! Commence the eye twitching.

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* A lot of [[FakeLongevity Gathering quests]] in general can be rather boring. Even if they some of them involve [[TwentyBearAsses hunting small monsters for certain materials]] which is at least a bit interesting, for they involve combat, these levels are still tedious. For veteran hunters who have completed the game, why should we do these quests when we can be hunting and/or [[{{Speedrun}} speedrunning]] powerful monsters? Here, the only "monster" you're at the mercy of is the [[RandomNumberGod RNG]]. Given that this is Monster Hunter, the RNG will most likely be as [[SpitefulAI evil]] as possible, and you won't always obtain the item that you're looking for. If you're unable to obtain a sufficient amount of the item you're looking for after frantically looking through every gathering patch to the point where there are none left in the whole map, then it's time to abandon the quest and do it all over again! You also have to know which patches give you the item you're looking for, and where you can even find these patches. And guess what? [[GuideDangIt The game doesn't tell you this either]]! Commence the eye twitching.
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!!Fifth Generation missions ([[VideoGame/MonsterHunterRise]] Rise)

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!!Fifth Generation missions ([[VideoGame/MonsterHunterRise]] Rise)([[VideoGame/MonsterHunterRise Rise]])

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!! Fifth Generation missions:

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!! Fifth Generation missions:missions ([[VideoGame/MonsterHunterWorld World/Iceborne]]):


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!!Fifth Generation missions ([[VideoGame/MonsterHunterRise]] Rise)
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** On paper, it adds some diverse and visually stunning locations, while allowing players to use the terrain to their advantage through the new jumping and mounting mechanics. In practice, this amounts to awkwardly-placed cliffs and ledges which often impede player movement ([[TheComputerIsACheatingBastard but rarely the monsters']]) and interrupt rolls. The ledges are also prone to causing CameraScrew, as the camera refuses to view from inside a ledge and instead will zoom way in to give you a nice shot of your character's ass instead of the monster. Slopes look nice and give terrain a more natural feel, but also require extra vertical aiming from weapons that use ranged attacks.

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** On paper, it adds some diverse and visually stunning locations, while allowing players to use the terrain to their advantage through the new jumping and mounting mechanics. In practice, this amounts to awkwardly-placed cliffs and ledges which often impede player movement ([[TheComputerIsACheatingBastard but rarely the monsters']]) and interrupt rolls.rolls, [[TheComputerIsACheatingBastard while the enemy monsters can easily run through these ledges]]. [[JustifiedTrope It makes sense]], given that [[FridgeLogic the monsters are considerably bigger than the player]]. The ledges are also prone to causing CameraScrew, as the camera refuses to view from inside a ledge and instead will zoom way in to give you a nice shot of your character's ass instead of the monster. Slopes look nice and give terrain a more natural feel, but also require extra vertical aiming from weapons that use ranged attacks.



*** The caves map. A good third of the area is ''packed'' with small stepping-stone rocks that make any attempt to dodge around them incredibly difficult, while another third is full of flowing sand which will ruin your positioning, hinder your movements and make trap-setting impossible. The remaining tracts of stable ground are narrow and sloped, making them liable to cause CameraScrew. And finally, several of the tougher monsters that can be encountered on expeditions favor this area, including Deviljho and the [[BullfightBoss 'Blos wyverns]], the latter of which are more than happy to charge right over the little stepping stones you're frantically clambering over to headbutt you.

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*** The caves map. A good third of the area is ''packed'' with small stepping-stone rocks that make any attempt to dodge around them incredibly difficult, while another third is full of flowing sand which will ruin your positioning, hinder your movements and make trap-setting impossible. The remaining tracts of stable ground are narrow and sloped, making them liable to cause CameraScrew. And finally, several of the tougher monsters that can be encountered on expeditions favor this area, including Deviljho and the [[BullfightBoss 'Blos wyverns]], the latter of which are more than happy to charge right over the little stepping stones you're frantically clambering over to headbutt you.you, because they're big, and you're small.
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** Area 5 of the Dunes consists mostly of long rivers of sand with small areas of stable ground and a few small destructible platforms. The sand carries you downstream while you stand on it, throwing off your attacks while [[TheComputerIsACheatingBastard not hindering the monsters]]. Thankfully, not many monsters travel here, but Area 7 has a giant sand pit with similar mechanics that opens up if the pillar is destroyed, and a lot of monsters ''do'' travel there.

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** Area 5 of the Dunes consists mostly of long rivers of sand with small areas of stable ground and a few small destructible platforms. The sand carries you downstream while you stand on it, throwing off your attacks while [[TheComputerIsACheatingBastard not hindering the monsters]].monsters]], because [[FridgeLogic they're a lot heavier than you]]. Thankfully, not many monsters travel here, but Area 7 has a giant sand pit with similar mechanics that opens up if the pillar is destroyed, and a lot of monsters ''do'' travel there.

