Project Monster Hunter World - This is for the Fans

Created by SUCIDE-GUY (a.k.a. Regulas from capcom-unity.com)

I wish the next Monster Hunter game will have great game play mechanics whether they are old and/or new. So I have decided to create game play mechanics for the next Monster Hunter game. This idea will only be posted on www.deviantart.com. If you see this somewhere else please contact me.

Title:

I have looked at all of the titles of the Monster Hunter franchise and I believe I have created one that would fit it perfectly. My decision for this title is mainly based on the new exploration system I have created.

The title of the new game is: Monster Hunter World

Console:

So far the localized versions of the Monster Hunter franchise have only appeared on Playstation 2 (PS2), Playstation Portable (PSP), and Nintendo Wii. Some of the games were not localized for concern of popularity and profit at the time. These games are: Monster Hunter G (PS2), Monster Hunter 2 Dos (PS2), and Monster Hunter Frontier (PC).

I myself believe that the Playstation 3, XBOX 360, and Wii U will be able to run this game. A PC version could be made, but maybe later.

Story (Offline):

You have decided to become a monster hunter, but before you could go on any quests the chief of your village wants to have a word with you. The chief tells you that the village is starting to turn into a well protected town and that you are not needed. He takes out a piece of paper and gives it to you because he believes in you. You read the paper. The paper says that a brand new village is being constructed in a completely unknown area and requires help of all kinds. You accept the offer and leave your village. You are seen riding an Aptonoth as you look at the new village in the distance. The village is currently being built in a circle shape to protect it from all sides. The village is being built next to a river. It is about 30 percent complete. The village is stationed in an area that a mixture of a jungle and a desert. There are green jungle trees with vines and sand on the ground. You enter the village and jump off your Aptonoth. There are people and Felynes everywhere that are constructing the village. A woman wearing some armor walks up to you and asks why you are in the village. You tell her you are a monster hunter and hand her the paper you received from the chief. She looks at the paper and welcomes you to the new village then walks off.

You can now control your character. When you talk to the people you find out that the village currently does not have a name. The village is being built in a circle shape.

After completing the very first quest you will be told of a new mountain town that is also being constructed at the same time in a different location. You are told that the town will take much longer to complete. You will now have access to the Town (Online).

Later in the game you will help in gathering materials to build and fortify the village and town. Of course you will also have to protect them from monsters as well. These will be listed in a "protect missions" category. They can range from fending off a pack of Velociprey, to fending off a Rathalos, to fending off a large monster, to fending off multiple monsters. As the game progresses AI controlled weapons will be built and multiple AI controlled NPCs will help you fend off the monsters.





Rarity and Hunter Rank (HR) Levels:

Basically the rarity of weapons and armor is increased. The new Hunter Rank system will be built on the Monster Hunter 2 Dos and Frontier systems. Basically Hunter Ranks would go up to 1,000 (Online) or higher if plausible.





Weapon Improvement System:

Basically the weapon improvement system is fine the way it is. First buy or create the weapons then collect materials out in the world to further upgrade them. The previous games allowed you to improve your weapon but only to a certain point before you had to create a stronger one and start the process over. A new feature will allow you to keep your weapon throughout the entire game. But keep in mind that the weapon will have to be constantly upgraded until you reach its final form at HR 1,000 or higher. Also by keeping and upgrading your first weapon it will become harder and more expensive to obtain its higher forms. But even though it will be harder to upgrade there is a good side to keeping your weapon. Weapons that are upgraded are more powerful than the weapons you are allowed to create later in the game. It will be your choice to decide what you want to do. Remember this is just a new feature; you can still buy or create weapons and upgrade them the old way.

Armor Improvement System:

This system will be built on the Monster Hunter 2 Dos and Frontier armor improvement system. That means you will have buy or create armor and collect materials out in the world to further upgrade them. Armor Spheres will not exist in this game. A new feature will allow you to keep your armor throughout the entire game. But keep in mind that the armor will have to be constantly upgraded until you reach its final form at HR 1,000 or higher. Also by keeping and upgrading your first armor it will become harder and more expensive to obtain its higher forms. But even though it will be harder to upgrade there is a good side to keeping your armor. Armor that is upgraded will have more defense than the armor you are allowed to create later in the game. It will be your choice to decide what you want to do. Remember this is just a new feature; you can still buy or create armor and upgrade it the old way.

Felyne and NPC Systems:

Basically all of the Felyne systems are fine the way they are. Felyne Kitchen, Felyne Comrade, and Felyne Farming. All the Felynes you can have can level up as chefs and fighters.

