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The AI doesn't actually report in or report to CP after checking. They report beforehand that they are going to check the location, CP approves and that's it. The gameplay is different to MGS2.
The enemies can instant alert up to 60m, and see you up to 100m later in the game. So no, they see pretty well when they adapt and when you progress into the game.
There is no realism here, it just how stealth works. If it didn't work like that, the game would be broken. This has nothing to do with the AI itself.
Fulton system exists in real life.
The health system is fine. You are suppose to run around, use dodge and hide behind objects. In an open world game with checkpoints, a health system wouldn't really be that great.
If you didn't notice, they streamlined the game a lot without dumbing it down. This is called great game design.
There are many instances in the game where enemies do not see you from reasonably close distances. For example, at night, with the appropriate camoflage on.
There are also instances where you could just be any other person, but still they immediately identifiy you as an enemy person. There is no blending in.
My problem with fulton was that enemies also don't see them from medium distances or further. I know they exist and I like the system.
You say a health system wouldn't be that great, but it would be very easy to drop them in using supplies. They did do a great job on streamlining without dumbing it down, but there are many small inconsistancies, that I do not consider great game design. Things that are unreliable in a pinch. Some things are just unpredictable which is what game design should try to avoid. I've described these things in my post above.
Easier way to have more guns. There are a lot more weapons to use in this one.
Of course they don't see you at night with the camo on hiding in shadows. This is how the stealth works, and it works flawlessly. If it didn't work that way, the game would be straight up broken.
This is not Hitman, they don't check how you look. They just check if they see something suspicious.
Again, if they saw the fulton from up to 60m away, then you couldn't really fulton the enemies at all unless you clear the whole camp. The game wants you to fulton as many people as you can for your Mother Base. In dense areas, fultoning doesn't really work that well.
Supplies cost a lot of money later on. Plus you have to select the drop point and everything. Imagine doing that mid-battle.
It's not like it couldn't work if they tried, but it is easier to have regen HP without going into trouble posting health packs or rations all over the map or specific points.
no hes right on AI lol i had AI run past me and not go ! and shoot at me i guess standing still in the middle of the road shooting is ultimate stealth :P
I wasn't talking about hiding in the shadows. I was talking about night, sneaking suit on, and standing on the road at about 30meters away. I also know this isn't hitman, but when driving your truck through the rocky area besides a checkpoint doesn't get you spotted and driving through it normally does, then the game is inconsistant. This is not logically sound. Before you think up some other circumstance that might justify to you why this happens, my point is: Someone didn't spot me while they should have. It is wrong and I want it fixed.
"Again"? I don't see where you made this point before. I believe you only said fulton exists.
I understand that the game wants to reward you for fulton extractions, but I think enemies should see it better. It's not like the consequences for them seeing it are that bad.
Then disable supplies in boss battles in favor of the automatic ones you got with salantrhopus. It's perfect for any other situation besides boss battles.
You're clearly trying to tell me why any of my opinions are "not possible" because of made up reasons that could be easily circumvented. You don't agree with my points. That is noted. Thank you for your opinion.
......Loki? I thought you already made this thread.
I said it previously, this isn't a function the AI does. It's a scripted event that happens after you do something. Calling the AI smarter or more complex because of that would be untrue.
That function is also only present in Metal Gear Solid 2.
Since you pointed those minor things out, body damage is also one of the things i miss. But it was a cool little gimmick back when MGS2 was released. Here it isn't necessary because the game is more open and the guards are less personal.
This is how stealth works. It has a hidden camo system. They can't spot you if you crawling right beside them and their vision at night is lowered to a double. It looks silly, but from a gameplay perspective it makes perfect sense. Just because you see at night doesn't actually represent how darkness looks. This is why guards use night vision googles later on and they can actually see you.
How about the line of sight of guards in MGS1 and 2? Wasn't that a bit stupid, even tho it made perfect sense gameplay wise?
Actually the consequences for seeing a fulton is permanent alert. That alone is a big deal if you are trying to stealth and not make them paranoid, which makes them a unpredictable.
You can always tranq everyone. But where is the fun in that? The fulton range is limited to 30m, after that they won't hear nor see anyone. And i think that's fair since you need a lot of people for your MB, and later security team for FOBs.
To be fair i disliked the health system previously, but playing through Ground Zeroes when it was first released made me realise that it makes sense. I could do with rations, no doubt about it. I don't like health regeneration at all. But here the gameplay is just faster, you die faster. So there is no point in using a health system where you would need to health every 3 seconds if they start shooting at you. In MGS3 you were a bullet sponge on E.Extreme. Even in MGS2 the E.Extreme was a joke. The only thing that was hard were the bosses, but those were a horrible design choice on harder difficulty because you had to rely on using cheap tactics.
All of the "flaws" you pointed are design choices. The only possible flaw i can see is the FOB. It's broken and pointless. The defender always wins and there is zero reason to invade anyone, or even try when the defender goes on his home turf. Not only does the game reset but you are stacked against a human opponent and AI. And the defender can respawn.
That's another thing. nights are light as hell. You can see everything. It would be really cool if there was more limited visibility. The short view distance in mgs1 and 2 were indeed stupid. MGSV took a step in the right direction regarding realistic stealth while maintaining the series' silly aspects, and I think it's a shame they didn't push it a bit more.
Permanent alert? At most they come to check out what's going on but It's still very possible to go through a base unnoticed afterward.
That's why I said increase health like it was in older MGS games. It didn't need change. They just wanted to pander to COD kiddies.
Some design choices can have a bad influence on the balance of a game. I think the concept of FOB is unbalanced at it's base. It enforces the fact that the infiltrating player has to not get noticed. But not getting noticed is extremely hard when there is another player who basically wins the game if he spots you. Even if he dies. The AI is ridiculously unforgiving. There are many small things that differ from the main game like how far enemies can look. Things that are unreliable to use or count on in a pinch.
But my question is. Instead of trying to prove me wrong on all those points, why didn't you say you agree with me on the FOB thing? higher health in online games has the implicate effect of making certain attacks fair. A lot of unfair online games can be made way more reasonable by increasing health. But apparently during your first few matches losing to exploitable tricks that you can't learn to defend against because of low health is what 90% of players consider fun. I don't. This is a problem with every modern online game. It makes it harder to learn the game, and artificially increases the time people need to play the game to get better.