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* Also in G4, there's yet ''another'' key quest titled "A Titanic Clash", involving an Agnaktor and a Duramboros. Unlike the above entry which takes place in the Volcano, this quest happens in a ONE-AREA MAP, that being the Arena. Despite the decrease in base HP primarily present in most Hunt-A-Thon quests, these two will still take quite a while to defeat for their own reasons. The Duramboros, while being an easy target to hit, has a naturally high health pool and hits quite hard, but shouldn't be too hard to deal with if you know what you're doing. The Agnaktor, on the other hand, can be harder to deal with, both figuratively AND literally. Its magma armor will most likely deflect your attacks unless you have Mind's Eye, it tends to move a lot more agile, being a Leviathan and all, and it can waste time by burrowing all over the place for around twenty to thirty seconds. Altogether, you have a tough "multiple monsters in one area" level that makes a mighty BeefGate on your way to [[spoiler: Ahtal-Ka]].
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* "A Tragedy In Silver And Gold" is generally considered to be a frontrunner for the most difficult quest in ''Generations Ultimate''. It pits you against G-Rank ''Hyper'' Silver Rathalos and Gold Rathian, on the same map, simultaneously. Both of these monsters are ThatOneBoss of the highest order, and this quest multiplies that ''exponentially'' with the pair's BattleCouple instincts. The map (Ruined Pinnacle) is not a single area, but the moment you engage in combat with one wyvern, [[ViolentlyProtectiveGirlfriend the other will come rushing to the area to help its mate murder you]]. They CAN be driven off with Dung Bombs, but if the one you are fighting stays in the same area, the other will come rushing back ''about a minute'' after you forced it to leave. You can stop the other one from noticing you with Smoke Bombs, but using one will disable Flash Bombs[[note]][[RealityEnsues Vision-obscuring smoke would of course prevent the light from blinding them]][[/note]], [[MortonsFork which are almost necessary for dealing with these two, especially the Rathalos]]. And in case you're wondering ''why'' someone would take this challenge on, it's because the third and final level of the [[SuperMode Chaos Oil]] Hunter Art is locked behind completion of this quest.

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* "A Tragedy [[MeaningfulName Tragedy]] In Silver And Gold" is generally considered to be a frontrunner for the most difficult quest in ''Generations Ultimate''. It pits you against G-Rank ''Hyper'' Silver Rathalos and Gold Rathian, on the same map, simultaneously. Both of these monsters are ThatOneBoss of the highest order, and this quest multiplies that ''exponentially'' with the pair's BattleCouple instincts. The map (Ruined Pinnacle) is not a single area, but the moment you engage in combat with one wyvern, [[ViolentlyProtectiveGirlfriend the other will come rushing to the area to help its mate murder you]]. They CAN be driven off with Dung Bombs, but if the one you are fighting stays in the same area, the other will come rushing back ''about a minute'' after you forced it to leave. You can stop the other one from noticing you with Smoke Bombs, but using one will disable Flash Bombs[[note]][[RealityEnsues Vision-obscuring smoke would of course prevent the light from blinding them]][[/note]], [[MortonsFork which are almost necessary for dealing with these two, especially the Rathalos]]. And in case you're wondering ''why'' someone would take this challenge on, it's because the third and final level of the [[SuperMode Chaos Oil]] Hunter Art is locked behind completion of this quest.
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* A lot of [[FakeLongevity Gathering quests]] in general can be rather boring. Even if they involve [[TwentyBearAsses hunting small monsters for certain materials]] which is at least a bit interesting, for they involve combat, these levels are still tedious. For veteran hunters who have completed the game, why should we do these quests when we can be hunting and/or speedrunning powerful monsters? Here, the only "monster" you're at the mercy of is the [[RandomNumberGod RNG]]. Given that this is Monster Hunter, the RNG will most likely be as [[SpitefulAI evil]] as possible, and you won't always obtain the item that you're looking for. If you're unable to obtain a sufficient amount of the item you're looking for after frantically looking through every gathering patch to the point where there are none left in the whole map, then it's time to abandon the quest and do it all over again! You also have to know which patches give you the item you're looking for, and where you can even find these patches. And guess what? [[GuideDangIt The game doesn't tell you this either]]! Commence the eye twitching.

