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| Phantom Pain Gameplay Presentation | |
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| Tweet Topic Started: Jun 19 2014, 01:09:36 PM (30,170 Views) | |
| Vic Vinegar | Jun 24 2014, 06:29:29 PM Post #661 |
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Jail Guard
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Has it ever been confirmed how time will progress in TPP? Real-time or the one second=one minute time seen in the E3 version? |
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| DrEdArgon | Jun 24 2014, 06:29:56 PM Post #662 |
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AKA The Game Eater!
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Mother Base at Carribean was just large place for bird crap & rust when they first started. So there might be initial base there before they move in to bigger one. And there's no telling did Kaz start a new base while Big Boss was in coma. EDIT - 1 in-game day = 6 hours unless they have changed it. Edited by DrEdArgon, Jun 24 2014, 06:30:46 PM.
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![]() FoxHound Insider Battle Round 1 || YouTube Channel (WARNING! Autoplay) Awards
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| jonhou | Jun 24 2014, 06:34:59 PM Post #663 |
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Tengu Commando
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http://mgsforums.com/topic/7678325/1/ |
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| uncensored | Jun 24 2014, 06:40:20 PM Post #664 |
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Heavily-Armed Trooper
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I'm almost sure, well I hope, that the missions don't flow like that and this was only for E3. I'd assume you continue to the area the intel leads you to find Kaz, as if you replay the mission later you probably don't even have to find the intel. This was more than likely just for E3 as they wanted to make a dramatic escape and show off Mother Base Also, Mother Base will at least be partially be done before Kaz is rescued? How? Because the ending of the E3 2013 trailer, right after "Men will become demons," Big Boss is carrying Kaz off the helipad at MotherBase and you can see construction in the background. |
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| KoRnFlakes | Jun 24 2014, 06:58:59 PM Post #665 |
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Grab that cane, pop that vicoden and tell them bitches it's not lupus!
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Pretty sure the guy who was talking said that they could've just continued on with the mission of rescuing Kaz if they wanted to but decided to go back to Mother Base to show it off, so it looks like it's not going to flow like Peace Walker where you get one mission, return to mother base, even though the next mission begins in the same location. |
![]() ![]() You ever wonder...if any of the MGS franchise rations...includes pancakes? Jack Daniels Whiskey, for when you want to touch as many people as possible! | |
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| Venture | Jun 24 2014, 07:15:58 PM Post #666 |
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mfw dante calls me a cunt
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Dont we see Kaz being taken off the chopper at Mother Base after Big Boss rescues him? |
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| Jim Houseman | Jun 24 2014, 07:32:03 PM Post #667 |
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Hi-Tech Soldier
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If you watch the idroid clock before he sets off on the horse, it stays the same time for about 12 seconds, so the demo clock was being altered to show off nightfall. |
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| Vergil | Jun 24 2014, 07:35:53 PM Post #668 |
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Shit you're right. Whoopsies, my mistake. |
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| Jim Houseman | Jun 24 2014, 07:39:28 PM Post #669 |
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Hi-Tech Soldier
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Peace walker was ridiculously segmented, like that mission which ends in Snake finding a locked door in the cloud forest, and the next mission is to find the keycard! I'm not sure how representative the demo is, but it would make sense if you can do a sub-objective like scan the intel for Miller's location, go home, and then come back later to find Miller. Edited by Jim Houseman, Jun 24 2014, 09:45:30 PM.
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| Vergil | Jun 24 2014, 08:05:45 PM Post #670 |
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i hope it's not as segmented as PW, that for sure. |
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| ballisticola | Jun 24 2014, 10:30:26 PM Post #671 |
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Still we carry you.
