So I just checked that I have 200 hours in this game! :eek:

And I am working my way to 100%. Currently at halfway between 82% and 83%. Some quest objectives to accomplish and some S-ranking to be done. Oh and the bullshit animal collecting thing. My goodness I hope there ain't that many animals to collect.
 
This game is poison to my tongue. While playing this, I in no way am blow up this thing, I have been swearing literally entire orders of magnitude more than in the rest of my life combined. :redface:
 
Now go play MGO against infiltrators at night
FOBs are bullshit enough.

Like sometimes the whole thing has bugged out and an enemy saw me through a fucking wall. And FOBs are the hardest environment. Small, tight spaces with possibly a few dozen guards and security drones and cameras along with mines, etc... and if you alert the enemies you're fucked because the game throws an unfair amount of soldiers at you with sometimes bullshit critical hits that can make you go from one third of life lost to dead.

I mean high end FOBs are way too hard for me. That's why I usually stick with mid-end ones.

And I fucking hate the bullshit battle dress enemies in FOBs. Double so if they have helmets because they have a bullshittingly small hit box in their faces that sometimes bugs out despite my cross hair being right in the centre of their face when I shot. That's why I have started to just go ''Fuck this!'' and equip myself with silenced Brennan and go all Dalek on infiltrations to mid-end to sometimes high-end FOBs when my aim is simple resource acquiring.
 
And why does he have one leg of his fatigue pants untucked? I suppose it's not as bad as BB having both untucked in Snake Eater, but there's a reason you tuck that shit. Gonna get centipedes or scorpions all up in your dick area boy.
I thought both were tucked.

One just looked like it used a strap. The other is simply tucked into the boot with the excess falling around the top of the boot.
 
The only thing that really baffles me is how Snake has a length of paracord tied around his thigh. Did he make some dark pact with Liefeld to secure his great powers ...?
And why does he have one leg of his fatigue pants untucked? I suppose it's not as bad as BB having both untucked in Snake Eater, but there's a reason you tuck that shit. Gonna get centipedes or scorpions all up in your dick area boy.
because japanese character designers are allergic to symmetrical characters.
 
This armour is getting ridiculous! I'm running about with grenade launchers and a semi-automatic anti-material rifle!

What the hell is that shit of that they can take such firepower and run around in all that stuff!?

Great googly moogly! If the Battle Dress had been present in Outer Heaven Solid Snake wouldn't have stood a chance!
 
Goddamn wormhole fultons coming into my dreams now.

I just saw a dream where I stole an entire parking lot's worth of cars at a hypermarket and nearly got myself in trouble...
 
New update out:

About the December 2015 Update

Many brand new features are being added to METAL GEAR SOLID V: THE PHANTOM PAIN in a new update scheduled this Dec 17th! Check out the new features and changes listed below:
*Platform: PlayStation®4, Xbox One, PC(Steam®), PlayStation®3,
[Important Notification] December 2015 update delayed on Xbox 360®
*Click here for details of the November 2015 update.
*Click here for details of the October 2015 update.
From December 17, 2015 Custom FOB camera and mine placement

Is your FOB vulnerable in places you can't seem to secure? Now you can catch your enemy off guard by placing cameras and mines in custom locations! Stroll through your FOBs and place surveillance cameras on walls and landmines on the ground, exactly where you want them. Place devices in unpredictable locations to create your ideal security setup. Cover those blind spots and get the drop on intruders like never before.
Configure your security setup
Cameras are installed where you set your markers!
During December 2015 FOB Mission Event: The Skulls Attack

An emergency contract has come in from a private FOB force taken over by Skull Face's covert unit, the Skulls! Engage this new mission Event FOB and cleanse the world of Skull Face's legacy.

[picture snipped]
From December 17, 2015Raiden and Cyborg Ninja outfits available in FOBs

Metal Gear fan-favorites, Raiden and Cyborg Ninja, are now available in FOB Missions as compatible outfits. Each outfit provides the wearer with superhuman abilities, which makes it an interesting addition both when using and defending against their power!

[pictures snipped]
From December 17, 2015Challenge Tasks

Additional rewards are now available for completing various in-game Challenge Tasks. New Challenge Tasks range from beginner to advanced letting players choose which task suits their progression. Completed tasks can help players hone their skills as they tackle different ways to play, or test their mettle with rigorous assignments best left to the bold.


Select the list under the MISSIONS tab

Don't forget to accept rewards for the tasks you've completed!
From December 17, 2015 Security Challenge: Advanced Player FOB missions

Think your FOB is an impregnable fortress? Is there no FOB you can't sneak your way through? New FOB Security Challenges have arrived to put advanced players to task in new demanding ways! Prepare your FOB for the ultimate test then option into the new Security Challenge system, inviting the best players to wage war against your defenses. Or, take the offensive and invade Security Challenge enabled FOBs for a decisive contest. With this new setting applied, defenders are immediately notified when a player begins infiltrating the FOB, maximizing the infiltration risk. Whatever the results, no retaliatory wormholes will open in return, and players on both sides are secured greater rewards than a normal battle. Jump into the new Security Challenges and prove your worth on the battlefield.