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* A lot of [[FakeLongevity Gathering quests]] in general can be rather boring. Even if they involve [[TwentyBearAsses hunting small monsters for certain materials]] which is at least a bit interesting, for they involve combat, these levels are still tedious. For veteran hunters who have completed the game, why should we do these quests when we can be hunting and/or speedrunning [[{{Speedrun}} speedrunning]] powerful monsters? Here, the only "monster" you're at the mercy of is the [[RandomNumberGod RNG]]. Given that this is Monster Hunter, the RNG will most likely be as [[SpitefulAI evil]] as possible, and you won't always obtain the item that you're looking for. If you're unable to obtain a sufficient amount of the item you're looking for after frantically looking through every gathering patch to the point where there are none left in the whole map, then it's time to abandon the quest and do it all over again! You also have to know which patches give you the item you're looking for, and where you can even find these patches. And guess what? [[GuideDangIt The game doesn't tell you this either]]! Commence the eye twitching.
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* Honestly, the Fishing quests can be a slog sometimes, as the fish that you want to catch won't always be close to the line when you throw it in, and more often than not, a DIFFERENT fish will reach the hook before the target, and that is just frustrating. There is a way to jerk the hook in a certain direction and change its position in the water using the Circle Pad, but that is [[GuideDangIt never hinted in the game at all]]. Players would only find this out randomly. While trying to lure and catch the target fish is tough on its own, trying to find it is a different story. There are times where the target won't even show up. If it's a rare catch that's the target, then good luck. In addition, you have to know WHERE the fish will even spawn, and that isn't hinted in the game either. Sometimes, certain bait will spawn in a different batch of fish, but there isn't a specific bait for EVERY fish, not even some of the ones that are Accounting Items (there is a specific bait for Goldenfish, but not for Premium Sashimi). But there is a trick that involves cycling the batch of fish that spawn in a fishing point using bait. Just use the bait and reel back in immediately, and you'll find that the bait hasn't been used up, as no fish have grabbed it. Then you'll see that the fish in the fishing point are different than before. While it makes finding the fish easier, there's still the annoying shenanigan of trying to lure in the right one without another fish interfering with your progress.
* A lot of [[FakeLongevity Gathering quests]] in general can be rather boring. Even if they involve [[TwentyBearAsses hunting small monsters for certain materials]] which is at least a bit interesting, for they involve combat, these levels are still tedious. For veteran hunters who have completed the game, why should we do these quests when we can be hunting and/or speedrunning powerful monsters? Here, the only "monster" you're at the mercy of is the [[RandomNumberGod RNG]]. Given that this is Monster Hunter, the RNG will most likely be as [[SpitefulAI evil]] as possible, and you won't always obtain the item that you're looking for. If you're unable to obtain a sufficient amount of the item you're looking for after frantically looking through every gathering patch to the point where there are none left in the whole map, then it's time to abandon the quest and do it all over again! You also have to know which patches give you the item you're looking for, and where you can even find these patches. And guess what? [[GuideDangIt The game doesn't tell you this either]]! Commence the eye twitching.
* In Generations, Prowler quests work differently than standard quests. For starters, you can't go in as a Hunter, you can only go in as a Prowler, playing as one of your Palicoes. While it IS fun to play as a cat, playing through the Prowler quest line is "[[JustForPun PURR-etty]]" draggy at first. The quest line starts off with the above-mentioned Gathering quests, which are sluggish on their own, and there's even a few Fishing quests in the mix. Overtime, some small monster slaying quests start appearing, and then it becomes more interesting. By the way, that's before getting into the fact that Prowlers and their weapon and armor have lower attack and defense than standard Blademasters, even in the endgame of G-Rank AND with a maximized level, and they can't heal themselves as easily, because they can't use items.
** The Prowler Fishing quests deserve special mention. You know how there's a trick with using bait to cycle which fish show up in a fishing spot? This time, you can't use any bait to do the cycling trick, because as mentioned above, Prowlers can't use any items. Oh, and if a [[ThatOneBoss Plesioth]] shows up as an intruder in these Fishing quests, you are unable to use a normal bob on your fishing pole and you're instead forced into using a frog bob used mainly for fishing out the Plesioth, which will [[NoSell ignore it anyway]] because you're in its sight. And the fish will ignore the frog bob because it's not the normal bob. That means you're forced to defeat it before you can continue the quest, which will pretty much result in dozens of minutes being subtracted from the quest timer. If you don't want any time subtracted from the timer, then you might as well abandon the quest and start all over again. And if you do ''somehow'' manage to defeat the Plesioth, the frog bob will not disappear until its corpse vanishes from the map.
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* Any quest where you have to hunt two monsters at the same time, in the same area, with no way to separate them. While most quests with multiple monsters allow you to use dung bombs so you only have to fight one at a time, these quests only have one area where monsters can be fought, forcing you to fight both of them at the same time. Not only is it a hassle keeping an eye on more than one monster, players have far less opportunities to attack safely, since a moment where one monster is vulnerable will often be wasted by another monster attacking at the same time. The Arena, which only has one area where monsters can be fought, is especially prone to these kinds of battles. Sometimes the arena will let you split the monsters apart with a fence, but you have no control over the fence once you trigger it, it takes several minutes to cool down, and you can't freely move between the two halves; you have to faint or use a Farcaster, or have an EZ Farcaster as well since it counts as a separate item -- of which you can only carry one of unless you carry the materials to combine more -- to go back to base camp so you can enter the opposite side. Worse yet, with both monsters chasing after you, it's FAR too easy to trap them on the same side, and if this happens, it's ALWAYS bad. Both of them got stuck on your side? Have fun getting knocked around! Both of them are stuck on the other side? You have to wait for the fence to go back down. You thought it was bad enough that you can't control the fence? Some quests won't even allow you to use the fence switch AT ALL!

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* Any quest where you have to hunt two monsters at the same time, in the same area, with no way to separate them. While most quests with multiple monsters allow you to use dung bombs so you only have to fight one at a time, these quests only have one area where monsters can be fought, forcing you to fight both of them at the same time. Not only is it a hassle keeping an eye on more than one monster, players have far less opportunities to attack safely, since a moment where one monster is vulnerable will often be wasted by another monster attacking at the same time. The Arena, which only has one area where monsters can be fought, is especially prone to these kinds of battles. Sometimes the arena will let you split the monsters apart with a fence, but you have no control over the fence once you trigger it, it takes several minutes to cool down, and you can't freely move between the two halves; you have to faint or use a Farcaster, or have an EZ Farcaster as well since it counts as a separate item -- of which you can only carry one of unless you carry the materials to combine more -- to go back to base camp so you can enter the opposite side. Worse yet, with both monsters chasing after you, it's FAR too easy to trap them on the same side, and if this happens, it's ALWAYS bad. Both of them got stuck on your side? Have fun getting knocked around! around for the next few minutes! Both of them are stuck on the other side? You have to wait for the fence to go back down. You thought it was bad enough that you can't control the fence? Some quests won't even allow you to use the fence switch AT ALL!

