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【評析】邊緣禁地3(Review Borderlands 3, applied English version)

移動的靶 | 2023-07-08 21:39:42 | 巴幣 2 | 人氣 397

最近因為Steam上有特價,好友勸我一起買來玩看看,雖然2代給我的印象非常差,但看過他的保證以及實際玩過的實況,我也有點心動就買了。

這段時間總算也把槍手跟特務都練到頂級,甚至也挑戰過真實寶庫獵人的混亂等級10難度,想說既然都玩到這樣了就趁自己還熟悉的時候以對這遊戲的體驗經歷寫個評析吧。
(English version I wrote below the chinese version)

優點:

1. 比前作更加細膩的畫面場景。

雖然並不明顯,畢竟這系列一直以來都走卡通風格,再細膩也只能是那個樣子了。

2. 比前作更高的掉寶率。

前作真的太難了,常常一整天打下來都不見得打得到一把金裝,甚至紫裝都很罕見,而商店更是幾乎都只在賣綠裝,頂多出一件藍裝甚至紫裝就該偷笑了,擺出金裝根本像是玩抽卡課金遊戲抽到SSR一般一稀有。

本作的話玩家基本都可以輕鬆刷到金裝,商店也很常賣金裝(賣金裝機率差不多跟垂死之光一樣高,以這樣一款刷裝遊戲而言這是很誇張難得的福利)。

3. 比起前作,本作在高難度挑戰方面給玩家更多自由。

在2代中只要玩家想突破50級上限提升到最高72等,就只能含淚挑戰「終極寶庫獵人」難度然後被怪虐的欲仙欲死,然而在本作已取消「終極寶庫獵人」,玩家只要玩「真實寶庫獵人」難度就可把等級練滿。

另外,只要破關過1次,遊戲便會為已破關過的角色解鎖「混亂模式」,這混亂模式會全面強化遊戲中敵方各項能力值,比如血量、護盾強度、裝甲值,且依照11個不同等級調整強化幅度;另外混亂等級1~10級都會各別隨機挑選出不同的特殊強化(modifiers)增加難度,比如玩家角色或玩家這一邊的NPC全部變成大頭角色讓敵方更容易對我方打出暴擊,或是我方的非暴擊殺傷力降低50%,暴擊殺傷力增加25%,或是敵方隨機出現與元素融合的狀態使其對該元素攻擊及效果免疫且死掉還會引發該元素的元素爆炸等等。

玩家可隨時在遊戲中調整混亂等級,挑戰越高等級的混亂模式可享有更多經驗值、更高的掉寶率及更強裝備(此模式下掉落的裝備都會顯示對應的混亂等級,越高混亂等級的裝備強度更強)掉落等獎勵,玩家若手中已有更強力的裝備便可考慮挑戰更高混亂等級,當然想穩當的刷怪練等也可以,不像2代那樣只能硬著頭皮挑戰更高難度才能升級。

4. 延續系列一貫以來的瘋狂搞笑元素。

3代的可探索地圖雖然已不再受限於某一顆行星或衛星上面,甚至可以前往的行星多達6顆,但這些地方的人們基本還是一堆瘋子,除了像莉莉絲這種極少數人還算正常外其餘都或多或少有些瘋狂。

馬克斯還是一樣,每次都透過自動販賣機強調不接受退貨的主張(前作剛登場時還把一個來要求退貨的客戶直接在腳上開個洞,用的還是對方拿來退貨的那一把槍|||),小蒂娜長大了卻還是講話瘋瘋癲癲動不動就做炸彈還拿強盜測試效果,卡呂普索兄妹就不說了(不瘋狂還能當大魔王嗎?),艾莉那頭肥肥仍然是一登場就把強盜炸成碎片然後還裝可愛(甚至當莉莉絲請她幫忙備好太空船準備離開潘朵拉星的時候她還叫玩家幫她測試她那臺垃圾載具而且還是透過開車碾人的方式|||。

遊戲中也有不少支線任務既搞笑又瘋狂。比如玩家接受莫西請求「殺死殺手伏特」,在他所舉辦的那個競技比賽區域內有個機動廁所關著一個人,那人請玩家幫忙讓他可以打開廁所的門重獲自由,結果搞來搞去把那間廁所的管理AI換掉之後的新AI(清潔機械人的AI)直接讓廁所飛上天際(它覺得那間廁所實在太髒,超出它所能處理的極限)|||;在「死亡之地」行星上有個支線任務,小吵鬧說它偵測到死亡之地存在著一款最新遊戲叫做「世界破壞神」希望玩家將其下載後進行這款虛擬實境遊戲,結果遊戲一開始主持人就丟給玩家一個設計「未完成」的NPC要求玩家在她執行任務時保護她,那個NPC從頭到尾都維持著「大」字姿勢以全身不可動的方式進行移動及跳躍等行動(如下圖)。

每走到一個階段,主持人都會跟一面電子牆一同出現要求玩家「課金」購買增加她移動速度的裝備,玩家若點選NO選項,他還會告知玩家說此選項目前無作用(強迫課金|||),不點YES那面牆就不會消失,要保護的那個女NPC就會一直卡在那邊鬼打牆,有如在諷刺現在的遊戲大玩不合理的內構機制。
凸= =凸

5. 強化了各種防止裝備漏拿的設計及新增各種新的機制。

本作新增了可自動取回之前未撿拾的裝備的機器在庇護所3號玩家角色專用寢室的門口,它會優先保存素質最高的裝備(傳說→史詩→罕見→一般)且玩家可花虛幣在馬克斯的商店擴充此機器可保存裝備的數量。

另外現在本作移除了極小空間的帳號共用倉庫(前作只有4格且不得擴充),把原本各角色的裝備倉庫擴大許多(最多可擴充到500格)並全部改成同帳號所有角色共享的倉庫,也就是說在這代中玩家可以自由將適合其他角色使用的裝備放進裝備倉庫中未來讓自己練的其他角色取用或是好友上線時取出送給好友的角色。

