WoW Killer said:
Which of these Rifles is better?
I couldn't tell you for sure, since I don't know the damage modifier for the explosive trait. Discounting that, though, the Ferocious Renegade appears to be more efficient. It deals significantly more than half the damage of the Slippery Root while having almost twice the rate of fire and being superior in every other regard.
WoW Killer said:
What about these two SMGs?
A little more complex, but let's quantify. Let's measure this in damage per second, with the assumption that the rate of fire value equates to rounds fired per second. Accuracy is the percentage of damage per second that is actually dealt (the rest will be assumed to miss, as per imperfect accuracy). Magazine size will be used for a secondary value that will be represented by magazine damage potential. I'll discount reload speed, since we'd have to run these calculations in more cycles to find equivalence between the two weapons and honestly, screw that. All decimals are rounded down, because computer code likes to do that. Perhaps Gearbox impose rounding up for values of .5 or above, or all decimals. I have no idea, so I'm just going to run with what most code does.
For the Plasma Caster, since I don't know about the effectiveness against flesh trait, I'll leave that out. The additional burn damage will be 13.5% flat addition of 3605.9 to 6816*RoF.
6816*7.1 = 48,393.6, so that's our basic DPS.
13.5% of 3605.9 is 486.79, so we can add the latter value to the DPS, for a total of 48,880.39. Recoil reduction is difficult to quantify since it increases efficiency (and therefore lowers difficulty, which is hard to quantify), but we can't treat the DPS as though it was over 100% accuracy. This may be useful in case of a tiebreaker, however.
To find the weapon's magazine potential, we find out how for how many seconds it can fire and multiply that by the DPS. In the case of this weapon, though, we halve the magazine value since each shot takes two rounds. In this case, we come to the value 4.15, which is the amount of seconds it can fire for before needing to reload. We come to a value of 202,853.61.
The DPS has to be modified by *.916, too. We could do this with the magazine potential, too, depending on whether you wanted to measure it in a more practical sense or in a sense of its maximum possible potential. The DPS becomes 44,774.43.
Now for the Lascaux.
Each shot of 4998 damage does double damage, so that's an easy 9996 already. That multiplied by 7.1 leaves us with 70,971.6. Multiplied by .909, that leaves us with 64,513.18 DPS.
Magazine potential is 5.77*64,513.18 = 372,540.89.
So, in review:
Plasma Caster = 44,774.43 DPS, 202,853.61 Magazine Potential
Lascaux = 64,513.18 DPS, 372,540.89 Magazine Potential.
Unless the effectiveness against flesh trait does something drastic, the Lascaux is clearly more efficient and reliable, dealing more damage per a second, even in relation to its accuracy. It also contains more damage within each magazine, given that is ammo consumption is much lower. In fact, it's almost 50% more effective than the Plasma Caster.
I probably got a few things wrong (again, no expert), but that's a decent approximation of the mathematical considerations behind game design. You don't just punch in numbers -- you calculate, and use that calculations to balance. From where I'm standing, the Lascaux is the better weapon by a significant margin.
WoW Killer said:
Furthermore, why equip more than one weapon? I mean why do they give you four different slots? And why would I carry around more than those four, as standard, to switch between?
Firstly and most obviously, most games ensure that switching weapons is quicker than reloading the current weapon. Weapon types are also balanced to be more or less efficient at certain ranges. So while there may be some choice in terms of weapon class, we can calculate the effectiveness of each weapon within a particular class and find its exemplary instance. So you might like sniper rifles over SMGs, and sniper rifles will operate more effectively at their intended range, but we can find the most efficient sniper rifle by quantifying the in-game values. Once you have chosen the sniper rifle, that is the extent of true choice, with the rest being calculation or perceived calculation.
In the example you give about you and your brother preferring different sniper rifles (as quoted below), you two might be using two differently incorrect (with all respect, since few of us quantify correctly on the fly. I probably got some stuff wrong above) methods of quantifying the efficiency of these weapons. If both of you are placing emphasis on different factors of the weapons (such as one of you focusing on critical effects and the other on accuracy), then you're going to come to different conclusions about what is optimal.
However, you've both made a decision on what you believe is optimal. Since you have a clear preference, this consideration ceases to be a choice and has become a matter of calculation. An unclear preference may still be a choice, but if there's a model of sniper rifle that you prefer easily above others, then your method of quantification (be it direct or indirect) has led you through the process of calculation.
WoW Killer said:
Why is my gear setup different from that of every other person I know who plays the game? My brother and I both have a Zer0 character, and we just so happen to use the same skill build (the Kunai one). Yet my brother consistently prefers Jakobs sniper rifles, while I prefer Vladofs. Why? I consistently prefer Hyperion Shotguns while he swears by Torgues. Why? If it's all just the numbers, and there's no choice/personal preference, why aren't we both using the same items all the time?
Because the calculations are complex and obfusticated. Being a PvE game, Borderlands doesn't discourage suboptimal builds or equipment like a PvP game, either, but that doesn't mean there's necessarily good balance.
WoW Killer said:
I find this an... odious argument, because you're talking about one of the things the Borderlands series does very well in my eyes. Many loot-em-ups do indeed become all about those mundane min/max increases rather than having more active forms of progression (e.g. Diablo). That's exactly what Borderlands does differently, and that's why it's my favourite loot-em-up.
As I keep saying: if you like Borderlands, more power to you. I'm not trying to convince you, or anyone, that your experiences with the game were bad or invalid when you "thought" they were fun or engaging. A game experience is subjective, but we must distinguish between a game experience, a game as a product and a game as a process of design. The latter two aren't subjective, and we can measure where they did less than they otherwise could have. Borderlands' loot system takes agency away from the player and gives them a randomised relationship with the difficulty curve rather than a deliberate one on part of the developers or a deliberate one on part of their own gameplay decisions. You liked the loot system? Again, fine. But it could have also been more elegantly designed and placed more agency in the hands of the player for a deeper system of builds. Its basis need not be entirely scrapped, but it was handled with too little elegance because of the reliance on random generation.
WoW Killer said:
Skinner's Box isn't pseudo-science. The "Skinner's Box as it relates to gaming" argument is pseudo-science.
The Skinner Box is a semi-colloquial term for any kind of environment designed to take advantage of operant conditioning, though. To say that operant conditioning doesn't take place in games is to say that operant conditioning doesn't exist, because it's not as though we can just switch it on or off.