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* The Velkhana quest in the ''Iceborne'' beta. In earlier games, the Demo’s final quests give you 20 minutes to slay the target. But here, you have only 15 minutes. You heard that right. ''FIFTEEN'' minutes. The strongest enemy in this Beta quest isn't Velkhana, but it's the quest timer itself. Many players failed to defeat the target enemy just because of the timer running out. [[https://www.youtube.com/watch?v=b0CE2deo_vE Here is an accurate representation of the quest]].



• The Magnamalo Demo quest in Rise suffers the EXACT same problem as the Velkhana beta quest: instead of twenty minutes, you have to defeat it in FIFTEEN minutes. And Magnamalo itself has proven to be a [[ThatOneBoss terrifying adversary]]. Not to mention the cruddy equipment you go in with.

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* The Magnamalo Demo quest in Rise suffers the EXACT same problem as the Velkhana beta quest: instead of twenty minutes, you have to defeat it in FIFTEEN minutes. And Magnamalo itself has proven to be a [[ThatOneBoss terrifying adversary]]. Not to mention the cruddy equipment you go in with.
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• The Magnamalo Demo quest in Rise suffers the EXACT same problem as the Velkhana beta quest: instead of twenty minutes, you have to defeat it in FIFTEEN minutes. And Magnamalo itself has proven to be a [[ThatOneBoss terrifying adversary]]. Not to mention the cruddy equipment you go in with.
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* "The Black Dragon", the Special Assignment quest against Fatalis, can be a nightmare starting off. In addition to Fatalis being [[ThatOneBoss/MonsterHunter a pain in the ass in and of itself]], you can't launch an SOS beacon until you manage to make it to Fatalis's second phase. That means for the entirety of the first phase, the only help you get is from your Palico and the Exciteable A-Lister, who may be actually helpful thanks to his Dust of Life assists and firing binders, but his help simply ''isn't enough'' when you have Fatalis bearing down on you ([[GangUpOnTheHuman and mostly you]]). Once you make it to the second phase, you'll finally be able to call for backup from other players, but each attempt at the quest from that point onwards will be ''without'' the A-Lister's help, and you still have the rest of the fight with Fatalis to deal with. Good luck! ''You'll need it!''

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* "The Black Dragon", the Special Assignment quest against Fatalis, can be a nightmare starting off. In addition to Fatalis being [[ThatOneBoss/MonsterHunter a pain in the ass in and of itself]], you can't launch an SOS beacon until you manage to make it to Fatalis's second phase. That means for the entirety of the first phase, the only help you get is from your Palico and the Exciteable A-Lister, who may be actually helpful thanks to his Dust of Life assists and firing binders, but his help simply ''isn't enough'' when you have Fatalis bearing down on you ([[GangUpOnTheHuman and mostly you]]). Once you make it to the second phase, you'll finally be able to call for backup from other players, but each attempt at the quest from that point onwards will be ''without'' the A-Lister's help, and you still have the rest of the fight with Fatalis to deal with. Good luck! ''You'll ''[[ThatOneBoss You'll need it!''
it!]]''
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--> '''Caravaneer from 4 Ultimate''': Okay, I'll level with ya: These Capture Quests can be a big pain in the ole keister.

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--> '''Caravaneer from 4 Ultimate''': from''' '''''4 Ultimate''''': Okay, I'll level with ya: These Capture Quests can be a big pain in the ole keister.
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** There are also times where a Capture Quest is the introductory quest for any monster. For example, the first Gendrome Village Quest in 4 Ultimate makes you have to capture it. Then there is the first Shogun Ceanataur Village Quest. Most other introductory quests are normal hunting quests, but then you have these quests.

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** There are also times where a Capture Quest is the introductory quest for any monster. For example, the first Gendrome Village Quest in 4 Ultimate ''4 Ultimate'' makes you have to capture it. Then there is the first Shogun Ceanataur Village Quest.Quest in ''Generations''. Most other introductory quests are normal hunting quests, but then you have these quests.
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* Any quest where you have to hunt two monsters at the same time, in the same area, with no way to separate them. While most quests with multiple monsters allow you to use dung bombs so you only have to fight one at a time, these quests only have one area where monsters can be fought, forcing you to fight both of them at the same time. Not only is it a hassle keeping an eye on more than one monster, players have far less opportunities to attack safely, since a moment where one monster is vulnerable will often be wasted by another monster attacking at the same time. The Arena, which only has one area where monsters can be fought, is especially prone to these kinds of battles. Sometimes the arena will let you split the monsters apart with a fence, but you have no control over the fence once you trigger it, it takes several minutes to cool down, and you can't freely move between the two halves; you have to faint or use a Farcaster, or have an EZ Farcaster as well since it counts as a separate item -- of which you can only carry one of unless you carry the materials to combine more -- to go back to base camp so you can enter the opposite side.

