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Gearbox seeking PC-centric suggestions for Borderlands 2

I'll through my 2 cents in

1.) FOV Option
2.) Steamworks
3.) Ability to use both KB/M, and Controllers, with correct on screen prompts for both.
4.) All the Graphical Settings PC players are accustom to
 
These types of threads always bring to my attention how poorly skilled I am to analyze the games I play. I'm more than 30 hours into the game as of today, been playing it daily, but if someone asked me, most of the requests in here wouldn't even cross my mind. For example:

ShockingAlberto said:
Oh yeah, this is a huge one. Getting the mouse speed to feel right always felt like such a struggle.
Never perceived anything wrong with that. And it's not that I noticed it but am alright with it. I just never noticed it.

To be honest, the only thing I've actually desired during my ongoing playthrough is the ability to scroll in menus with the mousewheel, instead of the Up/Down page keys.
 
It sounds like my major gripes have already been covered; really, FOV and half-assed menu controls were two of the biggest issues I had with the game.

One thing: In fixing the FOV through twiddling with the .inis, I accidentally changed the settings in a way that basically gives the siren special ability a major "warp tunnel" effect when it's activated. Does anyone know what I'm talking about here? I'd love it if they'd leave the backdoor open for us to futz around and find little quirks in the game like that.
 
Davidion said:
It sounds like my major gripes have already been covered; really, FOV and half-assed menu controls were two of the biggest issues I had with the game.

One thing: In fixing the FOV through twiddling with the .inis, I accidentally changed the settings in a way that basically gives the siren special ability a major "warp tunnel" effect when it's activated. Does anyone know what I'm talking about here? I'd love it if they'd leave the backdoor open for us to futz around and find little quirks in the game like that.

I'm pretty sure that warp tunnel effect you are talking about results from you increasing the FOV. When you use the siren special ability it goes back to default FOV so you get that feeling.
 
  • NO GAMESPY
  • Steamworks
  • FOV slider
  • Lots of graphical sliders and buttons
  • Better UI that's designed for a mouse
  • Mod/Editor support

<3
 
A roll system for loot, kind of like how WoW has it. Need/Greed/Pass. I hate how everyone stops fighting to loot a corpse or open a chest.
 
Weenerz said:
A roll system for loot, kind of like how WoW has it. Need/Greed/Pass. I hate how everyone stops fighting to loot a corpse or open a chest.
Not a pc centric suggestion but important nonetheless.
 
Not too much to add that hasnt been said already. Basically, if they look at a lot of the things that the Borderlands Advanced Config Utility added to the game, they be off to a great start.
 
Weenerz said:
A roll system for loot, kind of like how WoW has it. Need/Greed/Pass. I hate how everyone stops fighting to loot a corpse or open a chest.
The most annoying system ever i've encountered in RIFT. And btw this is a coop game, You will most likely only play with friends, so there wont be griefing.

Gearbox just make a proper trading support and if You can, implement auction house.
Leagues competitions like in Path of Exile would be awesome too and that's not that hard to implement.
 
  • Proper FOV or FOV slider
  • MSAA support (doable in UE3 even under DX9 -- see Arkham Asylum)
  • All menus should be mouse-friendly (mouse only navigation, wheel support for scrolling))
  • Include a benchmark (should have external controls via command line)
Don't really care about the rest (well, I'd propose to make high resolution textures and tesselate the hell out of all characters and environments but with consoles being the lead platform budget-wise you won't do it anyway).
 
garath said:
I'm pretty sure that warp tunnel effect you are talking about results from you increasing the FOV. When you use the siren special ability it goes back to default FOV so you get that feeling.

I figured but I really couldn't be sure.

I always thought it was a neat effect that made the gameplay pop ever so little. Since the original seemed pretty tweakable, I'd love it if they kept all of that open and customizable.
 
KKRT00 said:
The most annoying system ever i've encountered in RIFT. And btw this is a coop game, You will most likely only play with friends, so there wont be griefing.

Gearbox just make a proper trading support and if You can, implement auction house.
Leagues competitions like in Path of Exile would be awesome too and that's not that hard to implement.
Having a proper trade system among players in a groups would be nice.
 
Be the first to support Steam's Big Picture Mode. Make sure split-screen works properly.

Sorry, but I want my PC to be a super-charged console. That's how I use it.
 
KKRT00 said:
When did they make this command? Is it working?
I've never heard about proper MSAA support in UE before DX 11 implementation and pdf about Samaritan tech demo says that its DX 11 only feature.

It was added in February I believe. It didn't work back then (it crashes the engine), but to add it in the first place I can only assume their intention was to make it working properly eventually.. I don't know if it's been fixed in newer builds.