A new feature in the game will be to use an AI controlled person not a Felyne. Much later in the game you will get the option to have an actual AI controlled person help you in quests. This person will replace your Felyne Comrade if you choose to bring them. The NPC will basically have the same AI as your Felyne Comrade, but the more you play with them the smarter and stronger they become. This will also correspond with their abilities. Note that the NPCs have fewer abilities to learn than Felynes, but they can level up their abilities further. For example if you teach your NPC the ability "Mega Potion" they will start to gradually use Mega Potions in battle. As the ability levels up they will start to gradually use only Mega Potions in battle, rather than normal Potions. Felynes only have 3 slots to equip abilities while the NPCs start at 3 slots then level up to 6. Much later in the game when you have a big enough house that has 2 beds and your HR is high enough you will be able to go on a special rescue quest. You will have to choose to have a male or female NPC, which will only be human by the way. After the quest the NPC will live with you in your house and help you in quests, exploration, and gathering materials. You will have to create their weapons and armor and equip it to them. Note that NPCs do not carry their own items yet. You will have to trade them items yourself earlier in the game. Later in the game you will be able to purchase equipment and item boxes just for your NPC to use. You will be able to transfer weapons, armor, and items so you can save space. Once your NPC has an item box they can start bringing their own items instead of you trading items to them. Later in the game you can increase the size of their boxes and eventually buy them items that you already have, such as: Combo Books, Potions, Antidotes, Whetstones, etc. As your NPC levels up it will start to obtain, combine, and bring items on its own. Also once you obtain your NPC the number of Felyne chefs will increase from 5 to 10. This is because your Felyne chefs now have to cook for 2 people, but your menu will increase to a third page and new food will appear giving you better food stats. You can eventually earn a fourth menu page which will have even better food once your Felyne chefs' levels are maxed. Note that you can not bring your Felyne Comrade or NPC Online. As stated your NPC partner (not the felyne) is, and will become, smarter than any felyne. As you know your Felyne Comrade can die any amount of times and still come back, but the NPC is different. The NPC will act like a normal person, but when they die they will not fail the quest you are on. If the NPC dies three times a message will appear saying that they have been slain and brought back to the village and you will continue the quest by yourself. When your NPC is brought back to the village a certain amount of money will be deducted from your reward after the quest is completed. If your NPC is still alive after the quest is completed you will receive an additional small amount of money. Note that the NPC is not like a felyne they can not give you additional materials after quests, only money. In the previous Monster Hunter games there are some NPCs that talk about joining you when you become a skilled hunter. Some of them were: the two guys in the Town in the first Monster Hunter and the woman in the Gathering Hall in Freedom 2 and Unite. In MHW these people will be wondering around in both offline and online. When you talk to these people they will first brag and talk down to you, but later as you reach certain points in the game these people will acknowledge your skill and wish for you to join them in normal and special quests. The quests will consist of just you and the NPC or NPCs. These quests will also be significantly harder then the current quests, but if you complete them you will obtain rare items and materials at the end. At the end of the quests the NPC will take half of the reward money, but if you or the NPC dies three times the quest will end with no penalty. While in a quest with the NPC hunter you can not use your Felyne Comrade or NPC. The NPC will have increased health and defense and have their own items because the quests will only consist of you and them. Throughout the game these people will have multiple quests for you.

Exploration and Map Systems:

These are somewhat new systems that will be introduced in this game. Basically this is built on the systems from the previous games, but adds an exploration figure into it. How it works is that when you sign up for your very first quest you will be given two key items, the "World Map" and a "Compass," then you will be able to initiate your quest. From then on a map and the four directions will appear on the top right of your screen. To begin the quest all you need to do is leave the village. Once you step out of the village a green colored piece of paper will appear on the side of your screen and ask you if you want to initiate your current quest. If you answer "Yes" your quest will begin and a time limit will appear. If you answer "No" you will be able to explore but not leave the village region until you complete the quest. Also you will no longer be automatically brought to an area; you will have to travel to the area by any means necessary. The farther the area, such as the "Volcano Region," the more time you are given. When you first begin the game you can only travel by foot, but later in the game you can use other means.

Other means of travel would be riding an Aptonoth or capturing a wild Velociprey, bring it to the village and ride it to the specific area. Sometimes you may be stuck with a certain way of travel, for example: if you are going to the Volcano Region you will be stuck traveling by foot or Aptonoth to a certain distance. Or you could get a wild Ioprey and ride it all the way into the Volcano Region. If this problem occurs you will have to capture a wild creature before moving on in the game. Once you capture a monster it will forever stay in the village ranch area. The ranch area only houses monsters that you can ride. It also has a limit to how many you can put in at one time; this limit can be increased later in the game by upgrading the ranch. If you need a specific monster to ride and have to room in your ranch you can simple release a monster back into the wild to make space. Later in the game there will be other ways to travel. You can not exit the village before initializing the first quest. Once you complete the first quest you will be able to leave and enter the village whenever you want. The day and night time system will also be in this game. This means only at a specific time and place you can find a certain monster. This means that certain monsters might not appear along with their respected quest. Once you leave the village your map will automatically start filling in your current position on the map. Whatever you explore will be permanently added to your map. The area system will work kind of like the previous games, regarding the "main" areas. Some of the main areas would be: Jungle Region, Desert Region, Volcano Region, Snow Region, Swamp Region, Forest Region, etc. Within these regions there would be smaller "areas" which would be numbered once explored. Each region would have its own setup and shape. Sometimes some areas may have only one way or be completely blocked forcing you to find another route. Weather will now be a factor in the regions and areas. For example: the Forest Region could have rain or hail causing less sound to be heard making it difficult to find a monster; the Volcano Region could have rain or snow causing some of the ground to harden allowing you to walk on it or walk on it temporally before it crumbles and forces you to move. Note that an entire region could have weather or only a few areas within the region could have weather. The transition to areas within the region will have basically no loading time. If you reach the border of the region the game's screen will change and load the next region. These regions are called "Border Regions." Border Regions are the areas located between the main regions. These regions show the transition of land between the main areas. For example if you leave the jungle/desert region around the village and head north you will have to pass through a Border Region that gradually changes from jungle/desert to mountains to snow mountains. Note that monsters can appear in Border Regions as well. After exiting a Border Region the screen will change and load the next main region. As you uncover more of the regions you will also notice "hidden" or "secret" areas. Like the rest of the map these areas will be permanently uncovered, but these areas will not be easy to reach and take longer to respawn materials. As I said before the weather as well as the Seasons will now be factors to take into consideration.

