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But let's check with Paul Hellquist...
http://www.gearboxsoftware.com/2013/09/inside-the-box-the-borderlands-2-loot-system/
http://www.gearboxsoftware.com/2013/09/inside-the-box-evolution-of-loot/
I happen to know a bit about how such systems work, and mostly (and, on topic, like 98% certain BL2 does use such a system) they have a simple chance number applied to world spawns. If you open a chest, invisible dice are rolled, and when it procs, something good is pulled from the possible loot table, and that's it.
Meaning wether or not you open the chest doesn't matter since every chest is sperately rolled for.
So really, the player has no influence on the actual roll, meaning whatever the player does, the roll decides upon activating the thing that can contain something on what is in there.
As a user, proving that such a mechanic is present is basically impossible because of the nature of the mechanic (rng) and since there are an infinite amount of possible conditions that can be applied, anywhere in the game. My guess is that *some* of the game's areas/content have a Loot mechanic such as the one i'm describing, but that's just me talking out of my a$$, I have no proof of this. Not willing to prove it either. Thus, I'm playing the game assuming that Loot is fixed.
The game's constraint that you mention of RNG can thus be "defeated" if a player is fluent enough in Hex Editing, understands the functions & parameters of CE and wants to install one or more such open source programs for BL2 to interact with his game & system (as well as the games & systems of team mates he might host in coop - an unintended but real effect that pretty much limits CE-enabled installations to solo play or for coop if team mates approve its presence).
To answer your questions about loot pools / mechanics, your guess is mostly correct - loot tables for BL2 & TPS were made public within weeks of the games' release dates years ago, have been refined since then & are typically detailed on MSFT or GOOG spreadsheets. Certain loot pools are fixed within their outside parameters for what GBX calls 'quest-specific rewards' (e.g. somewheres from somethings) where other loot pools can amount to what GBX calls 'world drops' (e.g. anywhere from anything which I've always guessed represents instances of true or total RNG).
I'm not familiar with CE and with what it does but I wasn't talking of ways to circumvent the game's mechanics via outside manipulation (if I understand its use correctly from what you described )but rather "events" that could've been hard-coded in the game, intended and by design, to alter loot tables when the specific conditions were met. Not sure if this is related to CE or not.
Thanks for the explanation - I couldn't understand what you were referring to at first but know your writing style well enough that you'd call cheating by its rightful name lol. That's why I opened my comments giving you the benefit of the doubt with my respectful preface "Whether you know it or not ...". Your explanation now clear, you can disregard my description of parts of CE (the poorly named Cheat Engine program) as they're not precisely applicable to your comments.
why should they? They're French in my daughter's case and Swiss in my son's. But it's never caused me insurmountable problems - I'm crystal clear that English is arguably the most complex, convoluted & nonsensical language of all the western European languages for non-native speakers to learn. Native English speakers after all are so diverse globally that it stands to reason there are so many incongruous dialects.
I would think it won't change much apart from some extra rules, and even then only if they actually try being fresh. And since it's 'just' the next iteration of the engine, I suppose they will just transfer most mechanics untouched / slightly adjusted.
Mostly I'm apprehensive that they will just use lootboxes with paid keys, essentially not even coming up with a new system. Just chance rolls to get something for real money out of dropped boxes instead of a world click. Probably even using the color system so as to sell more than one type of key at different price ranges.
Because whoever actually makes the game will do so under a publisher's umbrella, and this franchise has simply gotten too 'big' (as in well known) - I find it hard to believe the suits would care about game quality instead of MOAR PROFIT. And that's my issue, really - Games are generally controlled by suits and ties, not by actual people who know what makes a good game.
And while this would at least to some degree suppress those gibbers and lazy people (because you know they will be monitoring the forums to see if someone offers free crap they could be paid for), this will also pretty much kill the game for me.
I will personally just wait for release / actual news though, but I really anticipate greed will be the motivating factor of BL3. Very much so. It will suck so hard.
Then again, I really hope to be proven wrong. I honestly do.
Can go either way, really.
But back on point: the loot system itself?
My money is on 'the exact same with possible slight alterations' or, sadly, on 'lootboxes - key price set by rarity'.
Because the mechanics are already there - you can basically view the golden keys and the chest as sort of 'entry level lootboxing' to test the waters. I actually start to believe the golden chest is exactly that - an early test of the lootbox mechanic.
Again, I SO hope I'm wrong, though.
SHIFT account could be a way to control / monitor key use and sales...
It's the framework for lootboxes, plain as day.
I don't want to think this, but the voices are very clear about it.
They did the always logged in online for BATTLEBORN and I have failed to get a server, for single player, no thanks.
I pretty much hate anti cheat stuff, there is always a down side, would rather deal with cheaters that crap that is not game code in the game. For PVP, I grudgingly admit it is useful, but not in this.