玩家也能透過社群功能利用寄信方式隨時把自己刷到的裝備寄給好友而不需要非等到他/她上線時才能送出。

在戰鬥的時候這代也加入了環境影響要素。比如地板上的積水容易導電,若有玩家或敵方生物站在上面,卻有電屬性子彈打在水上,即便子彈沒有命中任何生物,站在那灘積水上的所有生物都會跟著吃到電擊傷害。
戰場上也有許多輸送管,有些輸送管是可以被打破的,打破輸送管會導致對應的元素池水噴灑在附近地點造成站在其中的所有生物都吃下該元素池所造成的傷害;比起單純只有各種爆炸筒的前作,本作算是給予玩家更多可戰術利用的變化(或是意外?)。

缺點:

先讓各位看一看我之前開實況挑戰混亂等級10的影片

1. 部份影響遊戲性的BUG仍未解決。

(1) 低機率發生當機被踢回桌面的情況。

比如使用自動販賣機的時候有低機率會直接當掉(跳出除錯視窗,按任意鍵即關閉遊戲)。

(2) 裝備列表右方的上下移動用拉霸有BUG。

打開人物身上的物品清單時如果使用清單右方的上下移動拉霸,會導致物品清單的所有功能失常無法使用,除非玩家按ESC鍵強制離開此清單再按I鍵重新打開物品清單才恢復正常。

請看前面影片0:11:37有發生這個BUG。

(3) 自動販賣機商品顯示偶爾會錯亂。

玩家在使用自動販賣機的時候如果先賣裝備再檢視商品,有時列出的商品清單會錯亂變成玩家角色身上已穿戴的武器裝備。

請看前面影片3:08:36有發生這個BUG。

(4) 部分場景中觸發敵方砲兵出現的事件程式語法被設計成可無限次觸發的BUG。

比如主線玩到進攻卡呂普索兄妹的神殿時,路上會經過一座窄橋,對面右邊有個簡陋的守衛塔,每一次玩家只要走到那座窄橋前方,守衛塔上的守衛就會「無中生有」的冒出來攻擊玩家乘坐的載具(有開載具的話)。

(5) 字幕顯示有BUG未修正。

部份錄音帶玩家入手並撥放時,遊戲完全不會顯示出字幕,這對非英語系玩家來說會是相當大的困擾;另外當跑過主線的過場動畫劇情之後,玩家附近NPC所說的話原本該顯示的字幕卻變成了前面過場動畫的最後一句話,看起來就相當突兀。
特洛伊是在潘朵拉星的大寶庫那場決戰結束後的動畫場景中說出那句話的,那也是過場動畫的最後一句話,結果當玩家傳送回庇護所3號還是隨時會看到這段話(然後還會蓋掉其他NPC說話的字幕導致玩家根本不知道NPC在說什麼),真的莫名其妙超出戲的。

(6) 偶爾發生NPC掉進地板下面的BUG。

若是一般敵方雜魚角色掉到地板下方也就算了,但若是任務NPC或甚至任務要打的BOSS那就尷尬了。
比如我曾經遇到過「叢林大戰」支線任務的兩大BOSS決戰時,打到一半波波大王莫名其妙掉到地板下的情況,造成此任務卡死,因為玩家根本打不到它致使任務無法完成。

另外我也曾經碰到過主線任務「家族珍寶號」重要任務NPC貝利克斯在玩家需要保護它操作電腦介面開門的時候掉進地板下面的情況導致任務卡住無法繼續的BUG。

2. 時至今日仍未實裝手電筒或夜視鏡等道具。

這不用我說相信大家都知道在探索地圖時有這些東西可以更方便,特別是像這一類有日夜交替系統的遊戲,而且有些像洞窟或陰暗的室內場所沒辦法開燈照明真的是很不方便。

3. 主線劇情垃圾。

跟前作比起來本作最讓人垢病的恐怕就是主線劇情了。

因為實在太多過於做作的過場劇情。
比如最前面的莉莉絲被那對卡呂普索兄妹襲擊的事件,這段還可說是因為玩家被關在門後面無法助陣才導致莉莉絲戰敗也就算了。

接著是在從卓識星的寶庫出來的時候,前作主角之一的魔女瑪雅竟然在玩家眼前被那對兄妹襲擊而玩家卻什麼都沒辦法做,因為設計師故意把這一段用動畫方式表現,更扯的是完全沒交待為什麼玩家們只能站在旁邊當吃瓜觀眾。

後面到了伊甸-6的寶庫前擊敗被封印的怪物進入寶庫拿完東西出來時,塔妮斯竟然被雙胞胎的哥哥特洛伊直接無視距離隔空遠端綁走(傳送)...可笑的是他們若真有這種力量,直接把玩家角色綁走不就好了?如果我是他的話我會直接遠端把玩家角色們一個個傳送到我特地準備好的牢房,或甚至更惡質點,傳送到某個深不見底的巖漿池的正上方,或是傳送到宇宙空間也行,反正沒穿太空衣的情況在宇宙空間內是必死無疑的。

前作的莉莉絲雖然也老是用魔女的傳送能力自由移動,但她只能傳送她自己,否則她也不至於每次都是自己先傳送離開,放生玩家們在原地自己走回去,能傳送別人的話為何不帶大家一起回去?3代的設定真的太離譜。另一點值得質疑的是若魔女真有這種遠端傳送他人的能力,怎麼前作的莉莉絲不學3代的特洛伊那樣直接遠端把帥哥傑克傳送到庇護所的牢房裡就好了?反正他只是個有點戰鬥力的普通人,可沒辦法抵抗這種魔法或超能力,這樣一來玩家也不需要東奔西走的尋找如何擊敗他的方法了。


