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Een vertaalprobleem melden
https://thesnakesoup.org/myth-articles/myth-hideo-kojima-said-portable-ops-rising-canonical/
Portable Ops certainly served as inspiration for the main KojiPro team, but also as a guide that clearly illustrates what NOT to do.
You can do the exact same thing in Portable Ops, only the Mk22 in that game has far more ammo and a near-infinite suppressor.
Hell yeah, dude. Repeatedly going around a box and blasting the world's dumbest ninja with a shotgun from around the corners is such a thrill.
It just encourages you to pause the game every few seconds and change your camo to conceal yourself from the enemies.
Except you can actually switch camo and visually see the index...
So I don't see how 3's camo is any worse than V's. if you want to, you don't have to engage with it in 3 and just try to stay out of enemy LOS. But V doesn't let you do that.
Since I liked the camo system in 3, I find that to be a regression of features. We technically have stealth camo anyway to satisfy people who want to be invisible, but that's too OP. The only situation where camo is really useful during V is FOBs.
AND MGS5:TPP is far too easy, since Kojima rushed the game we don't even have a difficulty setting while MGS5:GZ had a normal and hard mode, a difficulty setting wouldn't be too hard to make since they could just change some stats like vision, HP, accuracy, speed and more. I think a mod allow you to do that I think.
Additionally, the camouflage system in MGSV is simpler—it just adds +10 to the invisible camo index when you're on the right surface—so there's really no need for visible camo index like in MGS3/PW. Of course, that means you can no longer use basic camouflage to become practically or even completely invisible, but I'd say that's a good thing.
I'd call that an improvement. Makes you consider what camouflage to deploy with. If you want, you can request a supply drop to change Snake's uniform.
There's Reflex Mode, markers, auto-aim, the Chicken Hat, and all the equipment you can develop. You're rewarded for not using these assists, not only with a higher score/rank and more GMP/resources to spare, but with a considerably more challenging experience.
Those are already affected by the time of day and enemy preparedness.
Day and night is not a difficulty setting just like how restricting yourself is not a difficulty setting, and no at day ennemies don't have more HP, same with ennemy preparedness.
Ennemy preparedness is like RE4 and RE2 remake variable difficulty, it's a bit long to explain so the short version is that each room in RE4 have a different setting, at the hardest you can have more ennemies with a bit more health and doing more damage, same in RE2 remake minus the number of ennemies I believe, but you do have a difficulty settings in these games that affect it and change some things, like in RE4 on easy you start with a shotgun too, on pro you can't buy a vest that reduce damages you receive by 30%, in RE2 remake you take more damage compared to easy wich also make you recover health when you are low.
Finaly if you've played previous MGS games you know what the difficulty settings can do, but just in case I'll give some exemple with MGS2: In EE difficulty setting there is like 2 ration max and you take a lot more damage, you can carry less ammo and there is more. So why you can't say that MGS5:TPP does have a difficulty setting ? It's pretty easy: A difficulty setting mean that something is forced on you (from the start most of the time) wich is different from playing with restriction, if I play DMC4 on hell & hell mode (you die in one hit) then that apply right from the start.
Oh yeah I must add: Not using a grade 11 armor for exemple just to get more points is not a difficulty setting it's a scoring variable. So why MGS5:GZ do have a difficulty setting and not MGS5:TPP ? Well Kojima wasted a lot of time and rushed MGS5:TPP, yeah the 2 hour long game got a difficulty setting.........
Ah, sorry, I read it as "player HP". Still, enemies do get much stronger weapons along with defensive gear (body armor, shields, riot suits). Technically their HP values never change, but enemies can endure and deal more damage as the combat preparedness level increases.
That's not a good comparison at all. RE4's dynamic difficulty is based on your performance, whereas enemy preparedness in MGSV is based on your actions.
Options by definition are not forced. Any game with traditional difficulty settings, and even many games that don't (e.g. Dark Souls, most Nintendo games, etc.) allow the player to control the challenge.
The Battle Dress allows you to endure more damage. Do you seriously think that doesn't make combat easier?
Because GZ lacks systems like enemy preparedness. Simple as that.
Plus, majority of MGS 1-3 difficulty came from bad shooting mechanics and bad camera.(Camera was majority of the times the primary reason of the players getting detected by the enemies)
I also remember that in MGS 1-3 bossfights were much easier because you could simply call the codec and get tips on how to defeat them.(In MGS V you get less tips when you fight bosses)
In MGS 3 you can also just run toward the next areas without caring about the enemies in majority of the rooms which is one other way that MGS 3 is easier than MGS V.(And enemies also deal very small amount of damage in xtreme difficulty)
The level design in the old games were just hallways and so you had easier time navigating in those levels as well.
I played Tenchu 4 on PS2 and that was a much harder game than all MGS games.(Due to no checkpoints in middle of missions,difficult bossfight battles ,horrible camera and non precise controls.)
Tho I still love the first one the most. Nightly Alaska, Escape-from-NY vibes, themes and plot that aren't overcomplicated... Plus I never was a fan of Big Boss as the protagonist thing, it only worked in MGS3.
I agree