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It maybe easier, but it cost 300 GMP a go, as opposed to 1000 GMP for a chopper. And following on from what's just been talked about, the mission we are seeing is the start of the mission "Rescue Kazuhira Miller". Are you seriously expecting people to evacuate soldiers they've knocked out at the beginning of the mission? Or are you expecting people to transport (at least) 4 soldiers at a time (to be cost effective) to a safe area and call a chopper? There are 12 people in this demo being Fultoned, you need to call 3 choppers and transport them to a safe area...or all 12 for 1 chopper (if you can even do that). And then you still have to complete the mission. The piece of gameplay we saw last year shows you inside a village with many houses, is anyone seriously going to carry soldiers outside to put them on a chopper? And tagging them until the end of the mission? Why? It makes no difference. Either way they aren't interfering with play. And if it's purely about recruiting, you can exploit this system too, just throw them on a roof where no one can find them. And most importantly, won't they wake up at some point? You say "the Fulton shouldn't even be a way for removing enemies from your mission in the first place!", but why does it matter? You can dispose of bodies without it. There should be just a limit per mission. And if you want more you call a chopper and do the donkey work. On the mission. It says on the iDroid "Selected Mission - 'Rescue Kazuhira Miller'". "Selected"? In GZ it just says "Mission", so that to me suggests there is a different way to select a mission and it seems like it's in game. |
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Metal Gear Solid V: Lord of the Parasites - a study of MGSV Mission 46: The Painful Truth The Science of Metal Gear: Who is the dominant Snake? | |
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| Vergil | Jun 25 2014, 01:40:47 AM Post #672 |
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I wonder if whistling for the horse will attract guards. |
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| BigBadass | Jun 25 2014, 01:54:29 AM Post #673 |
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Tengu Commando
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If you want to REMOVE them from the level, yeah. It shouldn't be this easy to remove enemies. If you want to recruit them, tag them for Fultoning. The ones you really want (like high level soldiers) or the ones you think have a higher risk of being lost because they woke up or something, you extract. You are forgetting that MOST of the soldiers are completely disposable in the first place. You tag all of them, receive most of them at the end of the mission, and there's nothing to complain. I repeat: the high level ones you don't wanna lose, you can extract by chopper. Of course they are. If you Fulton them during the mission, you make the game way easier by disposing of enemies completely with no penalty (save for the 300 GMP. Which seriously isn't that much of a penalty, let's face it). If we change it to the tagging system you have two options: you either tag them and risk losing them/having them being found and therefore raising suspicion; or you can kill them, which is kind of a penalty in itself. Plus, killing them mean you don't get to recruit them. I don't get what your point is here. Yes, throwing them into somewhere they can't be found is something that can be done. But that's the thing! You have to do something, you have to get out of your way to hide bodies, like in previous games. And there's still the risk of they being found. With Fulton, you press a button, enemies are gone and you even receive more soldiers in your army! Completely OP. Edited by BigBadass, Jun 25 2014, 01:55:05 AM.
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![]() The Secret of CQC | |
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| KoRnFlakes | Jun 25 2014, 02:32:32 AM Post #674 |
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Grab that cane, pop that vicoden and tell them bitches it's not lupus!
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And that's exactly what it's used for, recruiting people, there is barely any difference between using the fulton to remove enemies from the battlefield and using them to recruit people because it's going to remove them from the field regardless. And like Bal said, if they made it so they were tagged and only extracted when the mission ends but were untagged if they were found, there are ways around that so doing it that way would be entirely pointless. Also, you never had to go out of your way to hide bodies in the previous games, all you had to do was know the guards patrol routes and hide them just outside of it, you could leave the bodies right in the center of the floor and it wouldn't matter since the guy patrolling right in the next hallway doesn't go in there. Is the fact that you don't have to use the fulton on guards if you find it too overpowered or immersion breaking that difficult to grasp for people? You still have the option of bringing them to the helicopter to extract them and can save the fultons for containers, vehicles and AA guns. It's the same thing as marking and reflex, if you don't like them or think they make the game too easy for you, they can be switched off, if you think the tranq pistol makes things too easy, don't bring it with you, if you think fultoning out guys makes things too easy, don't do it, the only one making you do it is yourself so you're the one taking away your enjoyment of the game if you don't like those features. Don't like the "Don't like it, don't use it." logic? Tough shit. The fulton doesn't need to be changed, people just need to get it through their thick fucking skulls that fultoning isn't the only way to extract people. |
![]() ![]() You ever wonder...if any of the MGS franchise rations...includes pancakes? Jack Daniels Whiskey, for when you want to touch as many people as possible! | |
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| ballisticola | Jun 25 2014, 02:33:29 AM Post #675 |
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Still we carry you.
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Let's say you want to Fulton that soldier right after getting the box. You tranq him and then tag him. Then you find the intel and go off to rescue Kaz. He's never going to be lying there for the rest of the mission, waiting for you to finish, because he'll wake up. Or he will be spotted. There is no penalty. You're not even in the area, and even if you were, they'll just get freaked out for a minute and forget it ever happened. Or you don't tag him. He's never going to be lying there for the rest of the mission, because he'll wake up. Or he will be spotted. There is no penalty. You're not even in the area, and even if you were, they'll just get freaked out for a minute and forget it ever happened. You may as well have just Fultoned him. |
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Metal Gear Solid V: Lord of the Parasites - a study of MGSV Mission 46: The Painful Truth The Science of Metal Gear: Who is the dominant Snake? | |
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| BigBadass | Jun 25 2014, 02:43:08 AM Post #676 |
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Tengu Commando
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So, basically you just said in previous games the player had to: - Know enemy patrol routes. - Drag knocked down enemies out of said route, or - Hide them somewhere the soldier patrolling couldn't see. With the recovery system the player has to: - Press one button and the enemies are gone, can't be found, and are added to your army. Plus, there's no risk of enemies being found. Which one seems more challenging and realistic? lol Calm down man. I don't hate the Fulton like that, I'm just saying I belive there's a better way to implement it. @ballisticola: so if we added Fulton Recovery System to MGS1, MGS2, MGS3 and MGS4, those games wouldn't become easier? Yeah, right. ![]() I'll still use the fulton system. As I said, I don't hate it. But I think it could've been done better. Why the need to defend every little thing about the game? Even the good stuff can be improved, c'mon now. |
![]() The Secret of CQC | |
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| KoRnFlakes | Jun 25 2014, 02:46:26 AM Post #677 |
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Grab that cane, pop that vicoden and tell them bitches it's not lupus!
