MGSV: The Phantom Pain - New information revealed

Skullface

Member
This mother fucker right here, doe...

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I'll ask the question here as well for good measure. Is Kojima even confirmed to be attending this event?
 
While we're at it, other info about animals people might have missed.

MGSV-TPP-Jackals.jpg


The animals will attack both you and your enemies. Kojima said he was checking the game recently, when a Soviet soldier was attacked and eaten by a wild animal. “When asked if animals will attack each other, Kojima nodded and smiled.” So you’ll need to be careful not only for soldiers, but for wildlife as well. But, you may also be able to use them to your advantage. “Kojima also said you can use the animal capture system to get them to attack enemies for you.” It sounds like you may be able to drop them near an enemy to cause some mayhem.

The day/night cycle also has an effect on the animal system, the time of day will probably determine what wildlife you’ll run into.

I wonder if this means I can call a supply drop of wolves and let it drop on an enemies head, ensuing chaos via Raining Wolves. This has to be a thing.
 
People who don't think there'll be a Sniper battle where you're driving from vantage point to vantage point, stray bullets breaking the windows in you vehicles, are insane.

I can picture the perfect scenario [in my opinion, of course] for a MGSV:TPP sniper boss fight:

It's dusk - bordering on nightfall in the African jungle. Visibility is by moonlight now and it's bathing your surroundings in a bright, pale blue. At this moment, it starts to rain. Something isn't right and you know it. You can feel it. The music gets ominous and then everything goes Pear-shaped. A cutscene informs you that you are about to face "XXXX" [tentative name] and then MGSV: TPP throws the best sniper duel ever conceived at you. Maybe it's 2 snipers even - working as a team...or better yet, 2 snipers with 2 spotters working as a team. You have to take them all out and a heavy strategy with a realistic approach is needed to do so.

Ahh! I can't wait!!
 

Skullface

Member
I can picture the perfect scenario [in my opinion, of course] for a MGSV:TPP sniper boss fight:

It's dusk - bordering of nightfall in the African jungle. visibility by is by moonlight now and it's bathing your surroundings in a bright pale blue. At this moment, it starts to rain. Something isn't right and you know it. You can feel it. The music gets ominous and then everything goes Pear-shaped. A cutscene informs you that you are about to face "XXXX" [tentative name] and then MGSV: TPP throws the best sniper duel ever conceived at you. Maybe it's 2 snipers even - working as a team...or better yet, 2 snipers with 2 spotters working as a team. You have to take them all out and a heavy strategy with a realistic approach is needed to do so.

Ahh! I can't wait!!

There's one issue with an epic sniper fight in PP. The quick auto health regen. My first time facing the End was particularly tense because I didn't have much for supplies. He was just chipping away at my stamina. I would panic and have to scavenge for food from time to time. I think a sniper fight would be less nuanced and more of a fast paced action game style fight than anything that resembles the End.
 
There's one issue with an epic sniper fight in PP. The quick auto health regen. My first time facing the End was particularly tense because I didn't have much for supplies. He was just chipping away at my stamina. I would panic and have to scavenge for food from time to time. I think a sniper fight would be less nuanced and more of a fast paced action game style fight than anything that resembles the End.

The concept, implementation and fun-factor of an open-world sniper duel is far too juicy to pass up.

Maybe Big Boss gets hit/stabbed with something that takes away the health regen feature - or maybe the health regen was only for GZ?

I want the perfect sniper duel - even better than the fight with The End and MGSV:TPP is the best chance this will happen.
 

Skullface

Member
The concept, implementation and fun-factor of an open-world sniper duel is far too juicy to pass up.

Maybe Big Boss gets hit/stabbed with something that takes away the health regen feature - or maybe the health regen was only for GZ?

I want the perfect sniper duel - even better than the fight with The End and MGSV:TPP is the best chance this will happen.

Don't get me wrong, I think it has the potential to be great. Just not end all be all. That is, unless they introduce some kind of handicap. In fact, boss fights are going to be imbalanced in general if we as the player have the ability to chip away at their health, but we just have to hide for 5 seconds to heal. Maybe one hit kills with sniper fights?
 

Spaghetti

Member
Please make health regen optional Kojima. Like the alert slow motion.
not really an option, it would require a retroactive rebalancing the entire game in order to accommodate both modes of health regeneration.

health regen isn't really that bad. you can still get fucked up very quickly and don't have an instant recovery item to keep you enduring constant damage, the health regen only really helps if you get to cover, repel the attack forces efficiently, or escape the area, which metal gear has always encouraged instead of a direct fire fight.
 