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* Any quest where you have to hunt two monsters at the same time, in the same area, with no way to separate them. While most quests with multiple monsters allow you to use dung bombs so you only have to fight one at a time, these quests only have one area where monsters can be fought, forcing you to fight both of them at the same time. Not only is it a hassle keeping an eye on more than one monster, players have far less opportunities to attack safely, since a moment where one monster is vulnerable will often be wasted by another monster attacking at the same time. The Arena, which only has one area where monsters can be fought, is especially prone to these kinds of battles. Sometimes the arena will let you split the monsters apart with a fence, but you have no control over the fence once you trigger it, it takes several minutes to cool down, and you can't freely move between the two halves; you have to faint or use a Farcaster, or have an EZ Farcaster as well since it counts as a separate item -- of which you can only carry one of unless you carry the materials to combine more -- to go back to base camp so you can enter the opposite side. Worse yet, with both monsters chasing after you, it's FAR too easy to trap them on the same side, and if this happens, it's ALWAYS bad. Both of them got stuck on your side? Have fun getting knocked around! Both of them are stuck on the other side? You have to wait for the fence to go back down. You thought it was bad enough that you can't control the fence? Some quests won't even allow you to use the fence switch AT ALL!

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* Let's face it, Capture Quests are a pain to do, mainly because you have a constant fear of [[NonStandardGameOver killing the monster by accident]]. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to ''forget'' that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: [[ScrappyMechanic THERE'S NO ENEMY HEALTH BAR]]. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will [[ScrewThisImOuttaHere leave the area]] [[FinaglesLaw JUST AS SOON]] as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an [[UnwinnableByDesign Unwinnable by Design]] situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn't helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt [[CherryTapping scratch damage]], making it possible to kill the monster in that manner as well. All of this is merely in single-player. Multiplayer? If you're playing with randoms, you better hope they have the sense to stop attacking the moment they're told the monster is ready for capture, which doesn't always happen if there's language barriers, your teammates ignore chats and signals, or are just plain {{grief|er}}ing. Or if it's a quest well below your level (for example, level 2 Deviant quests and you're in postgame G-rank), it's entirely possible to kill the monster ''before Capture Guru activates'', as it may take a few seconds after the monster is weak enough to actually flash the monster's icon. Goodness. It really says something when even an NPC [[LampshadeHanging lampshades]] just how worrisome these quests are:

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* Let's face it, Capture Quests are a pain to do, mainly because you have a constant fear of [[NonStandardGameOver killing the monster by accident]]. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to ''forget'' that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: [[ScrappyMechanic THERE'S NO ENEMY HEALTH BAR]]. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will [[ScrewThisImOuttaHere leave the area]] [[FinaglesLaw JUST AS SOON]] as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an [[UnwinnableByDesign Unwinnable by Design]] situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn't helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt [[CherryTapping scratch damage]], making it possible to kill the monster in that manner as well. All of this is merely in single-player. Multiplayer? If you're playing with randoms, you better hope they have the sense to stop attacking the moment they're told the monster is ready for capture, which doesn't always happen if there's language barriers, your teammates ignore chats and signals, or are just plain {{grief|er}}ing. Or if it's a quest well below your level (for example, level 2 Deviant quests and you're in postgame G-rank), it's entirely possible to kill the monster ''before Capture Guru activates'', as it may take a few seconds after the monster is weak enough to actually flash the monster's icon. It's probably for the better that Capture quests should be reduced in amount in newer games. Goodness. It really says something when even an NPC [[LampshadeHanging lampshades]] just how worrisome these quests are:


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** There are also times where a Capture Quest is the introductory quest for any monster. For example, the first Gendrome Village Quest in 4 Ultimate makes you have to capture it. Then there is the first Shogun Ceanataur Village Quest. Most other introductory quests are normal hunting quests, but then you have these quests.
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*** The Dreadking Rathalos capture map is also quite irritating. As many know, Rathalos has a tendency to stay in the air, and unlike Rathian, rarely charges you on the ground. You also don't have nearly enough Flash Bombs to keep him under control.

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*** ** The Dreadking Rathalos capture map is also quite irritating. As many know, Rathalos has a tendency to stay in the air, and unlike Rathian, rarely charges you on the ground. You also don't have nearly enough Flash Bombs to keep him under control.
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** Elderfrost G5 is ''murder''. To start, you face off against a standard Tigrex, with a Snowbaron Lagombi a few minutes later. Tigrex is bad enough on its own even without Hyper or Deviant modifiers, doing truckloads of damage, darting across the map with its charges, and having a roar loud enough to damage you, while Snowbaron is just as slippery and is a smaller target, making it harder to hit. After both are downed, you then go up against Elderfrost Gammoth, and hopefully you've somehow managed to save all of your carts, because its attacks hit harder than ever and can easily render you helpless with Snowman status, with its stampede attack in particular being all but a guaranteed OneHitKill to Gunners if it connects. Oh yeah, and this particular Elderfrost has ''18,700 hit points'', the highest of any non-EX Deviant monster in the game, and which is ''even more than some EX monsters''!
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* "The Black Dragon", the Special Assignment quest against Fatalis, can be a nightmare starting off. In addition to Fatalis being [[ThatOneBoss/MonsterHunter a pain in the ass in and of itself]], you can't launch an SOS beacon until you manage to make it to Fatalis's second phase. That means for the entirety of the first phase, the only help you get is from your Palico and the Exciteable A-Lister, who may be actually helpful thanks to his Dust of Life assists and firing binders, but his help simply ''isn't enough'' when you have Fatalis bearing down on you ([[GangUpOnTheHuman and mostly you]]). Once you make it to the second phase, you'll finally be able to call for backup from other players, but each attempt at the quest from that point onwards will be ''without'' the A-Lister's help, and you still have the rest of the fight with Fatalis to deal with. Good luck! ''You'll need it!''
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* Once more from 2nd generation and ''Generations'', the Arctic Ridge. The area connectors make very little sense, the three topmost areas -- where 95% of the fighting takes place -- take so long to get to, and there's two filler areas that serve little purpose other than padding out the map because no large monsters ever go there. If you happen to get carted, it's pretty much an automatic two or so minutes added on to the elapsed time.

