Support the show at Patreon.com/Kojimafreq Shout out to our Patrons for helping produce the show! - FOXHOUNDERS - DG Konzendouji120 SolidRaven Steven Duffy Wybern - PORTERS - Alex Guerin Angel Cruz berserkbrandee CRISIS dotdot Elle Smith Frederick G KaidanTonio LennyNotDead WiiCON - JUNKERS - Anthony Berreto Bryan Williamson Daniel Lucio DruciferPlays Dylan Belcher Elidyros Error1355 Nils Pommerenke PinkieOats Zenkure
Literally only came here to resolve the zip line discourse. Zip lines are very effective for getting you to point a to b very quickly making completing deliveries easy. However you can only carry what is on your back, making them only useful for small delivery runs, where as large deliveries which can only be carried via sleds/vehicles will have to find other routes to get to the delivery destination. Yes the zipline may seem reductive as it literally takes control from you and allows you to skip large sections of gameplay, but that is the point. They are meant to help you traverse tough areas like the snowy mountains that will always have a high chance of BT’s to be around, so zipping over these area’s becomes the easier route to take. Bear in mind this is all strategies used in the base game, with the directors cut there are so many different structures and gadgets that can help with deliveries even I don’t know what the best strategies are now. All I know is that zip lines are cool and they definitely can be improved for Ds 2!
Another person here to add to Zipline discourse: the zip lines at least add to the social elements of gameplay and aren't useful in every situation, unlike the tranq gun which I feel like trivializes every Metal Gear game it's in and is so useful that you actively hurt yourself by not using. Also Death Stranding as a game captures my favorite element of souls games, that feeling of fighting on in a world that's doomed no matter what you do, better than any Fromsoft game since Dark Souls 2.
Yeah absolutely. I've used the ziplines but definitely feel like they are overpowered, the big thing I believe is that it's too easy for a single person to set up the perfect ziplines network of their own and not have to rely on other players, if each player could only place a limited amount and then rely on CONNECTING to other people more then the system would feel much less like an easy button. And the tranq gun in mgs not alerting enemies who don't instantly go down completely breaks the game, since they will fall asleep eventually and act like nothing happened as they get 10 trank darts in their chest. Plus they wake up and forget everything that just happened. This removing the incentive to finish them off if they did spot you.
@@alephnole7009 I do think the zip lines do a good job of encouraging connections. After all, half of my zipline tracks were made up of other players lines that were in just the right place to connect up to mine.
@@Donovaneagle2098 I guess it really depends on which players you happen to make permanent links with. There is technically a player build limit but the ziplines cost next to nothing and only require a level 2 printer to build. Makes it really easy to drop them everywhere. I definitely like the idea of ziplines consuming chiralium, since floating carriers already do. Also Director's cut lets you ride ziplines with carriers Which is just too much. Played both versions and the original made you pick between large loads with carriers or small loads but fast and easy.
Just finished my third 540 LoLoL playthrough of Death Stranding and I can-not-wait to play DS2! Kojima also mentioned forest fires being a thing so if a watery grave isn't your thing, some charcoal will appease you more. The trailer itself was surprisingly straight forward and then on Hideotube we learn even more details. Is there even enough material to speculate? I've a feeling the story will be a bit more generic than we're used to from Kojima. Hope I'm wrong though!
MGSCON can only get more creative and interesting. While other Cons can definitely be fun and interesting, don’t get me wrong, but it’s within 4 walls. I hope to see a KJF panel and another Nitroid panel.
As for the ziplines, it was a fun game on it's own when you try to make the most efficient zipline network across the mountain area. Didn't feel the need to have ziplines while there is a road nearby. Had so much fun with it that I felt the need to upgrade every single and useful zipline to lvl 3. On a sidenote, the ziplines were mandatory to be able to time premium orders on the highest difficulty.
Support the show at Patreon.com/Kojimafreq
Shout out to our Patrons for helping produce the show!
