@zevvion: The damage numbers were turned on by default, but could be turned off. Perhaps you or someone else had accidentally turned them off?
Also, marzz's explanations are great, but those elements are what indicate "how much of your potential damage output you are actually putting out". For example, if you use a bowgun and shoot a standard bullet at a monster's legs from very far away, you may see a small-ish gray number "3." However, if you shoot the same bullet from a closer distance (where your crosshairs change shape to indicate optimal distance) at its face, you might get a much higher number like "15," along with a slight shake of the screen and tiny pause (a "hit stop" as they're called) to convey the impact that the bullet had. Yes, the difference is often that stark. You repeat the process with different targets and different ammo types, and you can figure out exactly where and how to hit for maximum damage. Imagine unloading all 60 of your standard Lv.3 shells precisely on the head! The monster would be dead much quicker than if you were just randomly shooting (A similar process can of course be applied to melee weapons). When you land a huge hit with high damage output on a soft spot of the monster, the hit stop and other effects gets increasingly more pronounced. Landing a fully charged swing of a Greatsword on the monster's weak spot will have the screen shake violently and the entire game world pausing for a third of a second to appreciate the absolute brutality that just transpired. It's a good feeling yo.
As for what I feel like you're actually asking, the feedback about how hurt the monster is, there are tells for that too. Learning these tells is a big part of what makes you feel more experienced as a hunter actually. I'll skip over the limping animation that the monsters do when they are near death, because it should be pretty obvious. One easy one is how many parts of the monster you have broken. Each breakable part of the monster, like the horns or tail, have a set amount of health allocated to them, which you would deplete to break/cut off. So if you start attacking a monster while not necessarily focusing on the tail, but the tail gets lopped off anyways after a short amount of time, you know that you're wrecking that monster. Conversely, if all you're attacking is the tail and it's taking a loooong time, you know you're in for a bad time. A more subtle clue is how often the monster gets flinched from your attacks. There's a whole system about flinch resistance values and flinch damage depletion over time, but... we won't get into that here (that's speed runner territory). Essentially, if it looks like you're hitting a monster over and over but it's not flinching at all, you might not be doing too well in terms of damage.
With the part breaks, the flinches, the hit stops, the impact sounds, particle effects (and previously some bleeding effects), etc., Monster Hunter is actually REALLY good at giving you "feedback" about your weapon and monster, and not in the boring way like a health bar (which is why some veterans were opposed to the addition of damage numbers in World). However, it's something that you have to naturally absorb as you play... If you're unsure about the game, I suggest waiting a little bit after launch to see what some of the more experienced players put up on videos and streams or renting it from a friend. It's a weird and tough game to get it to "click" with you, but once it does, it'll never let go. Happy Hunting!
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