
What is sliding?
You were complaining about being weak without even trying to slide, huh?
A thread created by the Arc game community.
I think it’s probably about the slope, but is that the official term sliding?
Is it really about the slope?! Is there sliding that I just don’t know about?!
The adjustments have made it easier, but the connection between that and the slope slide that no one wants to do is confusing.
You’re going to give me a new action sliding, right?
I know, I know.
It’s delicious, right? Sliding.
Wasn’t that a glide?
– We will increase the response during the “charging” stance and adjust it to make sliding easier.Making the sliding a charge step feels just right, but there’s no way the official would make such a mistake.
>>9I’ve been thoroughly reminded that I have not the slightest interest in this staff hammer…
That’s the one, the combination of movement, invincibility, and attacks.
It will be amazing once I can start sliding.
Did the hammer also have a one-handed sliding move?
It’s not called a sliding move with a one-handed sneak attack.
The theory that it was mistaken for Mega Man.
What is sliding!? What is it!?
SZZZZZZZZZ
“Mr. Tame Step has a wonderful name called Tame Step.”
After all, doesn’t this mean that a sliding maneuver with about twice the invincibility time of a one-handed move will be added?
Is it a hidden command?
Could it be that it was the weakest weapon because it could only maintain balance with ultra-high performance sliding, which it couldn’t achieve until now?
Leg reinforcement parts
It must be about the charging step.
There is absolutely no trust to the extent that it cannot be said completely.
>>21From yesterday’s thread, it seems that it wasn’t about the accumulation step… I had strong confidence in that direction.
Jump! Jump!
I can’t believe that everyone has just been unable to perform until now because this adjustment wasn’t made.
Actually, there was originally a sliding move that was the strongest action, and I thought I was balancing things based on that…?
Since no one is using the sliding move, Capcom must have been struggling with it too.
A strategy of enhancing the feeling of having done something by boasting about a technique that doesn’t actually exist.
>>26– Adjusted the attack judgment for “Upper” and “Surprise Attack” to be larger.
I’m worried that if I just go for it, there could be a risk of attacks being absorbed in areas other than the specific part…
>>33Well, the current upper hitbox is so inexplicably small that sometimes it doesn’t even register when you’re in close contact…
That said, there may be extremes from one end to the other.
If by any chance the slope slide becomes more likely, the play feel might become the worst.
>>27There is a possibility that the feel of operation and strength will become world-class…
You can’t get it out unless you properly charge the sliding gauge.
There might be people who are not aware.
What should I do? The steps were quietly deleted.
If instead a mysterious super strong sliding had been implemented…
With the increase in technical power, the spinning on the slope will also be super enhanced, right?
I had been writing after W that for the survey, it should be made so that you can activate the slope sliding cancellation at any time with a specific button while charging…
First of all, it seems you don’t understand that slope attacks are a weak technique that limits attacks in the downward direction and moves unnecessarily.
If we’re sliding down small hills like in the Dragon City rather than just on flat sand, then it’s really no longer a game.
Is the update file here?
A secret technique only developers know… Sliding!
Whether World is strong or not aside, it was fun to play and I couldn’t help but keep playing, but with Rise, the slopes became really difficult to handle, and it was the same in Wyls, so I thought the developers might dislike slope rotations.
Deliver a sliding cut with a one-handed sword.
This is famous overseas and was called a sliding stick instead of a hammer.
The dual swords, which received a lot of criticism, have seen a reduction in post-usage stiffening instead of improvements to the misfires! That’s the direction the development is taking.
Is this a case where I accidentally wrote the wrong content with one hand during hammer time?
>>43I think that’s different.
If this refers to the glide attack, then…
Even if it becomes easier, no one will be happy, so it just doesn’t match the context…
With the gunlance, I keep accidentally performing slope attacks, and now I only have the impression that slope attacks are annoying.
No way… you were so excited about Giena Hill…
>>46Since they were carefully deteriorated over two works.
Perhaps the development mindset is still stuck in IB.
When I sent a survey saying that the slope behavior was too messed up to be usable, it was adjusted to frequently appear without touching the behavior…
If that’s the case, it’s really nothing but harassment.
If the output of the charge step becomes faster, it will become much easier to use as a movement technique.
I thought the play feel would change, but…
It says sliding, so it must be a different technique…
Because the usage rate was low.
Wait! It might turn into a world-class slope, right!?