New SECURITY CHALLENGE tab added!
To be implemented soon after Dec 17, 2015 Newly added Grade 9 weapons shake up mission tactics!

The weapons keep advancing! A brand new unique arsenal of tactical options have been added with the introduction of Grade 9 (★9) development! In addition to greater fire power, some of these weapons also utilize interesting exclusive abilities. Check out the weapon descriptions below, then try them out in the field to add a new level of strategy when approaching missions.
AM A114 RP[★9]


Arms Material Alpha 114 Riot Pistol
Single-shot tranquilizer gas handgun. A compact non-lethal weapon used for delivering an immobilization agent from a distance. Each round disperses gas upon impact, for immediate effect across a small area. Has a slow rate of fire since each round must be loaded manually.
MOLOTOK-68[★9]


Molotok-68 Anti-Materiel Rifle
12.7mm anti-materiel rifle. A large-caliber sniper rifle with an extremely long effective range and devastating power and penetration. Has a slow rate of fire due to its bolt-action mechanism.
E-RB WH GEN.[★9]


Wormhole Generator
Place the generator and activate from a distance to instantly warp to that location.
From December 17, 2015 Earn new rewards with Event Points

New, uniquely acquired rewards are now available through our Event Point system! Complete specific tasks in FOB/Event FOB missions to earn Event Points which can be exchanged for previously unobtainable rewards.

[pictures snipped]
From December 17, 2015 New customization feature, Nameplates have been added

Players can now set a nameplate to accompany their unit emblem and status!The nameplates features various characters from the game, and it can be obtained by trading your Event Points. As mentioned above, Event Points can be earned by successfully completing various FOB missions.The main condition on earning these nameplates is to successfully infiltrate the core FOB base of an active defender for a specified amount of time. So show off your stealth skills to your rivals and wear your nameplate like a badge of honor!

Nameplates added to the MOTHER BASE screen

Select one of the nameplates you've earned…

... and show off your PF's strength in your status display!
From December 17, 2015 New colors and camo patterns added to FOBs

Make your FOBs stand out with additional colors and camo patterns. Utilize the new combat fatigues to infiltrate player FOBs and blend in with their custom base designs.

[picture snipped]
From December 17, 2015 New Emblems

In response to overwhelming fan request, we've included additional emblems featuring story characters, buddies, and other elements.



From December 17, 2015 Unlockable Fourth FOB

Players can now construct a fourth FOB, and even greater expand your Mother Base operations. Additional FOBs provide much higher maximum staff capacity and improve unit functions.

[pictures snipped]

Expand more and build a stronger force!
From December 17, 2015, other update features

  • ・It's now possible to add players you want to support directly from your friends list.
  • ・Added diversified ranking conditions and set time period functionality to rankings to broaden comparative stats.
  • ・Added a tab that allows you to matchmake with players of a higher rank than you.
  • ・Implemented various other improvements, balance adjustments, and bug fixes.
  • ・Adjusted mission score parameters.
 
MGS5's post-development support is frankly bizarre to me.

Like, I don't understand how it happens. As far as I can tell, konami wanted this game to die in a fire and kick Hideo to the curb, but they're still spending money and manpower on keeping new things rolling into this title.

I'm not complaining, I just don't get it!
 
I have a fan theory that connects Kojima's sacking, the cut ending, and the themes of the game.

What is MGSV about? Well, it's right there in the title: "the Phantom Pain". The pain of something that isn't there, but can still be felt. Miller loses, quite literally, an arm and a leg. Venom loses an arm, nine years of his life, and even more as he finds out later. Huey loses his wife and son, as well as himself.

The ending of the game isn't there, but everyone noticed its absence. People lament about how great it would've been if Konami had finished the game as written, how complete it would've been. They lament over the concept art of the huge final battle between Sahelanthropus and Diamond Dogs, and the completion of Eli's story arc. Something that was, quite literally, cut from the game.

What an interesting thematic coincidence, Mister Kojima. :mad:
 
I subscribe to a very similar, if not identical theory.

I'm not convinced it's actually true (seems a little TOO SUBTLE for HIDEO KOJIMA), but I prefer to view it that way.
 
I subscribe to a very similar, if not identical theory.

I'm not convinced it's actually true (seems a little TOO SUBTLE for HIDEO KOJIMA), but I prefer to view it that way.