Here are some of the weather effects that will affect the regions and the areas within them:

Rain: Creates mud slides in certain areas and regions creating new paths and blocking off others. Creates mud to form in certain areas, slowing down the hunter's movement speed. Creates sound and lowers visibility, so it becomes harder to see and hear the monsters. Causes certain monsters to flee from areas and regions, while attracting others.

Hail: Creates loud sound and slightly lowers visibility, so it becomes much harder to hear the monsters. Causes certain monsters to flee from areas and regions, while attracting others.

Snow: Freezes certain areas and regions creating new paths and blocking off others. In certain areas and regions it can cause the hunter to become cold or become cold faster. For example a cave or a cold area can become even colder, or a certain forest area could become cold when it wasn't before. Drastically lowers visibility, so it becomes much harder to see the monsters. Causes certain monsters to flee from areas and regions, while attracting others.

Heat Wave: Can randomly appear in the Spring and Summer Seasons. It can cause the desert and volcano regions to become extremely hot, thus endangering the hunter's life. It can randomly cause certain monsters to flee from areas and regions, while attracting others.

Cold Wave: Can randomly appear in the Fall and Winter Seasons. It can cause the snow region to become extremely cold, thus drastically limiting the hunter’s stamina. It can randomly cause certain monsters to flee from areas and regions, while attracting others.

The Four Seasons (Spring, Summer, Fall, Winter): Causes certain monsters to appear in certain areas and regions, while causing others to leave to further areas and regions or not appear at all.

Here is the list of the Regions in the game: Mountain Region, Volcano Region, Snow Region, Ice Region, Forest Region, Deep Forest Region, Jungle Region, Deep Jungle Region, Desert Region, Swamp Region, Island/Water Region, Water Region, and Jungle/Desert Region.

Here is the world map indicating the 13 Regions (Colors) along with the 5 Tower and 7 Ruins areas (Black blocks):

Here is the world map indicating the Border Regions (Green). Remember that the Border Regions are small areas that show the change in environments and load the next Region without a loading screen:

Some destructible environment will also be present in the game. However some environments can't be damaged, like walls and the ice in the Ice Region (the ice is like frozen rock).

Projectiles on certain ground: When a monster shoots a projectile and hits the ground it will create some hurtful debris and a small crater in which you can go in. The player can crouch in it, but it doesn't protect you from many attacks. One example is that you would still get hit if a monster charged at you, but if the monster performed a tail whip you would not get hit.

Projectiles on trees: When a monster shoots a projectile and hits a tree it will break the tree off onto the ground.

In an area that has trees: When a monster chases you some trees in its path will fall down on the ground and some will break off into different directions. This will create a path and a clear fighting area, but it will also let the monster see you easier.

In an area that has sand: When a monster chases you it will cause the sand behind it to fly up creating a temporary cloud that is hard to see threw for the player and the monster. If a monster uses a tail whip it will cause a temporary small cloud of sand.

In an area that has snow: When a monster chases you or shoots a projectile and hits the snow it will dissolve the snow, but the snow will come back.

Here are some illustrations I drew for some of the Regions:

Walking to the Forest Region from the Village:

Chameleos (Oonazuchi) in the Deep Forest:

Following Rathalos over the Hills:

Ice Cavern in the Ice Region:

Inside the Forest Region:

Walking in the Island/Water Region:

Map Marker and How to Fight Legendary Monsters:

While the player is looking at their Map they will be able to place and remove a "Marker" on it to help them travel to a specific destination of their choosing. If the Mini Map is turned on a small arrow will appear on the edge in the direction of your marker. When you enter the Area or Region where the marker is placed it will then show up on your mini map. When the player reaches the marker it will automatically disappear. (I have not decided if the player should be able to place multiple markers at once.)

In the previous Monster Hunter games there are NPCs that will tell you of a monster and when you get to the end of the game you will fight it. In this game there are certain monsters that can only be found and fought by talking to NPCs online and offline.