Sn4ke_911

If I ever post something in Japanese which I don't understand, please BAN me.
not really an option, it would require a retroactive rebalancing the entire game in order to accommodate both modes of health regeneration.

health regen isn't really that bad. you can still get fucked up very quickly and don't have an instant recovery item to keep you enduring constant damage, the health regen only really helps if you get to cover, repel the attack forces efficiently, or escape the area, which metal gear has always encouraged instead of a direct fire fight.

Agreed. Oh and fuck everyone who spams Metal Gear Online's twitter account with "GIVE US HEALTH BARS BACK PLZ!!!"

NO HEALTH BARS
 
health regen isn't really that bad. you can still get fucked up very quickly and don't have an instant recovery item to keep you enduring constant damage, the health regen only really helps if you get to cover, repel the attack forces efficiently, or escape the area, which metal gear has always encouraged instead of a direct fire fight.

Agreed.

I look at regenerating health as my character "catching their breath" during or after a tense situation.
 

Gsnap

Member
Regenerating health seems to work well enough in GZ. You die pretty quickly when everything goes to hell if you don't play smart.

But yeah, I agree that it may not lend itself well to an open world sniper battle.

But I would love to be proven wrong.
 
I don't think there's anything wrong with health regen at all. I just think it doesn't work well with sniper fights in particular.

I agree with that too!

I just want a tense, realistic battle with a sniper/team of snipers. Something that could possibly take a long time, but with a high degree of skill, can be bested in 20 minutes or less.

giphy.gif
 
I don't think there's anything wrong with health regen at all. I just think it doesn't work well with sniper fights in particular.

In this instance, it would be great if something was introduced to balance this out when it comes to a sniper duel. So maybe a sniper boss has regenerating health too, to some degree?
 
In this instance, it would be great if something was introduced to balance this out when it comes to a sniper duel. So maybe a sniper boss has regenerating health too, to some degree?

How about a health bar for the enemy, but one shot from them injures you enough that you have to use health spray...of which you only have a limited amount. Thus making the boss battle more traditional
 
D

Deleted member 80556

Unconfirmed Member
If there's a sniper battle then I want my camouflage system back!

Also, what PS event is happening in 10 days?
 

Rajang

Member
I don't know about you, but I wasn't eating every few minutes in MGS3. What were you doing to constantly drain your stamina like that?

On the higher difficulties that was actually necessary.

In this instance, it would be great if something was introduced to balance this out when it comes to a sniper duel. So maybe a sniper boss has regenerating health too, to some degree?

I dont see an open world sniper duel working with the health regen system from GZ. You get hit, you quickly retreat and go back to full health in a matter of seconds.Same with the enemy. There would be no pressure. I think it only works like in MGS3, where you are wearing down the enemy bit by bit. Except for the part where you have to go into the menu every time and select food to replenish your stamina, we dont need that outdated stuff back.
 
How about a health bar for the enemy, but one shot from them injures you enough that you have to use health spray...of which you only have a limited amount. Thus making the boss battle more traditional

That would work! I just wonder if Kojima will use health bars for bosses or make it more vague, relying on other visual/audio clues to inform us how much fight the boss has left.
 
In this instance, it would be great if something was introduced to balance this out when it comes to a sniper duel. So maybe a sniper boss has regenerating health too, to some degree?

I like that idea - fair is fair after all.

How about a health bar for the enemy, but one shot from them injures you enough that you have to use health spray...of which you only have a limited amount. Thus making the boss battle more traditional

This is good also.

Who else felt that Kojima modeled the Crying Wolf battle after The End from MGS3? I got heavy vibes of that while I fought her. She was also my favorite boss fight in MGS4 [like The End was in MGS3]. The rest were kind of meh.
 
I'm gonna fulton in a pack of wolves, pretend I'm Chris Pratt from Jurassic World, and hop on my motorcycle and go after the bad guys like I'm hunting Indominus Rex.
 

brau

Member
On the higher difficulties that was actually necessary.



I dont see an open world sniper duel working with the health regen system from GZ. You get hit, you quickly retreat and go back to full health in a matter of seconds.Same with the enemy. There would be no pressure. I think it only works like in MGS3, where you are wearing down the enemy bit by bit. Except for the part where you have to go into the menu every time and select food to replenish your stamina, we dont need that outdated stuff back.

To make a sniper battle work you would need no auto re health, and no healing items. that would be pretty exciting.
 

Alienous

Member
I hope you can legitimately trade supplies through Mother Base.

How awesome would it be if someone else's staff develops as silenced sniper-rifle, or something, and you could diplomatically trade with someone else for a faster horse or tank or something?

Oh, the possibilities.
 

Embearded

Member
I hope you can legitimately trade supplies through Mother Base.

How awesome would it be if someone else's staff develops as silenced sniper-rifle, or something, and you could diplomatically trade with someone else for a faster horse or tank or something?

Oh, the possibilities.

