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回報翻譯問題
Have you looked at the actual feature list of the default things the UCP does?
https://raw.githubusercontent.com/BLCM/BLCMods/master/Pre%20Sequel%20Mods/Community%20Patch/Full%20Changelog%202.2
The basic changes of the UCP are to Add, Increase, Boost, Buff
Drop rates are increased. Boss level drops are added to lots of things that didn't call anything but the default loot tables.. Penalties and limitations are removed. Damage is increased. Situational buffs are made universal.
The word Buffed occurs 19 times, Increased occurs 30 times, Boost 23 times. Added 8 times.
The word Reduced occurs only 10 times, the word Remove occurs only 11. And most of those are functionally buffs as well.
If more loot drops from every source, and the quality of that loot is superior, and all your abilities last longer, and do more damage and can be used in more situations, then go ahead, tell me how that isn't making the game a whole lot easier.
I'm sure the UCP is an impressive project, lot's of work went into it. I'm sure the original devs weren't infallible and I'm not trying to suggest the base game is perfect. But you can't look at that feature list and tell me that isn't going to make the game easier.
I've gone so far as to change the code inside UCP myself to do custom stuff, so yes. Anyone has also the ability to say "no/yes" to any feature/change included with a simple click.
Improving non-meta skills or skills that were not used often to make them up to par to the good ones or the better characters is not making the game easier - it's allowing for more build diversity. The game would be easier for you if you were using previously these skills only, but so the game would have been easier if you went for the actual good stuff.
Increasing the loot doesn't make the game easier - it lowers the time that you would need to grind for certain equipment if you want to try it.
Is your view about any changes related to the game something negative? If the answer is no, care to tell what you would be fine with then? It'd help me understand your pov.
That's hardly my point (as I'm sure you're well aware). Have you actually looked at that feature list I linked? Those are the default behaviors. You know perfectly well that most people (who install the UCP) won't alter the default behaviors and settings.
From a purely objective perspective, in perfect laboratory conditions, you might have a point, but that's not the case here. Game play and skills and user diversity in accessing them and utilizing them isn't going to be perfectly consistent.
This isn't an environment where there are two slates of skills: One universally used to the exclusion of all others, and one universally avoided. Nor do those two extremes exist in a vacuum, but rather, in a game environment, where the aggregate power of your skill selections (both good ones and bad ones) is ALSO relevant.
Balance isn't just about the individual skills, it's also how they fit into the whole.
Well, then, if that's the case, you'll have no objections to doing a little test for me eh? Go into your game and remove and/or disable the UCP, create a new character, and do a common (white) gear only run. No skill points assigned, only white quality gear. Complete the main story.
(And yes, I have done just exactly such a run).
Then go back and do a second run. For this one you can turn the UCP back on. Use Gibbed, spawn your favorite weapons, and synchronize them every few levels so they stay up to date. Still no skill points assigned though.
Let me know how it goes.
That's hardly what I said.
I said: Play the vanilla game first before you do any modding. That way you'll understand what you're modding. And I stand by that statement.
Where did I mention that going white is as easy as going blue? Increasing the loot has the same effect than repeating a dungeon clear several times, it's time what you invest in it - that has nothing to do with difficulty.
Increasing the loot quality and quantity of a boss for example, just means that you would have to clear that stage less times (on average) than vanilla to obtain what you're looking for.
Not that it matters much the loot in TPS when the best items are quest rewards due to uniques being, generally, better than legendaries.
Honestly, the user can make up his or her mind with what it has been said. I disagree with almost everything you have mentioned, so there's little point in pointing out the rest of your comment as it will just waste both of our time.
Thats wrong.
2k Australia in fact didnt get the support from 2k and in the end even got shut down before Pre-Sequel could even be finished. Endgame was planned and one of the BL3 DLCs is actually a DLC that was planned for Pre Sequel (that Alient Plant thing). People always blame 2K Australia but they had no saying in the matter like at all. No money = no development.
Overall the game still was great and has 1 of the best DLCs together with Tiny Tinas Wonderland. I believe Claptraps DLC is even the second best DLC right behind Tinas Wonderland.
So the only negative the game has that it is short compared to the other games and that some people really dont like the Oxygen System. I rather play Pre-Sequel then BL3 tbh.
I put it far below BL2, mainly for the reasons others have said. It was still a BL game, still played it a bunch .. I think I probably turned dialog volume to 0.
Claptrap DLC was great, though. Loved it. Then, as I recall, I encountered a game-breaking bug .. maybe twice? (Door got stuck shut, with no way to re-do the story element that was supposed to open it) ... that finally killed it for me. I think I remember the game being a little buggy overall, but that was over the top.
Still, I think that was my favorite DLC of the series (I did finish it at least once, probably more).
I guess I put this game down before UCP was a thing, but this sure sounds sensible to me for pretty much any game + mod. Unless maybe the game is truly too broken to play without some kind of mod, in which case .. why bother?
If you've said that before, you know the response - go play the DLC, you're missing out. And maybe try some different classes. (Maya was cool. Zero was my first and probably favorite 'normal' character, if maybe a little too normal for some. Krieg was a blast. Love or hate, I guess.)
I hear you.