然後回到原本的話題,為什麼前作的帥哥傑克沒玩這種親自跑來襲擊玩家陣營的把戲?除了他不是魔女之外,恐怕是因為他身為遊戲中的最終魔王,自然得自重,否則他提早登場現身只會發生兩種情況:

(1) 如同本作的卡呂普索兄妹那樣打敗眾人(包括玩家角色們)。

後面自然他是要怎麼玩都隨他,至少人家是靠實力打贏的(這點可以比照像其他日系RPG那樣搞魔王無敵設定,逼玩家戰敗),但這麼做的缺點自然是編劇得好好想想怎樣讓玩家角色活下去,畢竟死掉自然就GG這遊戲也就沒戲唱了;一次兩次碰上這種危機倒也還好說,硬掰的話劇情還是掰得下去,可是這招如果玩三次以上玩家恐怕就會覺得自己的智商被編劇按在地上磨擦了(BOSS都給你兩次機會了玩家還去找死,那自然是不死都對不起大家的智商了)。

(2) 正常的BOSS戰然後輸給玩家們。

只不過這樣一來遊戲恐怕就提早結束了,除非編劇故意再來個過場劇情讓BOSS可以逃出生天。只不過這樣一來大家對BOSS的印象恐怕就差了不少,BOSS的尊嚴難以維持,連帶設計師或編劇的面子掛不住(對不起,世界上就是真的有這種人)。

所以一般正統遊戲劇情都不會讓最終魔王提早出現,因為後續劇情鋪陳會比較麻煩,所以前作的帥哥傑克總是留在衛星軌道上的Hyperion戰鬥要塞裡面丟機械人下來給玩家們製造麻煩,或是透過收買潘朵拉上的強盜組織來幫他進行各種行動,甚至必要的話他也會直接在上面對潘朵拉星進行超級雷射的定點打擊,因此就算他不親自出場依然可以讓玩家們對他恨得牙癢癢。

而本作編劇所犯的最大錯誤就是,最終魔王太常出現在玩家面前。
如果是為了讓他們刷存在感順便顯露出更G8的垃圾個性,其實編劇早已透過行動傳訊工具Echo讓他們兄妹三不五時騷擾玩家與真紅奇兵眾人,根本就沒必要親自來玩家面前搞事。

更重要的是,來搞事也就算了,但咱們編劇在劇情上卻完全沒有為他們搞事的後果擦屁股...也就是前面說過的,沒有解釋為什麼玩家們明明在現場卻完全不插手(瑪雅受襲時),要綁架塔妮斯卻直接跳過合理方式直接隔空遠端傳送。

最扯的是莉莉絲跟塔妮斯眾人一再的犯下相同的錯誤,降智的情況簡直到了從人類退化為原人的程度。
高手對決時有一句名言是「同一招別想對我奏效」,這邊是「同一招屢試不爽」。這種智能可以領導真紅奇兵7年都不覆滅也實在算是一種奇蹟了。
為什麼我說她們一再犯下相同的錯誤?因為每次玩家開啟寶庫出來都會出事,不是兄妹檔現身搞事就是遠端搖控搞事,還每次都讓他們得手,這種劇情編劇寫得不膩恐怕玩家們都看到膩了?,F場眾人就沒一個帶腦子出門的嗎?

在潘朵拉的寶庫之子雙子神殿與特洛伊決戰之後,泰琳從地上爬起來,編劇又一次讓玩家當吃瓜觀眾看著她把眾人埋在一堆石塊之下,這招似乎永遠用不膩。
我只想對編劇說,你他X是有尊重過玩家嗎?每次都故意在過場劇情讓玩家角色在現場搞消失是怎樣?這種劇情不被噴到爆炸才有鬼,你他X是幾天幾夜沒睡覺才會編出這麼可恥的劇情?

在「死亡之島」、「垂死之光」、「異塵餘生4」甚至是GTA系列,哪一款遊戲在過場劇情中會讓玩家角色消失掉的?玩家角色就像是故事中的主角,你讓主角在每一個重要劇情都無故從現場消失是想表達出什麼故事?Gearbox你們是沒人了嗎?這編劇是在路上隨便抓一個沒讀過書的工人來擔任的?

最後,3代接手的編劇完全不管這些前作劇情與原本設定,直接整出了這麼一個弱智到極限的Echo網紅兩人組魔頭的故事。
原本魔女們都擁有吸收伊利錠的力量以強化自身的能力,但為什麼一直以來都沒有魔女這麼做?原因很簡單,所有的力量都跳不出等價交換原則。

當魔女吸收伊利錠的力量之後,雖能強化自身的異能,但也會因此變得不得不倚賴伊利錠的定時攝取以求生存。
吸收伊利錠有成隱的風險,一旦成隱就會是這樣的下場,一生都得靠吸收伊利錠才能存活。

另外天使曾經說過瑪雅的異能與伊利錠毫無關聯,所以她是極少數不能透過這種方式提升力量的魔女,3代讓特洛伊毫無節制的吸收伊利錠的劇情完全是吹的....他吸收的魔女力量來源是瑪雅,而這種異能並不能從伊利錠上得到強化。
這些都是摘選自網上Fandom邊緣禁地Wiki的資料。

而且就算可以,過量吸收這種力量的副作用也早該顯現出來了才對,3代劇情完全無視了它的副作用,甚至連塔妮思吸收伊利錠都沒全身變成紫色的情況....看似完全不受伊利錠影響一般,莉莉絲吸收伊利錠的時候她可是變成了這個樣子(如下圖)。