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* Once more from 2nd generation and ''Generations'', the Arctic Ridge. The area connectors make very little sense, the three topmost areas -- where 95% of the fighting takes place -- take so long to get to, and there's two filler areas that serve little purpose other than padding out the map because no large monsters ever go there. If you happen to get carted, it's pretty much an automatic two or so minutes added on to the elapsed time. And even with the improved climbing speed mechanics introduced in generation 4, it's still tedious to get to the top of the mountain, even if you took the shortcut from Area 2 to Area 7.

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* The Caravaneer's Challenge in ''4U'', unlocked by completing every single Low Rank quest before it. Despite being officially a Low Rank quest, it's anything ''but'' suited for Low Rank players (and besides, several prerequisite quests require you to be at HR 7 or above anyway): the quest pits you against Frenzied Zinogre, Furious Rajang, and [[spoiler:Shagaru Magala]], [[TheComputerIsALyingBastard all of which are actually their High Rank variants]], all on the single-area Sanctuary map. Oh, and did you think the quest will make you fight them sequentially? No, the quest ''starts'' with Rajang and Zingore prowling the area at the same time. The Rajang will constantly harass you with its thunder beam attack, while the Zingore will pounce you all over the place, with [[spoiler:Shagaru Magala]] appearing once you've killed both. Even if you have G-rank equipment, you'll be hurting ''hard'' if you try to charge your targets carelessly. It makes a return in ''Generations Ultimate'', except this time all monsters are their G Rank variants and the Zinogre is ''Hyper'' instead.

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* The Caravaneer's Challenge in ''4U'', unlocked by completing every single Low Rank quest before it. Despite being officially a Low Rank quest, it's anything ''but'' suited for Low Rank players (and besides, several prerequisite quests require you to be at HR 7 or above anyway): the quest pits you against Frenzied Zinogre, Furious Rajang, and [[spoiler:Shagaru Magala]], [[TheComputerIsALyingBastard all of which are actually their High Rank High-Rank variants]], all on the single-area Sanctuary map.map. Granted, the Rajang, let alone Furious Rajang, is first encountered in High-Rank, hinting at the quest being at that level of difficulty. Oh, and did you think the quest will make you fight them sequentially? No, the quest ''starts'' with Rajang and Zingore prowling the area at the same time. The Rajang will constantly harass you with its thunder beam attack, while the Zingore will pounce you all over the place, with [[spoiler:Shagaru Magala]] appearing once you've killed both. Even if you have G-rank equipment, you'll be hurting ''hard'' if you try to charge your targets carelessly. It makes a return in ''Generations Ultimate'', except this time all monsters are their G Rank variants and the Zinogre is ''Hyper'' instead.
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* Let's face it, Capture Quests are a pain to do, mainly because you have a constant fear of [[NonStandardGameOver killing the monster by accident]]. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to ''forget'' that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: [[ScrappyMechanic THERE'S NO ENEMY HEALTH BAR]]. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will [[ScrewThisImOuttaHere leave the area]] [[FinaglesLaw JUST AS SOON]] as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an [[UnwinnableByDesign Unwinnable by Design]] situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn't helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt [[CherryTapping scratch damage]], making it possible to kill the monster in that manner as well. All of this is merely in single-player. Multiplayer? If you're playing with randoms, you better hope they have the sense to stop attacking the moment they're told the monster is ready for capture, which doesn't always happen if there's language barriers, your teammates ignore chats and signals, or are just plain {{grief|er}}ing. Or if it's a quest well below your level (for example, level 2 Deviant quests and you're in postgame G-rank), it's entirely possible to kill the monster ''before Capture Guru activates'', as it may take a few seconds after the monster is weak enough to actually flash the monster's icon. Goodness. It really says something when even an NPC lampshades just how worrisome these quests are:

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* Let's face it, Capture Quests are a pain to do, mainly because you have a constant fear of [[NonStandardGameOver killing the monster by accident]]. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to ''forget'' that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: [[ScrappyMechanic THERE'S NO ENEMY HEALTH BAR]]. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will [[ScrewThisImOuttaHere leave the area]] [[FinaglesLaw JUST AS SOON]] as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an [[UnwinnableByDesign Unwinnable by Design]] situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn't helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt [[CherryTapping scratch damage]], making it possible to kill the monster in that manner as well. All of this is merely in single-player. Multiplayer? If you're playing with randoms, you better hope they have the sense to stop attacking the moment they're told the monster is ready for capture, which doesn't always happen if there's language barriers, your teammates ignore chats and signals, or are just plain {{grief|er}}ing. Or if it's a quest well below your level (for example, level 2 Deviant quests and you're in postgame G-rank), it's entirely possible to kill the monster ''before Capture Guru activates'', as it may take a few seconds after the monster is weak enough to actually flash the monster's icon. Goodness. It really says something when even an NPC lampshades [[LampshadeHanging lampshades]] just how worrisome these quests are:
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* Let's face it, Capture Quests are a pain to do, mainly because you have a constant fear of [[NonStandardGameOver killing the monster by accident]]. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to ''forget'' that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: [[ScrappyMechanic THERE'S NO ENEMY HEALTH BAR]]. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will [[ScrewThisImOuttaHere leave the area]] [[FinaglesLaw JUST AS SOON]] as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an [[UnwinnableByDesign Unwinnable by Design]] situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn't helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt [[CherryTapping scratch damage]], making it possible to kill the monster in that manner as well. All of this is merely in single-player. Multiplayer? If you're playing with randoms, you better hope they have the sense to stop attacking the moment they're told the monster is ready for capture, which doesn't always happen if there's language barriers, your teammates ignore chats and signals, or are just plain {{grief|er}}ing. Or if it's a quest well below your level (for example, level 2 Deviant quests), it's entirely possible to kill the monster ''before Capture Guru activates'', as it may take a few seconds after the monster is weak enough to actually flash the monster's icon. Goodness. It really says something when even an NPC lampshades just how worrisome these quests are:

