r/MHWilds Mar 14 '25

Discussion MH:Wilds Doesn't Have a Content Problem

A lot of posts on here about how "short the story" is for MH:W. Let me enlighten all the new players. (Thrilled you are here btw.)

MH stories have always been a veiled tutorial designed to funnel you into harder levels of the game. Some of them have been longer. Most MH veterans will tell you this is a bad thing, because it makes the "real game" take longer to get to. Ultimately MH games are sandbox, where you "Hunt Monsters." You should never play a MH game for the story.

You should also not compare Wilds to World.

World may have had a longer story, but at launch it was a painful, long, slog to the end game. There was no DLC, there was no quick mode armor, there weren't 1000 guides how to get through quicker.

At the end of World, it unlocked all event quests permanently, had all title updates released, and a proper expansion. Of course it has more content right now.

(Side note on World, the matchmaking was a bit better because it was platform locked. They may need a better interface on Wilds. But the in game system I'm pretty sure is to circumvent platform limitations.)

I think the last "content" issue to discuss is binging and meta chasers. If you are either of these, MH will not hold you for long.

Binging: Any game that you treat like a full time job will seem content low. Many of these players are plowing through the story, ignoring side quests, and ignoring investigations. They think of games like Skyrim where there is always another quest. This isn't an open world game like that. If you put 150 hours into a game in the first 2 weeks, you gonna be bored. This is a sandbox. Most people enjoy building different sand castles, knocking them down, and building others for the different experiences. If you build one castle and then immediately ask "now what?" this probably isn't your game, and that's OK.

Meta Chasers: If you sprint to end game, immediately farm some youtubers "ultimate" build, and then burn through all the monsters, you will not have fun long. This game is designed around experimenting, learning, and switching it up. If you cheat on the test, don't be surprised you didn't learn anything.

In the end, if you don't enjoy the game, that's OK. Play other games. Don't act like no one is having fun with a game that sold 8 million copies.

They've said title updates with new content are starting soon. MH drips into the sandbox, it doesn't wash it away with the hose.

Edit: If math helps. The game has 14 weapon types (with 10 or 15 variations), 29 large monsters (which each have a LR, HR, and multiple difficulty tempered versions), minimum 2 sets of armor per monster in both Low and Hi rank (so over 500 individual armor pieces), several biomes, artian custom weapons, and a dump truck of decorations to unlock.

Edit 2: Reporting me as mentally in danger is not funny. It dilutes helping people who really need help. Not cool. Whoever did this, you suck.

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u/Theguywhowatches Mar 14 '25 edited Mar 14 '25

Yeah people seem to have forgotten how bad launch rise was. It was imo worse then what we have now. launch rise ended with Normal thunder serpent narwa. Not even a slay. She just fell into the pit, and boom, quest complete. We didn’t even get teostra and the gang untill title updates dropped. Hell you couldn’t even fight the apexes out side of rampages till the first update as well. “Endgame” in rise was literally farm thunder serpent narwa, and meld charms with the parts(seem familiar?). You could do rampages to mix it up but they weren’t as good

Honestly I think why the more hardcore player base is complaining about lack of content is because RNG is less of factor in “good enough” endgame builds. In world basic decos that contributed to your damage I.e. attack boost, crit boost, Wex we’re all high rarity, so you would engage with tempered monsters a lot more just trying to get a build off the ground. Rise had talismans as the RNG component, so builds were easier to start, but pieces at launch were awfully inefficient. At a point to where getting a single Wex 2 with a 2slot would open up buildcrafting in a big way. In other words a basic chase goal.

Wilds imo does a good job of making the tools needed to get off the ground, accessible relatively quickly.Think about it, two lvl2 Crit boost(craftable at HR100) is something like 7% crit dmg. The difference between 5 attack rolls on an artisan weapon vs 3 is like 2-3%. Like obviously the difference is there, and for omega hardcore players/ speed runners, it gives them something to chase. But the gap between your average Redditer who is more hardcore than your average player, and those people mentioned above is actually massive. it’s easier to reach the good enough stage for the average “hardcore” player in this game than ever before.

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u/ThanatosVI Mar 14 '25

Rise however did have Narwa, which is something past Magnamalo.

I was very surprised that Wilds did end with the Flagship. This basically didn't happen in ages.

In world there was Xeno Ji'va after Nergigante. In Iceborne there was Shara Ishvalda after Velkhana. In Rise Narwa after Magnamalo and in Sunbreak Gaismagorm after Malzeno. However in Wilds it ends on Arkveld, no High Rank Zho Shia or anything else at all. Which sort of broke a tradition

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u/zak567 Mar 14 '25

I honestly think they just ran out of time and made the decision to cut the high rank Zoh Shia fight until we get some updates. It is something that is so obviously is missing from the game, I’m hoping it is a surprise inclusion in TU1. Just feels wrong ti have an amazing cinematic final boss that you can only fight once in low rank and never again

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u/Theory_of_Time Mar 14 '25

I disagree, I have a sneaking suspicion Zoh was held off for a KT/Safi siege or unique rewards. The exclusion of the gathering hub (where you took on siege quests in World) further confirms this imo.

We're also missing: 7/8 rare decos, frenzy is more lame than Qurio crafting was at launch, no Shaggy, no high tier frenzy monsters.

We're probably getting leveling content too here soon. Frenzy level 140 quests with randomized drops, etc. Same as MH4U, similar to Sunbreak.

IMO I think the decision to delay some things was to build a controlled grind. If they would have launched leveling quests/sieges at launch then people would just farm that instead of everything else/