Yamatsukami Example: Once you achieve a certain Hunter Rank NPCs in the Village and Town will start to talk to you differently. You go to the Armor Smith and talk to them. They tell you a story about a legendary monster that roamed the skies. The Armor Smith then tells you to talk to one of the Wyvern Experts in the Village/Town to see if they have heard about it. You go to one of the Wyvern Experts and talk to them about the monster. The Wyvern Expert tells you to wait a bit while they search through their records. After completing (not failing or abandoning) a couple of quests go back to the Wyvern Expert. They will tell you that they have read about a race of gigantic flying monsters that are rarely seen. The last thing they tell you is that these monsters like to dwell in lush environments and tend to lurk around giant fire flies. You will then have to search around the world for places that have Great Thunderbugs. There will be multiple areas, but there are only a few that have lush environments. You decide to go to one of the old Towers that is located in the Deep Forest Region. As you get closer to the Tower you start to see Thunderbugs. When you reach the Tower there are Great Thunderbugs swarming the area. If you go inside the Tower there will only be Great Thunderbugs on the first and second levels. If you get to the top level you will be able to see the entire Deep Forest Region and some other Towers and Ruins far in the distance. If you go to the edge and look down to the forest you will be able to see the light that the Great Thunderbugs give off. If you keep looking you will notice a spot where the Great Thunderbugs are clustered together. Remember the spot or mark it on your Map and exit the Tower. After exiting the Tower you go to the spot where the Great Thunderbugs are clustered. You will have to search the ground around the Great Thunderbugs until you find either "Ancient Dragonmoss" or "Ancient Dragonwood." The moment you receive the item the ground will shake and slowly move up off the ground. You only have a few seconds to run until Yamatsukami floats up and launches you off his head. If you get off of Yamatsukami in time you will be fine, but if you don't you will get launched off and loose some health. If other monsters are on his back they will get launched off as well. As Yamatsukami floats upward trees and dirt will fall off of him. His tentacles will pull up some trees and soil as they come up from the ground. Yamatsukami will move to the top of the Tower and stay there. You will go back into the Tower and go back to the top. The moment you enter the Tower the hole that Yamatsukami left on the ground will disappear. Once at the top a short scene will occur where your character will barely evade Yamatsukami's Suction Wind Tunnel attack. Afterwards Yamatsukami will turn around and float upward as he moves away. The moment you exit the top level of the Tower Yamatsukami will disappear. When you exit the Tower there will be fewer Great Thunderbugs around. You will then have to return to the Village/Town and speak to the Wyvern Expert. They will be surprised that you had found Yamatsukami and document your experience. They also tell you that they will relay the information to the Chief so if anyone sees a Yamatsukami they will tell the Quest Manager. Yamatsukami will now randomly appear in the world either floating around or hidden in the ground. He will now randomly appear on the Quest List. Also Yamatsukami (and any other monster found in the world) can reappear in the world and the Quest List after completing (not failing or abandoning) a couple of quests.

Travel System:

There are different levels of travel and as you progress in the game you will obtain better means of travel. (Note you will not have access to all types at the beginning of the game and some areas may only be accessible by foot):

1. Running by foot

2. Ride an Aptonoth, Apceros, Popo, (Holds up to 2 hunters)

3. Capture and ride a wild Velocidrome, Gendrome, Iodrome, Giadrome (Holds only 1 hunter)

4. Sandskiff (Holds up to 3 hunters depending on the size)

5. Seaskiff (Holds up to 3 hunters depending on the size)

6. Blimp/Airship (Holds up to 4 hunters. First accessible Online, unlocked much later Offline)

7. Yian Kut-Ku (Holds only 1 hunter. It's the only wyvern in the game you can ride)

Level of speed between the types:

1. Running by foot

2. Riding a monster

3. Riding the skiffs

4. Riding the Blimp/Airship

5. Riding the Yian Kut-Ku

How the Sandskiff and Seaskiff will be used:

The skiffs can only be used in certain areas. The Sandskiff can only ride on the sand, while the new Seaskiff can only ride on the water. The Sandskiff can be used directly from the Village to travel to the Desert Region.

However, to ride the Seaskiff you first have to tell the Village/Town you want to use it. They will then drop off the Seaskiff somewhere in the Island/Water Region. When you arrive in the Island/Water Region if you look at your map it will show you a mark where your Seaskiff was dropped off. You will then have to travel to it to use it in the Island/Water and Water Regions.

Note about Traveling:

If you are in the Town, people must figure out how they are going to travel to the quest area. They could all ride the Blimp/Airship but those that want to use it would need a "Blimp/Airship Pass" (Online Key Item that can be used Offline after obtained). Or everyone could separately take different kinds of travel. Remember that once you leave your transportation it will immediately return back to the Village/Town.

At the very beginning of the game you will have to travel everywhere by foot. As you progress through the game you will acquire different means of travel. It won't take very long to travel through Regions especially with Skiffs, Blimps, and Airships. If you decide to run through the Forest Region (located next to the Village) by foot it would only take around 3 to 4 minutes to travel through an entire Region. If you decide to use a Sand Skiff to travel through the Desert Region it will take you around 1 to 2 minutes. Note that if you don't know where you are going it could take longer.

If you don't want to travel "manually" there is another way. After reaching a certain part in the game you will be asked by the Ranch Manager to complete a couple of quests for them. After completing these quests you will be able to instantly travel to any Region of your choice using the monsters you have in the Ranch. Note that you will not be able to travel to all of the Regions at the start. You can now use the option "Fast Travel" to instantly travel to a Region. Fast Travel can ONLY be used in quests. Fast Travel is not a free service. To use it you will need to spend your "Guild Points."

Guild Points are earned by defeating monsters in the world and by completing any kind of quest.

Also a random, but calculated, fraction of time will be taken off your Timer. For example: You go on a quest that has a 50 minute timer. Then you use Fast Travel to go to the Deep Forest Region. The screen will load and you will be at the start of the Deep Forest Region. Instead of the Timer showing 50 minutes left you will now have 40 minutes left. Later in the game you will be able to instantly travel to any Patrol Post that is built then go on from there. Using a Patrol Post will cost you less Guild Points and time.

