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Anti Frustration Features / Monster Hunter: World

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One of the main draws of Monster Hunter: World is that it streamlines or simplifies many, many, many of the mainstay features from previous games to make the game more accessible without detracting from the game's complexity.

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    Exploration and Material Gathering 
  • The vastly increased scale and detail of the areas in World make it easy to lose a monster or miss gathering points. "Scoutflies" will highlight gathering points and help you track large monsters. This can also result in icons on the minimap displaying whether a monster is hungry or close to death, which required certain armor skills in earlier games. note 
  • You can now simply depart on a quest upon accepting it. Before, you'd need to take care of your food buffs, equipment, and items before leaving (and you'd have to quit and return to the hub if you forgot anything), but all of these can now be accessed at camp during the quest—the only thing you have to do before leaving now is setting your Decorations. Eating also now has 10-minute cooldown, meaning you can apply new buffs after fainting.
  • Gathering is much quicker; as in Generations, you can simply hold the interact button instead of pressing it for each item, and in many cases you don't even need to stop running. Whetstones and Pickaxes now have infinite uses and do not take up inventory slots, while the Bug Net has been removed in favor of a Capture Net which similarly takes up no space and has more varied uses.
  • The infamous Desire Sensor has been mostly neutered with the introduction of Lucky Vouchers and Gold Wyverian Prints. Lucky Vouchers are a daily login bonusnote  and when applied to quest will reward you with all of its completion rewards. Gold Wyverian Prints are earned by completing all Limited Bounties,note  and can be used to meld rare monster materials.
  • Desert areas in other games require a Cool Drink during the scorching daytime or a Hot Drink during the freezing night to prevent negative effects. The Wildspire Waste doesn't have these conditions due to the day/night cycle.
  • As of the v.2 patch, you're immune to knockback while carving during the period after quest completion, so you can't be deprived of your carves by an annoying monster or hunter.
  • Materials are now set instead of the old system of using a pool of possible materials at a gathering point. With the old way if you see a spot where you can get a god bug you would be more likely to get an insect husk and risk breaking your net to get it, for example. It would make gathering more annoying than needed due to the fact that you basically rolled the dice for rarer materials even if you knew where they spawned. Here each item is unique, looks unique, and you never have to worry about getting a material you don't want when gathering. The only remnant of the old system lies in the mining nodes, which give three materials overall but do pull from a small pool of potential rewards, depending on location, rank and color.

    Item use and Inventory Management 
  • You can now consume items while moving, and the lengthy flexing and belly-rub animations have been removed. This has been balanced in some cases: for example, a Potion's healing effects are applied over time instead of instantly, and certain actions will cause the healing to cut off early.
  • YMMV, but the item wheel. You can now quickly use a preset item in a shortcut menu instead of scrolling through the item menu, so it is possible to quickly sharpen your weapon but still have a curative on the usual item button.
  • You can set certain items to "Auto-Craft" in your Crafting Menu; instead of manually crafting items, they will be created automatically whenever you obtain the right materials.
    • Sometimes, if you need an item that needs another item that needs to be crafted, you can craft that ingredient in however many amounts you can, then go back to crafting the item you needed. These are marked with yellow text.
    • There's no longer that chance of failure when crafting.
    • Most notably the game lets you craft an item the second you have the ingredients for it.
  • If you attempt to use an item you don't need at the moment, it won't be consumed—for instance, a potion while at full health or an antidote when you aren't poisoned.
  • Inventory management has had a complete overhaul that generally prevents your pouch from becoming too full. There are now three distinct item pouches: one for usable items and consumables, one for your ammo, and a new third one entirely for inert materials gathered from mining, carving, etc. Materials are also automatically deposited in the item box upon return to town and sit invisibly in their own section, removing most of the clutter when trying to arrange one's pouch. Further, infinite-use gear that is bolted to your character (capture net, fishing rod, etc.) or managed from the equipment screen (mantles) doesn't occupy inventory slots at all. Account items and objective items on delivery quests don't even take up space temporarily, being instantly delivered or converted into points.
  • Research Points, the currency that's separate from Zenny, are now gathered more organically than before. Picking up monster trails, collecting "account items", and completing tasks given to you now give you points outside of combat, and breaking monster parts and capturing them give you more as well, so does killing but it's much smaller to encourage strategy in tackling a monster if you want points. It's also always possible to get them, in both free roam and mission, so you don't have to worry about going out of your way to grind them just to keep up your supply.
  • The resource generator has been updated to be more automatic and flexible. Now you can choose what you want it to replicate at any time, and the only thing you have to commit to is the boosts you want to apply. So if you put a boost on bug items but decide you want mushrooms more you can swap them then and there and at worst will have to wait one mission to apply the mushroom booster. In addition once you reach the end of the normal game a new mission will open up that will get you "soft soil" which increases the duration of all active boost by 5 missions. Done properly you can have all 4 boosts active and only have to stop every 5 quests to apply another soft soil, making it even more flexible and effective.
  • Bowgun ammo is much easier to procure. A bush of the right type gives 10-40 berries, which are auto-crafted into several magazines' worth of ammo, and can be upgraded from there into high-grade ammo with the addition of gunpowder (itself easily obtained in bulk). Previous berry yields were a tenth of that, required a second item to act as the casing, and advanced ammo required more esoteric items such as fish; maintaining a supply of endgame shots meant hours of gathering or intense micromanagement of item duplication.