to:

* Let's face it, Capture Quests are a pain to do, mainly because you have a constant fear of [[NonStandardGameOver killing the monster by accident]]. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to ''forget'' that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: [[ScrappyMechanic THERE'S NO ENEMY HEALTH BAR]]. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will [[ScrewThisImOuttaHere leave the area]] [[FinaglesLaw JUST AS SOON]] as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an [[UnwinnableByDesign Unwinnable by Design]] situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn't helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt [[CherryTapping scratch damage]], making it possible to kill the monster in that manner as well. All of this is merely in single-player. Multiplayer? If you're playing with randoms, you better hope they have the sense to stop attacking the moment they're told the monster is ready for capture, which doesn't always happen if there's language barriers, your teammates ignore chats and signals, or are just plain {{grief|er}}ing. Or if it's a quest well below your level (for example, level 2 Deviant quests), quests and you're in postgame G-rank), it's entirely possible to kill the monster ''before Capture Guru activates'', as it may take a few seconds after the monster is weak enough to actually flash the monster's icon. Goodness. It really says something when even an NPC lampshades just how worrisome these quests are:
Is there an issue? Send a MessageReason:
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* Let's face it, Capture Quests are a pain to do, mainly because you have a constant fear of [[NonStandardGameOver killing the monster by accident]]. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to ''forget'' that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: [[ScrappyMechanic THERE'S NO ENEMY HEALTH BAR]]. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will [[ScrewThisImOuttaHere leave the area]] [[FinaglesLaw JUST AS SOON]] as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an [[UnwinnableByDesign Unwinnable by Design]] situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn't helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt [[CherryTapping scratch damage]], making it possible to kill the monster in that manner as well. All of this is merely in single-player. Multiplayer? If you're playing with randoms, you better hope they have the sense to stop attacking the moment they're told the monster is ready for capture, which doesn't always happen if there's language barriers, your teammates ignore chats and signals, or are just plain {{grief}}ing. Or if it's a quest well below your level (for example, level 2 Deviant quests), it's entirely possible to kill the monster ''before Capture Guru activates'', as it may take a few seconds after the monster is weak enough to actually flash the monster's icon. Goodness. It really says something when even an NPC lampshades just how worrisome these quests are:

to:

* Let's face it, Capture Quests are a pain to do, mainly because you have a constant fear of [[NonStandardGameOver killing the monster by accident]]. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to ''forget'' that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: [[ScrappyMechanic THERE'S NO ENEMY HEALTH BAR]]. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will [[ScrewThisImOuttaHere leave the area]] [[FinaglesLaw JUST AS SOON]] as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an [[UnwinnableByDesign Unwinnable by Design]] situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn't helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt [[CherryTapping scratch damage]], making it possible to kill the monster in that manner as well. All of this is merely in single-player. Multiplayer? If you're playing with randoms, you better hope they have the sense to stop attacking the moment they're told the monster is ready for capture, which doesn't always happen if there's language barriers, your teammates ignore chats and signals, or are just plain {{grief}}ing.{{grief|er}}ing. Or if it's a quest well below your level (for example, level 2 Deviant quests), it's entirely possible to kill the monster ''before Capture Guru activates'', as it may take a few seconds after the monster is weak enough to actually flash the monster's icon. Goodness. It really says something when even an NPC lampshades just how worrisome these quests are:
Is there an issue? Send a MessageReason:
None


* Let's face it, Capture Quests are a pain to do, mainly because you have a constant fear of [[NonStandardGameOver killing the monster by accident]]. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to ''forget'' that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: [[ScrappyMechanic THERE'S NO ENEMY HEALTH BAR]]. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will [[ScrewThisImOuttaHere leave the area]] [[FinaglesLaw JUST AS SOON]] as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an [[UnwinnableByDesign Unwinnable by Design]] situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn't helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt [[CherryTapping scratch damage]], making it possible to kill the monster in that manner as well. Goodness. It really says something when even an NPC lampshades just how worrisome these quests are:
-> '''Caravaneer from 4 Ultimate''': Okay, I'll level with ya: These Capture Quests can be a big pain in the ole keister.