- FOXHOUNDERS -
DG
Konzendouji120
SolidRaven
Steven Duffy
Wybern
- PORTERS -
Alex Guerin
Angel Cruz
berserkbrandee
CRISIS
dotdot
Elle Smith
Frederick G
KaidanTonio
LennyNotDead
WiiCON
- JUNKERS -
Anthony Berreto
Bryan Williamson
Daniel Lucio
DruciferPlays
Dylan Belcher
Elidyros
Error1355
Nils Pommerenke
PinkieOats
Zenkure
Literally only came here to resolve the zip line discourse.
Zip lines are very effective for getting you to point a to b very quickly making completing deliveries easy. However you can only carry what is on your back, making them only useful for small delivery runs, where as large deliveries which can only be carried via sleds/vehicles will have to find other routes to get to the delivery destination.
Yes the zipline may seem reductive as it literally takes control from you and allows you to skip large sections of gameplay, but that is the point.
They are meant to help you traverse tough areas like the snowy mountains that will always have a high chance of BT’s to be around, so zipping over these area’s becomes the easier route to take.
Bear in mind this is all strategies used in the base game, with the directors cut there are so many different structures and gadgets that can help with deliveries even I don’t know what the best strategies are now. All I know is that zip lines are cool and they definitely can be improved for Ds 2!
Another person here to add to Zipline discourse: the zip lines at least add to the social elements of gameplay and aren't useful in every situation, unlike the tranq gun which I feel like trivializes every Metal Gear game it's in and is so useful that you actively hurt yourself by not using. Also Death Stranding as a game captures my favorite element of souls games, that feeling of fighting on in a world that's doomed no matter what you do, better than any Fromsoft game since Dark Souls 2.
Yeah absolutely.
I've used the ziplines but definitely feel like they are overpowered, the big thing I believe is that it's too easy for a single person to set up the perfect ziplines network of their own and not have to rely on other players, if each player could only place a limited amount and then rely on CONNECTING to other people more then the system would feel much less like an easy button.
And the tranq gun in mgs not alerting enemies who don't instantly go down completely breaks the game, since they will fall asleep eventually and act like nothing happened as they get 10 trank darts in their chest.
Plus they wake up and forget everything that just happened.
This removing the incentive to finish them off if they did spot you.
@@alephnole7009 I do think the zip lines do a good job of encouraging connections. After all, half of my zipline tracks were made up of other players lines that were in just the right place to connect up to mine.
@@Donovaneagle2098 I guess it really depends on which players you happen to make permanent links with.
There is technically a player build limit but the ziplines cost next to nothing and only require a level 2 printer to build.
Makes it really easy to drop them everywhere.
I definitely like the idea of ziplines consuming chiralium, since floating carriers already do.
Also Director's cut lets you ride ziplines with carriers Which is just too much.
Played both versions and the original made you pick between large loads with carriers or small loads but fast and easy.
Just finished my third 540 LoLoL playthrough of Death Stranding and I can-not-wait to play DS2! Kojima also mentioned forest fires being a thing so if a watery grave isn't your thing, some charcoal will appease you more. The trailer itself was surprisingly straight forward and then on Hideotube we learn even more details. Is there even enough material to speculate? I've a feeling the story will be a bit more generic than we're used to from Kojima. Hope I'm wrong though!
MGSCON can only get more creative and interesting. While other Cons can definitely be fun and interesting, don’t get me wrong, but it’s within 4 walls.
I hope to see a KJF panel and another Nitroid panel.
As for the ziplines, it was a fun game on it's own when you try to make the most efficient zipline network across the mountain area. Didn't feel the need to have ziplines while there is a road nearby. Had so much fun with it that I felt the need to upgrade every single and useful zipline to lvl 3. On a sidenote, the ziplines were mandatory to be able to time premium orders on the highest difficulty.
I would definitely love a MGS V TPP Chapter 3. Or a Metal Gear 1 and 2 remakes.
TEKKEEEEEENNNN 8! Wasn't expecting to hear about Tekken in a Kojima Frequency!