METAL GEAR SOLID V: GROUND ZEROES

METAL GEAR SOLID V: GROUND ZEROES

Deniz Jun 28, 2015 @ 9:43am
does anybody else find it stupid...
...that enemies when taken hostage they remain in that position forever until someone finds them? or that they are blind like moles? im crawling 10 m (night mission) infront of them and they dont see me (difficulty: normal, havent played expert yet, i hope it is better). or when they wake up (after ko or tranq gun they dont call for caution). still amazing game though. just some thoughts of mine.
and jesus christ the leaning/pressing to the wall is really really bad. they should have removed it completely. how many times was i detected because snake decides to get out of cover.
Last edited by Deniz; Jul 2, 2015 @ 7:42am
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Showing 1-15 of 20 comments
Bullfrog Jun 28, 2015 @ 10:25am 
i think everyone at the base is on some wierd drugs that makes them forget all the snakes as one of the prisoners can't recall his interrogators face
Overseer Jun 28, 2015 @ 10:26am 
This just reminds me of this:
https://www.youtube.com/watch?v=A5tRNs2X5Q4

absolute realism~
OneJLimit Jun 28, 2015 @ 10:58am 
You're pointing out basic mook logic flaws in Metal Gear Solid. Gonna need a longer post...
neon.wir Jun 28, 2015 @ 12:35pm 
Unrealistic, yes. Stupid, no. As a game mechanic, it's terrific and I wouldn't want it any other way.
TheRibbonRed Jun 28, 2015 @ 2:15pm 
You sound like you're in need of:

MGSV: TPP
Hard Difficulty
No Slo-mo effect
No companion

That's what you should be doing when you decided to get Phantom Pain.
Marzdith Jun 28, 2015 @ 2:39pm 
Originally posted by Neon:
Unrealistic, yes. Stupid, no. As a game mechanic, it's terrific and I wouldn't want it any other way.
I disagree. I think it's a lazy game mechanic. Adds nothing to the gameplay. Makes an easy game even easier. Not having to worry about a decision you made earlier in the mission makes for a boring one.
neon.wir Jun 28, 2015 @ 10:58pm 
Originally posted by Farcaster:
Originally posted by Neon:
Unrealistic, yes. Stupid, no. As a game mechanic, it's terrific and I wouldn't want it any other way.
I disagree. I think it's a lazy game mechanic. Adds nothing to the gameplay. Makes an easy game even easier. Not having to worry about a decision you made earlier in the mission makes for a boring one.
To perform this action, you have to make your way up close to an enemy, thus increasing risk of detection. Leaving him there also means running the risk of him being found and the base going on alert, unlike if he were discovered had he been subdued with a tranquilizer round. You wouldn't wisely just leave an enemy lying there and immediately forget about him, you'd do better be making sure you have him somewhere out of the way first, or intend to clear out the rest of the soldiers in the area if you don't want him to be a liability. Should you get spotted by another enemy and the base goes on alert, that enemy will also rise back up, unlike if he were unconscious. It's not lazy, it just runs different risks to than being able to quietly and distantly take someone out with a silenced gun.
Last edited by neon.wir; Jun 28, 2015 @ 11:05pm
Seraguith Jun 29, 2015 @ 12:12am 
If you're having this problem, then finishing the game in Hard mode is most likely for you.
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.
Last edited by Seraguith; Jun 29, 2015 @ 12:13am
Red Jun 29, 2015 @ 5:05am 
Enemy placement is the same on hard, and I still get spotted from pretty much the same distance no matter the difficulty (Meaning I can do exactly the same on both difficulties and get the same results in a no-kill run).
firedog441 Jun 29, 2015 @ 5:11am 
metal gear is known for stupid guards in every metal gear game I have ever played I have spend countless hours messing around with the guards ne of my favorite places was the locker room in sons of liberty where I set up claymors all over the locker room then set out one c4 charge and hid in a locked then detonated the c4 to cause the guards to come running then set back and watched the fire works.
<'>< Jun 29, 2015 @ 8:16am 
http://images.akamai.steamusercontent.com/ugc/449580653023477603/726D851674F1D60B7F188DB2623F17F1CD7ED3D3/

This was on hard, they literally could not see behind the other guard's backs apparently.
Sticky White Stuff Jun 29, 2015 @ 10:38am 
Are you serious? Enemies can see you up to 100m during daytime on Hard, and even more if you are running and they are on elevated ground.

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.
Marzdith Jun 29, 2015 @ 1:05pm 
Originally posted by Neon:
Originally posted by Farcaster:
I disagree. I think it's a lazy game mechanic. Adds nothing to the gameplay. Makes an easy game even easier. Not having to worry about a decision you made earlier in the mission makes for a boring one.
To perform this action, you have to make your way up close to an enemy, thus increasing risk of detection. Leaving him there also means running the risk of him being found and the base going on alert, unlike if he were discovered had he been subdued with a tranquilizer round. You wouldn't wisely just leave an enemy lying there and immediately forget about him, you'd do better be making sure you have him somewhere out of the way first, or intend to clear out the rest of the soldiers in the area if you don't want him to be a liability. Should you get spotted by another enemy and the base goes on alert, that enemy will also rise back up, unlike if he were unconscious. It's not lazy, it just runs different risks to than being able to quietly and distantly take someone out with a silenced gun.

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.
neon.wir Jun 29, 2015 @ 1:24pm 
Originally posted by Farcaster:
Originally posted by Neon:
To perform this action, you have to make your way up close to an enemy, thus increasing risk of detection. Leaving him there also means running the risk of him being found and the base going on alert, unlike if he were discovered had he been subdued with a tranquilizer round. You wouldn't wisely just leave an enemy lying there and immediately forget about him, you'd do better be making sure you have him somewhere out of the way first, or intend to clear out the rest of the soldiers in the area if you don't want him to be a liability. Should you get spotted by another enemy and the base goes on alert, that enemy will also rise back up, unlike if he were unconscious. It's not lazy, it just runs different risks to than being able to quietly and distantly take someone out with a silenced gun.

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.
Your initial post brought up the subject of the mechanic by saying "it makes an easy game even easier" and that you don't have to worry about your decision, not that there is no reason to do it. I really couldn't give a ♥♥♥♥ whether you think there is reason to do it or not, since the way a person plays a game is their own choice. I'm just saying your previous claims aren't necessarily true when it potentially holds greater risks.
Last edited by neon.wir; Jun 29, 2015 @ 1:30pm
Marzdith Jun 29, 2015 @ 6:08pm 
You could go from soldier to soldier and hold them up, telling them to lie down, it's easy, but holds a slightly higher risk than just tranqing them because you have to get closer. Saves ammo I guess. But dang it's just way to easy.

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.
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Date Posted: Jun 28, 2015 @ 9:43am
Posts: 20