Gathering, Quest, and Camp Systems:

The system for gathering materials will not change, but be improved upon. What will be added is that certain material can only be found in specific areas during a specific time. For example if you need a "Firestone" you would have to go to the Volcano Region when it is not raining, hailing, or snowing in a specific area or else you will not be able to find one. The quest system will be quite different in this game. When you want to do a quest you simple talk to the person by the quest table. They will then bring up a list that is categorized. The quest list will be set up much like the ones from Monster Hunter 2 Dos and Frontier. The list will be categorized by main regions and Border Regions. Inside the regions you will find their specific locations. After choosing a specific region a list of quests will appear. All of the quests that appear are determined by the current time of day and season. Much like Monster Hunter 2 Dos and Frontier their will be a "seasons" system which makes certain monsters and quests appear and disappear. For example you choose to look at the main regions, then you choose what main region you want to look at, then you choose what quest to take in that region. Note that all of the regions will not be available at the start. To earn new regions you will have to at least travel to that region and explore a little bit of it. After confirming your quest you will exit from the quest list. Some quests are activated a bit differently than others. Some quests will want to activate when you exit the village and some quests will activate when you enter specified regions or areas. After the first quest is completed you can exit the village when ever you want and explore the entire world, but know that at the beginning of the game your character will not be prepared for the all areas nor will you be able to fully explore areas without having a higher HR. Some areas might require breaking stones, cutting down thick obstacles, or having higher level "Skills." The item called "Farcaster" will be changed in this game. When ever you use a Farcaster your body will be surrounded by a green mist and you will be transported to the next area within the region, causing the monster to loose sight of you. If you use another Farcaster without a monster seeing you, you will be transported to your camp. If you use a Farcaster without a camp set nothing will happen. In this game there will be a new camp feature. You will no longer automatically start with a camp in the area. Instead your character will always have a portable camp backpack once you complete your first quest. This is a key item called "Portable Camp." Once you leave the village you will be able to place down the portable camp anywhere. With the camp set up you will be transported to it if you have a Farcaster or if you are defeated by a monster. If you don't like where your camp is located you can simply pack it up and place it some where else. Just remember that if you are defeated by a monster without having your camp set up you will fail the quest, mainly because the Felynes will not know where to bring you except to the village. So always remember to set up your camp. Like the previous games if you abandon a quest you will be brought back to the village. Also remember that you don't have to be in a quest to hunt monsters in the game, but if you need money then doing a quest might be easier.

Here is version 01.2 of how the Quest List will look and work (Note this is how it will look when everything is unlocked):

Here is a list that explains the type of quests in the game:

1. Gathering - You will have to go out to the world and collect specified materials.

2. Hunting - You will have to track down and hunt/capture a monster or monsters.

3. Patrol - You will have to go to a randomized specified area in the world and clear out any monsters you encounter in that area. Once a Patrol Post is set up you will have to sometimes go out and protect it from monsters.

4. Protect - There are two types of Protect quests. (a) You will have to protect/defend the Village or Town from one or more monsters. For these quests the moment you leave the Village/Town the Quest Timer will start. (b) You will have to go out to the world then meet up and protect a caravan to a specified location.

5. Rescue - A Patrol Post has informed the Village/Town that you will have to go out to the world and rescue a person or caravan who is reportedly being attacked by a monster or monsters. These quests have a special Quest Timer. Once you leave the Village/Town the Quest Timer will start. If you, or one of your teammates, don't reach the person or caravan in time you will fail the quest.

6. Special - There are two types of Special quests. (a) You will have to go to a specified area in the world and perform a certain objective like hunting a "special"; monster or setting up a Patrol Post. A Patrol Post is comprised of three small buildings that inform the Village or Town of know monsters, materials, and routes in that area or Region. (b) You will have to go to a specified area in the world with no further details. Once you have completed at least one of every type of quest at a certain point in the game this will sometimes appear. Sometimes you will be forced to do a specific quest type to make this option appear to progress in the game.

Updated Quest Timer:

This new update will affect both offline and online. If you are by yourself, to begin a quest you must first travel to the designated quest Region. Once you enter the Region a colored piece of paper (different colors are used for the types of quests) will appear on the side of your screen and ask you if you want to initiate your current quest. If you answer "No" you will continue to explore the world. If you answer "Yes" your quest will begin and a time limit will appear in your Quest menu and the specified monster(s), gathering items, or mission objectives will appear. Note that once you accept your quest you will automatically dismount from your vehicle or captured monster from the Ranch.

Updated Quest menu:

This new update will affect both offline and online. A small new feature will be added to the quest system. The new feature will give you the ability to take up to 5 quests at the same time, but you can only initiate one at a time. At the beginning of the game you will only be able to take on 1 quest at a time. But throughout the game you will eventually be able to take up to 5 quests at a time. For example: you go to the quest giver and agree to take on 5 separate quests then head out into the field. You would then open your menu and select the "Quest" option. A menu will open that shows you a list of the current quests you have signed up for and if you have completed them. If you have completed a quest a small red check mark will appear next to the title. (The 5 quest limit is new and I might increase it in a later update.)

You can leave the village and hunt monsters in the world without a time limit. Just remember that finding them will be more difficult, but also may be beneficial. For example what if you follow a wild Rathian in the air? Could it lead you to a new unexplored area? Or could it be leading you into a trap? Only one way to find out... The "paint" system will also be improved upon. Now when you paint a monster not only will it show up on the map, but you can actually see the paint on the monster as you fight it. You can also see the paint come off, letting you know it is coming off. Also when you paint a monster its mark on the map will not always be seen. Sometimes the mark will disappear off the map then reappear later, so make sure you know where it is going when it runs away. You will be able to choose what color of paint you want, but this is just not a new feature. This choice will allow you to strategically paint a monster, for example: You would use pink paint on a Rathian in the day time, but at night you would use light yellow paint to see her easier. While online only two people can paint a monster. If more than two paintballs hit a monster it will overwrite the effect of the previous ones and wear off the monster. When two different colored paintballs are thrown at a monster, the areas that hit the same spot will mix together creating another color.