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* Let's face it, Capture Quests are a pain to do, mainly because you have a constant fear of [[NonStandardGameOver killing the monster by accident]]. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to ''forget'' that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: [[ScrappyMechanic THERE'S NO ENEMY HEALTH BAR]]. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will [[ScrewThisImOuttaHere leave the area]] [[FinaglesLaw JUST AS SOON]] as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an [[UnwinnableByDesign Unwinnable by Design]] situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn't helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt [[CherryTapping scratch damage]], making it possible to kill the monster in that manner as well. All of this is merely in single-player. Multiplayer? If you're playing with randoms, you better hope they have the sense to stop attacking the moment they're told the monster is ready for capture, which doesn't always happen if there's language barriers, your teammates ignore chats and signals, or are just plain {{grief}}ing. Or if it's a quest well below your level (for example, level 2 Deviant quests), it's entirely possible to kill the monster ''before Capture Guru activates'', as it may take a few seconds after the monster is weak enough to actually flash the monster's icon. Goodness. It really says something when even an NPC lampshades just how worrisome these quests are:
-> --> '''Caravaneer from 4 Ultimate''': Okay, I'll level with ya: These Capture Quests can be a big pain in the ole keister.
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* Let's face it, Capture Quests are a pain to do, mainly because you're constantly afraid of killing the monster by accident. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to forget that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: THERE'S NO ENEMY HEALTH BAR. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will leave the area JUST AS SOON as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an Unwinnable by Design situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn’t helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt scratch damage, making it possible to kill the monster in that manner as well. All of this is therefore why I despise them and tend to call them “CRAP-ture” Quests. It really says something when even an NPC lampshades just how worrisome these quests are:

to:

* Let's face it, Capture Quests are a pain to do, mainly because you're constantly afraid you have a constant fear of [[NonStandardGameOver killing the monster by accident.accident]]. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to forget ''forget'' that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: [[ScrappyMechanic THERE'S NO ENEMY HEALTH BAR.BAR]]. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will [[ScrewThisImOuttaHere leave the area area]] [[FinaglesLaw JUST AS SOON SOON]] as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an [[UnwinnableByDesign Unwinnable by Design Design]] situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn’t isn't helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt [[CherryTapping scratch damage, damage]], making it possible to kill the monster in that manner as well. All of this is therefore why I despise them and tend to call them “CRAP-ture” Quests.Goodness. It really says something when even an NPC lampshades just how worrisome these quests are:
Is there an issue? Send a MessageReason:
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* Let's face it, Capture Quests are a pain to do, mainly because you're constantly afraid of killing the monster by accident. And worse yet, you can't even kill the target monster, already depriving you of your precious carves before the quest even BEGINS. And for most inexperienced players, it's really easy to forget that it's a Capture Quest while you're in the heat of battle. This brings us to another problem: THERE'S NO ENEMY HEALTH BAR. The only way to see when its health is low enough to capture is to have the Capture Guru skill gemmed in your armor set, but that will require you sacrificing another gemmed in skill. By the way, Capture Guru requires you to use a Paintball for it to work. And capturing a monster requires at least one trap, and you can hold only one of each type of trap, and there are only two types of traps in the game. Not only that, but you can only set down one trap at a time, meaning that you would have to wait for the trap to automatically despawn before you can place another one down. What's worse, you're likely bound to run out of traps, as more often than not, a monster can and will leave the area JUST AS SOON as you place down a trap. Speaking of which, it's ABSURDLY easy to wedge yourself into an Unwinnable by Design situation if you run out of traps or Tranquilizer Bombs, unless of course you carry the required combination materials to create more of these items; this isn’t helped by your limited Item Pouch storage. And in older Monster Hunter games, the Tranquilizer Bombs dealt scratch damage, making it possible to kill the monster in that manner as well. All of this is therefore why I despise them and tend to call them “CRAP-ture” Quests. It really says something when even an NPC lampshades just how worrisome these quests are:
-> '''Caravaneer from 4 Ultimate''': Okay, I'll level with ya: These Capture Quests can be a big pain in the ole keister.
Is there an issue? Send a MessageReason:
None
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* Any quest where you have to hunt two monsters at the same time, in the same area, with no way to separate them. While most quests with multiple monsters allow you to use dung bombs so you only have to fight one at a time, these quests only have one area where monsters can be fought, forcing you to fight both of them at the same time. Not only is it a hassle keeping an eye on more than one monster, players have far less opportunities to attack safely, since a moment where one monster is vulnerable will often be wasted by another monster attacking at the same time. The Arena, which only has one area where monsters can be fought, is especially prone to these kinds of battles. Sometimes the arena will let you split the monsters apart with a fence, but you have no control over the fence once you trigger it, it takes several minutes to cool down, and you can't freely move between the two halves; you have to faint or use a Farcaster -- of which you can only carry one of unless you carry the materials to combine more -- to go back to base camp so you can enter the opposite side.

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* Any quest where you have to hunt two monsters at the same time, in the same area, with no way to separate them. While most quests with multiple monsters allow you to use dung bombs so you only have to fight one at a time, these quests only have one area where monsters can be fought, forcing you to fight both of them at the same time. Not only is it a hassle keeping an eye on more than one monster, players have far less opportunities to attack safely, since a moment where one monster is vulnerable will often be wasted by another monster attacking at the same time. The Arena, which only has one area where monsters can be fought, is especially prone to these kinds of battles. Sometimes the arena will let you split the monsters apart with a fence, but you have no control over the fence once you trigger it, it takes several minutes to cool down, and you can't freely move between the two halves; you have to faint or use a Farcaster, or have an EZ Farcaster as well since it counts as a separate item -- of which you can only carry one of unless you carry the materials to combine more -- to go back to base camp so you can enter the opposite side.

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