>>52You can bet on it, but it definitely won’t happen.
This development won’t give us 100% enjoyment in doing such fun things.
I am now convinced of that.
What if you could ski on flat ground…?
Seriously, it’s awful that just this wording of “sliding” is causing such a huge confusion.
If the development had written that clearly in the document, it would have been an easy issue to resolve.
>>55There are too many ways to show a lack of motivation for the hammer.
I would be happy if it were a charging step, but I think they won’t make such a delightful adjustment.
In the first place, the step for that doesn’t really look like a sliding one…
As expected, new techniques will be added…
Although I increased the response while in a ready stance, I can’t quite picture it well.
>>60If the movement speed while charging is ridiculously fast, I can’t help but laugh.
>>60It must be something like double movement speed while charging.
Isn’t it just the users who confuse it with the common name that are to blame!?
>>61First, provide the official name.
The notation is all over the place even within the same patch notes, isn’t it?
>>65This is not the kind of writing that a top-notch corporation would present.
>>61Then give me the official name of sliding.
Or is it really the case that sliding is actually implemented in the hammer?
>>61Was there even an action described as sliding in the instructions for hammer controls during the game…?
When it comes to hammers, it’s all about sliding, right?
Are you just pretending?
It seems I was just a fake gamer.
If it’s a charge step, you should write “charge step,” or else that would normally be confusing…
Don’t change the name on a whim.
I can tell you haven’t properly revised your writing because you’re writing things like “it’s a downward trend.”
>>66The handwriting was messy, so perhaps I could only read it as “lower than the memo.”
>>71In either case, it should be written as high or low.
>>79Could it be… that an employee who is like a gal is writing this?
The writing is left up to AI, right?
“Shooting Blows [Trembling Sky]” and such silly names are clearly written, so a sliding is a sliding, right?
By the way, what is hammer sliding?
At the time of Rise, it became completely unusable, but it’s really amazing how it deteriorated even further from there.
It’s meaningless to make sliding easier if I can’t behave like IB Saka.
I think it would be ridiculous if only the hammer keeps sliding down the slope and we can’t fight properly.
To match the enhancement of the player’s hammer, we will adjust the performance of the support hunter Olivia.
The hammer user says to return the slope of Aibo…
What should I do once this update is over?
The tutorial for Olivia’s new technique “Sliding” has begun.
It would be nice if the slide for all weapons could be activated by double-tapping the dodge button.
A super hammer time begins where all hunters will try using hammers for now…!
It’s a time where you can break it with updates because you can fix it with updates in Monster Hunter.
>>81If you don’t want to use it, don’t implement it at all…
>>86I will definitely implement it because it will be good harassment.
If anything, I’ll make it easier to take out.
I think it’s about a slope, but it’s going to be a sliding maneuver, right?
>>84If it’s about the slope slide, that would be the worst… So I hope it’s a charge step, but is the charge step a sliding…?
The fact that it becomes easier to slide would be a disadvantage if it were a slope attack.
I don’t understand anything anymore.
Aren’t you just using an old in-house AI to create text?
Is it okay to say that it increases the frequency of misfires…?
It will become easier to slide, but it will also make it easier for accidental discharges to happen.
I was expecting that the update content would ultimately create an atmosphere of disappointment.
I didn’t expect it to be like this…
It seems like they thought that the lift-up would please the players.
I’m sure you think that even the slope slide will be happy.
At least at the point when it simply sheathed the weapon without transitioning from item shortcut to item specifications.
It’s probably true that no one had tested the hammer.
There is a possibility that I am really misunderstanding the name of the technique.
Did Tsujimoto not think anything about the love weapon ending up like this?
>>95You shouldn’t take lip service seriously.
Instead of writing it as “sagemi,” you would write it as “sagepoyo,” right?
>>96Lower the taste~
If you treat AI like a divine oracle, then the logs that were treasured during the World IB era will come to life, yeah.
Don’t just output the words from the person’s mind without aligning them with the in-game text to write the patch notes!
This AI is probably learning that it can just be casual about adjustments since it will sell anyway.
>>99It’s because of the high loyalty, so there’s nothing that can be done.
>>99Well… the parameters of the AI’s learning policy might have unexpected values.
You should just use a proofreading AI…
The supply pouch isn’t called a secret pouch in the game, right? I thought that, but what is the official name again…?
