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Extreme Mode?
Topic Started: Jun 21 2014, 04:45:40 PM (866 Views)
foxtrot21
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Light Infantry
What would be your ideal Extreme difficulty setting for MGSV.
First off this is not a rant on things I don't like about GZ. I actually like GZ and have squeezed out many hours of gameplay regardless of its short campaign. But just A few gameplay element changes/tweaks that would enhance the gameplay experience for those of us that enjoy a challenge.

1. The taking away the obvious training wheels that we are given from the beginning. Things like slow motion freeze time, health spray, and spotting (or limit the spotting function to a minimum amount of enemy's at a time.)

2. Keep the health recovery system but slow it down monumentally and keep the screen obscured so that the player has low visibility. Punishing yourself for sloppy mistakes and being careless and forcing you to take things slow.

3. Put some sort of limitation on the sprint feature. As it stands they have done a good job of increasing your chances of being detected while sprinting so I cant really complain much. Maybe they could introduce a shaky hand feature when trying to aim after sprinting for long periods of time.

Anybody have more ideas? I don't think any of these things would really call for drastic changes to the over all game. Just trying to give the AI the upper hand and challenge the player more giving us an over all heart pounding stealth experience.

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Mar
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"Evil is evil...lesser, greater,middling..it makes no difference."
If there is an extreme mode, marking and reflex should be gone entirely in that mode, you die in 3 shots and regen is gone forcing you to somehow escape and use the spray, enemy hearing and sight should be insane and if it isn't there in the other difficulties fultoning too close should trigger caution/full blown alert status.
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SlyIsSNaKe
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Hi-Tech Soldier
Mar
Jun 21 2014, 04:57:14 PM
If there is an extreme mode, marking and reflex should be gone entirely in that mode, you die in 3 shots and regen is gone forcing you to somehow escape and use the spray, enemy hearing and sight should be insane and if it isn't there in the other difficulties fultoning too close should trigger caution/full blown alert status.
This all day
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Tsuchino-ko
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Light Infantry
for the whole duration of the mission

1 hit: can't run
2 hits: can't run, can use only a gun
3 hits: can't run, can use only a gun, very slow movements
4 hits: dead

your finger can already limit the sprint, press the sprint button for a limited amount of seconds (<10)

use Fulton just for vehicles and containers when the area is clear
kidnap soldiers calling Morpho
Edited by Tsuchino-ko, Jun 21 2014, 05:18:54 PM.
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Revolver_FOX
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This Is Good, Isn't It?
I'd love to see this in a MGS game. For TPP I'd like something similar to the Fallout New Vegas hardcore mode


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MGSV: GZ / TPP Ghost Runs

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Zan Datsu
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Get up & Go

I only would like to see more difficulties. Easy, normal, hard, very hard, extreme.
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Until that diamond nipple awesome game is ever created, all we can do is dream that one day, an MG1 remake happens
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0zerocypher0
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"Caution phase" persists when discovered until you leave the area for a certain amount of time...
I would feel real trapped if I didn't know that I could commit suicide at any moment...
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DrEdArgon
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AKA The Game Eater!
Extreme mode could be fun as long as they seriously make it extreme but knowing the difference between Normal & Hard with GZ that wouldn't be a problem.
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AC2020x
Jail Guard
I definitely hope there is an extreme mode! Definitely agree with whats been said so far. Also, can only fulton maybe 3-4 times/ mission. It should use some major resources!!!
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abstract-one
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Hi-Tech Soldier
Hopefully there is, the Afghanistan gameplay demo shows off quite a large toolbox of options we now have at our disposal, to the extent that it makes the game seem worryingly easy. Easy even when considering all the practice (Jackie Tan) put in, and mechanics alterations implemented just for the purposes of the demonstration.

I don't just want to play on plain hard mode with reflex turned off, I want a higher difficulty than that. I'm sure there will be.
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Devil Boss
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Fast and Correct!
The possibility that we may have to clear missions on Normal Difficulty first worries me. It happened in Ground Zeroes already, where you couldn't just play on Hard from the start.

Hard Difficulty is a challenge, but if you have already played every mission on Normal, that challenge is reduced A LOT. Let's hope I'm wrong and this doesn't happen, though...
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ZetsubouNoNnoitra
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I will always be with you
I doubt that there will be an extreme difficulty but we could go close to that by disabling all the helping features (Reflex, detection ring, marking, etc) while playing on hard.
After all the training I got in GZ, I hope that we could start straight away on hard.
Edited by ZetsubouNoNnoitra, Jun 23 2014, 03:17:50 AM.
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themidnightsun156
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Ghostwalker
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Jun 23 2014, 02:43:36 AM
The possibility that we may have to clear missions on Normal Difficulty first worries me. It happened in Ground Zeroes already, where you couldn't just play on Hard from the start.

Hard Difficulty is a challenge, but if you have already played every mission on Normal, that challenge is reduced A LOT. Let's hope I'm wrong and this doesn't happen, though...
i think they did that to lengthen the game, it would be cool if they do what they did in past metal gear games by increasing the total amount of enemies in an area and increase their vision and hearing on the harder difficulties, the latter is a given

but the day and night cycles will play a part in how you play as will the guard shifts

night shift is on top, day shifts are the bottom two
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Posted ImagePosted Image


there are more variants to the shifts during the day time, they actually changed every hour from sunrise (7 o'clock) onwards, i really really hope this feature stays in the final version, its going to add some nice re-playability along with the day and night dynamic, you are always going to have to be vigilant in tpp
Edited by themidnightsun156, Jun 23 2014, 09:13:18 AM.
"Death to the young is more than that undiscovered country; despite its inevitability, it is a place having reality only in song or in other people's grief." - Maya Angelou


Blind runs, ghost runs, and other stuff
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Thermals!
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Mar
Jun 21 2014, 04:57:14 PM
If there is an extreme mode, marking and reflex should be gone entirely in that mode, you die in 3 shots and regen is gone forcing you to somehow escape and use the spray, enemy hearing and sight should be insane and if it isn't there in the other difficulties fultoning too close should trigger caution/full blown alert status.
I would be okay with all of this.
PEACE will come.
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