4. 商店販賣金裝的機率太高。

為什麼我會把這當作缺點?因為這遊戲本質就是刷裝FPS遊戲,當玩家不用再打怪刷裝的情況下,遊戲還會剩下多少耐玩度?是的,只要玩家角色破關過1次,就可隨時調整混亂等級,接著玩家肯定會做一件事,那就是先把混亂等級設定成10級。然後不停的往返避難所3號及野外有槍店的區域找自動販賣機查看是否有賣金裝,有賣就花錢買下。

註:
11級只是將10級的難度略微降低的一種折中方案,混亂等級11與混亂等級10只差在玩家與怪物都不會有特殊模組效果,但血量、護盾強度及裝甲值還是比照10級的水準,經驗值獎勵與掉寶率都是10級的一半(但聽說混亂等級11的掉寶率比照混亂等級10),只不過掉落的裝備依然是混亂等級10的裝備,遊戲並不存在混亂等級11的裝備

只要玩家不必冒死跑到外面打怪,玩家們就會優先選擇相對安全的方案以獲取最強大的裝備,然後遊戲平衡就完蛋了。
在本作中的錢真的太好賺,加上裝備賣價基本上只看類型及所謂的「物品分數」,素質根本就沒影響(罕見、史詩與傳說那些),導致玩家可以用這種方式輕鬆買齊自己想要的混亂等級10的頂裝,那麼玩家為什麼還要冒死外出打怪?特別是當玩家手中還沒有高混亂的頂級武器的情況下外出打怪只是找虐而已。在這種情況下打怪刷裝成了完全沒有意義的事,那遊戲平衡不就等於是不復存在了嗎?

5. 本作宣傳多達十幾億種武器,實際上都是靠隨機屬性撐上來的。

本作取消了前傳(The Pre-Sequel)的雷射系武器,我玩到現在就只看過一把傳說級自動步槍(雷射炸藥Laser-Sploder)以及史詩級獨一無二手槍(弒星者Starkiller)具有雷射效果而已,而前傳卻是整整一個武器系統都是雷射武器,包括各種不同的元素效果(雷射槍必定帶有元素效果),加上多管機槍也被合併成自動步槍類別的其中一種武器,導致玩家真正能入手的武器種類其實非常有限,大多都是靠著不同的隨機稱號詞條讓相同的幾種槍有較為細節的小變化而已(包括各式傳說級裝備也都會隨機骰出這些不同的隨機附加稱號詞條),比如「劇毒」、「致病」、「侵蝕」等稱號都會為武器加上酸性屬性元素效果,而「燃燒」、「灼熱」則會為武器加上火燄屬性元素效果;但也有些傳說級武器本身就必定帶有某種特定元素屬性或隨機元素屬性,這些武器有些會被掛上固定的稱號,有些則完全沒有稱號只有名字,比如「長毛瑟槍」必定掛上「炎爆」稱號因為它是噴火槍,而「電擊AAA」必定會有電擊屬性元素效果但它並不會套用任何稱號。

能噴出火燄的火燄噴射器也只有「長毛瑟槍」這一把槍,然後它噴的火燄射程短到像噴燈...orz 這武器根本就是垃圾,完全浪費火燄噴射器這樣的武器設計,當笑話都嫌冷。

至於槍榴彈,也被歸類為火箭筒系甚至某些傳說級自動步槍及散彈槍,這種完全混亂式的武器歸類方式只能說實在太不專業,既然要做類似於現實世界既有的槍械,為何故意與現實脫勾到這種程度我是真的無法理解,難道真的是設計人員不作功課所導致的嗎?

說到火箭發射器,在本作的殺傷力足足只剩下前作的1/10....真的沒在蓋你,就是爛到這種程度,然後價格(包括彈藥)還是前作的那種水準,搞得根本沒有玩家想用。

6. 敵方生物會隨時間重生。

這個系列作即使到了第三部,GearBox依然堅持這種單機遊戲的敵方生物都會隨時間重生的設計真的讓我完全無法理解。

線上遊戲的怪物會隨時間流逝而重生是因為玩家往往比怪物還多,特別是在一些像「魔獸世界」這類特別受歡迎的遊戲更是如此,如果怪物不會隨時間重生而且所有野外區域又都是開放式區域,那玩家很快就會面臨無怪可以打的窘境。但這是單機遊戲啊,雖然支援最多4人連線合作,玩家也不可能在數量上超越敵對生物,更何況單機遊戲的所有區域都是會隨玩家進出區域而重置的設計,既然敵方生物會被重置,又何必讓它們隨時間流逝而重生?

這種設計根本就沒必要性,強行設計成這樣只會給玩家帶來不必要的壓力,也就是說如果玩家挑戰高困難等級的情況,敵方生物的HP顯然會變得極多造成每一場戰鬥的時間不可避免一定會被拉長,玩家此時很容易因為戰鬥太久導致前面殺過的敵人在後面敵人還沒殺完的情況下再生了,而變成腹背受敵的危險狀態。

而且就算戰鬥時間沒有這麼久,玩家也會顧忌敵方的重生時間而不敢花太多時間四處探索並拾取各種戰利品到商店處販賣,無謂降低遊戲樂趣,這樣的設計在我看來根本白癡到極點。難道GearBox的設計團隊想透過遊戲惡整玩家?如果玩家希望能多殺點敵對生物賺經驗值或甚至刷裝備,可以透過離開該區域再回來的方式重置區域中所有的箱子跟敵對生物配置,根本就不必透過讓怪物隨時間重生這種更麻煩的方式做到,這樣的設計除了惡整玩家以外沒有其他存在理由。

7. 糟糕的中文翻譯。

雖然劇情方面的翻譯還算OK,沒發現有太大的語意衝突,但裝備效果方面的翻譯偶爾會出現一些莫名其妙語意不詳的內容。
比如下圖這些裝備的隨機詞條意義。
這個詞條後來查證是指造成腐蝕效果的機率。