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Or instead of tranqing them, you hold them up and tell them to get down, they'll stay down until a combat level alert is called, so all you'd have to do is hold up every guy in the area, tag them, complete the mission. It's especially easy once you consider the fact that you can tranq a guy in the face, kick him awake then hold him up, so you can put a guy to sleep, carry him where no guards travel, kick him awake, hold him up, tag him and you've got no risk of another guy finding him and no risk of him waking up and walking off.
1, Which is not difficult to pull off because every single guard patrols in a linear path. 2, That's only if the two guards patrolling paths cross with one another, in most cases, they don't so you can just knock a guy out and leave him there and the other guards in the area won't notice. Which leaves...*gasps* no risk of them being found because nobody walks into those areas who could find them. Neither of the two are realistic, with the guards, there'd be a radio check in with every single guy, not just one of them. The fulton isn't meant to be realistic, it's meant to give people a simple non-tedious way of recruiting people. Meaning neither are very challenging.
The point of making improvements is to make things better, what you're suggesting is would make things more tedious than anything else, which isn't an improvement because it makes things worse, not better. It's a simple thing to figure out, the fulton is the easy way to extract people, the chopper extraction is the challenging way because there's risk of the guys waking up and finding the other bodies you knocked out, and the risk you'd come across more guys on your way to the chopper. Edited by KoRnFlakes, Jun 25 2014, 03:01:15 AM.
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![]() ![]() You ever wonder...if any of the MGS franchise rations...includes pancakes? Jack Daniels Whiskey, for when you want to touch as many people as possible! | |
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| ballisticola | Jun 25 2014, 03:04:44 AM Post #678 |
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Still we carry you.
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The system you are putting forward is only pressing one button. Being found is completely irrelevant. MGS enemies just disappear anyway and the weather would be against you
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Metal Gear Solid V: Lord of the Parasites - a study of MGSV Mission 46: The Painful Truth The Science of Metal Gear: Who is the dominant Snake? | |
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| BigBadass | Jun 25 2014, 03:18:13 AM Post #679 |
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Tengu Commando
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I can't believe I'm saying this, but MGS2 had this all figured out years ago. Holding and disposing of enemies was done much better in that game. I don't even think I need to go into details here. There would still be the risk of the guard waking up and causing the base to be aware of your presence. And what I suggested was to remove the Fulton ability to dispose of enemies, not the recruiting part. I actually think the recruiting part of the Fulton (a non-tedious blah blah) is important, and that's why I didn't say "remove Fulton altogether"! So in your mind a more balanced system is worst than an overpowered one? Okay then, to each their own. Hah! You got me there ![]() But my point still stands. |
![]() The Secret of CQC | |
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| KoRnFlakes | Jun 25 2014, 03:45:48 AM Post #680 |
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Grab that cane, pop that vicoden and tell them bitches it's not lupus!
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1, And even so, at no point do you have to go completely out of your way to hide a sleeping/dead body, what good is saying MGS2 did disposing of bodies better than the other games when you can leave them in the middle of the floor and not worry about anyone finding them? 2, No actually there's not, their alert level doesn't go up when they wake up a sleeping guard and guards who wake up from sleeping don't call an alert. There's no risk at all of leaving them there, especially since you're never in one area long enough for them to wake up anyway. 3, And as I said before, there is barely any difference between using the fulton to dispose of enemies or using it to recruit people, they're being taken off the map regardless of the players intentions when using it. 4, Except what you're suggesting they do isn't balancing anything since extracting them is still as easy as it would be if you didn't need to tag them and wait until the end of the mission since all you'd need to do is hold up every guard and tell them to get down and none of them will get back up. The only difference is it takes longer and is more of a tedious chore than a way to balance things. And it's balanced enough already, it costs GMP to use and unlike Peace Walker, you don't get your GMP back, when it's spent, it's gone, and odds are you're not going to start the game with a whole hell of a lot of it, so it's not like you'll have an infinite amount of fultons, and then of course you'll be spending loads of GMP on developing new weapons and equipment and having it delivered to you, which numbers in just a few thousand to tens of thousands. So you'll eventually have to decide whether it's worth fultoning even one guy when you might need to call in a supply drop or develop a new weapon/item that you might need. That and the fact that the fulton doesn't have a 100% chance of succession. The fulton is balanced, some people are just too thick to figure that out for themselves. |
![]() ![]() You ever wonder...if any of the MGS franchise rations...includes pancakes? Jack Daniels Whiskey, for when you want to touch as many people as possible! | |
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