Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Necrothatcher
Mar 26, 2005




It would have been so good in TPP if there were unique soldiers with paranormal abilities to recruit. I mean, Quiet and Code Talker kinda fit the bill, but what's the point in being Big Boss if I can't assemble a full squad of emotionally damaged freaks with tragic backstories?

Adbot
ADBOT LOVES YOU

WaltherFeng
May 15, 2013

50 thousand people used to live here. Now, it's the Mushroom Kingdom.

Necrothatcher posted:

It would have been so good in TPP if there were unique soldiers with paranormal abilities to recruit. I mean, Quiet and Code Talker kinda fit the bill, but what's the point in being Big Boss if I can't assemble a full squad of emotionally damaged freaks with tragic backstories?

I could see this being Kojima's next game

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


SolidSnakesBandana posted:

This creates a potential scenario where you use up all your fultons and then find someone you REALLY want but now can’t take. It would also mean that the best way to get soldiers is to grind them out in the open world, or maybe people will farm a mission that you can beat quickly. Either way the game becomes less fun

Then extract them manually? Reduce the necessary numbers so it doesn’t become a grind, pretty much only have specialists. The game is already less fun by letting you spirit away entire outposts.

The point about CQC is also good. Being able to run in and punch everything without fear sucks.

WaltherFeng posted:

I could see this being Kojima's next game

This WAS Portable Ops!

WaltherFeng
May 15, 2013

50 thousand people used to live here. Now, it's the Mushroom Kingdom.
I said Kojimas next game :colbert:

Vagabong
Mar 2, 2019

WaltherFeng posted:

Guards not reacting to sleeping soldiers or getting tranqed is the biggest advantage for sure.

If a downed guard or a bodyshot would cause a base wide caution mode, it would make tranqs much harder to use. Especially if guards start using helmets / face plates.

I swear in MGSV soldiers would intially react to sleeping soldiers by just waking them up and abusing them for falling asleep on the job, but as the escalation system progressed soldiers would start calling into HQ before investigating and going into caution mode after waking someone up.

ScottyJSno
Aug 16, 2010

日本が大好きです!
When I played MGS5 for the first time, I was convinced when I started the second 1/2 of the game in Africa I was going to be building Big Boss's team in Outer Heaven from the NES Metal. :(

Paul MaudDib
May 3, 2006

TEAM NVIDIA:
FORUM POLICE

In It For The Tank posted:

- Tranqs aren't ignored: if a guard gets shot with a tranquilizer dart in a limb or the body, they notice. It's silly that they don't. The same applies for other soldiers who discover a tranquilized target. They see the dart sticking out of their friend and raise the alarm.

tbh it would be nice to revamp the way soldiers notice things in general. It’s also silly that soldiers don’t notice that 2/3rds of their buddies have vanished in the last 5 (realtime) minutes. Maybe in a harder difficulty mode any missing dudes get replaced after a couple real-time minutes with harder dudes until you blow up the comms. Like a soft reinforcement mode, forcing you to make it a specific focus to blow up the comms every time and not just an “oops I hosed up and caused a combat alert better remove the major consequence”. But of course that means at least some sneaking and some risk soldiers will notice the comms down (oh, also, maybe make comms controlled by an actual dude who will fight you to defend the equipment, and who will impair enemy coordination if he’s taken out).

It’s also silly that soldiers don’t notice the chopper flying over for the Fulton. If the Fulton caused a helicopter alert like a pickup, with soldiers running to man the AA gun / etc that would make an extraction a higher risk maneuver too. Like maybe it would force you to tranq a couple dudes and then Fulton them all at once, and also make an effort to keep the AA gun clear for Pequot (or clear the base to the point where you can Fulton that too). So ramp up the necessity of putting yourself in situations where the chopper could get you detected, but also maybe decrease the range or detection chance (only visual detection? because soldiers "can't tell" whether it's their own chopper or yours) so it's not an automatic 100% chance of a combat alert.

And maybe combine these mechanics, at higher difficulty levels soldiers figure out what’s going on with the Fulton and once they see a balloon they look for their buddies and figure out that Frank is missing and they need reinforcements / etc. Its also silly that the soldiers talk about seeing someone pulled away by a balloon but all they’ll do is shoot at them if they see them, this might give higher Fulton awareness levels more teeth.

