Its also worth noting that the number of bonus orbs that spawn is related to how many extra lives you have banked.
I deliberately left some credits on the ground to see what happens. And yes, there are some creadits added up when the screen fades out. It’s relatively easy to test. Start a hardcore mission, kill some mobs/shoot some crates so credits fall out, and jump off the cliff. You’ll see notifications of credits picked.
I didn’t have anything to do with the design of this encounter, but I have pointed this thread out to those that did have a hand in creating it. I encouraged them to jump on here and talk with you all.
i love the lootplosions, but there are cases were the golden score orbs fly of to locations were you can’t grab them. With bosses this might be a bit harder to do, but with the 6-slot loot chest i think there is some room for improvement.
Thank you.
In summation:
For a First person Badass Shooter Slasher, there is waaaay too much Pacman involved.
Instant teleport after dropping a boss is irritating, so is automatically ending a mission before you’re ready.
If you ARE going to have Pacman involved, stop blasting pellets off the map or onto other unreachable areas.
Oh… and timers suck.

Lootsplosions are just one of the reasons why I love Borderlands and Battleborn. It’s a big firework explosion that visually rewards you for killing a boss. The physics behind it? Not so much. It’s one thing for economy items to fall off the edge but it can be frustrating to see loot fall off into the abyss as well. I haven’t really had too much of an issue with this in Battleborn (fights like the Varelsi Maligner in The Saboteur, stuff can be missed because it falls off the edge and even though it can be restrieved, it is still easily missable), but it was definitely a thing in Borderlands 2. But stuff that drops that is rare/epic or higher and somehow gets missed should be sent to a lost items kiosk (more a suggestion towards BL3), or given to you at the end of the mission regardless.
Bosses like Geoff also like to spit out orbs in a ring around them, and he will often knock you back when he retreats as you have to get in close to pick them up.
A quick idea offhand for bosses like Rendain, (where it jumps straight into a cutscene after each health threshold) would be to have a visual pickup/“mission ends” countdown where you get a reasonable amount of time to pick everything up which is proportionate to the number of players (longer for fewer players). Maybe even a proximty timer as opposed to the yellow orbs hitting the ground and immediately starting to decay so if you are getting knocked back when the boss dies, you aren’t getting penalised for it.
+9.5
It would be nice if the orbs didn’t start evaporating untill you aquire the 1st one. It would be even better if you didn’t have to wait for them to touch the environment in order to start collecting them.
For example:
When the first loot casket spawns on that little island in Saboteur, even if I position myself directly on top of it, I have no choice but watch as most of the orbs are jettisoned off the platform. I’m lucky if I can collect 4 that managed to land on the edge of that tiny ledge.
Grumble… Grumble… Grumble…
[quote=“lowlines, post:37, topic:1491503, full:true”]A quick idea offhand for bosses like Rendain, (where it jumps straight into a cutscene after each health threshold) would be to have a visual pickup/“mission ends” countdown where you get a reasonable amount of time to pick everything up which is proportionate to the number of players (longer for fewer players). Maybe even a proximty timer as opposed to the yellow orbs hitting the ground and immediately starting to decay so if you are getting knocked back when the boss dies, you aren’t getting penalised for it.
[/quote]
How about the game just automatically picks up anything that falls off of a ledge (since you never got a chance to grab it; default in the players’ favor) or is present at when the mission completes. I’ve been told that this already happens with Rendain (e.g. you get teleported out and, even if it doesn’t say it, it still picks up all of the loot; maybe not the score though, which is fine by me).
I’m all for the visual lootspolsion, but I despise seeing stuff fall of the edge and/or being ripped away before I can pickup. I’ve never gotten a legendary from bosses like Isic and Rendain and I feel this has contributed to it.
I hated this mechanic in the Borderlands games and I really hate it here. Why didn’t they learn?
It’s a different thing. What was dropped by Rendain and wasn’t picked up is not lost and thus auto picked up at mission end. As opposed to what fell off a cliff and is likely lost forever.
Well, after previous interactions with officials I’ve measured my expectations more appropriately, but I honestly believed someone would have jumped on and added something to the conversation by now.
