游戏《无主之地3》的结局存在着一些重大问题

2019-09-19 3097
这可能并不令人惊讶,但自从上周比赛失利后,我就一直在边区踢球。虽然由于游戏玩法的改进,我在这一系列游戏中获得了前所未有的乐趣,但现在游戏的结局还是存在一些重大问题。
虽然我对BL3很兴奋,但我还是对游戏的结局有些担心,尽管我在发行前听到了一些令人鼓舞的细节。这一次,变速箱显然把更多的注意力放在了游戏的这一方面,但是困扰着这个系列的老问题再次抬头,这里也有新的问题。
过度调优的项目使体验变得琐碎
这是经典的双刃剑的系列疯狂的掠夺方法。如果没有及早发现异常值,同样的事情也会让物品搜寻变得如此吸引人,最终也会让体验变得微不足道。这是一件事,当玩家想出一些疯狂的组合,一个特定的战利品和它的互动与一些技能,也许开发人员无法预料,但你真的不需要努力寻找打破游戏在BL3。
举个例子,Torgue霰弹枪上的粘性手榴弹可以打破大多数遭遇。甚至在发行前的新闻发布会上,人们也注意到了这一点。但也有一些特定的物品,比如陶瓷管炸弹、霰弹枪,以及其他一些简单地将遭遇战简单化的例子。我不确定这是一种放松的变速箱哲学,还是在发布前未能识别出这些异常值并加以限制,但如果这些额外的挑战内容能够如此容易地被打破,那么它们的意义何在?
具有挑战性的内容还不够具有挑战性
即使你没有在BL3中使用一些过度调整的物品或组合,游戏的挑战也会随着大多数有能力的构建和装备种类而显著下降。我玩Moze,但我没跟她做什么疯狂的事。事实上,我运行了一个Autobear构建,这与你对她所能做的大多数OP操作相去甚远,我对Mayhem 3没有任何问题。一些战斗仍然具有挑战性,但是我希望能够更加努力地提高难度。
这是我所担心的,当变速箱计划推出只有三个破坏级别在发射。每一个伤害等级都需要一个更精细的建造来充分处理,并且应该有额外的伤害等级来不断挑战玩家以提高他们的建造去克服。
此外,伤害修正可能比现在更有灵感。目前的选项集是可行的,但我希望看到一些疯狂的变种人从前续集的哗众夺宠的DLC变种人竞技场发挥这里以及。希望这是变速箱已经计划的更高的伤害水平下来的路线。
掠夺慷慨是个问题
一方面,BL3不像《边境国度2》那样吝啬掠夺是件好事,但是BL3提供了太多,太容易了。即使没有进入增加掉落几率的混乱模式,由于基础掉落率和boss农耕的便利(或者更糟,战利品洞穴农耕),耕作战利品也非常容易。
随着大量的游戏道具被世界掉落,这将导致玩家创造出最有效的遭遇战。尽管削弱上述战利品洞穴是在短期内修复,能够轻易冲老板现在由于b13保存点的工作方式确保球员不会有足够的理由做什么但农场相同的几个老板无限。
当然,有人可能会说仅仅得到你想要的物品是不够的,但是除了寻找特定的受膏效果外,找到一个“神卷”并不是传奇物品的事情。还有一些额外的东西需要考虑,比如元素类型或某些情况下的特定词缀,但同样地,游戏现在还不够难,甚至不需要深入挖掘。
战利品在更高难度下是如此的丰富,以至于它也不需要增加伤害等级或难度模式。如果我能找到一个boss,我就能在几秒内持续在大混乱3中掉落4+传奇物品,那么推动一个理论大混乱4、5或6又有什么好处呢?我已经不费吹灰之力就得到了很多战利品。整体下降率需要降低,伤害等级之间的差异需要少一点极端,以便在未来给额外的难度等级留出空间。
所有这些都使得最终游戏内容毫无意义
如果我能在很短的时间内完成boss rush或farm loot caves,我为什么要在意在比赛结束时为一个箱子进行五轮的循环杀戮,或者在15分钟内完成一场试验场赛跑呢?时间投资和回报的潜力根本不存在。见鬼,现在甚至没有理由去关心TVHM。战利品是如此丰富和容易获得,你可以得到你想要的一切,只是磨1-3正常。
如果《BL3》的最后一场游戏想要在这些问题上有所进展,那么就需要做些什么来解决这些问题,否则人们很快就会没有事情可做,也没有理由去做。
以下是我的建议:
•削弱率全面下降,不是到BL2水平,但足以给每个伤害水平(和TVHM)一个存在的理由。下降率应该会合理地提高,因为玩家从正常到可能1-3正常和从TVHM到可能1-3 TVHM。
使每个伤害等级和难度模式(普通/TVHM)更具有挑战性,以配合战利品的变化。包含更多多样和创造性的伤害模式的增益/减增益。
•将世界上的一些农场转移到特定的敌人、老板和模式,以鼓励更多样化的农业生产。
•创建试验场和特定战利品的杀戮循环(和/或包括boss战利品表),并提高这些模式的总时间:奖励比例。
•在boss运行中增加场地风格的挑战,以鼓励玩家在不到一分钟的时间内做更多的事情,而不仅仅是杀死boss并重复。在击败boss之前完成各种区域挑战,奖励战利品箱(每个伤害等级更多)。
•地址超调项和组合。最疯狂的项目和构建应该是有趣和滑稽的,而不是在几秒钟内删除boss。
我意识到该系列的长期粉丝可能会将其中一些“问题”视为游戏的特色或魅力的一部分,但我只是不同意。是的,有很多类似的极端的例子指出在边界和边界2,但变速箱有可能最好的战利品射击游戏业务和it的我看来,事情需要改变能实现这一潜力作为一个持久的ARPG可以玩几年。
你对BL3的结局有什么看法?请在下面的评论中与我们分享你的想法!
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原文:
This probably comes as no surprise, but I’ve been playing nothing but Borderlands 3 since the game dropped last week. While I’m having more fun than I’ve ever had in the series due to improvements in gameplay, there are some significant problems with the endgame right now.
As excited as I’ve been for BL3, I was a bit apprehensive about the endgame even with the encouraging details I heard on the run up to launch. This time around, Gearbox clearly put more focus on that aspect of the game right out of the gate, but old issues that have plagued the series have reared their head once again and there are new issues here, too.
Overtuned Items Trivialize the Experience
It’s the classic double-edged sword of the series’ insane approach to loot. The same thing that makes the item hunt so appealing can also end up trivializing the experience if outliers aren’t caught early on. It’s one thing when players figure out some crazy combination of a specific piece of loot and its interaction with some skill that maybe the developers couldn’t anticipate, but you really don’t need to look hard to find stuff to break the game in BL3.
Sticky grenades on Torgue shotguns can break most encounters, for one. And this is something that people noticed even at pre-release press events. But there are also specific items such as the Porcelain Pipe Bomb, the Flakker shotgun, and other examples that simply trivialize encounters. I’m not sure if this is a sort of laid back Gearbox philosophy at play or a failure to identify these outliers and curb them before release, but what’s the point of all of this additional challenge content if it can be broken so easily?
Challenge Content Isn’t Challenging Enough
Even if you aren’t taking advantage of some of the overtuned items or combinations in BL3, the game’s challenge drops off pretty significantly with most any competent build and assortment of gear. I play Moze, but I’m not doing anything crazy with her. In fact, I run an Autobear build which is a far cry from the most OP thing you can do with her and I’m not having an issue at all on Mayhem 3. Some fights are still challenging, but I expected to have to work a bit harder to move up through the difficulty levels.