Wormhole Fulton is also kind of a silly mechanic in general but unfortunately some parts of the game are built around it (container placements inside buildings as objectives, etc). I’d argue that it fundamentally needs to be removed from the game, it’s too powerful to be able to literally Fulton dudes from inside buildings. It also kind of ruins one of the early game “aha” moments where you Fulton a dude through a hole in the roof, cause later you can just Fulton him out right where he sits through the roof if you wanr.

With wormhole fultons removed you could have it so weapon placements are randomized and higher Fulton awareness level moves more of the machine guns under canopies (or have destructible canopies deployed over key items as an obstacle to extraction)

Basically it might have been possible to make fultons a little more balanced if the mechanic had some risk. The “tranq->fulton->repeat” loop is just too easy as it is.

Paul MaudDib fucked around with this message at 23:34 on Nov 27, 2020

ImpAtom
May 24, 2007

WaltherFeng posted:

I could see this being Kojima's next game

Trying to predict Kojima's next game is a fool's errand considering the games he is most directly responsible for are "Stealth action political thriller with robots and vampires" "Cheerful brightly colored vampire-hunting game where you have to go literally go outside to play" and "Delivery Man simulator with floating death monsters where a baby is strapped to you."

Paul MaudDib posted:

tbh it would be nice to revamp the way soldiers notice things in general. It’s also silly that soldiers don’t notice that 2/3rds of their buddies have vanished in the last 5 (realtime) minutes. Maybe in a harder difficulty mode any missing dudes get replaced after a couple real-time minutes with harder dudes until you blow up the comms. Like a soft reinforcement mode.

It’s also silly that soldiers don’t notice the chopper flying over for the Fulton. If the Fulton caused a helicopter alert like a pickup, with soldiers running to man the AA gun / etc that would make an extraction a higher risk maneuver too. Like maybe it would force you to tranq a couple dudes and then Fulton them all at once, and also make an effort to keep the AA gun clear for Pequot (or clear the base to the point where you can Fulton that too).

And maybe combine these mechanics, at higher difficulty levels soldiers figure out what’s going on with the Fulton and once they see a balloon they look for their buddies and figure out that Frank is missing and they need reinforcements / etc. Its also silly that the soldiers talk about seeing someone pulled away by a balloon but all they’ll do is shoot at them if they see them, this might give higher Fulton awareness levels more teeth.

Wormhole Fulton is also kind of a silly mechanic in general but unfortunately some parts of the game are built around it (container placements inside buildings as objectives, etc). I’d argue that it fundamentally needs to be removed from the game, it’s too powerful to be able to literally Fulton dudes from inside buildings. It also kind of ruins one of the early game “aha” moments where you Fulton a dude through a hole in the roof, cause later you can just Fulton him out right where he sits through the roof if you wanr.

With wormhole fultons removed you could have it so weapon placements are randomized and higher Fulton awareness level moves more of the machine guns under canopies (or have destructible canopies deployed over key items as an obstacle to extraction)

Basically it might have been possible to make fultons a little more balanced if the mechanic had some risk. The “tranq->fulton->repeat” loop is just too easy as it is.

Wormhole Futons are basically an end-game super powerup and really shouldn't be nerfed. It's okay for goofy endgame stuff to be powerful.

WaltherFeng
May 15, 2013

50 thousand people used to live here. Now, it's the Mushroom Kingdom.
That said its immensely satisfying to fulton the entire soviet armored brigade for your personal army and thats probably what they intentionally chose to go with instead of hardcore realism / difficulty

Paul MaudDib
May 3, 2006

TEAM NVIDIA:
FORUM POLICE

ImpAtom posted:

Wormhole Futons are basically an end-game super powerup and really shouldn't be nerfed. It's okay for goofy endgame stuff to be powerful.

If you make a specific point of doing the side ops you can have it done pretty early, like I got it as soon as I did Code Talker and cleared the zone. It’s basically a mid-game item.

It’s also literally a required item for some objectives in the game so I kinda disagree it’s a silly goof-off item, it’s literally something that they want you to be using for certain tasks. It’s also completely necessary for extracting MGs from under canopies which, while not required, is something they throw at you almost right away, and the grind mechanic heavily encourages you to Fulton everything you see.