Here are some examples: Red + Blue = Violet, Blue + Yellow = Green, Red + Yellow = Orange

When secondary colors mix together they will end up resulting in different hues of Brown.

Here are some examples: Yellow + Violet = Brown, Green + Orange = Light Brown

Here is a picture of the Color Wheel:

Hunting System:

As you know two analogs and a D-pad are used to fight in this game. The new hunting system is basically built from the previous games, but improves it in small ways. You can now sneak behind monsters and cause higher damage as long as they do not see you. Unlike the previous games where a monster can "see" you when you get to a certain distance, this game will allow you to attack before being seen. If you attack any monster by surprise you will cause double the damage until the monster has seen you. For example you see a Yian Kut-Ku and decide to sneak around to its rear and attack it. You enter the crouch position and you move to the rear of the Yian Kut-Ku. You then move toward the Yian Kut-Ku until you are in attack range. When you're ready, you attack the Yian Kut-Ku. Now that you snuck up on Yian Kut-Ku multiple things can now happen. One thing that could happen is Yian Kut-Ku could fall over on the ground for an extended amount of time allowing you to cause double the damage until it gets up and sees you. Stealth will now be one form of attack in this game.

Flash bombs can now be conversed more efficiently. When someone uses a flash bomb other people can't use theirs until the current flash bomb is done flashing, thus making only one person at a time that's able to use flash bombs. In reality it makes sense; a person can use one flash bang (stun grenade) because of the sound and flash, before another person can use another. If two people were to use two flash bangs at once it wouldn't make sense.

Tracking Monsters:

As I've stated before in Quest: Update 01, "A Patrol Post is comprised of three small buildings that inform the Village or Town of know monsters, materials, and routes in that area or Region." A new feature that will be added to the game is the ability to track monsters. After attaining a certain amount of Patrol Posts you will be able to track down monsters much easier. For example: You want to find a Rathian. You go a Patrol Post in the Forest Region and talk to the main researcher. You can ask them to look for any monster you have fought before. Note that in order to track a monster you have to at least have fought it once, even if you didn't kill it. The researcher will then tell you that they will keep a lookout for it. After completing (not failing or abandoning) a couple of quests a small symbol will appear on your screen and a sound will be heard. If you go into your menu you will see a small symbol next to Map option. If you look at your World Map you will a red ring flashing around the Patrol Post that's tracking Rathian. Go to the Patrol Post and the main researcher tells you they have spotted a Rathian in the Forest Region in a certain direction (South). Two things can now happen: 1. You will search the Forest Region in a certain direction (South) and find Rathian. 2. You will search the Forest Region and not find Rathian. If you don't find Rathian go back to the Patrol Post and talk to the main researcher again. The researcher tells you that Rathian was last seen in a certain direction (South) so she must now be in the Deep Forest Region. You can now either search for Rathian or go to another Patrol Post that's in the Deep Forest Region. Note that there are other ways to track monsters.

Natural Skills System:

A new feature in the game will be the "Natural Skills" system. All Natural Skills will very slowly increase as you play the game. I have not yet decided if the player should be able to see their skill levels or not. Here's a list of the skills so far:

1. Fear Skill

2. Combo Skill

3. Running Skill

4. Swimming Skill

5. Critical Recovery Skill

The Fear Skill helps you become less afraid of monsters. This skill will gradually increase as you play the game. You know that when your character is spotted by a monster you cower in fear for a moment, allowing the monster to land a free hit on you. And when you run away from a monster that sees you, you lose more stamina. How this skill works is that the more monsters you fight the less scared you become. Eventually your character will no longer cower in fear when seen by a monster and you will lose less stamina while running away, but if you encounter a new monster you will cower in fear.

The Combo Skill simply helps you create items easier without turning them into Garbage. In previous games you can buy up to five Combo Books that help you create any item flawlessly. In this game the five Combo Books will remain, but you will not be able to create items flawlessly, even with all five books, at the start. Let me remind you that the most difficult item to make in the game requires all five books, and without any of them you have a chance of 55% to make it. That means 45% of the success comes from the five books. In this game that "55%" is now explained. When you start the game you will have a 10% natural success rate of making items without any books. If you have all five books, and have not created any items, you will have a 55% chance of making items. But if you keep creating items you will eventually bring your natural success rate up to a max of 55%, allowing you to use the five books to bring it up to 100%. Also within the village and town there will be a person that can create items for you, but for a price of course.

There are two skills that are similar to each other; they are called Running Skill and Swimming Skill. The names basically explain themselves. The more you run on land the faster you become. The more you swim in the water the faster you become. Both of the skills directly affect your stamina as well. The more you run and swim the less stamina it will use. If you use a Speed Potion, introduced in Monster Hunter Frontier, you will run and swim even faster.

There is a skill called Critical Recovery Skill that helps you recover from attacks. Instead of your character rolling after they get hit, they will adjust them self so that they will land on all fours or on their side when they hit the ground. Even if you're character is forced into a roll they will roll back onto all fours or their side. If you are launched into the air your character will adjust them self so when they hit the ground they will do either a frontwards, backwards, or side roll onto all fours. ("All fours" means your hands and feet at the same time. "Side" means using only the left or right side of your body.)