儘管這款遊戲支援各國語系顯示沒錯,但當玩家覺得翻譯出現不恰當或有疑問,也只能透過切換為英文的方式來看它原本的意思。

此外,許多技能的中文翻譯也都沒有因應新版本的修正而做出對應的更動,造成玩家如果不上英文網站查資料的話根本就不知道真正的效果已經與中文翻譯的內容不再相同,這個問題非常誤導玩家,官方既然有心要中文化,怎能不對平衡性修正方面進行同步的翻譯更新?這真的非常不負責任。

比如贊恩的「膠帶模組」技能早已不再對自身的槍彈及手榴彈傷害免疫,玩家不知情恐怕會因此誤殺自己很多次。
又比如贊恩的另一個技能「宛若鬼魅」所具有的無視子彈機率以及開啟主動技能後的額外無視子彈機率早已不再是15%而被改成6%以及9%(開主動技能後追加的值)。
參照Wiki資料Like a ghost(宛若鬼魅)

總結:

這款遊戲雖說仍有些缺點,甚至有許多BUG可以讓我們看出製作團隊倉促趕工的痕跡,但仍瑕不掩瑜。
我對邊緣禁地2的評論是差評,但對3代我願意給它好評,雖然當初我針對2代過高的難度設定以及強迫玩家非得挑戰頂級難度才能讓角色封頂的做法頗不以為然,還曾經因此直接在官網建議GearBox改善二代的這種設計但卻被他們無視,不過既然他們在3代針對這方面做改進了,那就表示他們並非無藥可救,這徹底改變了我原本對他們的看法,對此我願意再給他們一次機會。

English version here

Recently, because there is a crazy sale on Steam, my friend persuaded me to buy it and play it together. Although "Borderlands 2" gave me a very bad impression, but after seeing his guarantee and the actual playing live video, I was also a little tempted and bought it.

During this period of time, I have finally played both gunner and operative to the top level, and even challenged the difficulty of mayhem 10 of True Vault hunter Mode. I want to say that since I have played this way, I will write the review from my experience of this game while I am still familiar with it.

Advantages:

1. More detailed picture scene than previous game.

Although it's not obvious. After all, this series has always been in a cartoon style.

2. Higher drop rate than previous game.

The previous game is really too difficult, and it was not always possible to get any legendary(gold) equipment after playing for a whole day.

Even epic equipments are very rare, and stores almost only sell common equipments, at most one more rare(blue) or even epic(purple) stuffs should be a joke, and putting on a legendary equipment is like playing a gacha game to get an SSR Generally a rare.

In this game, players can basically get legendary equipments easily, and stores often sells them(the probability of selling gold equipments is almost as high as "Dying Light", which is an exaggerated and rare benefit for such a game to farm equipment).

3. Compared with the previous game, this game gives players more freedom in terms of difficult challenges.

In Borderlands 2, as long as the player wants to break through the upper limit of level 50 and raise it to the highest level of 72, he can only challenge the difficulty of "Ultimate Vault Hunter" with tears, and then pressed the player's face to the ground by enemies and rubbed it.

However, "Ultimate Vault Hunter" has been canceled in this game. Players only need to play the difficulty of "True Vault Hunter" to reach the top level.

In addition, as long as the game is cleared once, the game will unlock the "Mayhem Mode" for the character who have done the work. This Mode will fully strengthen the enemy's various abilities in the game. Such as health point, shield, armor, and adjust the strengthening range according to 11 different levels.

Mayhem level 1~10 will randomly select different special modifiers to increase the difficulty.
For example, the player characters or the NPCs on the player's side all become big-headed characters to make it easier for the enemy to hit us with critical hit, or our non-critical hit damage is reduced by 50%, and the critical hit damage is increased by 25%, or some enemies randomly appears in the state of fusion with the element, making them immune to the element and their death will also trigger the elemental explosion and so on.

Players can adjust the mayhem level in the game at any time, and challenge the higher level mayhem mode to gain more experience points, higher treasure drop rate and more powerful equipments drops and other rewards! Equipments dropped in this mode will display the corresponding mayhem level, the higher level mayhem equipments always are more powerful than lower level mayhem equipmentss.

There are unique weapons and gear that only drop at Mayhem Level 4 and above, and others that only drop at Mayhem Level 6 and above.

If players have enough power of equipments, they can consider challenging higher mayhem levels. Of course, they can also farming experience steadily in non-mayhem mode, unlike you have to bite the bullet and challenge damnned "Ultimate Vault Hunter" in Borderlands 2.

4. Continuing the crazy and funny elements of the series.

Although the exploreable maps of the game are no longer limited to one certain planet or satellite, and there are even up to 6 planets that can be explored, the people in these places are basically a bunch of lunatics, except for a very few like Lilith. Other than normal people, the rest are more or less crazy.

Marcus is still the same, every time through the vending machine, he emphasizes that he does not accept refund.
Tiny Tina grew up but still talks crazy, makes bombs and uses bandits to test her work.
Let's not talk about the Calypso Twins(can you be a final boss if you are not crazy?).
Ellie is still a debut Just blast the bandit to pieces and be cute, even when Lilith asked her to help get her spaceship ready to leave Pandora she asked players to help her test her vehicle and run over people by driving it Way.

There are also many side missions in the game that are both funny and crazy. For example, the player accepts Mad Moxxi's quest "kill Killavolt". In the area of the competitive competition he held, there was a man locked in a mobile toilet. The man asked the player to help him open the door of the toilet to free him. As a result, he messed around and changed the management AI of the toilet. That replaced AI(the cleaning robot) directly makes the toilet fly into the sky (it thinks the toilet is too dirty, beyond the limit it can handle).