If it was something like the Raiden Suit that you get after s-ranking the whole game then yeah whatever.

Like I said I would rather see the game redesigned to remove the outright necessity to use wormhole fultons for some things, so that it can become a silly goof off thing. Letting midgame or late game players who haven’t finished the game be extracting dudes from inside buildings defuses a lot of the tension of being inside. Like after the specific lecture from Ocelot to be careful entering buildings and to always have an escape route, a couple real-time hours later you’re just pulling every soldier you see inside into a wormhole and inside vs outside doesn’t matter at all.

WaltherFeng posted:

That said its immensely satisfying to fulton the entire soviet armored brigade for your personal army and thats probably what they intentionally chose to go with instead of hardcore realism / difficulty

yeah for sure. Maybe some of this stuff would have worked in an actual “extreme” mode instead of the “same mechanics but every dude is a riot suit dude” that Konami implemented. I think a lot of this is veteran players who have mastered the ropes and figured out the holes in the AI and want something tougher, but boy howdy is “every dude is a riot suit dude” mode not the way to go on that.

Paul MaudDib fucked around with this message at 18:36 on Nov 27, 2020

Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



I think adding in more granular difficulty settings to MGSV would have gone a long way towards answering a lot of the gripes. Adaptive difficulty is neat, but pretty much always hits a frustrating point by trying to account for the full spectrum of player skills and what they want out of the gameplay.

Selenephos
Jul 9, 2010

All of the suggestions here makes me wonder if any of this is possible with the Infinite Heaven mod for MGS V.

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
I've been playing mgs v for the past couple weeks and it's insanely good, but since the topic is fultoning dudes and base building I'll just come in and say that I used cheat engine to bypass all that and it increased my enjoyment of the game like 10x.

Same goes for gatekeeping the tranq rifle behind dozens of hours of grinding. No thanks, that should've been available at the outset instead of trying to force me into playing lethal

Also the ratio on male to female combatants to fulton is hosed up. I have my base totally stocked and I think I have 6 women total. Luckily I got one early on so I was able to play the majority game as a woman, but it's still dumb.

site fucked around with this message at 00:14 on Nov 29, 2020

Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



site posted:

Also the ratio on male to female combatants to fulton is hosed up. I have my base totally stocked and I think I have 6 women total. Luckily I got one early on so I was able to play the majority game as a woman, but it's still dumb.

Are there even enemy female combatants to encounter in game (aside from some Skulls and Quiet, of course). I don't remember any outside of prisoner extractions. It seems weird that they're fit into the game and you can easily play as a woman, but they're either nearly or completely nonexistent as regular combat characters.

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
Yeah, that's true I should've phrased it differently, I think all of them were either prisoner extracts or mission rewards

Midjack
Dec 24, 2007



Besides FOBs I never encountered a female enemy soldier in the open world or missions after 160 hours of play. I don’t think Peace Walker had them out in the world either though they’d come to the CQC recruiting beach.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


site posted:

I've been playing mgs v for the past couple weeks and it's insanely good, but since the topic is fultoning dudes and base building I'll just come in and say that I used cheat engine to bypass all that and it increased my enjoyment of the game like 10x.

Same goes for gatekeeping the tranq rifle behind dozens of hours of grinding. No thanks, that should've been available at the outset instead of trying to force me into playing lethal

You get the tranq rifle ridiculously early and it only serves to make one specific fight much easier to do non-lethal. You can pistol tranq from 30m just fine, and anywhere lower than that you can just punch them. The issue isn't that it's a grind, but the process forces you to A: Not play lethal and B: serves only to make non-lethal easier.

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
I have some 87 hours in this game and a good 83 or so of those has been mainly using the m2000 and wu/wu ap and I wouldn't call any of it easy

site fucked around with this message at 01:14 on Nov 29, 2020

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


The only missions that are hard to do with nothing but a tranq pistol are the forced combat ones. Even the one where you have to take out the tanks is trivialised by being able to fulton vehicles. The extreme version of the Quiet fight too?

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
A good 70 or 80% of missions I've done multiple reload checkpoints so I could properly ghost them to my satisfaction :shrug:

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Okay, if you're ghosting, that's different since you can't knock people out at all, but that's a challenge run that isn't even rewarded by the game.

