For what it's worth, I've never played Borderlands 2 (which I said in more than one previous post, I'm almost entirely sure). Which ought to stand to reason -- if I didn't like the first game, why would I play the second? So I can't make an honest commentary on the second, but then again, I've not made any commentary on the second. I pointed out that I haven't played the second game very early on. I did play the first game to campaign completion, though. At the very least, if I was talking about Borderlands 2, then I'd have referenced Borderlands 2, not just "Borderlands".
A fair few people here have taken to cherry-picking at my arguments, so I thought I'd clear that up.
WoW Killer said:
You're presuming those factors aren't quantifiable, though, or not quantifiable within particular contexts. If you want to know the effectiveness of one burst fire weapon against another, you take the amount of rounds in the burst, the damage, the accuracy and add any auxiliary effects as I did above (from what I could tell by the weapon information screens). If such factors weren't quantifiable, there would be no game balance because such "balance" would run on guesswork. Proper balance is difficult at the best of times, so we have to begin with mathematical equivalence and alter things from there.
And I doubt very much that Borderlands or Borderlands 2 have a particularly great deal of weapons balance. Am I correct in remembering that weapons have randomly generated values according to their level? If so, then balance is pretty much impossible by definition. Balance can't be random, but has to be deliberate. Game designers and competitive gamers spend hours at a time pulling their hair out over this kind of stuff. It may not matter to you, which is fair enough, but balance not mattering to you doesn't mean it exists in strong form.
With those factors in mind and considering that Borderlands is a PvE game (for the most part) with other kinds of randomly generated content, we can tell that balance in Borderlands is near enough to impossible. There's a reason that difficult games use random elements as a factor of their difficulty or tend to dispose of most random factors entirely to put more agency in the hands of the player. Competitive games especially tend to dispose of random game elements, or, if they're kept, use pseudo-random systems that ensure that the practical outcomes of any random occurrence are all represented within the space of a single game (rather than following the statistical trend over longer stretches of time, as usual).
Uriain said:
If Compulsion means that instead of think, consideration and deliberation about a choice, your choice is made automatically, and thus no longer a choice, and as you say then reduce the "depth of a game play experience". How do you rate that play style, weapon choice (of the actual weapon itself not strictly the dmg), and other variables within the loot system BESDIES just raw damage output against "compulsion". For example;
I am a fan of Borderlands and Borderlands 2, so when I am going through a play through I am choosing to be and to use X weapon over Y. I am in agreement with you that raw power is a strong factor in selection (or compulsion as you pointed out), but there are other reasons to pick those weapons. From simply an atheistic reason (some guns just look cool) to other more tactile reasons like, Weapon type, mode of fire (burst fire semi vs full auto), elemental damage type, secondary abilities (grenades with life healing properties, shields with resists or quick recharge rate) and not to mention class specific aspects like Zero with a sniper rifle, Siren with elemental damage, etc etc.
So with these alternate points to consider, raw power (to me) doesn't seem like it would always be the option being defaulted to.
Thoughts on that?
I think aesthetic elements (as you point out, and also including sound) are the other major factor people would consider when choosing a weapon, if two weapons are reasonably close in application and effectiveness. When it comes to things that might be considered less obvious (such as damage types and special effects), we have to make the calculations more complex... but said calculations still exist.
For instance, if the acidic damage type is twice as effective against enemy X, then we have to calculate how common enemy X are within the game to determine how much of an advantage the acidic damage type is. As you add elements, the calculations continue to get more and more complex. Ultimately, though, everything can be quantified with a few logical caveats. For instance, having an accuracy rate of 90% doesn't mean that all players will hit with 90% of their shots. Most players will hit with far less via factors such as panic and pressure. But we can say that the weapon is 90% effective rather than 100% effective in relation to the player's existing level of accuracy. So if a player has 60% accuracy, we take 90% of that as the player's "effective accuracy" with the weapon -- so we get 54%.
And Urian, I'd just like to thank you for being polite and respectful, even though we have very different perspectives on Borderlands as a game (or as two games). So thank you for understanding that I'm not trying to take anyone's good experiences with Borderlands away from them -- with these criticisms in mind, I reckon the next Borderlands could be a better game for it without ripping out the guts of the system or the personality of the existing games. 'Cause I'm not interested in ripping down Borderlands (or any game) for the sake of it. I want everyone playing really, really good games, and Borderlands is pretty popular. So it would be pretty awesome if Borderlands was even better, because people that already enjoy it would enjoy it even more and people who don't might get into it as well.