So in World, for instance, when monsters came to the same area, they slugged it out for a while. They did damage to each other, and could mess you up if you got in the middle of it, but also gave you a good opportunity to go for tail cuts and stuff since the monsters would keep each other's attention for the most part. Then you usually got to see a turf war if you let it play out, and then the monster fucked off for a while. It was a risk/reward thing. For the older games, it was pretty much full detriment to have 2 monsters together in a zone since they didn't really care about each other. In Rise, not only will they instantly put one of them into a rideable state, but then when they end up in the same zone again later in the hunt, one of them will always run off again. There's no opportunity for 2 rides for the same set of monsters. I'm sure that was done by design to keep you from soloing a hut via wyvern riding, but it still kinda sucks. It'd be ok if you could still do decent part damage while somebody is riding a monster, but you can't. It's just a very 1 dimensional mechanic. Not saying it's all bad, but it's like whenever you see a 2nd monster enter an area that you're fighting, your mind instantly just goes, "oh cool, let me back up until one of them gets stunned and then ride it". There's no dynamic way for the situation to play out, it's always the same.Oh don't mind me, I was going through clips on my Switch to delete (too many) and spotted this one from weeks ago and thought it might be funny. It also shows that you can use the Mounted Punisher on a monster that was minding its own business.
Since you mentioned perma dung ball, I'm interpreting it as you not liking your target monster relocating after a Wyvern Ride???
Also what would the slugging it out part add? Believability? Chance for player to interrupt? I'm asking cause it's a bit vague as is.