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
I guess I'm confused on why having the option of using the silenced tranq is easier, is the assumption that anyone who uses it must be just sitting on a ridge clearing out the whole base

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Because the tranq is silenced, ranged, even if it doesn't headshot it still downs a guy after some time (it may be better to do this so you can go in and punch another guy) and unlike using a lethal handgun, you can fulton the body away. You also get the stat boost from fultoning the guy. Tranq is always optimal and easiest, which is why I think it's bad. You don't have to sit on a ridge, you can run in and shoot everyone, one by one, so long as you're not an idiot and expose yourself needlessly.

E: Why would you ever use lethal in the vast majority of missions?

HerpicleOmnicron5 fucked around with this message at 01:56 on Nov 29, 2020

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
Tbh I don't see any difference between what you just listed and every silenced rifle other than you can fulton a guy if you want

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


site posted:

Tbh I don't see any difference between what you just listed and every silenced rifle other than you can fulton a guy if you want

That's pretty much the problem. The game's too easy, and the progression system in the game favours what is traditionally the challenge run. There is no cost to using non-lethal means. Conversely, the only thing stopping you from using lethal means is the opportunity cost of the fulton. Fultoning makes everything easier by giving you tools to do everything better - though oddly, it disproportionately allows you to gain more lethal weapons which you have no incentive to use.

Just the silenced tranq pistol is too strong. Chuck in the silenced assault rifle too, and the game is mostly trivial, but you don't get as much cool new stuff. You can't improve your lethal run without using non-lethal means.

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
The game is too easy according to who

Like, this

HerpicleOmnicron5 posted:

You don't have to sit on a ridge, you can run in and shoot everyone, one by one, so long as you're not an idiot and expose yourself needlessly.

You can do this with only the wu, or the burkov tb, or the s1000. So just get rid of all non lethal guns altogether? Because you personally don't want to engage in the styles of play that use them?

site fucked around with this message at 02:09 on Nov 29, 2020

Captain Hygiene
Sep 17, 2007

You mess with the crabbo...



site posted:

The game is too easy according to who

That's the problem I was talking about earlier, I don't think I'd be capable of enjoying it without all the tranq stuff and OP weapons but the game loses out by trying to cater both to me and folks who are actually good without having more discrete difficulty options.

site
Apr 6, 2007

Trans pride, Worldwide
Bitch
Like I just now a minute ago finished a side op I reloaded 3 times to do it the way I wanted and I'm kitted out with a silenced s1000 air, water pistol, and m2000 and I'm in the post game. Why is this arbitrarily too easy

K8.0
Feb 26, 2004

Her Majesty's 56th Regiment of Foot
The game is too easy because of the fulton and it being open world. If you couldn't get rid of enemies and you had to deal with the fact that tranq'd enemies would eventually wake up, it'd be a lot harder.

You can try to make the game hard, but you have to deprive yourself of almost all your tools to do so, and then it becomes un-fun in a different way. It's not really hard to sneak around and hold everyone up and lay them down, but it is tedious if that's all you let yourself do.

e - to be clear this isn't me arguing that the game isn't really good. It's me arguing that it'd be significantly better without the fulton and with the world segmented, and that selectable difficulty levels that really push you to utilize your full toolkit are more fun than just depriving yourself of your entire toolkit to get any sort of challenge. Self-imposed challenges are great, but any game where I feel like by default I need to ignore 90% of my options because they're too good is too drat easy.

K8.0 fucked around with this message at 02:17 on Nov 29, 2020

SolidSnakesBandana
Jul 1, 2007

Infinite ammo
I'd say the low enemy count makes is what makes it too easy.

Paul MaudDib
May 3, 2006

TEAM NVIDIA:
FORUM POLICE

HerpicleOmnicron5 posted:

E: Why would you ever use lethal in the vast majority of missions?

Lethal options tend to be more powerful than NL options at any given level.

At the start you get a silenced automatic rifle with a red dot vs a single shot tranq pistol with iron sights.

Later you get silenced lethal snipers about the same time you get a non-silenced tranq sniper (and at first you won’t have the master gunsmith to do the swapperoo on the silencer - a screw on can is just too much for The Boss to figure out)

By the time you are getting silenced tranq snipers you also start getting lethal weapons that can shoot through helmets (the pistol is available quite early if you race for it).