  • A command and combo guide appears in the top-right corner of the screen, making learning a weapon much easier.
  • The Sharpness gauge is now an actual gauge that visibly drains, instead of your weapon suddenly snapping to a lower sharpness level.
  • The Monster Field Guide removes some Guide Dang It! aspects of the series by providing you with elemental weaknesses, combat tips, and which materials drop from which monster part.
  • The final boss fight has two phases, each of which take place in separate areas. Its tail cannot be severed until the second phase to ensure you can get all the carves.
  • The Battle with Zorah Magdaros (the equivalent of Lao-Shan Lung/Jhen Mohran/Dah'ren Mohran for this generation) actually has NPCs assisting you during the fight. While they won't directly attack Zorah, they do load the cannons for you, saving you the hassle of having to load each individual shot.
    • Additionally, cannons can now be loaded with up to five cannonballs, instead of just one, and can be manually rotated by pushing on their sides. IF a cannon is full, NPCs will wave at you, so that you know when to fire them for maximum damage.
    • What’s more, unlike the Battleship Raid Boss Battles in the series, this one has a Health Bar for the Wall you are guarding.
  • Ranged weapons aren't completely shafted when they run out of ammo/coatings. Bows have an infinite supply of risky but effects close-range coating, and gunners can find material to craft essential ammo types on every major map.

  • There are no longer separate sets of blademaster and gunner armor, so you're free to switch between weapon types instead of worrying about crafting more armor to go with it. Instead, blademaster weapons provide a raw defense boost while gunner weapons provide an elemental resistance boost.
  • You can now place equipment on a Wish List, which allows you to freely access a list of materials you need to obtain while giving you notifications whenever you acquire one.
  • Entire weapon upgrade trees are now displayed within the game, where before you would only be provided with info on the next upgrade. Upgrades can also be reversed, refunding you the materials (but not the money), although some upgrades are irreversible. These upgrades have a special border on their icon on the tree.
  • Kinsect upgrades have been further simplified from Generations and XX. Kinsects are no longer fed, but are upgraded along a tree by expending materials just like weapons. Kinsect Elements are no longer locked to a particular Kinsect and can be changed, once again by expending materials.
  • In previous games, entering High Rank for the first time would present the player with a rather nasty Difficulty Spike—High Rank monsters hit much harder, but since you haven't fought any yet, you're stuck with Low Rank gear. In World, the Final Boss of Low Rank drops materials for reasonably powerful High Rank gear, making the transition to High Rank much less painful. What also helps is the fact that your first High Rank target is a Pukei-Pukei, who even as a Low Rank monster is on the low tier of aggressiveness and attack power.
  • Skills only require a single point to activate, as opposed to 10 or more in earlier games, making it easier to make mixed sets. Additionally, negative skills are gone.
  • Weapons have all been updated with skills and moves that increase either their potency or flexibility and let them fill more roles, such as the lance and sword both able to deal mounting attacks without any environmental assistance in addition to the insect glave or the hammer gaining a passive damage boost you can activate any time but gets knocked off if you get flinched note  This helps those committed to a single weapon fill more roles while some weapons that fell short before, such as the before mentioned sword and shield or the great sword, keep up with other weapons.
  • The bow's moveset has been changed into one set moveset instead of each bow having differing shots at each charge level. The charge and fire shots are always rapid, wide shots are an attack button that has both a weak and short but quick and costless quick shot or a more powerful but short ranged power shot if used after another shot, and pierce is now a charged super attack, and the barrage now always the much less intrusive "concentrated" version. In addition to letting them smooth out the bow's damage and prevent otherwise good bows from being useless due to shot type it also means you have a shot for every situation. The damage being shown now also helps a lot of players use it right as before a lot of newbies using the bow might not realize they're doing almost no damage due to the fact that the games didn't have any indicator of how much damage you were doing at all until the monster was worn out and the bow being very dependent on range, and even gives you a warning when you're too far to deal more than 1 damage, as well as players easily mistaking barrage for being a very reliable damage dealer because the game doesn't make it clear there is a separate damage value for breaking parts from normal damage and the barrages being good at making monsters flinch.

  • Traditionally, the various Crown achievements have been the most tedious due to the reliance on RNG to spawn a monster of the required size. World eases up on this thanks to its Event quests. Some are guaranteed to spawn Mini or Big Crown monsters while others have an increased chance of spawning a crown.

  • Some event quests are only available in a specific console or region, such as the Horizon Zero Dawn quests being exclusive to the PS4 version and the USJ quests being Japan-exclusive. It's still possible for players outside those consoles or regions to run them and obtain the exclusive gear if they join someone who's running that quest.
  • Rather than one-time events that are Permanently Missable Content, events are on set rotation. If players missed the first instance of an event it will eventually repeat. Even cooperative content such as the above-mentioned Horizon Zero Dawn content reappears during the festivals when all events are active.


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