Or even better, if there is an armory in the Mother Base where all your tech is kept and others can come and steal them! :p
 

funkypie

Banned
Only thing that turns me off about this game is the base building. I want to play a Mgs game, not micromanage some bullshit. I hope weapons and gear isn't Locked behind this bullshit like god awful PW.
 

Denzar

Member
I agree with that too!

I just want a tense, realistic battle with a sniper/team of snipers. Something that could possibly take a long time, but with a high degree of skill, can be bested in 20 minutes or less.

giphy.gif

You mean, kind of like the battle with the end, but on a larger scale with more enemy snipers?

That does sound amazing.
 
I really dislike GZ's regenerating health. It totally removes the idea of health as a valuable commodity, which is so important to the stealth and survival horror genres. When you aren't worried about losing health (or wasting precious health supplies), the enemies don't pose a threat any more. You're supposed to be playing stealthily because you can't stand up to any open conflict the way the player character in your average shooter could. But in GZ you can stand up to it, because you're a walking tank who can shrug off any damage. Get caught? Doesn't matter. Shoot everyone and back off a bit when the screen gets too strawberry-jam-y. When there's no lasting penalty, you're basically just playing stealthily because the game says 'Metal Gear' on the box and that's how you're supposed to do it.

I think GZ is vastly inferior to the other MGSes as a stealth game. All the stealth mechanics from the previous games (the Soliton radar, directional microphone, AP sensor, camo index, threat ring, knocking on walls, etc) are gone (even the cover system is broken), replaced with Reflex Mode. It's ludicrously overpowered and basically makes the game a cakewalk, and your only other option is to turn it off and basically go in with nothing. Moreover, forget the way enemies used to use their radios to call in Alerts; get spotted in GZ and every single enemy on the base instantly freaks out and knows exactly where you are. I honestly don't get how Kojima took such a huge step back in that department. MGS2's fourteen-year-old stealth mechanics are miles ahead of GZ's, let alone modern stealth games like SC Blacklist.
 
I really dislike GZ's regenerating health. It totally removes the idea of health as a valuable commodity, which is so important to the stealth and survival horror genres. When you aren't worried about losing health (or wasting precious health supplies), the enemies don't pose a threat any more. You're supposed to be playing stealthily because you can't stand up to any open conflict the way the player character in your average shooter could. But in GZ you can stand up to it, because you're a walking tank who can shrug off any damage. Get caught? Doesn't matter. Shoot everyone and back off a bit when the screen gets too strawberry-jam-y. When there's no lasting penalty, you're basically just playing stealthily because the game says 'Metal Gear' on the box and that's how you're supposed to do it.

I think GZ is vastly inferior to the other MGSes as a stealth game. All the stealth mechanics from the previous games (the Soliton radar, directional microphone, AP sensor, camo index, threat ring, knocking on walls, etc) are gone (even the cover system is broken), replaced with Reflex Mode. It's ludicrously overpowered and basically makes the game a cakewalk, and your only other option is to turn it off and basically go in with nothing. Moreover, forget the way enemies used to use their radios to call in Alerts; get spotted in GZ and every single enemy on the base instantly freaks out and knows exactly where you are. I honestly don't get how Kojima took such a huge step back in that department. MGS2's fourteen-year-old stealth mechanics are miles ahead of GZ's, let alone modern stealth games like SC Blacklist.

i only agree with what you're saying about radio-ing in for an alert. (well that and relex is OP, but just turn it off) hopefully that is fixed. everything else you're saying is off to me. knocking on walls will be in TPP. camo index already is in GZ, it's just not overtly on screen. directional microphone is built into the binos already. The radar and AP sensors were just crutches the player needed to make up for the blind spots in the fixed camera. the basic elements of stealthing around in GZ are better than any other MGS game. the ability to move around and scan the environment. use of sight, binos, sound, etc to plan your sneaking is top notch.
 

NCell

Member
I really dislike GZ's regenerating health. It totally removes the idea of health as a valuable commodity, which is so important to the stealth and survival horror genres. When you aren't worried about losing health (or wasting precious health supplies), the enemies don't pose a threat any more. You're supposed to be playing stealthily because you can't stand up to any open conflict the way the player character in your average shooter could. But in GZ you can stand up to it, because you're a walking tank who can shrug off any damage. Get caught? Doesn't matter. Shoot everyone and back off a bit when the screen gets too strawberry-jam-y. When there's no lasting penalty, you're basically just playing stealthily because the game says 'Metal Gear' on the box and that's how you're supposed to do it.