Endgame non lethal weapons for use against riot suit dudes usually require you to go loud (stun grenade launcher, air shock revolver, etc) while the lethal weapons are silent and have much larger ammo capacity. The ones that don’t either require you to commit to multiple shots or have extremely high deploy costs and extremely limited ammo.

Leaving bodies behind isn’t really a problem because with d-dog (or sonar, etc) you basically have wallhacks and can clear out a zone in the base where there’s no enemy to find the bodies. All you really have to do is move the bodies away from the access points to that zone, and even then the actual consequence for discovering a body is fairly minimal. And most missions can be done really quickly once you get into the base and start working, so you only need to keep it clear for maybe 2 or 3 minutes.

Example: Over the Fence. Ascend the east cliff above the barracks using the crack. The barracks area is your first “zone”. The access points you need to watch are the main base entrance lane, the crate lane to the left, and the base lane to the right. Just make sure that no bodies are left in an area where one of the ingress lanes can see them (by timing your kills, or moving bodies manually if you need to), and there’s absolutely no problem with killing anyone. Clear the main base area and Fulton the dude and extract. You’re done in three minutes flat.

Mission scoring is highly based on timing, non lethal / no alerts is a bonus but it’s not a huge one. And the time it takes for a non-headshot tranq to take effect actually slows you down quite a bit. And if you want the non-lethal bonus you have to go no alerts as well, while no alerts is still a bonus even if you go lethal. And if you need to take out a helicopter then you don’t gimp the rest of your load out carrying one weapon you can’t use anywhere else.

The game doesn’t go out of the way to make this obvious but lethal runs are actually the more optimal way to play for someone purely trying to maximize speed (and who doesn’t care much about capturing dudes for the grind). But tranq runs are easy if you don’t mind the time it takes, because you can remove the evidence as you go. There is absolutely zero risk from just plinking arms, waiting for them to keel over, and then removing them from the play area.

Paul MaudDib fucked around with this message at 02:42 on Nov 29, 2020

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


site posted:

You can do this with only the wu, or the burkov tb, or the s1000. So just get rid of all non lethal guns altogether? Because you personally don't want to engage in the styles of play that use them?

I just think that game design should include pros and cons, and not just make one style purely optimal at all times. I play these games in a mixed style based on what the situation suits, preferring ghost, then non-lethal and then lethal in that order.

If I can't ghost through an area, I'd prefer to non-lethally remove targets. This imposes a timer, since enemies typically wake up after an amount of time. If I can't afford to spend that time, I'll go lethal - I still need to hide the body though.

In MGSV, the non-lethal approach doesn't have the timer OR the body, due to fulton. A witnessed fulton doesn't even cause an alarm state, but it can be disrupted. Solution? More tranqs, more fultons. That, and you get rewarded for it.

Captain Hygiene posted:

That's the problem I was talking about earlier, I don't think I'd be capable of enjoying it without all the tranq stuff and OP weapons but the game loses out by trying to cater both to me and folks who are actually good without having more discrete difficulty options.

Right, and that's totally fair! All the prior games had difficulty settings! The real root of the problem is that it not only turns an easy game even easier, but it makes the easy solution optimal. Lethal should be the easy option, but should be punished, not harder and still punished!

Turning off reflex mode is pretty much the only difficulty option in the game, and all that does is force the player to be more situationally aware. It's a solution to the problems caused by the lack of overhead cameras or map, and the open world. I personally play with it off, but all that does is moderately punish an occasional mistake through an alarm state, which is trivial to deal with anyway by just running away.

site posted:

Like I just now a minute ago finished a side op I reloaded 3 times to do it the way I wanted and I'm kitted out with a silenced s1000 air, water pistol, and m2000 and I'm in the post game. Why is this arbitrarily too easy

Because you're doing it the way you wanted, i.e. a challenge run.

site
Apr 6, 2007

Trans pride, Worldwide
Bitch

I'll agree with the fultoning, once I had enough guys to where I could ignore it and focus on stealthing around guys instead of having to knock out everyone to grab them it became even more fun

