I know I am dreaming but I wonder if konami will do something dumb like having the option to play mgo2 or something. say they keep everything intact from the last update and just transfer the content to another server. because mgo2 by itself is an amazing/unique game and competitive too.
anyway here are some possible issues with mgo3:
The controls and mechanics aren’t bad for Ground Zeros, they work, but the problems I’m going to talk about are all if they find their way into Metal Gear Online.
When you’re talking about a console twitch shooter, you really need responsive controls. You really need all the help you can get to make aiming on a stick feel natural without aim assist. MGO2 was able to do this by not only having really fluid camera controls, but also having precise and responsive movement. Being able to instantly move, stop, turn etc in order to aid your aim is huge on a console TPS.
Ground Zeros has sort of a drunk movement like GTA or Red Dead, though granted not nearly as bad. You’re not able to move back and forth quickly without Snake fumbling over himself, involuntarily running u turns or sliding in order to change directions. It’s not a huge problem, and is easy enough to control, but it moves your aim just enough to miss certain precise shots. Having “realistic movement” animations isn’t an excuse to sacrifice precise and responsive controls, and a lot of games seem to be doing this.
Again with the movement, contextual wall hugging is fucking toxic and has -never- worked in a game that uses it. If I’m running past a wall, I do not want to stick to it. I don’t want to slow down. I don’t want to be forced to crouch. The worst part about this is square doesn’t have a function when standing still, nor does triangle. Wall hugging could have been mapped to a button rather than contextual. Fuck, diving into cover with square like in Gears would have been cool.
Also slapping the wall if you run into it too fast is dumb as fuck. Keefer has been drinking again it seems.
Weapons on the D-Pad makes sense, sure, tons of games do it. New players could probably be confused by the R2/L2 reels of items. What doesn’t make sense is the layout they chose.
Think about what 2 weapons you will need to instantly switch between in dire situations. Your rifle and your handgun. Now think about what 2 D-Pad directions you can easily hit using the claw. Up and Right.
Every game with weapons on the D-Pad maps the primary to Up and the secondary to Right. Grenades and night vision can go on down and left respectively, as you will never need to switch to them instantly.
Ground Zeros doesn’t understand that concept. They mapped the handgun to Down, a direction you can’t easily claw. You have to let go of the left stick to pull out your handgun. If this finds its way into Metal Gear Online, the handgun will effectively have no use over such as stupid concept as what direction they mapped it to.
Also switching between your 2 primaries is kind of dumb. You put your gun away when you’re not shooting it, so it’s not terribly intuitive to tell which gun you have out. Hitting Up when you last used your secondary, you switch to your primary. Hitting Up when you last used your primary, you switch to your other primary.
It’s not a huge problem, just something to keep track of, but I think you should always have to double tap up to switch your primary. One tap should always just pull the gun out, 2 taps to switch.
I mean, none of these are huge problems on their own. Each one can easily be managed. The problem is when you start looking at the collection of small problems with very simple solutions that Kojipro seemed to ignore (handgun on Right PLZ). It starts to add up and the end result is the gameplay not feeling terribly natural.
Even though Metal Gear Online is being handled by a seperate studio, I worry that these mechanics could end up hurting the gameplay and competitive nature of the game.