In any case, some Unreal Engine 3 games like Alice, Mirror's Edge and Epic's own Bullestorm, have MSAA support out of the box in DirectX 9.
 
Wired said:
What's the reasoning behind such low FOV on consoles anyway? Maybe I'd figure it out if I thought about it some more, but easier to ask :P

Console gamers sit farther away from their screens, meaning that the screen needs to show a narrower view on the world to look right. PC gamers sit right up on their screens, so the view angle needs to be be wider to look right. It's like a window set in a wall. Get closer to the window, and you see more of the outside world.
 
angular graphics said:
In any case, some Unreal Engine 3 games like Alice, Mirror's Edge and Epic's own Bullestorm, have MSAA support out of the box in DirectX 9.
Mirrors Edge is heavy modified, didnt know about Alice and i heard [havent played] that Bullerstorms MSAA is bugged.
 
IlludiumQ36 said:
Borderlands had plenty of plot and many "characters" (Tannis' journals were great). It was smartly out of focus but there for the discerning eye. The last thing we need is a bunch of exposition, cut-scenes, & scripted garbage getting in the way of the shootin'/lootin' co-op gameplay.


*sigh*
On the other hand, Borderlands had a weird situation where I wasn't engaged in the story at all despite really wanting to be. I found the world interesting, but I didn't think the story was told very well.

The best example of exposition in the game was entering the old town with the high-tech soldiers in it. That mission told more (and better) story than any journal entry in the game. Unfortunately, it was one-of-its-kind and nothing else in the game felt quite the same.
 
Hmmm...

-I would love proper AA support
-A mappable key to use a health kit, instead of having to stop, open inventory, and click one
-Skippable movies and cutscenes
-Better way to read quests (What? I like reading them)
 
KKRT00 said:
Mirrors Edge is heavy modified, didnt know about Alice and i heard [havent played] that Bullerstorms MSAA is bugged.

Mirror's Edge is not as modified as you think I believe (what makes it different is its fancy baked lighting - all done offline by DICE, so the realtime rendering aspect of the engine shouldn't be that much different), and Bulletstorm worked as it should at least for me.

And add:
Batman: Arkham Asylum
Homefront

to the list of UE3 games running in DX9 that have a working AA option in their menu.
 
ShockingAlberto said:
On the other hand, Borderlands had a weird situation where I wasn't engaged in the story at all despite really wanting to be. I found the world interesting, but I didn't think the story was told very well.

The best example of exposition in the game was entering the old town with the high-tech soldiers in it. That mission told more (and better) story than any journal entry in the game. Unfortunately, it was one-of-its-kind and nothing else in the game felt quite the same.

Fun fact. I played through the game three times and I still have no idea what the story was about except for finding this vault thing. Which I assume I found.

Now don't get me wrong, I don't go out of my way to get involved in the story in games like this but usually I have an inkling. It was probably ignoring the floating head that talked while I was running around shooting things that caused the disconnect in my case.
 
angular graphics said:
It was added in February I believe.
As far as I know it was added to Unreal SDK after NV developed it for BAA. That was quite some time ago now so there really is no reason for not having MSAA support in UE3 game even under D3D9.
 
Sorry, off topic but this seems the most recent Borderlands thread. I'm playing the original on PC, is there any way to change the text scrolling in mission screens from PageUp/PageDown? I've got the config tool, but there doesn't seem to be an option to change it, and another fix I found said that it only works in the mission log, and not the mission acceptance screens.

Am I stuck using PgUp/PgDn?
 
give me an FOV slider and I'll preorder.

Oh, and mouse button support. I'm still shocked how many new PC games come out without support for more than 3 mouse buttons. No PC gamers are using a Microsoft Lifestyle mouse.

Oh, and good split screen co-op and LAN.

These things happen, you get my $50 before the game even comes out. I trust ya on the rest.
 
PaulLFC said:
Sorry, off topic but this seems the most recent Borderlands thread. I'm playing the original on PC, is there any way to change the text scrolling in mission screens from PageUp/PageDown? I've got the config tool, but there doesn't seem to be an option to change it, and another fix I found said that it only works in the mission log, and not the mission acceptance screens.

Am I stuck using PgUp/PgDn?
You might as well just accept the quest or whatever then read it later. The PgUp/PgDn nonsense is the dumbest thing ever but the fix does work for the quest log.
 
Little late but personally I liked the default of crouch toggle and zoom hold as opposed to crouch hold / zoom toggle. This preference is probably a 50-50 split in the gaming community so whatever gearbox does I would like to see crouch and zoom options in the configuration menu.
 
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