I think GZ is vastly inferior to the other MGSes as a stealth game. All the stealth mechanics from the previous games (the Soliton radar, directional microphone, AP sensor, camo index, threat ring, knocking on walls, etc) are gone (even the cover system is broken), replaced with Reflex Mode. It's ludicrously overpowered and basically makes the game a cakewalk, and your only other option is to turn it off and basically go in with nothing. Moreover, forget the way enemies used to use their radios to call in Alerts; get spotted in GZ and every single enemy on the base instantly freaks out and knows exactly where you are. I honestly don't get how Kojima took such a huge step back in that department. MGS2's fourteen-year-old stealth mechanics are miles ahead of GZ's, let alone modern stealth games like SC Blacklist.

First off GZ has incomplete code so both the alerts and cover system aren't very good, but in TPP they will be better.
Now what you call "mechanics" are just little ways to help someone who isn't good at stealth, so replacing it with reflex mode makes perfect sense.

A stealth game is a game that rewards the player for playing without being spotted, it's not a game that requires you to be stealthy. With that cleared GZ is, in my opinion, the best stealth game that there ever was. Enemies actually see you and react to you realistically (except the alert system of course), they get into cover all around you and try to circle you in when you're spotted. The player has the most freedom a stealth game has ever offered, with a multitude of ways to infiltrate the objective, the most realistic movements that actually feel like the character has weight! And an infinite amount of ways to "exploit" the AI (magazines, shooting out lights, leaving unconscious soldiers on their way, exploding towers to draw their attention, turning the vehicles lights off, hold an enemy up and tell him to call their comrades, CQC, drop down on them).
Basically GZ is the stealth game, it's what every stealth game should offer the player : freedom, realism and fun all around!
 
A stealth game is a game that rewards the player for playing without being spotted, it's not a game that requires you to be stealthy.

I just don't agree with that. To me, a stealth game is one where you, the player, have to use skill and ingenuity to incapacitate or avoid a threat that can't be taken head-on. Your character is weaker than the enemies in terms of open combat (whether it's through lowered health, less firepower, whatever), but makes up for it by having different abilities (e.g. Thief's light and shadow mechanics, Splinter Cell's night vision, the various MGS gadgets, etc).

But in Ground Zeroes, you're on equal grounds with the enemies. Worse, you're significantly more capable than they are, with better guns and more health. You can hang back and plan an elaborate approach, but only for your own amusement. A stealth game should require you to be stealthy, just as a shooter should require you to shoot and a survival horror game should require you to survive horrors. I shouldn't be able to waltz into that base and just shoot all the men there with impunity. If I tried that in MGS3 I'd be out of ammo, blasting through my med kit supplies, picking bullets out of every limb and lying on my belly for like three minutes to try and get some health back. In Ground Zeroes the only thing stopping me is that I won't get a good rank at the end of the mission.

The Phantom Pain footage I've seen shows the exact same Alert setup, btw. Reflex Mode triggers, and you either make the shot and you're fine or you miss and everyone in the country knows about it immediately. I know they're adding knocking and cardboard boxes but apart from that it seems like the same thing as GZ.
 
I really dislike GZ's regenerating health. It totally removes the idea of health as a valuable commodity, which is so important to the stealth and survival horror genres. When you aren't worried about losing health (or wasting precious health supplies), the enemies don't pose a threat any more. You're supposed to be playing stealthily because you can't stand up to any open conflict the way the player character in your average shooter could. But in GZ you can stand up to it, because you're a walking tank who can shrug off any damage. Get caught? Doesn't matter. Shoot everyone and back off a bit when the screen gets too strawberry-jam-y. When there's no lasting penalty, you're basically just playing stealthily because the game says 'Metal Gear' on the box and that's how you're supposed to do it.

I think GZ is vastly inferior to the other MGSes as a stealth game. All the stealth mechanics from the previous games (the Soliton radar, directional microphone, AP sensor, camo index, threat ring, knocking on walls, etc) are gone (even the cover system is broken), replaced with Reflex Mode. It's ludicrously overpowered and basically makes the game a cakewalk, and your only other option is to turn it off and basically go in with nothing. Moreover, forget the way enemies used to use their radios to call in Alerts; get spotted in GZ and every single enemy on the base instantly freaks out and knows exactly where you are. I honestly don't get how Kojima took such a huge step back in that department. MGS2's fourteen-year-old stealth mechanics are miles ahead of GZ's, let alone modern stealth games like SC Blacklist.

Totally agree.

I'm a huge Metal Gear Solid fan; GZ was the first game in the whole series where I didn't have fun with the gameplay.

That said, I can't help but be excited for MGSV. It's an incredibly cautious optimism, but it is optimism.
 

Nvzman

Member
Regen > Health Bar
Like someone else said before, regenerating health encourages hiding and sneaking away from battles if hurt, whereas health bars in MGS games just let you either eat bullets like they were food (MGS3) or shove rations down your throat to keep fighting.
Also Big Boss is hardly a tank in GZ, he can die very fast if you try to engage enemies.
 
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