There is a side mission "Transaction-Packed" on the planet "Nekrotafeyo". When the player run over a place in the planet Claptrap will contact the player and states that it detected there is a new VR game called "Destroyer of Worlds" at "Desolation's Edge" area in the planet. It requests the player to download it and play this game. In the VR game, at the beginning of the game, the host threw an "unfinished" NPC to the player and asked the player to protect her when she performed the task. The NPC maintained the "cross" posture from the beginning to the end, so that the whole body could not move actions such as moving and jumping(as the screenshot below).

Every time a stage is reached, the host will appear with an force field and ask the player to buy a boots that increases her movement speed. If the player clicks the "NO" option, he will also inform the player that this option is currently useless (you must pay to pass), if you don't click the "YES", the force field will stay there forever, and the NPC will keeps be stuck there, as if mocking unreasonable in-app purchase mechanism in the current games.

5. Enhanced various designs to prevent missing equipment and more.

The game has added a machine(Lost Loot machine) that can automatically retrieve previously unpicked equipments at the door of the dormitory for player characters in Sanctuary III. It will give priority to saving equipments with the highest quality (legendary→epic→rare→common) and players can spend virtual money expand the amount of gears this machine can store in Marcus' shop.

In addition, the game has removed the account-shared storage with a very small space(the previous game only had 4 grids and could not be expanded), and the equipment storage has been greatly expanded (could be extended up to 500 grids) and it have been changed to be shared by all characters of the account. That is to say, in the game, players can freely put equipment suitable for other characters into the equipment storage for other characters to play in the future or take out and give to friends when they go online.

Players can also use the community function to send equipments they got to their friends at any time by sending letters without having to wait until he/she is online.

During the battle, this game also added environmental impact elements. For example, the water on the floor is easy to conduct electricity. If there are players or enemy creatures standing on it, but there are electric bullets hitting the water, even if the bullets do not hit any creatures, all the creatures standing on the puddle of water will suffer electric shock damage.

There are also many pipes in the game, and some pipes can be broken. Breaking these pipes will cause the corresponding element water to be sprayed on nearby locations(it will formed a element pool), causing damage to all creatures standing in it by the new element pool; compared to only simply various explosive barrels in "Borderlands 2", this game can be regarded as giving players more changes that can be used tactically (or accidents?).

Defects:

First let you take a look at my previous live video that challenged mayhem level 10.

1. Some bugs that affect gameplay have not been resolved.

(1) There is a low probability that the computer will crash and be kicked back to the desktop.

For example, when using a vending machine, there is a low probability that it will causes crash(pop up the debug window, press any key will close the game).

(2) There is a bug in the bar for moving up and down on the right side of the equipment list.

After opened the item list, if the player use the bar on the right side of the list, all the functions of the item list will be disabled and cannot be used, unless the player presses "ESC" key to forcibly leave the list and then press "I" key again to re-open the item list to return to normal.

Please see the BUG at 0:11:37 in the previous video.

(3) Occasionally, the display of vending machine items may be wrong.

When the player uses the vending machine, sometimes the list of goods listed will be equipments carried by the player character.

Please see the previous video at 3:08:36 where this bug occurred.

(4) The event script that triggers the spawning of enemy gunners in some scenes is designed to be a BUG that can be triggered infinitely.

For example, when attacking the Temple of Calypso Twins in the main quest, there will be a narrow bridge on the road, and there is a simple guard tower on the opposite right. Every time the player's character walks through the fixed place in front of the narrow bridge, the gunner on the guard tower will " Out of Nothing" spawns to attack the player's character.

(5) There are bugs in the subtitle display that have not been fixed.

When some tapes the player got and played, the game will not display subtitles at all, which will be quite troublesome for non-English-speaking players; in addition, after running through the cutscenes of the main storyline, what NPCs near the player's character said the subtitles that should have been displayed turned into the last sentence of the previous cutscene, which looked quite abrupt.

(6) Occasional bug where NPCs fall into the floor.

It's okay if the general common enemy NPC fall to the bottom of the floor, but it's embarrassing if it's a task NPC or even a BOSS.
For example, I once encountered the decisive battle between the two bosses of the "Rumble in the Jungle" side mission, halfway through the battle, "King Bobo" fell to the floor inexplicably, causing the mission to be stuck, because I couldn't hit it at all and the mission could not be completed.

In addition, I have also encountered a bug where the NPC "BALEX" fell into the floor when the player needs to protect it to open the door of the computer interface of the important mission of the main mission "The Family Jewel", which caused the mission to be stuck and unable to continue.

2. Until now, props such as flashlights or night vision device have not been applied into the series game.

It goes without saying that I believe everyone knows that it is more convenient to have these things when exploring the map, especially in games like this with a day and night alternation system, and it is really uncomfortable that there are some caves or dark indoor places where there is no way to turn on the lights. It's really inconvenient.

3. The main story is rubbish.

Compared with the previous game(Borderlands 2 and Pre-Sequel), the most disturbing thing about this game is probably the main story.

Because there are too many cutscenes that are too contrived.
For example, in the incident where Lilith was attacked by Calypso Twins at the early progress of the game, it can be said that Lilith was defeated because the player was locked behind the door and could not help her in the fight.

Then, when the player came out of The Vault of Promethea, the siren Maya, one of the protagonists of the previous game, was attacked by The Twins in front of players, but players couldn't do anything, because the designer deliberately expressed this part in the cutscene way, more nonsense is that there is no explanation at all why the players can only stand there and do nothing.

Later, when the player went to The Vault of Eden-6 and defeated the sealed monster, entered it and got the stuffs then came out, Tanis was kidnapped by the twin brother Troy directly ignoring the distance(teleportation)... It's ridiculous that if they really have this kind of power, wouldn't it be fine to just kidnap the player character away? If I were him, I would directly teleport the player characters one by one to my specially prepared prison cell, or even worse, directly above a bottomless magma pool, or to somewhere in the space is also fine, anyway, if you don't wear a space suit, you will definitely die in the void.

