I'm sure a lot of vets will agree with me on this but man, it's hard to get anyone to play MH.
I found out that when I teach my friends using Tri's splitscreen mode, they learned quick. The game is infinitely more easy to understand when someone is next to you giving pointers on how to react, what to do, what not to do. (To bad no one owned a Wii but me...)
That just makes it harder pill to swallow though. Seeing all the negative views the game gets from people who didn't even scratch the surface of the game.
I do think it's the game fault. It never teaches you the fundamentals on how to use any weapon, ever. Apparently it has something to do with the weird Japanese notion that having people, rather than the game, teach other folks builds the community.
Demon's Souls and Dark Souls has this to a lesser degree. Street Fighter 4 had this with Yun and Yang when they first came out. Ono said he wanted to make the community stronger by making them discuss how to beat the two overpowered characters.
That just doesn't work all that well in the Western community though. Games should give you all the tutorials, and generally should be easier to understand almost immediately. (As a joke, I like to think games cater to reviewers... you want a good score so don't frustrate the reviewer! They also don't have time to learn! Gotta beat that game on schedule after all!)
That's why I think it's hard for people to understand MH. The game isn't immediately transparent on how you should approach your battles.
On to examples, people think, "Oh, so like Devil May Cry", and wail attacks and think they should get away with it. But use a big sword like Dante and you have your character stuck trying to get the sword out of the floor then get pummeled in the face.
If I chart something I'll do with a Great Sword for example,
Attack -> roll -> sheath weapon-> run -> combo attack -> roll -> roll -> attack -> roll -> sheath weapon -> run -> run-> charge up attack -> upswing -> roll -> sheath weapon
What I see from new people,
Attack -> struggle weapon pick up -> get hit -> walk with weapon out -> get hit -> attack -> struggle weapon pick up -> get hit -> attack gets interrupted by hit -> attack gets interrupted by hit
My very simple advise when I see my friends do that? Roll. Rolling after a a big sword swing will give the character momentum to pick up the weapon without the struggle. Rolling gives you a very short amount of invincibility. Rolling helps you re-position out away from the monsters' general attack radius.
That's it. Sorry for the long post. I did this more for myself I think, kinda wanted to vent out some steam. Don't expect anyone to read this. Cause it's Monster Hunter yo. Who cares?
Final rant about MHP3 and the new MH3U demo and I'm done.
Monster Hunter Portable 3. Sadly the only MH to never leave Japan. Had the best learning curve for beginners. Very little gather quests. And the bear boss. He is the perfect guy for newbies to understand the game. Just mash attack on him and you'll see that he ignores your hits and hits you back. Hopefully after getting hit a few times, you'll learn to stop your attacks when he gives you his tell. He gives you very obvious tells that last a while, giving you enough time to block, roll or just walk away. That is Monster Hunter at it's most basic element. Looking for tells and patterns, dodging appropriately and finding opportunities of attack.
The MH3U demo should have included him. The Bunny is the next step up of the bear. His tells are less obvious and last a very short period of time. He probably turned off a lot of folks... People don't like losing to a bunny. Not to mention Plessy... Why of all things did they choose plessy for the demo!