Metal Gear Online 3

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On yesterday’s “PHANTOM PAIN MGO & FOB Update Special!” broadcast on Famitsu’s Nico Nico channel, part of the December update for METAL GEAR SOLID V: THE PHANTOM PAIN has been revealed. Here we will introduce the announced changes.

<FOB>

Free placements of Gun Cameras (Surveillance Cameras) & Land Mines

Featuring a special mode for placements of cameras and land mines, which seems to be included in addition to standard placements up to the player’s choice. You can also check the placements for a set period of time.

Debut of Player Character Raiden

Can use wormholes for warping, and appears to be using special weapons. It is unclear what conditions need to be met to use him.

Security Team (?) SKULLS Debut

SKULLS units have appeared on the FOB Platforms. Conditions for doing this are yet unclear.

Other FOB-related updates include: “Challenge Tasks” are added with rewards for completing them, friend connectivity enhanced to allow friend supporters including infiltration.

<MGO>

Host Migration

According to designers’ notes revealed yesterday, host migration has become possible. In the event that the host leaves an ongoing game, one player in the room will be selected to become the next host and the match will reset. All players with exception of the host will gain EXP from the match.

Select Match Condition Expansions

Walker Gears ON/OFF, Weather, Room Names are conditions that can be used for filtering rooms in search.


Though this summarizes all the announcements made, this is only part of all of the updates
Bitte noch weitere charslots :pray:
 
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Vol. 2 Designer's Notes:
Vol.2 Weapon damage adjustment
11/17/2015
Hello everyone!

How are you all enjoying the recent update Ver. 1.01? While we've already received a number of initial reactions, be sure to continue sending your feedback via the official Twitter accounts, fan forums or through Konami Customer Support.

Below we present Designer's Notes Vol.2:

We'd like to focus this Designer's Notes on taking a closer look at the damage values of certain weapons changed for Ver. 1.01.

As a byproduct of increasing the stamina and health of the Enforcer class, we likewise increased the headshot damage output of the following weapons: UN-ARC, RENOV-ICKX TP, WU S.PISTOL and WU S333. This allows the Infiltrator and Scout classes a better advantage in taking out heavily defended players such as Enforcers via a well-placed headshot.

Walker Gear gatling guns, and all submachine guns, as well as the AM MRS-4 have had their general damage reduced. This means that lethal weapons mainly used by the Infiltrator class deal less damage overall.


These measures are designed to encourage greater use of key class competancies such as Scout headshots and Infiltrator non-lethal attacks compared to their alternative combat skills.


Walker Gears and Anti-air emplacements have had their damage received from assault rifles, sniper rifles, machine guns, shotguns, and rocket launchers increased. From the aforementioned, sniper rifles and machine guns, in particular, deal increased damage against Walker Gears. Be sure to try out these weapon types and experiment with the recent value changes.

This represents the sum of new weapon damage values; have you run into these changes since the update? In what ways have your tactics changed to compensate?

Before we end today's notes, we have another insight into the December update Ver. 1.02.


We have received a lot of additional feature requests for the CREATE MATCH option including: "ability to set Walker Gear availability", "ability to set variable Weather conditions" and the "option to add a Host Match Description". These new features are planned to be available in our next update to Metal Gear Online.



The Host Match Descriptions can be chosen from approximately 30 pre-set options. For subsequent updates we'll consider adding new pre-set descriptions based on player feedback.

Since launch, despite forming a party, players have had a difficult time ensuring that they are able to play on the same team as their friends at the start of the first match. This is because the match often begins before enough opposing players join during the pre-match period, and the system to balance the teams, pulls players away from the party to the opposing side.


For Ver. 1.02, we'll be adding the ability to set the max amount of players required to begin a match. As a result, a match won't begin until the requisite player count has been reached, thus ensuring that pre-formed parties remain intact when the match begins.

Players can expect the above changes and more in the Ver. 1.02 update scheduled to arrive this December. Thanks for checking Designer's Notes Vol.2 and look forward to more info soon!
 
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Vol. 3 Designer's Notes:
Vol.3 CQC
11/24/2015
Greetings, everyone!
Thank you for the continued feedback and regular feature requests, we're doing our best to make new updates and improve the Metal Gear Online experience.
The team has been following the feedback closely and are appreciative of the enthusiastic support from fans.

Today, we'll take a look at the changes made to CQC in Ver. 1.01 and the nature of hand-to-hand combat for MGO in Vol.3 of the Designer's Notes:

As many of you know, CQC is the hallmark melee system unique to the Metal Gear series.
Particularly for MGO, all classes can perform CQC, however today we'd like to focus on the outstanding CQC abilities used by the Infiltrator.


One special Infiltrator ability, known as CQC STEALTH + increases the speed of a CQC Choke maneuver; stunning enemies faster than other classes. Likewise the stamina level of the enemy doesn't affect the CQC Choke speed giving you a similar effect up against a TANK+ equipped Enforcer as any other opponent or class. Likewise the natural abilities of an Infiltrator allows them to quickly choke out an enemy even without the ability equipped. Enforcers in contrast are the slowest to stun an enemy by choking.

Since the release of Ver. 1.01, CQC Stealth + Lv.2 or above is now the only means to stun an enemy with a single throw or punch.
Other classes, as well as Infiltrators without this ability equipped, are no longer able to stun an enemy with a single blow, throw or pummel. In order to stun or sleep an enemy after knocking them to the ground, players can shoot the fallen enemy with the "WU S.PISTOL" or other non-lethal weapons. Since the update, players have also experimented with other methods including diving toward players.