The guy gave us Metal Gear Solid 2, it seems entirely in line with his particular brand of metanarrative shenanigans. :V
 
MGS5's post-development support is frankly bizarre to me.

Like, I don't understand how it happens. As far as I can tell, konami wanted this game to die in a fire and kick Hideo to the curb, but they're still spending money and manpower on keeping new things rolling into this title.

I'm not complaining, I just don't get it!

It's most likely a combination of trying to keep interest in PC MGO alive as well as encouraging people to buy MB Coins because they have actual tangible benefits.

Extra FOBs means more combat unit deployments; it means meeting development requirements without requiring everyone to be S++ rank in their specialty; and finally the FOBs enable you to go on fultoning sprees without having to ditch the soldiers who have unoptimal stats much more longer.

Plus there are people who are impatient enough to use MB coins for rushing things or just want all of the cosmetics without having to grind/wait for free MB coins.
 
It's most likely a combination of trying to keep interest in PC MGO alive as well as encouraging people to buy MB Coins because they have actual tangible benefits.

Extra FOBs means more combat unit deployments; it means meeting development requirements without requiring everyone to be S++ rank in their specialty; and finally the FOBs enable you to go on fultoning sprees without having to ditch the soldiers who have unoptimal stats much more longer.

Plus there are people who are impatient enough to use MB coins for rushing things or just want all of the cosmetics without having to grind/wait for free MB coins.
Basically my thoughts; FOBs are where the micro transactions are at so they'll keep supporting them
 
Metal Gear fan-favorites, Raiden and Cyborg Ninja, are now available in FOB Missions as compatible outfits. Each outfit provides the wearer with superhuman abilities, which makes it an interesting addition both when using and defending against their power!

This sounds wonderfully balanced and not insane at all.
 
Sorry for the double post, but I found this article in which Kojima elaborates his views on videogames a bit more:

The New Yorker said:
It has been a difficult year for Hideo Kojima. Although Metal Gear Solid V, the project that the video-game director worked on for more than five years, launched in September to enviable sales and widespread acclaim, its creation was not without complications. In mid-March, the game's Japanese publisher, Konami, removed Kojima's name and that of his studio, Kojima Productions, from its Web site and the game's box. Reports surfaced that Kojima's contract with the company would end in December, and that his studio would be disbanded. On Tuesday, the breakup was made semi-official, in the form of a corporate memo that Konami reputedly leaked to Nikkei, perhaps as a way of preempting Kojima's optimistic statement on Twitter the following day.

Now that his employment contract has expired, Kojima is able to speak freely about what he describes as a "new start"—a relaunched, independent Kojima Productions. (He remains, however, contractually forbidden from talking about the prior split.) The studio currently comprises four staff members, including Yoji Shinkawa, the artist with whom Kojima has collaborated since Shinkawa left college, and Kenichiro Imaizumi, a former producer at Konami. There is, as yet, no office, but there is a contract in place with Sony Computer Entertainment, which is partnering with Kojima on his next title. The details of that game, if they are settled, have yet to emerge, but the arduous months at Konami have apparently done nothing to dull Kojima's interest in making the kind of filmic, lavish productions for which he is best known. "Every time I create a game, I think it's going to be the last time," he told me. "In much the same way that a mother isn't thinking about her next pregnancy during childbirth, I can't think of the next game till the one I'm working on is out."

Kojima is no stranger to fresh starts. His father was employed by a pharmaceutical company, which took him all over Japan. The family moved often throughout the nineteen-sixties. Kojima found stability in stories, as peripatetic children sometimes do. When he was eleven, he bought a copy of Isaac Asimov's "Fantastic Voyage," a novelization of the science-fiction film, from 1966, about a group of minuscule men and women who travel through a dying man's brain, looking for a way to save him. Meanwhile, he was watching generous amounts of Japanese and American TV, including "Kamen Rider," "Devilman," "Bewitched," "Columbo," and "Little House on the Prairie." His plan for the future was straightforward, in the manner of all childhood ambition. He would win an award as a science-fiction author and leverage this success to become a film director. But then, when he was thirteen, his father died. Instead of going to university in Tokyo, as he had planned, Kojima stayed close to his mother. He studied economics, with a gathering sense of frustration.

The launch of the Famicom, Nintendo's defining home video-game system of the nineteen-eighties, presented an opportunity to Kojima, who had previously had little interest in the medium. Famicom cartridges allowed players to save games in progress, enabling designers to write longer stories that could be told in multiple sittings. "Immediately it struck me that this might be another route into making film-like experiences," Kojima told me. His vision, however, strained against the technological and cultural limitations of the hardware. "It was like the era of the silent films," he said. "Games were composed of simple actions like those seen in old Chaplin or Keaton movies: running, jumping, digging, throwing. There could be no significant story themes or messages. I kept on putting story in my games. 
Some players complained that I was sermonizing. But I wanted to find a way to relate these games to life, not just as toys to play with, but as something that will stick with the player through life."

