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https://www.youtube.com/watch?v=A5tRNs2X5Q4
absolute realism~
MGSV: TPP
Hard Difficulty
No Slo-mo effect
No companion
That's what you should be doing when you decided to get Phantom Pain.
In Hard, AI can see farther and the enemy placements are different. You also take more damage.
The AI will instantly spot you from about a 40m range if you are standing, and start looking for you if crouched or prone.
That's pretty much it. About the "Forgetting the Big Boss Encounter" issue, if you wait enough the guard will hint that he thinks everything that has happened was just his imagination as there has been no indication of a base-wide alert.
I don't find it a stupid game mechanic, it actually fits in with the previous MGS mechanics.
This was on hard, they literally could not see behind the other guard's backs apparently.
If you manage to hold up an enemy and place then on the ground, ANY other enemy that finds them will cause an instant alert. If the alert sounds off, any enemy that is lying down will come back up, unlike enemies that are STN/TRANQ. However those effects wear off quickly on hard, unlike the hold up/lay down which lasts until an alert sets them off or they get spotted.
So no, it's balanced game design. Playing this with no weapons on hard is harder than E.Extreme on MGS2. Killing people may be viable on Normal, but not on hard. You can defend yourself for a brief moment, but the best course of action is to escape and hide again.
Which is the problem. There is no reason to do it, ever. Read my topic about the problems I find with the game: https://steamcommunity.com/app/311340/discussions/0/594821545177737685/
Even a better AI won't fix the issues with stealth. It will just shine an even brighter light on the bad stealth mechanic.
The big problem I see is that under 35m or so guards seem to automatically detect you no matter how much of your body is showing, visibilty of the % of your body showing doesn't seem to matter in this game. Stealth seems to be dictated purely by range alone. Don't see that changing in TPP which is a shame because it discourages the player from taking risks.
You should read my topic, but a lot of these things add up(guards never getting up on their own) and it makes the guards uninteresting. Having to play it extremely safe because of how shoddy the detection is makes for a boring game as well(unless you do several runs to speedrun it and break it or just to mess around). I don't know about you but I play stealth games to take fun risks that have big payoffs, that doesn't exist in this game. Won't change unless they rework the stealth mechanic but that's probably not going to happen.
The way a person plays a game is their own choice, not going to argue with that. I would like a more difficult, in-depth stealth game for one. This is a mediocre stealth game that was done better in Hitman Absolution, Splinter Cell, Thief. All it has going for it is the sandbox element.
I'll enjoy playing TPP but the depth of gameplay is behind recent stealth games and the amount of satisfaction you can get is on the shallow end because of it's relative ease, and it easily could have been better which leaves me disappointed.