There’s an unspoken agreement here between the game designer and the player that major battles need to end with loot. This is a problem in the battle for Angel, since there’s no time for looting after the battle and doing so would be tonally wrong. We can’t very well have the player gleefully popping open chests around the corpses of Roland and Angel or scarfing up loot off the ground while Handsome Jack enacts his ambush.
One of the advantages of comedy adventure is that when the story gets stuck the writer can switch to comedy. That’s what they do here.
Lilith teleports the player away. You appear in an unknown room in an unknown location, surrounded by red chests. After looting them all (because why wouldn’t you?) you find the door and discover that Lilith was indeed able to send you to Sanctuary like she intended. You landed in the back room of Marcus’ shop, which you just inadvertently robbed. It’s a funny moment that helps transition from the previous drama back to the standard shoot & loot gameplay.
It’s also a disappointing reward, because the chests in this game are full of garbage.
You May Already Be a Winner. (But Probably Not.)

I haven’t deliberately clocked the chances of getting worthwhile loot, and I don’t think anyone has done any original research on this subject. The wiki doesn’t have anything concrete on loot probabilitiesExcept for the loot chests in the Dragon Keep DLC, because the workings of those are exposed to the player via 20 sided dice.. It says that red chests pay out “better” than grey ones, but you can intuit that yourself just from opening a few. What we don’t know is how much better.
Continue reading 〉〉 “Borderlands Part 15: Loot over Time”
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