This is something I worried about when Gearbox planned to roll out only three Mayhem levels at launch. Each Mayhem level should require a more refined build to tackle adequately and there should be additional Mayhem levels to continually challenge a player to improve their build to overcome.
Also, Mayhem modifiers could be a lot more inspired than they are now. The current set of options are workable, but I’d like to see some of the crazy mutators from the Pre-Sequel’s Claptrap DLC mutator arena come into play here as well. Hopefully this is something Gearbox has planned for higher Mayhem levels coming down the line.
Loot Generosity is a Problem
On the one hand, it’s great that BL3 isn’t as stingy about loot as Borderlands 2 could often be, but BL3 offers too much, too easily. Even without getting into Mayhem modes for increased drop chance, it’s easy as hell to farm loot due to the base drop rates and the ease of boss farming (or worse, loot cave farming).
With a huge selection of the game’s items being world drops, this just leads to players farming the most efficient encounters. Even though nerfing the aforementioned loot cave is a fix in the short term, being able to rush bosses so easily now due to the way save points work in BL3 ensures that players won’t have much reason to do anything else but farm the same few bosses ad infinitum.
Sure, one could argue that it’s not enough to just get the items you’re looking for, but finding a “god roll” isn’t really a thing with Legendary items besides looking for particular Anointed effects. There are some additional things to consider, such as element types or specific affixes in some cases, but again the game isn’t hard enough right now to even necessitate digging in that deep.
The loot is so plentiful on higher difficulties that it also removes the need for increased Mayhem levels or difficulty modes. If I can get a boss I burn down in seconds to consistently drop 4+ Legendary items on Mayhem 3, what’s the upside on pushing a theoretical Mayhem 4, 5, or 6? I’m already getting tons of loot for little effort.  The overall drop rate needs to be lowered and the differences between Mayhem levels need to be a bit less extreme in order to give space for additional difficulty levels in the future.
All of the Above Make Endgame Content Pointless
Why should I care about doing five rounds of Circle of Slaughter for a single chest at the end or for trying to finish a Proving Grounds run in 15 minutes if I can just boss rush or farm loot caves in a fraction of the time? The time investment vs. reward potential just isn’t there. Heck, there isn’t even a reason to care about TVHM right now. Loot is so plentiful and easy to acquire that you can get everything you could ever want just grinding Mayhem 1-3 on Normal.
If the endgame in BL3 is going to have any legs something needs to be done to pull back on a lot of these issues, otherwise people are going to run out of things to do—and reasons to do them—in short order.
Here are my suggestions:•    Nerf drop rates across the board, not to BL2 levels, but enough to give each Mayhem level (and TVHM) a reason to exist. Drop rates should improve reasonably as players move from Normal to Mayhems 1-3 on Normal and from TVHM to Mayhems 1-3 on TVHM.•    Make each Mayhem level and difficulty mode (Normal/TVHM) more challenging to go with the changes to loot. Include more varied and creative buffs/debuffs for Mayhem mode.•    Move some of the world drops to specific enemies, bosses and modes to encourage more varied farming.•    Create Proving Grounds and Circle of Slaughter specific loot (and/or include boss loot tables here) and improve the overall time:reward ratio for these modes.•    Add Proving Grounds style challenges to boss runs to give more incentive for players to do more than just kill the boss in less than a minute and repeat. Award bonus loot chests (more at each Mayhem level) for completing various zone challenges before defeating the boss.•    Address overtuned items and combinations. The craziest items and builds should be fun and zany, not delete bosses in seconds.
I realize that longtime fans of the series may view some of these “problems” as features or part of the charm of the games, but I simply disagree. Yes, there are plenty of similarly egregious examples to point out in Borderlands and Borderlands 2, but Gearbox has potentially the best loot shooter in the business and it’s my opinion that things need to change to reach that potential as an enduring ARPG that can be played for years to come.
What’s your take on endgame in BL3? Share your thoughts with us in the comments below!
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