>>102It seems like it was called a secret pouch in the game…
>>102Alma is a secret pouch.
The message is about the supplied pouch.
Regarding the slopes, I really don’t understand, and even if they make it easier to slide, it doesn’t mean anything if the behavior isn’t in line with the world standard.
It’s frustrating how they have this shallow idea that just by catering to users or making things easy for them, they’ll be happy.
Improving the response from the “charging” state means that you’re accelerating all actions that can be triggered from that state, right?
It’s amusing that no one is quite sure what sliding refers to.
Maybe it’s become easier to slide, but at the same time, the spiral hill is getting ridiculously strong, isn’t it?
Then I can understand the reason for making it easier…
>>109If the endless looping slope that was bugged activates on flat terrain levels, I would like to see it a little…
It’s the same with the UI, but I’m curious whether there is no check system in place, or if it was checked and it still turned out like this.
Even if it gets strengthened, it won’t change the fact that there’s nothing to do until summer.
It would be too annoying to make it easier to glide at Wilds.
It’s a nerf.
>>114It’s more like a nerf, or rather, it’s in the realm of being uncontrollable.
Since they said they would increase the overall motion values, there’s a chance that the spinning attack from the slope could have become ridiculously powerful.
>>115I’ll bet on this.
>>123Could the world of Hien adoption be coming…?
A few hours later… there was the hammer joyfully sliding around in the sand plains and the redau nests!
>>116Can you seriously say that?
>>121How can anyone stay sane after seeing content like this in an update?
They say it’s AI, but I think AI is already playing a different game.
>>117This game is totally empty even though it cost 10,000 yen.
The thing I can celebrate the most with this update is
Is it okay? I wonder if it’s okay to put it in the pouch? I guess that’s about it…
I’ve been tricked too many times in the past few years with things like Rise and Dogma, so I’m gradually losing trust.
I don’t want to make any strong upward revisions because I don’t even know what is weak.
If I don’t write that I did something, I will be criticized, so I just fabricated some nonsensical content to give the impression that I did something.
It’s scary to think that it might not be impossible.
Well, I can cancel the glide in focus mode.
Is Saka going to become friends again from now on…
Capcom: “You said to give back Saka!”
>>130World’s
Raising the overall motion values means a 1.04 times increase in Monster Hunter terms.
>>132It’s an error, isn’t it?
I had only used the hammer for the shortcut, so I thought it would be something like this this time.
I will be able to slide freely like Mega Man…
Wiles’ Asuka cultural attack is weak, and it doesn’t feel good to use at all…
I can’t believe you were able to make something like that out of trash.
Can you do an 8-hit sliding jump attack?
What on earth is the update details that don’t intend to convey anything… ugh…
Just declare that you have no intention of seriously strengthening it.
Don’t get my hopes up.
Even if a really great upper comes, I definitely won’t praise it.
Regarding this, my stance has been to do it from the beginning.
>>140It’s just a matter of returning what was generally taken, isn’t it?
Sliding with one hand and hammer slide down the slope are interchangeable.
Let the AI review the text for you.
It seems they think they can get away with doing a half-assed job and still sell it.
I hope the next work sells just as well.
>>143It’s too unfortunate that the sales of the next Ichinose Suzuki Monster Hunter or Outlanders will be affected by this.
Not everyone is a user just checking whether it’s a Monster Hunter or not.
I’ve never played World, but are Wiles and slopes different from spinning attacks?
>>144My intuition wasn’t so ridiculously strong, and it was incredibly controllable and easy to hit.
As long as I can slide, I can aim regardless of the positioning.
>>144It would have been more user-friendly.
Well, the slopes themselves were disliked by most weapon types, so they made it more difficult to slide all at once from Rise.
As a result, everyone was thinking, “Well, do we even need this slope?”
>>144It’s easy to hit and more enjoyable than being strong or weak, and my brain is dominated by that.
The AI has been playing Street Fighter 6 all the time.
To be blunt, when considering Sunbreath, it’s really taken for granted that the motion value is between 1.3 to 2 times.
I can’t predict what’s going to happen.
>>146The D of Sanbare was inclined to accept inflation, so they could go that far, but can Tokuda do that?
Even though hammers have the image of being powerful in a single blow, why do they insist on making them perform consecutive attacks from way back?
>>150Differentiation from great swords
>>163I don’t want you to use sleep correction.