Village and Town Systems:

When you first enter the village, or the town, you will come across one Weapons Smith and one Armor Smith. Note that the village and town will not share the Weapons and Armor Smiths. Two will be in the village and two will be in the town. All four of them will have to be leveled separately. At the start the smiths will be amateurs and gradually become masters throughout the game. After the first quest they will have quests available for you throughout the game. The smiths will either ask you to gather specific materials or protect a convoy on route to the village/town that holds materials. After the quest is completed the smith will be able to upgrade and built some more equipment.

Note that you will not be able to create every weapon at the start of the game. When you begin the game you will be able to select from the Sword and Shield, Dual Swords, Great Sword, Hammer, Lance, and Bow. For the Weapons Smith, after their first quest they will be able to create Lances and Light Bow Guns. After a few more quests they will be able to create Hunting Horns and Heavy Bow Guns. As you complete more quests throughout the game they will be able to create more weapons such as Gun Lance, Gun Hammer, and the Switch Axe. Also sometime after the midway point of the game you will be able to create various kinds of "Switch" weapons. For example you can create a "Switch" weapon that is a combination of a Long Sword and Light Bow Gun, or a combination of a Bow and Sword and Shield, or a combination of a Light Bow Gun and Heavy Bow Gun. After a certain point in the game they will be able to create Decorations for your weapons to enhance your skills and/or status.

For the Armor Smith, after each quest is completed they will be able to upgrade or create new armor. After a certain point in the game they will be able to create Decorations for your armor to enhance your skills and/or status.

As the game progresses certain quests called "Rescue Missions" will appear in the quest list. In these quests you will have to rescue an NPC who either got lost in the wild or was captured by a large monster. Note that some of the NPCs you have to rescue will not be in the quest list. You will have to explore the world to find them. After completing the quest the person you rescued will either join the Weapons Smith or the Armor Smith and become their apprentice. Later in the game after the smiths have multiple apprentices they will form the "Weapons Guild" and the "Armor Guild." Afterwards you will help build two buildings: one for the Weapons Guild and the other for the Armor Guild. The smiths will continue to ask you to bring them more rare materials. They will continue to ask you to bring them more of the previous materials as well. Note that you will also have to give them money.

When you have delivered enough materials both of the guilds will ask you what kind of inventions you want to make. The number of inventions available depends on how many people work in the guilds. The more apprentices they have, the more inventions they can create. For example: you could create a turret that fires javelins to protect the village/town, or you could create a new type of transport, or you could create stronger shielding for the village/town. Note that you will also have to give them money. Between both of the guilds only one invention can be made, after the invention is made you will have to deliver materials to both guilds again before another invention can be made.

Here is a sketch for the outside of the Village:

Online:

Offline in this game, like some previous ones, is called "Enter Village"; where only one person can play by themselves. This is also called single player or story. Online in this game, like some previous ones, is called "Enter Town" where one person can go online and play with other people in the game. This is also called multiplayer, or co-op. The online in this game will have a different story, but will also be happening at the same time as the single player story.

Story (Online):

You have heard about a new town being constructed in the mountains and decide to help build and protect it.

Online Mechanics and Online Versions of the Systems:

Basically all the systems stated before will not change except for the portable camp, Felyne Comrade, and NPC system. The portable camp system will change slightly. Everyone will have a portable camp that they each set up and when you are defeated you will return to your camp. Note that you absolutely can not share the same camp with some one else! But if you are defeated and you do not have your camp set up you will be brought to the nearest camp, but you will not be able to sleep in their bed and access their supply boxes. Your Felyne Comrade and NPC will not be accessible when online. Also when you're online your Felyne chefs from the village will not travel with you. Instead you will be given a room with a certain amount of Felyne chefs in it. Later you will be able to access better and bigger rooms with more Felyne chefs that have better cooking skills. Note that this can only be achieved when you have a higher HR. Much like Monster Hunter Frontier the online, or town, portion of the game will consist of more than just meeting with people and going on quests. Some of the features online will be: playing single or multiplayer mini games, farming, and festivals that have special mini games. The day and night cycle as well as the Seasons will be a major part online. The changing of Seasons will affect what mini games are available and kinds of weather in the world. You will able to interact with other people using a keyboard and/or a headset of some kind. I am still working on the town, but all I can tell you is that it is very large and divided into multiple sections, such as: Farming, Water Docks, Air Docks, Cantina, etc. The online mode will also feature the Player vs. Player (PvP) Arena that first appeared in Monster Hunter 2 Dos. You will be able to capture monsters, level them up, and fight against other people. I am working on the PvP mechanics.

Drop Group, Quest Activation, Quest Leader, and Group Vote Systems:

If you are in a group and are on a quest or traveling to the quest Region you will have a function in your menu called "Drop Group." This allows you to drop from the group and work by yourself at anytime while still being online. Note that some things will occur once you drop from the group. When you're on a quest, whether you are traveling to the quest Region or currently doing the quest, and you use Drop Group your character will be dropped from the group and you will abandon the quest automatically. But instead of automatically returning to the Town your character will stay out in the field as opposed to the actual "Quit Quest" function. Also the three other hunters and the quest objectives will disappear from your screen so you can't interrupt the other player's quest. Note that if a person stands around and does not participate in a quest only that person will fail the quest because they did not help in any way.