^^^ I guess I don't understand how you're getting from, I don't want to play lethal therefore non lethal must be easier. Shooting a guy in the head and leaving him there in infinitely easier than sneaking around. I had more guys than I know what to do with well before I finished even the main missions so I'm not sure why the fulton is such a deal breaker

And I guess I should clarify I'm more than happy to cqc or tranq/stun a guy. Maybe ghost was the wrong word but any means to non lethally take care of enemies without setting off any alarms. I just prefer to avoid it

site fucked around with this message at 02:29 on Nov 29, 2020

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Paul MaudDib posted:

Mission scoring is highly based on timing, non lethal / no alerts is a bonus but it’s not a huge one. And the time it takes for a non-headshot tranq to take effect actually slows you down quite a bit. And if you want the non-lethal bonus you have to go no alerts as well, while no alerts is still a bonus even if you go lethal. And if you need to take out a helicopter then you don’t gimp the rest of your load out carrying one weapon you can’t use anywhere else.

The game doesn’t go out of the way to make this obvious but lethal runs are actually the more optimal way to play for someone purely trying to maximize speed (and who doesn’t care much about capturing dudes for the grind). But tranq runs are easy if you don’t mind the time it takes, because you can remove the evidence as you go. There is absolutely zero risk from just plinking arms, waiting for them to keel over, and then removing them from the play area.

A very good post, and yeah, that's the issue - speed is the only reason to do lethal, and speed is arbitrarily rewarded by mission scoring. Similarly, non-lethal rewards you with ease + removal of evidence + progression and I think heroism too? Meanwhile, ghost runs are shafted on both sides.

site posted:

I'll agree with the fultoning, once I had enough guys to where I could ignore it and focus on stealthing around guys instead of having to knock out everyone to grab them it became even more fun

Right! Fulton makes the game less fun!

K8.0 posted:

e - It's me arguing that it'd be significantly better without the fulton and with the world segmented, and that selectable difficulty levels that really push you to utilize your full toolkit are more fun than just depriving yourself of your entire toolkit to get any sort of challenge. Self-imposed challenges are great, but any game where I feel like by default I need to ignore 90% of my options because they're too good is too drat easy.

This, except I'm arguing that it's a critical failure in the game's design.

site posted:

^^^ I guess I don't understand how you're getting from, I don't want to play lethal therefore non lethal must be easier. Shooting a guy in the head and leaving him there in infinitely easier than sneaking around. I had more guys than I know what to do with well before I finished even the main missions so I'm not sure why the fulton is such a deal breaker

Okay. Shooting a guy in the head and leaving them there IS easier than sneaking around. Non-lethally shooting them in the head and fultoning them is even easier. Non-lethally shooting them in the head and then continuing presents risks and a timer, without fulton. Lethally shooting them in the head also presents risks.

In a game without fulton, the optimal route (ghost) is hardest. The lethal route is directly easiest, but comes with cons post-mission. Non-lethal is a middle ground. That's how the genre's typically worked, and it's how the series has generally worked - though I'd still say that first person view shooting also made 2 and 3 very easy.

HerpicleOmnicron5 fucked around with this message at 02:32 on Nov 29, 2020

site
Apr 6, 2007

Trans pride, Worldwide
Bitch

HerpicleOmnicron5 posted:


Right! Fulton makes the game less fun!

Fun and easy aren't the same the thing. It wanted me to play a different way than I would prefer, that did not make it easier. Like, you're telling me I need to give up a style of play entirely because you're skill level of different than mine. Just don't fulton guys, it's not that hard!

KaptainKrunk
Feb 6, 2006


MGSV has a fun game system hampered by options that utterly trivialize gameplay with no real tradeoff. The base-building stuff is cool except it's overloaded with 2013-era Clash of Clans poo poo because Konami. The open world is also pretty non-interactive and mostly pointless (except to fund the base); you could essentially take regions of the map and make them discreet levels that you load into, as that is pretty much what happens during most missions anyway.

The game unmodded just isn't very good or challenging; it's just that it is fun in spite of itself because the movement and sneaking feels so good. Difficulty options + just regular levels (think Guantanamo Bay) all over the world you fly to, with different points of infiltration you choose, that evolves as you play, and the removal of the fulton would have made this a much, much stronger game.