Although Lilith in "Borderlands 2" always uses the siren's teleportation ability to move freely, she can only teleport herself, otherwise she teleported away by herself every time, and let the player return to base on foot, why did't she take everyone away together? The setting of the game is really outrageous.

Another point that is questionable is that if the siren really has the ability to teleport others, why didn't Lilith in "Borderlands 2" just teleport Handsome Jack to the prison of The Sanctuary from Helios Battle Station like Troy in the game? Anyway, he(Jack) is just an ordinary person with a little combat power, but he can't resist this kind of magic or super power, so all players don't need to looking for the way to defeat him. The kind of power is too overpower, so it cannot exist in the background of Borderlands game.

Then back to the original topic, why didn't Handsome Jack in "Borderlands 2" play this trick of personally come to assault the player in early progress of the previous game? In addition to the fact that he is not siren, it is probably because he is the ultimate BOSS in that game, so he naturally has self-respect, otherwise there will only be two situations that will happen if he appears early:

(1) Defeat everyone(all NPC and players) like Calypso Twins in this game(Borderlands 3).

Naturally, he can do whatever he wants in the future, at least he defeated players by his own power(this can be compared with other Japanese RPGs where the boss is invincible, forcing the player to lose), but the disadvantage of this way is naturally that the screenwriter has to think carefully. How do you think about keeping the player character alive?

After all, if players all die, the game will be out of action; it's okay to encounter this kind of crisis once or twice. Players who have played more than three times will probably feel that their IQ has been rubbed on the ground by the screenwriter (the BOSS has given players two chances, and players still seeks death, so naturally, if they don't die, the screenwriter will be sorry for everyone's IQ).

(2) Fight like Normally BOSS and then defeated to players.

It's just that the game might end early in this way, unless the screenwriter intentionally makes another cutscene so that the final BOSS can escape. It's just that everyone's impression of BOSS will be quite different in this way. It's hard to maintain the dignity of BOSS, even the designer or screenwriter's dignity(sorry, there are really such people in the world).

Therefore, the general orthodox game screenwriter or designer will not allow the final boss to appear early, because the follow-up plot will be more troublesome, so Handsome Jack in "Borderlands 2" always stays in the Hyperion battle station on the satellite orbit(Helios) and threw battle robots to cause trouble for players, or put huge bounty on players and made them chased by bandits on Pandora. And even if necessary, he will directly attack player camp on Pandora with super laser or bombardment, so even if he did not appear in person, he can still let players hated him so much.

And the biggest mistake made by the screenwriter of this game is that in the end, the final boss appears too often in front of the player.
If it is to let them show their presence and reveal a more base personality, in fact, the screenwriter has already used the mobile communication tool "Echo" to let their twins harassed players and the Crimson Raiders repeatedly, so there is no need to personally come to player camp and make trouble.

What's more, it's okay to come to make trouble, but our screenwriters didn't wipe their asses at all in terms of the consequences of their troubles... That's what I said before, and didn't explain why players were clearly on the scene but didn't intervene it at all(when Maya is attacked). Kidnaps Tanis but directly skip the reasonable way and instead teleported her ignored the distance(he even didnot come to Tanis' location).

The most absurd thing is that Lilith and Tanis made the same mistakes over and over again, and the situation of degrading their intelligence was almost to the point where they degenerated from human beings to shandingdong man beings.
There is a famous saying in the duel between battle masters that "the same trick doesn't work for me", and here it is "the same trick always work on them perfectly". It is really a miracle that this kind of intelligence(Lilith) can lead The Crimson Raiders survived for 7 years.

Why did I say they made the same mistakes over and over again? Because every time when players opened The Vault, there will be accidents. Either the twins show up to make troubles, or the remote control makes troubles, and let them succeed every time. I am afraid that the players will get tired of seeing this kind of plot. Didn't everyone at the scene go out with their brains?

After the battle with Children of the Vault at the Temple of Twin God and defeated Troy, Tyreen climbed up from the ground, and our screenwriter once again let players watched her bury everyone under a pile of stones. they seems can't get this trick enough of sth.

I just want to tell the screenwriter of the game, have you ever respected the players? why did you deliberately making the player character disappear at the scene every time in every cutscene? You fXcking have not slept for several days and nights to made up such shameful story plot?

In "Dead Island", "Dying Light", "Fallout 4" and even the GTA series, which game will make the player character disappear in the cutscene? The player character is like the protagonist in the story. What story do you want to express by letting the protagonist disappear from the scene for no reason in every important plot? Are you GearBox out of human resource? Did you randomly grabbed a person who hadn't read any book on the street to be your screenwriter?

In the end, the screenwriters completely ignored the stories of previous series games and original settings, and directly made up such a brainless story about a two-person group of Echo Internet celebrities.
Originally, sirens have the ability to absorb the power of Eridium to enhance themselves, but why has no siren done this all the time? The reason is simple, all powers cannot jump out of the principle of equivalent exchange.

"However, this has serious side effects. While Eridium increases a Siren's powers and makes them more powerful, even increasing their natural healing to the point of superhuman regeneration, the 'high' of the power boost has the potential to be addictive. Sirens that are given, willingly or forcefully, a constant flow of Eridium to absorb become unable to live without it: the Eridium essentially becomes their life support. Should the constant flow of Eridium stop, the Siren will die.

Despite this, Angel mentions in an ECHO recording that Maya (the only playable Siren in Borderlands 2) has no connection to Eridium."  --excerpted from FANDOM Borderlands Wiki

Therefore, we can reasonably speculate that she is one of the very few sirens who cannot increase their power in this way. The plot of Troy's unrestrained absorption of Eridium in the story is completely exaggerated.... The source of he absorbed siren power is Maya, and This power cannot be enhanced from Eridium.