No doubt, the player who initiates a CQC attack definitely has the upper hand: keep calm and go for the headshot. If you're victim of a CQC throw or punch, this is your last chance at revenge so be aware and escape or retaliate!

Last week on the Japanese video channel NicoNico Live, through our friends at Famitsu, we introduced some upcoming content from Ver. 1.02. Let's talk now about one of those features: Preset Text.

Preset Radio has been a useful means of communication among players, but thus far has been limited to those on your own team.


We're introducting a new feature known as Preset Text which enables players to send messages to both team members and opposing players. We have newly created 32 Preset Text commands and basic greetings to go live in Ver. 1.02 and plan to include more with your feedback.


Additionally with the inclusion of Preset Text, we're enabling players to continue play after the end of each round. While the round has ended, and no health or stamina damage is affected, players can communicate via Preset Text and Preset Radio to all players on the map. The result screen can be hidden or revealed with a designated button during this period, so spend what time you will socializing, congratulating others on their win, and making friends in the battlefield!

Look forward to the above changes and more in the Ver. 1.02 update this December. Thanks for reading Designer's Notes Vol.3 and keep an eye out for more Metal Gear Online info.
 
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Vol.4
Vol.4 Don't think of it as just another cardboard box.
12/01/2015
Hello, everybody!

In Vol. 4 of the Designer's Notes, we will be focusing on the benefits of using the Cardboard Box or C.BOX.

The C.BOX is of course an essential function within the Metal Gear series, and in MGSV is used in many different ways. Many of its single player functions have been especially modified for use in MGO to maintain its special role and uniquely define it for multiplayer.


While it doesn't improve your running speed, when the player sprints while underneath a C.BOX, you're able to knock nearby enemies back.
Each knockback likewise inflicts stamina damage on the enemy, so use of a tranquilizer shot with a follow up C.BOX sprint/knockback can cause a one-two stun mechanic! Players have even used this method to stun thrown enemies since the Ver. 1.01 update.


Players underneath a C.BOX are able to protect themselves from the effects of STUN GRENADES and likewise avoid the effect of a PLUSHY SNARE. Notice any DDOG or OCELOT plushies in your path, simply don the C.BOX and stroll on by unaffected.

The most powerful MGO specific function for a C.BOX is marker transfer. Being marked by opponents leaves you vulnerable with a target on your back even behind walls. Skilled players when marked can drop into a C.BOX, then dive away leaving the marker behind for enemy players to locate.


Tricking enemies this way turns what was once a disadvantage in the battlefield to a decoy and destroy strategy that fools enemy players and coaxes them towards false intel leaving them vulnerable to your attack.


In Ver. 1.02 we're adding an additional function that protects players against the FULTON CANNON while under the C.BOX. In this way, the C.BOX is a veritable shield of defense against non-lethal weapons and tools.

Last week, we had previously introduced some upcoming contents from Ver. 1.02 on the Japanese video channel NicoNico Live through our friends at Famitsu. Since it was in Japanese, and for anyone who missed that content, we'd like to detail some of those features now.

First, let's talk about the Optional Marker.


In MGSV:TPP, through the use of the iDroid and Int-scope, players can place markers visible on the battlefield in both the single player campaign and FOB missions. We've now extended this feature to MGO, allowing for additional team tactical communication. Players can place markers on any area on the field, choosing from three types of markers: Enemy, Attack, and Defend. When a marker is set, the placement and type is shared with your teammates, appearing on the relevant gameplay area or on the radar.

Optional markers have a duration of 15 seconds and can only be placed again after waiting 5 seconds. Likewise, preset radio notifications will automatically inform users when a teammate has placed a marker. Also, the preset radio type for each kind of optional marker can be selected from the options menu.

Next, let’s talk about new MGO BGM. We're including nine additional tunes listed below in Ver. 1.02:

- MGSV:TPP SINS OF THE FATHER
- MGR MONSOON
- MGR ARMSTRONG
- MGS:PW THEME
- MGS4 REX VS RAY
- MPO SHOWTIME
- MGS3 THE BOSS
- MGS2 DEAD CELL
- MGS1 DUEL
These new BGM tracks are themed around major boss fights throughout the Metal Gear series.

We'd like to add even more BGM tracks to MGO, and would love your feedback on which ones to include next. Please let us know via fan forums and sites and via our MGO twitter accounts.

Ver. 1.02 is scheduled to be released this month, and includes even more as of yet unmentioned changes. Thanks for checking out Designer's Notes Vol. 4, and for playing Metal Gear Online!


---------- Beitrag um 13:52 Uhr hinzugefügt ---------- Vorheriger Beitrag um 13:50 Uhr ----------

Die neuen MGR tracks~sweetjesus~~sweetjesus~

---------- Beitrag um 14:01 Uhr hinzugefügt ---------- Vorheriger Beitrag um 13:52 Uhr ----------

Und endlich kann man auch randoms signalisieren wo sich Gegner verstecken, gerade als Scout und/oder bei C&D sehr nützlich.
 
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Designer's Notes Vol. 5
Vol.5 The true benefit of Empty Magazines
12/08/2015
Hello everyone,
Welcome to the 5th volume of the Designer’s notes.

Before we jump into the Designer's Notes we wanted to remind you about the ESL Pre-Season which began this last weekend. Weekly participating players receive a bonus 500 GP for each match they join, and 1000 GP for each match they win. Not only that but we're giving away lots of great prizes to the top teams including 1000 MB coins to the top three teams each month for the next 3 months per region and a $1,000 dollar top team prize each month per region! Late joining teams are welcome, so check out the site (Twitter), and sign up to challenge other MGO players and win some great prizes!