>>150That would overlap with the concept of the great sword, so it is not permissible from a development standpoint.
It has been clearly stated that there will continue to be buffs in the summer update.
In other words, they are declaring that the development is not on schedule.
>>153The absolute release was a year too early.
>>156If we had one more year, could we really say it would have turned out well?
>>172So how many years will it take to become decent!? It seems like we could place a bet on that.
>>179The problem will be resolved after enough time has passed for humanity to perish.
>>172I’ve been made to wait until the end of May with all the hype, and this is what I get…
It’s possible to spend time in vain without anything changing.
>>156I think that even if the release is delayed by a year, the hammer will still come out in the same form as it did at launch.
I think there is no problem with the current hammer for development.
>>153The fear of the fact that the attitude of not hiding the belief that we are not wrong at all is clearly stated as being insufficient in this update is overwhelming.
>>153They will really make additions and renovations, but is this really an upper-level development, or is it just misleading?
If it sells even when not made seriously, then it’s no wonder it becomes casual.
>>154I had the same impression with the latest Pokémon game as well.
>>158That’s quite disrespectful to Pokémon, isn’t it?
>>160I’m not supposed to say this here, but when it comes to the UI and everything, it’s hard to believe they could put out something like this for such a famous title; it’s pretty terrible.
>>173Stop saying things you don’t mean. You can’t help but want to talk, right? About things that have nothing to do with the game.
You’re showing a complete lack of intelligence, so go somewhere else.
If this really strengthens slopes, I wouldn’t want to fight on slopes without a hammer.
By the way, if you multiply all motion values by 1.5 in the state before the update, it would become the highest DPS for all weapons.
>>157Honestly, I think it fits the concept since it’s at the bottom tier in defensive performance.
In that case, even if the offset is subtle, I can understand it in a different way.
>>157Since it’s a non-unique weapon that has poor mobility and can’t defend due to being distributed all over, having the highest DPS is acceptable, right?
>>157Since I was made to do a minimum period of 3 months, there’s no problem at all.
>>157It would have been fine that way, wouldn’t it?
>>182Even with the highest DPS among all weapons, there’s a drawback that you can’t guard.
Why is there such a lack of motivation for our flagship product in the first place…?
>>159I think it’s a result of trying too hard to release it within the fiscal year, rather than motivation.
>>168Aren’t you lacking motivation?
The UI design team has only half the number of people compared to past projects.
They’re reducing personnel in an area that directly affects the usability of the UI and the user’s gaming experience.
>>207If you’re getting results from it, that’s fine, but since it’s falling apart, it just means that the person who arranged the staff is utterly incompetent.
>>159Because it sells.
>>159Right now, I’m in the process of reflecting the results of the test play with motivation.
But you can hunt monsters with Akuma, right?
>>164I don’t really like the old man version of Gouki in Street Fighter 6, so give me the old Gouki.
>>170In Street Fighter 6, you can change outfits and go back to the old ones, but here you’re stuck with the filthy old man option…
Give back the aerial hammer.
It’s fine if it’s either one of XXIB.
The state with a vertical 3 delay is the upper stance…
I feel like even after a year, I was just spending time on creating ecosystems and environmental biology.
>>178Well… I guess so…
I can strongly feel that they really don’t want to do the action parts.
>>178Even if it takes 5 or 6 years for development,
The damage calculation system is reused, and the monster skeletons and motions are also borrowed.
There are many reused weapon motions.
Creating mainly consists of new monsters, fields, and 3D weapons, and is mostly just basic materials.
The gameplay won’t change, no matter how many years it takes.
>>213Regarding skills, I created everything completely by habit, and I’m too hesitant about new additions and modifications, making it boring.
No matter how high the DPS is, it means nothing if you can’t keep hitting.
If you’re making two types of outfits for Alma, send one my way.
Or send me Juri’s layered clothing.
>>185Raising Gouki.
Can you take it as seriously as you did when adjusting the lance?
It should have been released after a year-long beta test.
>>189I mean, this is like a paid beta, right?
Please give me the function to delete Alma not in summer, but earlier.
I have the feeling that the full-power charged spinning move is really uncool and I dislike it.
>>191It seems like they recognize that the circles of the IB had low IQ but were popular.
That perspective is missing that there was also significant practicality in that.
Unlike the great sword, it should be possible to differentiate by having weapon drawing as the basic or not having a guard, right!?