Like a reason for ending missions abruptly, the incredibly short decay rate for bonus pellets, or atleast verification that boss drops are automatically aquired.
(Official confirmation would remove most doubts be it one way or the other)
At this point it kinda feels like you were just patronizing me so I would stop tagging devs for info. So I have to wonder, if you did actually bring this to the attention of the people involved, do they just have nothing to say? Or are they just not bothering?
Why would I patronize you? I don’t have time for that. Yes, I did exactly as I said I would and told the designers involved.
My guess is they discuss it during a meeting and ideas get tossed back and forth. If it’s something they can fit into the rest of their plans right away then they do. If not then it gets put on the backburner. That’s assuming they come up with a decent idea right away. One they can all agree on.
Sometimes a fix/change may take several meetings to work through before they find a solution that the majority can agree upon. At this point work on the fix/change begins. Depending on what the solution was it can be done right away or may take some considerable time. Once it’s done it will be announced in the Battleplan and/or patch notes.
They probably won’t say anything about it until that time other than maybe they are discussing it or looking into solutions if they say anything at all. I think it is done this way so they can avoid the backlash when people’s hopes are dashed when it turns out they can’t fix it (or at least fix it in the timeframe people are expecting them to fix it, which is usually tomorrow).
Because the developers are evil and just want to take our money and give us nothing! You hate us and hate your game!
/sarcasmoff
Honestly, the OP should have been amazed and happy that any dev at all responded. One of the things I find absolutely fantastic about you GBX devs is that you actually interact with the community (and not just saying “we know better than you, now shut up”, which is along the lines of what I’m used to seeing from other game devs).
My guess is if nothing else hopefully these type of situations will be avoided in future levels. When I left the conversation with the designers they were definitely discussing it and roping in others who were involved.
@scottv
Why? Any number of reasons, usually related to a person’s general outlook towards those they deem insignificant.
I’ll take you at your word. Therefore I’ll continue to wait with baited breath for the luxury of their input.
@Kaleidodemon
Thats all fine and good, but saying something is always better than silence. Besides, it would take a dev (any dev) afew seconds to atleast say “Yes, any unclaimed gear dropped by a boss is automatically collected” or “no, any unclaimed drops are not collected”.
@Kitru
Maybe I should be amazed and happy that somone responded, but after numerous posts by officials telling players to tag devs if you want somone to respond, Im not that surprised. I also view developers as people, not some superior entity that looms over me from a pedestal.
Basically, I don’t gush over interactions with other people, even if I am a fan of their work.
I’m about 99% sure the only items that aren’t claimed automatically at the end of a level are score pickups.
Coming from another software engineer, it is quite difficult to address every concern of every person that is affected by an application or program. My customer base is infinitesimally small in comparison to the numbers Gearbox draws. I couldn’t even imagine trying to balance out the aspects of a game where players are pitted against each other.
So, to my point, changing any portion of a program can introduce unforseen and extreme detrimentsports to completely unrelated aspects of the game. So any fix that is to be implemented has to not only be tested for its own validity, but also tested with the rest of the software to mitigate as many side effects as possible. That being said, there is very little time or resources to address every issue that arises and a triage of sorts must be performed.
I am absolutely amazed that the developers are actually posting on here on at all! Try getting someone from Microsoft to respond to an email or post!!!
Keep it up GBX!!
See, now that’s what I’m talkin about.
At least we now know that we’re not loosing out on the drops if we aren’t right in Rendain’s face or if we kill Isac at an inopportune moment, ect…
Thank you for clarifying that.
@sethesther
I’m aware that not every issue is going to be a prority, and that there can be unforeseen consequences with adjustments. A decay modifier may appear simple, but depending on what else relies on it, it can impact other aspects of the game. Besides, I doubt the scoring system is a top priority right now.
The more pertinent question related to loot from end drops being unobtainable due to short collection windows, which I personally felt should have been addressed during testing. But if the meta drops are being collected automatically, it’s not as much of an issue. It’s just poor optics.
I’m suprised that you, as a software engineer, find it unusual for developers to interact with their community. If anyone wants to create the best possible experience for their users, interaction is just as important as observation.