The quest activation when you're in a group with two or more hunters will be a little different if you're not going by yourself. Whoever is the one that created the quest will be marked as the "Quest Leader" letting everyone know whose quest it is. For the quest to initiate all of the hunters will have to be in the same Region at the same time. Once all of the hunters are together a small piece of colored paper will appear on the screen. The three other hunters that joined the quest will have a "stand by" message on their paper. While the Quest Leader will answer "Yes"; or "No" on their paper. If the Quest Leader selects "Yes" then the quest will begin and the specified monster(s), gathering items, or mission objectives will appear. If the Quest Leader selects "No" then the quest will be suspended for one minute. After one minute the Quest Leader will once again get a message asking to reinitiate the quest. Note that the Quest Leader can only suspend a quest three times before it will initiate automatically. When the paper is on your screen there will be a 30 second timer on the bottom right of it. When the timer reaches zero the quest will begin automatically. If the quest is suspended a one minute timer will be on the paper. This eliminates the chance of a Quest Leader that doesn't want to initiate the quest.

Note there are multiple scenarios that could happen. For example: Say there's a group of 4 hunters. If three hunters are in the quest Region and the Quest Leader is in another Region and doesn't want to initiate the quest a "Group Vote" function can be used in the menu window.

"Group Vote" allows one person to select from a list of decisions to be voted on and will then take effect. If there are only two hunters the Group Vote function won't be available, instead the "Drop Group"; option would have to be used. If there are only three hunters then 2 out of the 3 hunters have to agree on the same decision for it to take effect. If there are four hunters then 3 out of the 4 hunters have to agree on the same decision for it to take effect. This means the Quest Leader will have to vote as well. Once a vote begins you will have one minute to decide or your vote will be counted as a "No" automatically. You will then be brought back to the Group Vote menu where you can try the same vote again or a different one.

So if one of the hunters decides to go to Group Vote and selects from the list "Change Party Leader" then a small piece of colored paper will appear on the screen. On the paper will be a description of what Change Party Leader will do and the selections "Yes" and "No." If the majority selects "No" then the decision will be dropped and nothing will happen. If the majority selects "Yes" then the decision will take effect immediately and a new Quest Leader will be randomly selected between the other three hunters. Another example of Group Vote would be to initiate the quest if everyone is not in the same Region. This means that the hunters who are not in the same Region when the quest is completed will not get rewards and will fail the quest.

Town Areas (Online):

1. Arena - You will be able to fight alone or cooperatively against monsters in Town's Arena. Instead of quests the Arena will have "Challenges." Along with the normal Challenges there will also be variations. Some of these will force you to use certain kinds of armor and weapons. Some will be four players against 3 to 4 monsters at once. And some will be 1-4 players surviving against an endless amount of monsters for a certain amount time.

2. PvP Arena - In the Town's PvP Arena you will be able to fight against other players and monsters alone or cooperatively. This can range from different categories:

A. PvP (H) - The (H) stands for "Human." In this mode you can only play against 2-4 other players but you can add and remove certain conditions for winning. You can change how the environment will look, add and remove environmental hazards, and have random monsters and Felynes appear in the match. A points system will be used to determine the winners after the time runs out. Your team's and the opposing team's current amount of points will always be shown at the top of the screen in a transparent menu. In certain modes you will either have infinite lives or only one. You can choose between 4 modes: Free for All, Team Battle, Last Stand, and Last Team.

a) Free for All - Pits everyone against each other to get the highest amount of points. You have infinite amount of lives.

b) Team Battle - Pits 2 hunters in 2 teams to get the highest amount of points. You have infinite amount of lives.

c) Last Stand - Pits everyone against each other to get the highest amount of points. You only have one life.

d) Last Team - Pits 2 hunters in 2 teams to get the highest amount of points. You only have one life.

B. PvP (H&M) - The (H&M) stands for "Human and Monster." In this mode you can play against 2-4 other players while accompanied by your own team monster of your choosing. This mode is similar to PvP (H) and allows different combinations of play, such as: [2 Players and Monster] vs [2 Players and Monster] or [1 Player and Monster] vs [2 Players]

Here is a rough layout map for the Town:

Miscellaneous:

I've noticed that some players like to listen to their own custom music while playing Monster Hunter. This is why the player will have the means to individually select their own tracks in the game. For example if someone wanted to listen to different battle music in the Jungle Region, what they would have to do is go to the sound options and set the Jungle battle music to another music track (probably mp3) that's located on their PS3 or Xbox 360. You will be able to change every individual song to what ever you want. Note that you can only change a track after you have listened (unlock the area or battle) to it at least once in the actual game.

Here is my idea for a new weapon: a Staff (or a rod like weapon). The staff has a blade on one end and an iron ball on the other end. The iron ball is connected to the staff by a small iron chain which is hidden inside the staff. When the staff is drawn the ball detaches from the staff, by releasing a small switch, and swings around. When the staff is put away, by using the small switch, the iron ball retracts back to the staff. Different kinds of staves will have different looking blades and types of balls. Some of them could be spiked balls, status balls, or elemental balls.

Here is a picture of a staff (rod) with other various add-ons:

If any of this information is already used in the other Monster Hunter games (I do research the games) that's okay. This idea will only be posted on www.deviantart.com. If you see this somewhere else please contact me. I will gradually update this until the game play mechanics are finished.