And even if it is possible, the side effects of excessive absorption of this kind of power should have appeared long ago. The plot of the game completely ignored the side effects, and even Tanis didn't turn purple all over after absorbing the Eridium....Look as if completely unaffected by Eridium, Lilith's whole body became purple color when she absorbed the Eridium.

4. The chances of stores selling legendary equipments are too high.

Why would I take this as a defect? Because the essence of this game is the farming equipments style FPS game, when players don't need to fight monsters to farm mayhem 10 legendary weapons, how much replayability will the game have left?

Yes, as long as the player character has cleared the game once, the mayhem level can be adjusted at any time, and then the player will definitely do one thing. Which is to set the mayhem level to 10 first, then keep going back and forth between Sanctuary III and any area where there has gun shop in the game to find vending machines to see if there are legendary equipments for sale, and buy them if they are sold. Don't forgot it that players can very easy to earn money by selling all equipments they don't need, especially when their characters reacged level 72. They can earn some easy money in normal mode anytime, and as i said all equipments' price no effected by their rarity.

Note:
Mayhem 11 is just a compromise plan to slightly reduce the difficulty of mayhem 10. The only difference between them is that players and monsters will not have special modifier effects, but HP, shield and armor are still the same with mayhem 10, the experience and equipment drop rate bonus are half of mayhem 10 (but I heard that the drop rate of mayhem 11 is compared with nayhem 10), but the dropped equipment is still considered mayhem 10 equipment, there is no mayhem 11 equipment in the game.

As long as players don't have to risk their lives to go outside to fight monsters, players will give priority to the relatively safe solution to obtain the most powerful equipment, and then the game balance is over.

5. The game promotes as many as one billion weapons, which are actually supported by random attributes.

This game cancels the laser weapons of Borderlands The Pre-Sequel. I have only seen one legendary assault rifle until now(non DLC weapon) "Laser-Sploder" and one epic unique pistol(non DLC weapon) "Starkiller" have laser effect.

But Borderlands The Pre-Sequel is that one entire gun system is laser gun, including various elemental effects (laser guns must have elemental effects).

Minigun is also merged into one of the weapons in the assault rifle category. As a result, the types of weapons that players can actually acquire are actually very limited. Most of them rely on different random title entries to make the same guns have relatively small changes in details(including all kinds of legendary equipment. random additional title entries), such as "venomous", "causative", "corrosion" and other titles will add acid element effects to weapons, while "burning" and "scorching" will add fire attribute elements to weapons effect; but there are also some legendary weapons that must have a specific element attribute or random element attribute. Some of these weapons will have a fixed title, and some will have no title at all and only a name.

For example, "Long Musket" must be hung The title of "Pyroburst" is because it is a flamethrower, and "AAA"(pistol) must have the effect of electric shock attribute elements, but it does not apply any title.

This game really has flamethrower, but it is a legendary submachine gun, and this is the only gun that can emit flames, and the range of flames it emits is as short as a blowtorch... orz this weapon is rubbish , A weapon design like a flamethrower is completely wasted, and it's too cold to be a joke.

As for grenade launchers, they are also classified as rocket launchers and even some legendary automatic rifles and shotguns. This completely chaotic way of classifying weapons can only be said to be too unprofessional. I really can't understand why the firearms are deliberately out of touch with reality to such an extent. Is it really caused by the designers not doing their homework?

Speaking of the rocket launcher, the damage of these weapons in the game is only 1/10 of that of "Borderlands 2"... I'm really not lying to you, it's just so bad, and the price (including ammunition) is still the same as the previous game Such a level, so that no players want to use it at all.

6. Enemy creatures respawn over time.

Even in the third part of this series, GearBox still insists on the design that the enemy creatures in this coop multiplay game will respawn over time, which really makes me completely unable to understand.

Monsters in online games will respawn over time because there are often more players than monsters, especially in some particularly popular games like "World of Warcraft", if monsters don't respawn over time and all wild areas are all open areas, so players will soon face the dilemma that there is no monster to fight.

But this is NOT MMORPG. Although it supports up to 4 players to play cooperately, it is impossible for players to surpass the number of hostile creatures. What's more, all areas of the multiplay game are designed to be reset as the player enters and exits the area. Since the enemy creatures can be reset, so why make them respawn over time?

This kind of design is not necessary at all. Forcibly designing it like this will only bring unnecessary pressure to players. That is to say, if players challenges the situation with a high difficulty level, the HP of the enemy creature will obviously become extremely high, causing every battle time will inevitably be lengthened.

At this point, it is easy for players to fight for too long and cause the enemies killed before to respawn before they kill further enemies, and become a dangerous state of being attacked by two side enemies.

And even if the battle time is not so long, players will be afraid of the enemy's respawn time and dare not spend too much time exploring and picking up various loots to sell in the store, which will unnecessarily reduce the fun of the game.

In my opinion, such a design is completely idiotic. Could it be that GearBox's design team wants to maltreat players through their game? If the player wants to kill more enemies to earn experience points or even loot more equipments, he can reset all the treature containers and enemies configurations in the area by leaving the area and returning. It's done in a troublesome way, and there is no reason for such a design to exist other than to maltreat players.

Summarize:

Although this game still has some shortcomings, and there are even many BUGs that can let us see the traces of the production team rushing to work, but it is still flawless.

My review on Borderlands 2 is bad, but I am willing to give it a good review on the game, although I was quite disapproving of the excessively high difficulty setting of Borderlands 2 and forcing players to challenge the top level of difficulty to reach the character's level to the top. Therefore, I directly suggested that GearBox improve the design of Borderlands 2 on the official website, but they ignored it.

However, since they have made improvements in this regard in the game, it means that they are not hopeless, which completely changed my original opinion of them. opinion, for which I am willing to give them another chance.

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