Now that game makers are able to render their characters and worlds in realistic detail, Kojima believes that Japanese designers have struggled. "Games matured beyond simple interactive toys and into a rich medium that could deliver drama and other deeper elements," he said. "At that point, Japanese games became a hard sell: their sensibilities and cultural identity were distinct and unrelatable." Kojima's early exposure to Western entertainment, he said, helped him avoid that trap. The 1998 edition of Metal Gear Solid, one of the best-selling games for Sony's PlayStation, was set in Alaska. Its moments of anime-style exuberance were tempered by global themes and concerns. The success of the game taught Kojima both directorial and business lessons. "The only way to create high-end games is to target the global market," he said. "But in order to target the global market, the management behind the project needs to have a keen sense for what will work, and be willing to take risks." Konami's recent shift away from big-budget games and toward the low-investment, high-return mobile market has surely been a factor in Kojima's departure from the company. "If you're only focused on the profits immediately in front of you, the times will leave you behind," he said. "It becomes impossible to catch up again."

For Kojima, the future involves ridding himself of distracting responsibilities. "When working in big companies, especially Japanese companies, every little thing has to be approved beforehand, and you need paperwork to do anything," he said. "Now that I'm independent, I can do what I want with much more speed. I don't need to invest time in unnecessary presentations. I shoulder the risk." He also relishes the chance to speak his mind. "When I was in a company, my personal statements could be taken as the over-all direction of the company. As such, I couldn't say just anything."

In the weeks following his departure from Konami, Kojima considered taking a mind-cleansing trip to a deserted island for a year. When he explained the plan to "a Hollywood friend," he was cautioned against it. Kojima owed it to his own talent, the friend said, to keep up the pace. "Hearing that affirmed to me that my role in this world is to keep on making big games for as long as I can," Kojima said. "That is the mission I've been given in life."
 
And why does he have one leg of his fatigue pants untucked? I suppose it's not as bad as BB having both untucked in Snake Eater, but there's a reason you tuck that shit. Gonna get centipedes or scorpions all up in your dick area boy.

They're both tucked in, it's just one is more evenly bloused making it look like he has one short pant leg that isn't.

The only thing that really baffles me is how Snake has a length of paracord tied around his thigh. Did he make some dark pact with Liefeld to secure his great powers ...?

That's to keep whatever he has in the cargo pocket from bouncing around and making noise.
 
Something about making an oil rig like military base just makes me vexed.

I mean a ground based military base is a lot more secure. For one if it gets bombed, the soldiers can still run away from it with their lives. If the soldiers do not manage to get a life boat they'll drown. And an oil rig like base is a lot more vulnerable because you can not build bomb proof parts to it like you can build to ground based bases in the form of bunkers along with a good hurricane being able to take the whole thing down.

All it takes is a single hit to a supporting column and entire platforms, like R&D platform for instance, could go down.

If I was in charge of Diamond Dogs, I would have my base be a ground base, not a vulnerable oil rig like base.

And it has a laughably small amount of staff. A single oil rig houses a hundred people by a quick googling. A maxed out MB/FOB has 28 rigs. So that should be 2800 per base and 14000 total in the MB and four FOBs instead of 3500.
 
I have managed to get three FOBs completed and my fourth FOB has 24 struts completed/under construction. Only one combat, intel, R&D and command deck left and then it is completed.

Although they do require ridiculous amounts of stuff. Each will require 450k fuel and 468k of the other resource. :o

Also I found out that with the latest patch came an upgraded version of the Brennan .50cal you can develop... if you're willing to gather over 300k minor metal and common metal for the development costs that is. `:eek:

And usage requirements for it are insane as well: Around 1500k minor metal and common metal per use. :eek:

I mean I have the silent Brennans and Servals developed and I use the silent Brennan but the silent Serval takes so much precious metals per use that I rarely use it and in cases of FOB defenses I just go along with the non silent Serval to save up resources. The same goes for me going with a mid tier Hand of Jehuty instead of the high tier that has 30 meter range compared to 20 of the mid tier.

The high tier Hand of Jehuty takes over 500 precious metal per use, the mid tier only 15. Yeah the extra ten meters aren't worth five hundred precious metals
 
This sounds wonderfully balanced and not insane at all.

It's like, +50% sprint speed and jump distance.

Anyways, I've gotten into this and it's great fun but also annoying because my Splinter Cell instincts have constantly been getting in the way. "What do you mean I can't back-jump between railings?" etc etc.

Also, fucking Riot Suits man. It reminds me of Modern Warfare 2's juggernauts. At least I can carry way too many grenades for my own good.

I am the literal worst infiltrator ever. :(
 
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