We also want to be sure that teams joining the tournament and MGO players everywhere are able to party up with their friends. We've adjusted the game to include a minimum team member option before a match begins to aid with this in the December update. Until it arrives however, we've uploaded this video highlighting the PlayStation®4 Party system.

Okay, let's get to it, time to talk about Empty Magazines in Vol. 5 of the Designer's Notes.


Looking at how often players have used them, we're assuming that many of you are not fully aware of the benefits using the Empty Magazines. Generally speaking, the primary benefit of using the Empty Magazine is to "fool an enemy player with the noise it makes". Once an Empty Magazine hits the ground, the impact causes a distinct noise as it lands. The noise generated by an Empty Magazine has a wider effective range than other throwing weapons, such as Hand Grenades. The noise is also reflected on the radar for a number of enemies spread within that range.Advanced players, wisely, pay close attention to the radar looking out for sudden noises from oncoming enemies. Keeping this in mind, the Empty Magazine can play a huge role in fooling even advanced players.

Players also have a larger inventory of Empty Magazines than most alternatives in their loadout. Since this is more than most other throwing weapons, players can use them frequently without worrying too much of them running out. Since Ver. 1.01 the trajectory of the Empty Magazine has also been hidden from enemy players, whereas other throwing weapons retain their visible trajectory which may cause an enemy to detect your location.

Some of you might've already noticed, but hitting an enemy player in the head with any throwing weapon will cause a 1 hit stun! Because of that larger inventory pool for Empty Magazines, they present a good opportunity to test your skills out by practicing this unconventional tactic.


For Ver.1.02, we're adding new scoring criteria for this particular action. When a player successfully performs a 1-hit stun with a throwing weapon, they'll achieve an "AMAZING THROW" score. We’ve also added a unique sound effect that plays when you succeed; distinctly different from the iconic headshot sound. We would describe it more as a "wimpy" sound, and of course it can be heard from any player throughout the map.

We have a couple of new features for Ver. 1.02 that we'd also like to talk about; namely Titles and Medals.


If you're familiar with older version of Metal Gear Online, you might also recognize the term "Titles".
Players will earn different "Titles" as they play matches, and will receive a week worth of earned titles during the weekly scheduled maintenance. The title with the highest priority earned each week will then be displayed on your Scoreboard and the Briefing menu. Iconic titles such “FOX HOUND” or “EAGLE” from the previous series has been added, as well as a good number of exciting new titles for this latest iteration of Metal Gear Online.


A series of Medal icons are likewise collected with weekly maintenance and are earned with the overall progression of stats. These are similar in look to the single player campaign emblems. Likewise each Title and Medal reward also comes with added GP.


A player's Title and Medal collection can be viewed under the iDROID menu under STATS < PERSONAL, which also includes information on how they're earned.

We're anxious to release Ver. 1.02, but there's still more to come, and changes still not revealed regarding this month's update! Thanks for checking out Designer’s Notes Vol.5, and for continuing to play Metal Gear Online!
Animal Ranks return ~yey~
 
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【Bug fixes】
・Fixed an issue in the "BLACK SITE" map where the player could sometimes exit outside the map from the basement.
・Fixed an issue where experience points were not properly distributed for Ascension 3.
・Fixed an issue where players would incorrectly gain experience points when completing an invalid match.
・Fixed an issue where players gained experience points by killing a teammate who is being CQC choked.
・Fixed an issue where experience points were not properly distributed when taking over an enemy controlled Walker gear with multiple players.
・Fixed an issue in "CLOAK AND DAGGER" where players gained Data Disc recovering experience points without actually recovering the Data Disc.
・Fixed an issue where the Avatar customization screen would not respond to controller input.
・Fixed an issue where the System menu would not respond to controller input.
・Fixed an issue with the Party system where players were unable to create a new party right after leaving a party.
・Fixed an issue on the Ranking screen when the player was not included on the list.
・Fixed an issue where players were able to keep the increased weapon slots given by certain abilities, even after removing those particular abilities from their loadout.
・Fixed an issue in the beginning of Round 2 where certain markers from end of Round 1 remained on the Mission Start screen.

【Host Migration】
・A new host will be selected when a host abandons the match, allowing all other players in that match to restart the match with a new host. (PlayStation®3/PlayStation®4/XboxONE)
 * This new option will allow players to join a match and stay on the same team as their party members, because the team split will not occur until enough players join the match. ・All experience points gained through the abandoned match will be given to all players in that match except the host.

【Match settings】
・Added an option to set the minimum player count in "CREATE MATCH".
 *This new option will allow players to set up a match with the desired number of team members before the teams split.
・Added an option to set Host Comment in "CREATE MATCH".
* Players can set up to 3 comments.
・Added an option to enable or disable Walker Gears in "CREATE MATCH".
・Added an option to set the frequency of weather changes in "CREATE MATCH".
 *Players can choose between 3 options; FREQUENT, STANDARD, OFF.
・Added a filter in "SELECT MATCH" to show matches which are full. (PlayStation®3/PlayStation®4/XboxONE)
・Added an option to set RUSH mode ON/OFF in "AUTOMATCH".
・Improved "AUTOMATCH" to prevent the players to play on the same map consecutively.
・Improved matchmaking in AUTOMATCH when choosing the RANDOM option. Players who chose the RANDOM option will now be prioritized into matches together.

【Titles and Medals】
・Added Titles and Medals as new features.
 ※Players will now earn Titles and Medals which are rewarded during scheduled maintenances.
 ※The title a player has earned that required the most effort within the upcoming scheduled maintenance period will be displayed in the in-game scoreboard.
・Added a new TITLE screen and MEDAL screen under [iDROID menu > STATS > PERSONAL].

【User markers】
・Added user markers as a new feature.
 * There are 3 different marker types that can be placed: "Attack," "Defend," and "Enemy."
 * User markers can be placed via the iDROID map or with the binoculars.
 * User markers are shared with your team members, and each team can place up to 3 markers.
* After placing a marker, players must wait 5 seconds before they can place another marker.
・Added a section under [System menu > Options] where you can select the Preset radio line that is automatically played when placing user markers.

【Preset text】
・Added Preset text as a new feature.
 * This feature can be accessed by holding the CALL button and switching the mode to Preset Text.
 * Players have the option to display the text to your teammates by choosing the lines from the TEAM mode, or to display to everyone including enemies by choosing the lines from the ALL mode.
 * Players can flip through the pages and choose the preset texts from total of 4 pages.

【Additional BGM (Soundtrack)】
・The following 9 tracks were added (PlayStation®3/PlayStation®4/XboxONE)
 * MGSV:TPP SINS OF THE FATHER
 * MGR MONSOON
 * MGR ARMSTRONG
 * MGS:PW THEME
 * MGS4 REX VS RAY
 * MPO SHOWTIME
 * MGS3 THE BOSS
 * MGS2 DEAD CELL
 * MGS1 DUEL

【New scoring criteria】
・The following 2 actions will now reflect on scores.
 * Walker Gear Destruction (This score is rewarded when a player destroys a Walker Gear controlled by an enemy)
 * Amazing Throw (This score is rewarded when hitting an enemy in the head with a throwing weapon)

【Round Result Screen Adjustments】
・Player characters can now be controlled while the Round Result screen is being displayed.
 ※Players cannot cause damage to enemy players during this time.
 ※Damage reactions will still be performed.
 ※Preset radio will broadcast towards all players (Enemy team and teammates).
・Added a feature to close and open the Round Result screen by pressing a button function.

【Ability Adjustments】
・Added reload speed boost for WEAPONS+ Lv.3 ability.
・Removed reload speed boost from LETHAL AIM+ Lv.3 ability and added improved firing stability while moving.
・Removed reload speed boost from NON-LETHAL AIM+ Lv.3 ability and added improved firing stability while moving.
・Added the following features to STEALTH CAMO+ Lv.3 ability.
 ※Disabled the movement speed reduction applied when Stealth Camo is activated.
 ※Extended the time required for an enemy player to mark a player with this ability.
・Shield dash can now be cancelled out by aiming a weapon with SHIELD Lv.3 ability.

【Weapon Adjustments】
・Sped up the draw speed of all handguns except the TORNADO-6.
・Reduced the draw speed of all machine guns and the SERVAL AMR-7.
・Decreased the damage value on S1000, KABARGA-83, and BULLHORN SG.
・Extended the firing interval on S1000, KABARGA-83, and BULLHORN SG.
・Increased the knockback value on S1000, KABARGA-83, RASP TB-SG, M2000-D, and URAGAN-G.
 ※Firing at an enemy with a shotgun in close range will knock the enemy to the ground.
・Decreased the knockback value on BULLHORN SG.
・Decreased the damage range on STUN GRENADE.
・Decreased the flash effect on STUN GRENADE.
 ※The flash effect will only generate if the player is taking stun damage or if the explosion happens on camera.
・Decreased the amount of sway when aiming through a weapon with attachments such as scopes and sights while moving.
・Raised the volume on the FULTON CANNON movement sound effect for easier detection.
・Equipping the C.BOX will now protect players from the effect of FULTON CANNON.
 ※Triggering the FULTON CANNON inside the C.BOX will destroy that box.
・Reduced the effective time on SMOKE GRENADE.

【Mission Adjustments】
・Significantly increased the time required to recover yourself from stunned/tranquilized state as a defender in "CLOAK AND DAGGER".
・If more than half of your team commits suicide or stuns/tranquilizes themselves, the team will automatically lose the match as penalty in CLOAK AND DAGGER.

【Buddy Adjustments】
・Players can no longer respawn at buddy’s location if the buddy is either taking damage or is in an abnormal state.  ※An abnormal state will include stunned and tranquilized state and CQC choked.
・Players can no longer use the E-RB WORMHOLE to warp towards their buddy’s location if the buddy is dead.
・The effect shown during buddy respawn and when using the E-RB WORMHOLE will now display red for enemys and blue for allies.
・Fixed an issue where players were able to cancel their inactive state right after buddy respawn by aiming their weapon or equipping the cardboard box.

【Balancing】
・Adjusted so that overall, players can level up easier.
 ※The required amount of XP has been reduced for each level. Some players may experience a sudden increase in their level when the patch (Ver.1.02) is applied.
・The following changes have been made during the Invincible state right after spawning in.
 ※ Invincible to FULTON CANNONS
※ Player will not catch fire.
 ※ Enemy bullets will pass through body without causing damage.
・Slightly decreased the camera shake when a player takes damage in aim mode.
・The exhaustion of stamina from sprinting cannot be canceled out by switching postures.
・Extended the time required to recover from a stunned/tranquilized state.
・Extended the firing interval on the Mortar.
・Adjusted the camera controls on the Mortar.

【Other Adjustments】
・Added the “Game Type to Start” option under the System menu > Options > Controls Settings/Game Settings.
 ※Setting this option to MGO will automatically launch MGO when starting up the application.
・Added the “Remote Weapon Controls” option under the System > Options > Camera Settings.
・Improved the possibility to assign a late join player on the same team as their party member’s team.
・A new icon was added in the Objective column of the scoreboard which is displayed when a player successfully defends the Data Disc in "CLOAK AND DAGGER".
・An unique hit indicator has been added when you cause damage to mechs, such as Walker gears.
・An unique sound effect has been added when you hit an enemy in the head with a throwing weapon.
・Added MGO credits.
 ※The credits can be accessed from the System menu in Freeplay.

Regarding issues not addressed above, we are constantly monitoring user feedback and will continue to make changes and adjustments moving forward. Thank you very much for your continued support of MGO
Sehr sehr gute Sachen dabei, allerdings brauch ich langsam mal nen neuen charslot :ugly:
 
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Designer's Notes Vol. 6
Hello everyone, we're a little behind on this week's Designer's Notes, but I think the wait will be worth it…read on!

Last weekend we saw the second round of ESL matches happen worldwide. The competition was certainly exciting, but we're also keeping an eye on player behavior and considering match rule changes for January, so keep sending your feedback. If you haven't, start your own ESL team today and join in time for this upcoming weekend matches!

The wait is finally over! Today, we are releasing the Ver.1.02 update.
The full update details are listed here, be sure and give it a read!


For Vol. 6 of the Designer's Notes, we're going to discuss some of the ability updates added today.
Previously, the WEAPONS+ Lv.3 ability allowed players to equip 2 primary weapons, 1 on the back and 1 on the hip. Since the class changes implemented in the Ver. 1.01 update in Nov, in particular the removal of the Infiltrator's back weapon, this ability's usefulness has been detrimentally affected.Likewise, considering this and the core utility of switching primary weapons, 3 ability slots seems like an excessive cost. As a counter to these issues, we've added increased reload speed to WEAPONS+ Lv.3.


Originally, the increased reload speed feature was included in LETHAL AIM+ Lv.3 and NON-LETHAL AIM+ Lv.3 abilities. Since adding it to WEAPONS+ Lv.3, we removed the reload speed boost feature from these 2 abilities and added, instead, improved firing stability. This change will allow players to fire at a target while moving, with very minimal effect to the expansion of the firing spread. As you can see in the video to the left, the spread is as tight as it would be while standing still.


STEALTH CAMO+ Lv.3 was also an ability lacking features compared to the cost of slots. Equipping Lv.2 was more than enough effect for most players. For this reason, we've upgraded STEALTH CAMO+ Lv.3. Players can now maintain the same movement speed with Stealth Camo activated and it will require longer duration for enemies to mark them. STEALTH CAMO+ Lv.3 will also still counter the NVG from OPTICS+ Lv.2.


Lastly, we’ve made some updates to the SHIELD+ ability.
Previously, players performing the Shield dash attack with Lv.3 we’re unable to cancel the action in the middle. This made it difficult for players with this ability to immediately take down the enemy following a Shield dash. With Ver.1.02, we’ve changed it so that aiming your weapon during the Shield dash will cancel the action.


Another exciting quality of life change we’ve made is the addition of “Game Type to Start” option. Open the Options menu > Control Settings/ Game Settings > Game Type to Start. Set this option to MGO to boot up the Metal Gear Online without going through the single player main menu.

That’s it for today! But wait….we told you this Designer's Notes would be worth the wait…

It’s official! New "METAL GEAR ONLINE" DLC will be available soon!

The team is preparing DLC that mainly includes newly created content, such as brand new maps!


Likewise, coming soon, we're also adding in Survival mode!
For new MGO fans, Survival allows players to team up with a group of 6 and engage in a winning-streak system that newly rewards players who win consecutive matches. Players can form their own team, or join teams created by others; ready up, and begin a randomly selected map and mission. Once your team wins the match, they will be matched up against a new team to challenge. If your team loses, everyone on your team receives an additional award based on your stream progress. Keep playing with your formed team to hit your top winning-streak or form a new team and challenge opponents anew!

The new DLC is planned to include a lot more exciting content, which we'll detail here soon. We are excited to continue expanding and improving MGO, and we are eager to hear more feedback and thoughts from the playing community.

Thank you for checking out Designer’s notes Vol.6, and we hope you guys continue enjoying MGO through the holiday season!
Hell yeah! ~yey~
 
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Designer's Notes Vol. 7
Vol.7
Weapon balance adjustment…I've been expecting you
12/22/2015
Another week of ESL Pre-Season matches has come and gone and we hope you enjoyed watching player streamed matches! Week four is next, and after that the pre-season finals. There's still time to employ your team so sign up today!

For our 7th Designer's Notes, we feature some of the different weapon balance adjustments made for Ver. 1.02.
Let's discuss one of the bigger changes: the shotgun's increased effective knockback range. Lethal shotguns, when used at short range (if it doesn't kill) can knock an enemy down. Even if the opponent is shield equipped, the blast can still knock them down to the ground. Furthermore the opponent can also drop their shield in the process.


The knockback range increases from S1000 > RASP TB-SG > KABARGA-83. Incidentally, if you're within 5m the S1000 can also knock an enemy to the ground.


Let's talk next about draw speed.
Since machine guns and SERVAL AMR-7 have stronger attack power than many other weapons, that power and recoil has been left alone while reducing the draw speed. Likewise, in the event an opponent is using a shotgun, if you are knocked down or in a state of flinch, you will not be able to return fire. In other words, when going up against someone using a shotgun, keep your wits about you.


Additional adjustments were also made to the support weapon "STUN GRENADE".
In version 1.01, even if you are not facing the point of the explosion you can find yourself temporarily blinded due to the flash, however in Ver. 1.02 as long as you are facing away from the explosion, you will not be affected.

More weapon adjustments were added in Ver. 1.02, so be sure to check them out here.


We're looking into a few additional changes for our next update. In previous MGO titles, it took a little more effort than a single kick to wake up your knocked out allies. Listening to player feedback, we're looking into requiring that extra effort to wake up your allies, so that there is greater risk when you stick your neck out to revive your friends.


Another update we've been exploring is the return of the MGO T Shirt! Unlike previously however, we'd like this Tshirt gear piece to be customizeable with different colors and patterns to let players uniquely express themselves and match their other attire.

We're evaluating these and additional changes to the game in addition to working on the previously announced DLC. Look forward to more in the future!

We're happy to see players using and enjoying the newly added Preset Text and BGM tracks, please send us your feedback and requests for any future updates to either of these systems. We're reading and taking down your thoughts sent to us via the official Twitter account, fan forum posts and comments.

That's all for today. Thank you for continuing to enjoy MGO, we hope you have fun playing in the tournaments and in your own private matches throughout the holidays. We'll catch up with you again on our next Designer's Notes scheduled after the new year, January 6th!
 
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Vol. 8
Vol.8 Buddy System
01/05/2016
Happy New Year 2016, and welcome to Vol. 8 of the Designer's Notes!
We had an exciting ESL Pre-Season full of lots of amazing moments and close games, and the finals are nearly over. We'll be awarding players soon; but in the meantime, Cup 1 of the 1st Season also already took place utilizing Comm Control. We still accept late signups, so join Cup 2 this weekend and compete for some great prizes!


Firstly, your buddy is a source of info on the battlefield.
You can check different status/conditions states of your buddy by looking at the different Buddy Icons available:


When your buddy's icon is red, you know that they're in danger and need your help!
As you continue to build bond with your buddy, you start to charge up the Buddy Gauge encircling the icon. This enables the use of the Wormhole Generator, which activates a quick warp to your buddy's current location. However keep in mind, when a buddy is KO'd in battle, the Wormhole Generator is inactive. Similarly, new spawns in proximity to your buddy are restricted while a buddy is taking damage or in an abnormal state.


Your buddy also has a safeguard during interrogations. If you or your buddy is being interrogated, the effect reveals the location of your other teammates, but the buddy is immune. Use this as your opportunity to rescue your buddy during or just after an interrogation since you are the last player the enemy can track. Likewise, when an enemy kills your buddy, they're temporarily marked for you, giving you a chance to take some satisfying revenge!


We have another sneak peak of a frequent MGO2 player request players can expect in the future:
The Knife will be making its return in a future planned update to Metal Gear Online! Knives are currently planned to be available for all three classes, as well as Attackers in the CLOAK AND DAGGER mission. The Knife represents an alternate tactic for players employing their Stealth Camo to take out enemy combatants.

Also returning is the familiar control for the Knife, from previous MGO versions. Using a rapid short press triggers a combo action, and holding the button down triggers a stab action. A stab is a 1-hit-kill action, but should you miss, you leave yourself open for counter attack. While veteran players will enjoy the use of the Knife, in general, it expands the core infiltration gameplay to all players.

We're still collecting different BGMs and Preset Text ideas so please continue to send us all your feedback through the official Twitter and customer support.

Look forward to the next Designer's Notes next week and thank you for your continued support of MGO!
http://www.konami.jp/mgs5/tpp/en/online/notes.php5
Knife returns.echt herrlich die ändern sogar Sachen mit denen ich im Leben nicht mehr gerechnet hätte ~yey~
 
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Vol. 9
Vol.9 Player Mobility
01/12/2016
Welcome to another Designer's Notes, Vol. 9!

We've just had Cup #2 of the ESL Tournament, now with the new rules including Comm Control, and the recent restriction of E.Locators, FB MR R-Launchers, and the GROM-11. We hope this recent change has improved the ability for players to utilize more tactics and stealth in a competitive setting. We also added new prizes from the AOJI, so be sure to sign-up for Cup #3 and play in the ESL Tournament for your chance to win!

Last week, we also announced the Beta release timing for the PC/Steam version of Metal Gear Online ! You can read about all the details here. It should be ready on the 12th, so be sure to update your copy of Metal Gear Solid V for PC and opt-in to Beta patches so that you can try out MGO on your PC.


This week we’re going to cover another important factor of the game, player mobility. There are total of 5 levels of mobility representing different walk/run movement speed and sprinting time. Mobility is the sum of your loadout weight defined by the weight of different weapons and items. The graph below breaks down the class specific weight range for each mobility level. Mobility Lvl.A is only available for the Scout and Infiltrator classes, and mobility Lvl.S is only available for the Infiltrator class.


Consider Lvl.B as the standard level, while Lvl.S indicates the highest level of mobility. With Lvl.S or Lvl.A mobility weight, players not only have increased movement speed and extended sprinting time, but the range where they emit noise is reduced. Since noise can be generated from sprinting or diving, a reduced range allows players to move around the battlefield with a higher chance of avoiding enemy detection.


Lvl.C or the heaviest weight level Lvl.D on the other hand reduces movement speed and has a shorter sprinting time. Not only that, the noise emission range is increased and players will experience larger sway when aiming a weapon.Keep this in mind when you customize your loadout!

We also have some more information on a planned future update.
We’ll be adding a new feature called “Ranks”. Ranks will represent a player's skill level across several matches. Since a character's level is controlled by experience points gained by playing matches, we wanted to create another system to showcase the skill level a player demonstrated across those matches.


Included Ranks are as follows: F, E, D, C, B, A and S being the greatest with everyone starting at Rank F. Based on the results of a match, this rank can go up or down. We currently display the character level on the Scoreboard or in the Briefing menu, but this will be replaced with the Rank.

We're still collecting different BGMs and Preset Text ideas so please continue to send us all your feedback through the official Twitter and customer support.

Look forward to Designer's Notes Vol.10 coming 1/18 and thank you for your continued support of MGO!
Playerskill-level returning ~yey~
 
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Designer's Notes Vol.10
Vol.10 The Legendary Mercenary
01/19/2016
Big news! METAL GEAR ONLINE for PC through Steam officially launches today!

Similar to the single player version of Metal Gear Solid V, as well as the Forward Operating Bases (FOB), Metal Gear Online for PC utilizes Keyboard & Mouse compatible control systems. In addition, the game supports 4k resolution graphics and a variety of adaptive visual and performance driven controls unique to the PC version. Be sure to check out the PC version today and join the active Steam community of players!


Now onto Designer's Notes, Vol. 10!
This week we are going to cover one of the unique characters, 'Snake'.

WEAPONS+ Lv.3
TACTICAL+ Lv.2
LETHAL AIM+ Lv.3
NON-LETHAL AIM+ Lv.3
INTEL+ Lv.2
ANTI-MARKING+ Lv.2
DEMOLITION+ Lv.1
TANK+ Lv.2
CQC STEALTH+ Lv.3
INTERROGATION+ Lv.1
STEALTH CAMO+ Lv.2
FULTON+ Lv.2
Snake has the same parameters of health and stamina as an Enforcer, which makes him more difficult to take down. With similar mobility ranking as a Scout, he's able to move at standard speed with extra protection on the battlefield.
Snake's signature ability 'PHANTOM LEGEND' empowers him with the following ability effects.

Using 26 slot abilities, Snake is overwhelmingly powerful compared to normal players.
Snake also utilizes an exclusive weapon, the prosthetic arm.
There are 3 kinds of prosthetic arms available in pre-set loadouts: lethal rocket punch 'BLAST ARM', non-lethal rocket punch 'ROCKET ARM', and 'STUN ARM' that unleashes electric shocks. In addition to those, pressing the CQC button while in a dash will fire a powerful punch. If this punch is coupled with the 'BLAST ARM', only one hit will be enough to take an enemy down. If the player throws a punch with the 'ROCKET ARM' or 'STUN ARM', it will likewise stun the enemy with one hit.


Another function of the prosthetic arm is 'Active Sonar'. By selecting 'Sonar (Biological detection)' located in the CALL menu, Snake can identify moving enemy positions.

We also have an exciting new item feature for the next game update.


In the next update, we're adding a popular MGSV/FOB function, the 'Wormhole fulton'. While indoors, under low ceilings, or just the convenience of indefensible fulton action, players can soon generate a wormhole fulton to perform recoveries.
But, be warned, the wormhole fulton consumes the buddy gauge, limiting the overall number of times the function may be used in a match.


You can look forward to this and other updates to the game coming soon!
We'll also be offering more info on the planned DLC in the weeks to come. If you haven't already check out our recent V.Log and the preview we gave out on the Konami stream last week. We showed off one of the new maps coming into our planned DLC -- not only that we need your help naming it! Be sure to send your ideas through our MGO official Twitter.

Thank you for reading Designer's Notes Vol.10 and look forward to another update next week!
Until next time, see you in MGO on consoles and now on PC!
http://www.konami.jp/mgs5/tpp/en/online/notes.php5

Die brauchen zu lange :/
" more DLC Info in the weeks to come...' wie lange wollen die sich denn bitte noch Zeit lassen ~awman~
 
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Designer's Notes Vol. 11
Vol.11 Shalashaska
01/26/2016
Welcome to another Designer's Notes, Vol. 11!

Cup #4 of the ESL Tournament has concluded and the teams are continuing to impress! Congratulations to all the winning teams! Don't forget to check out next week's cup, and join up with your own team for a chance at great prizes, including prints from AOJI !


In the previous volume, we’ve shared detailed information about one of the Unique Characters, "Snake".
This week, we would like to cover another unique personality from MGSV, "Ocelot"!

WEAPONS+ Lv.3
TACTICAL+ Lv.2
LETHAL AIM+ Lv.3
NON-LETHAL AIM+ Lv.1
ANTI-MARKING+ Lv.3
INTEL+ Lv.3
OPTICS+ Lv.2
SHIELD+ Lv.1
FIELD REPORT+ Lv.3
CQC STEALTH+ Lv.2
INTERROGATION+ Lv.3
FULTON+ Lv.1
Ocelot’s health parameter stands right between Scout and Enforcer class, with a stamina level equivalent to Scout class. He also has similar mobility levels to a Scout, which allows him to move across the map at standard movement speed.
Just like with Snake, Ocelot has a powerful signature ability known as "SHALASHASKA" and includes the following ability effects:

Ocelot's SHALASHASKA retains 27, mainly intel related, ability slots. Purely looking at the number of slots he uses, you could argue Ocelot’s ability is even more powerful than Snake’s signature ability.


Ocelot’s signature weapon is the "TORNADO-6", a single action revolver that features a unique bullet ricochet when fired at solid surfaces. Aiming at nearby objects adjacent to a marked enemy will lock the ricochet right on target.

A single TORNADO-6 can be used with a shield, or equipped as stylish dual pistols without the shield, allowing him double the rapid fire ammo count without reloads.





A couple weeks ago, we’ve asked players to help us name one of the upcoming new maps for our DLC.
Firstly, thank you all for sending us a tremendous amount of great ideas. We’ve looked at every name idea from every corner of the world, but ultimately decided on one. The Motherbase map, available in the upcoming DLC, is officially named "CORAL COMPLEX"! Coral resembles the ocean surroundings and the bright orange coral reef fits the color of the Motherbase platforms or "complex" itself. In the end we felt this name perfectly fits the new map!

CORAL COMPLEX is built using the Support and Base Development structures from MGSV:TPP single player.
We’ve made some adjustments to the length of the bridge to best suit multiplayer gameplay and increased the number of cover points across the map. An alternate entrance has likewise been added on the first floor of the Support base, and additional vertical paths throughout.











Both the Support and Base Development structures represent opportunities for higher verticality, which will introduce some great long range sniping action and new infiltration gameplay in MGO.
Look forward to Designer's Notes Vol.12 next week and, as always, thank you for your continued support of MGO!
 
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Zu Turnier-Finale in Japan gabs neue Infos zum DLC



DLC kommt erst im März und wenn ich das richtg verstehe ist auch noch paid-dlc geplant, sowas wie Emotes.



Ob der kommende DLC was kostet ist noch unklar.
Ich würde zwar jeden Preis zahlen(ja ich bin ein Idiot^^), aber bei dem Basis-Content und der Dauer zum DLC wäre es auch eine Frechheit.

3 neue Maps auf jedenfall:





Neuer Unique Char: Quiet.



Besonderheiten werden wohl ihr "sprint", kein 'sway' beim zielen mit SR und keine Codecs(nur humming^^)


jetzt kack Google Translate:
(Translated imperfectly from Japanese to English by Google Translate) Sorry I can't read Japanese, so some of these might be very confusing. But there's some interesting new update points here, let's discuss!
http://www.4gamer.net/games/269/G026961/20160130007/
ADDTIONAL INFO ABOUT DLC AND FUTURE UPDATE
--The latest DLC---
---3 types add a new map---
Map to be added in the latest DLC, the mother-based support team and base development team platform arrangements were CORAL COMPLEX, RUST was arranged the Ramahate palace in the main PALACE, such as AZURE MOUNTAIN was the Ditadi village trace in the main part to the base 3 type. Both the floor and walls, such as object placement has been changed for the MGO
---Adding a unique character "Quiet"---
As a new unique character, quiet is added. Quiet is after with a sniper rifle with large power and camera shake does not occur, it is capable of high-speed dash of the disappeared. In this way the performance is very high, preset radio can not be used at all (instead can be humming).
---Reform to "appeal action" to link action---
The next update, the function of the link action be activated by R3 length press has been enhanced, the name is changed to "appeal action". As DLC, additional appeal action will be sold.
Next update
---Additional BGM---
Newly about 20 songs of BGM is added. Additional songs are select from and MGO and MGO2 of PS3, Hideo Kojima's worked was "we of the sun" and "ZONE OF THE ENDERS". Further, adjustability of the volume is also implemented.
---Adjustment of the rocket launcher---
Specification of the rocket launcher is adjusted, and damage mitigation to the extent "not die with a single blow even hit", to improve the bullet speed is applied.
---Additional combat knife---
Combat knife is added as a new weapon.
---Specification change of E locator---
Specification of E locator is changed to the form of "be marking Being a certain period of time within the effective range". In addition, relaxation effect of E locator in stealth camouflage is added, that that's STEALTH CAMO + 3 will not be nearly detected.
---Additional wormhole Fulton---
Wormhole Fulton is added to the equipment. This equipment is a can also be used indoors can not use the normal Fulton, but consume a buddy gauge 100%. In addition, Fulton punch of infiltration class will be outside the scope of wormhole Fulton.
--Reduction of the aiming blur at the time of the damage, such as a decrease of body damage---
Aiming blur when damaged poised state is greatly reduced. Further, reduces the amount of damage when subjected to the attack to the carcass part, the score of the head shot is doubled, the play with an emphasis on head shots are important than ever.
---Specification change of causing faint---
How to return the unconscious ally becomes the only operation to be invoked by pressing the action button approached. Along with this, return method using a conventional kick is abolished.
---Add "Nokezori" in the dash---
It has been changed dash of specifications, move Nokezo' and damaged during the dash is made to stop.
---Specification change of questioning in Cloak & Dagger---
Cloak & Dagger with respect to rules, marking the duration is shortened when the defense side is questioning the infiltration side.
---Add Host Ferris mode---
The host does not participate in the game, mode for viewing only is added. In addition to the above, so that the addition or adjustment of the new element wide range is applied, trying to look forward to follow-up. In addition, the second installment in the shopping mall of the ions "BIGBOSS × BOSS" campaign, in the game department of ion retail stores: a campaign to get the When you purchase a "METAL GEAR SOLID V THE PHANTOM PAIN" 5000GP (in-game money) It is carried out.
Mal grob zusammengefasst:
-Rocket Launcher nerf ~yey~
-Knife kommt~yey~~yey~
-E-Locator nerf. Man bleibt nur markiert wenn man in dem Bereich steht und Stealth 3 schützt einen wohl fast komplett ~yey~~yey~~yey~
-Wormhole-Fulton wenn Buddy-Gauge auf 100% ist.
-Bodydmg NERF HSdmg BOOST ~yey~~yey~~yey~~yey~
-Wakeup change: Tritt geht nicht mehr, man muss wie auch beim Vorgänger "wachklopfen" ~yey~
-nicht ganz sicher, aber 'nokezori'...also hört sich so an als wenn man nicht mehr sprinten kann wenn man schaden bekommt.
- Interogation nerf. Zumindest wenn die Defender die Attacker befragen in C&D ~yey~~yey~
-Dedicated Host: Also Host spielt nicht mit(wie auch im Vorgänger) ~yey~~yey~

Mehr Infos soll es wohl am Montag/Dienstag geben.

Insgesamt bin ich doch sehr Positiv überrascht und bis dahin hab ich denk ich alles Chars wieder auf 40, also noch bissl zu tun.
Nur hoffe ich, dass bald noch paar Spielmodi angekündigt werden.
 
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