Been a few years since I played more than a few minutes of either, so getting fuzzy on details, but a few more opinions/reactions/rambling-TLDR (not so relevant to OP, by this point):
(Edit: 'of either' game, bl2/tps
Also, where I said Dialog volume to 0 - not on the first playthrough, but on subsequent runs, or at least parts of them. IIRC, Pickle is, IMO, unbearable, Janey not so bad in small doses, but it wasn't small doses .. IIRC)
I'd say Zero was my fave, and a very solid entry all around. Complex and useful skill-tree, with lots of ways to fine-tune up to some neat gameplay (consistent with what you're saying about the strategic importance of skill-tree and loadout), although also some clear, easy ways to spec/load for more casual players. Also, pretty cool style/backstory/dialog.
Even though I played her plenty (up into early OP, I'm sure), I didn't really feel like I fully 'got'/explored/took advantage of Maya. Probably would have done better on that front if I'd played MP more. I remember thinking that she might have the most interesting skill tree, if I'd gotten to know her as well as Zero.
I probably played both games more than I remember, and more than I indicated above. I think I got stuck as I mentioned above twice, and must have completed the Clappy DLC more than twice ... I think I remember the end several times (but I guess you could re-raid it .. still, at least 2 or 3 times). (I think I also dashed my way to the DLC grinder a few times, to get a grinder without re-doing the quests for the one in main-story-'sanctuary' ... So, that can't help the accuracy of my memory)
Edit: (Oh yeah, I guess the DLC was gated (by level?) - practically if not literally - so, even after I decided I wanted to play more DLC but not more main, bringing a new character to DLC meant slogging through a lot of main.)
I was explaining the idiom 'earworm' to someone recently, which reminded me of the Earworm, which is what got me thinking of TPS. Will probably have to play through again (DLC, not main) soon-ish. Really like your mainfra-a-ame.
I don't remember the TPS chars all that well. I think I played mostly with Clappy and Jack. I think I remember being underwhelmed by the ice queen (and ice in general). Sorta remember Nisha and her A-Skill, positively (don't remember her skill tree well enough to comment on what you're saying; maybe I'll use her first when I dive back in). Athena might've been another one I didn't dig into enough to really grok.
I think I hear what you're saying about the skill-tree being core-gameplay. IDK, for me I think it's a FPS first, or a looter-shooter first ... I'd say the actual slayings, and the style and theming of the game are the important core of the game, bc to me, you need to enjoy those to enjoy the game - and, not coincidentally, a video of someone in a fight would give a prospective player a quick sense of 'looks fun' or 'not for me'. Good skill-tree strategy certainly gives the game a lot more depth and long-term (& late-game) hold, and is part of what makes it BL. But you don't *need* it. Someone could take a simplistic approach to skill tree (and/or use a class with a less interesting tree), and still enjoy the shootin and lootin.
(Edit: Though I guess if we're talking about distinguishing/innovative features, then sure, the skill-tree is more unique than .. being a FPS looter-shooter.)
I note that neither of us mentioned the writing. I thought the non-plot writing was pretty good in BL2 and ClapDLC (dialog, humor, sidequests, etc.) ... I can't call it core gameplay or prime important, but if you like it and the theming and visual style of the series, that helps .. and if you really dislike those, I imagine it'd be hard to enjoy the series.
Even if it's your least favorite in the series, that's got to be a good price for so much game. OK, it's several years old now, but even through Steam Store (during regular sales), the prices have been nearly that low for years. Game pricing is a funny thing. I guess I probably bought everything (or most of it? IDK) through Steam, on sale ... Getting as many hours as I did on BL2 for what I paid is just nuts. Even if you cut out a *lot* of idle-minded grinding, and playthroughs that 'normal' gamers never get to, still *lots* of hours of top-notch entertainment. It would be a shame to spend full AAA money on all the 'meh' games, and you can't really know in advance, but now and then you realize you've played dozens (er, hundreds, or more .. I don't love knowing the number) of *good* hours for 7, 15, 20 monies and just got a hell of a deal. (So, for me, BL2 and Civ5 are very much this. TPS not as good as 2, IMO, but for $7 ... The DLC alone easily a good deal at well more than that.)
The Third Wun
Teen Turtle Wrestling
Turkey, Tuna on Wheat
This Thread's Wander
The people like bl1 characters and Jack. Well.
No. The bosses weren't respawnable at launch.
They managed it after. Almost all the bosses drop blue uniques gears and / or legendaries.
Only the Darksiders and Maureen don't.
RK5 has a lootpool bug (he's supposed to loot sham and hellfire) but this is an other problem.
But yes, too many legendaries world drops yet. Gearbox patched the game until 2016 but didn't put the remaining legendaries on bosses and didn't manage RK5 bug.
The circumstances...All Australian video games industries shut down and the game didn't get good sale... Gearbox basically had Luxy space dlc code (2k Australia gave it) but the game wasn't loved and they aren't australian so..
Both have advantage and issue.
In BL2, the sidequests had too much diminushing returns , especially when bl2 scaling is higher compared to TPS scaling, you must faster change the gears in bl2 comparing to TPS thus. But yeah, most of players like to level up w/o doing the sidequests (or almost)
Yes. Community issue instead of game issue so