ImpAtom
May 24, 2007

HerpicleOmnicron5 posted:

I just think that game design should include pros and cons, and not just make one style purely optimal at all times. I play these games in a mixed style based on what the situation suits, preferring ghost, then non-lethal and then lethal in that order.

This really isn't a possible end goal for something like this. There is going to be an optimal style and you can't really escape it. Metal Gear spends a huge chunk of its time dedicated to figuring out how to make "kill the enemy" not an inherently first choice. A lot of stealth games do in fact because it turns out being able to kill a guard is pretty much always going to be simpler than non-lethally subduing them unless you play one of those games where there is literally no difference between the two.

Metal Gear also in particular really does want the player to go non-lethal if they can and has gradually made that easier and more relevant over time, from near-infinite tranq guns to close-range very powerful knockout abilities to soldiers who need to be recruited instead of kills. If anything it over-emphasizes non-lethal but that is because it really wants to be a game where the player chooses non-lethal over lethal rather than having no options because it makes choosing non-lethal more meaningful even if it's an illusion of choice.

It also gives you a ton of super lethal weaponry that is fun to use but that is because Hideo Kojima has a weird thing where he both dislikes violence as a centerpiece of a story and loves kickin' rad guns and cool robots.

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


site posted:

Fun and easy aren't the same the thing. It wanted me to play a different way than I would prefer, that did not make it easier. Like, you're telling me I need to give up a style of play entirely because you're skill level of different than mine. Just don't fulton guys, it's not that hard!

But the game pushes you to fulton guys! Fulton is optimal! Fulton makes the game easier!

KaptainKrunk posted:

MGSV has a fun game system hampered by options that utterly trivialize gameplay with no real tradeoff.

You can very easily make your own fun in MGSV. My point of contention is that the game fails to do that itself. The core design of the game's progression mechanics directly interferes with that system of tradeoffs which is already weak anyway.

MGS3 rewarded you for every non-lethal boss kill, and that was (typically, The Fear is an exception) substantially harder. There is a systemic reason to challenge yourself. Difficulty modes took things away, improved AI, added more guards, all things to nudge that system of tradeoffs to the more difficult end. Throw in the ranking system at the end, and you have to do everything quickly, stealthily AND non-lethally for the best ranking.

MGSV has none of that.

ImpAtom posted:

Metal Gear also in particular really does want the player to go non-lethal if they can and has gradually made that easier and more relevant over time, from near-infinite tranq guns to close-range very powerful knockout abilities to soldiers who need to be recruited instead of kills. If anything it over-emphasizes non-lethal but that is because it really wants to be a game where the player chooses non-lethal over lethal rather than having no options because it makes choosing non-lethal more meaningful even if it's an illusion of choice.

Right, I get you there, but while they do make non-lethal easier, they also proportionally (until PW and fulton) made lethal easier by the same merit. But it'd judge you for that - The Sorrow is the best example, as well as when ranking you in the end. Lethal is easier in MGS3, but it isn't optimal. The issue is where optimal and easiest coincide.

HerpicleOmnicron5 fucked around with this message at 02:55 on Nov 29, 2020

ImpAtom
May 24, 2007

HerpicleOmnicron5 posted:

MGS3 rewarded you for every non-lethal boss kill, and that was (typically, The Fear is an exception) substantially harder. There is a systemic reason to challenge yourself.

MGS3's non-lethal boss kills were not meaningfully any harder except maybe The End because you actually have to fight him instead of just setting your timer ahead or sniping him in a wheelchair. You get things for going non-lethal but it isn't particularly hard since it just amounts to "use overpowered CQC" or "use overpowered tranq gun" in pretty much every situation that doesn't have a simple cheat like the Fear. CQC alone utterly trivializes any difficulty in going non-lethal in MGS3 to the point they've nerfed it in every game since and it still is insanely overpowered.

Adbot
ADBOT LOVES YOU

site
Apr 6, 2007

Trans pride, Worldwide
Bitch

I guess I have a fundamental disagreement with the notion that you have to play this game a certain way because [item exists] and the whole thing of "these particular items, when used in a particular way, make the game less fun for me" with the solution not obviously being "just don't play that way" but instead "therefore those items are bad should be nerfed or just cut entirely" is just baffling to me

site fucked around with this message at 03:06 on Nov 29, 2020

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply