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Forum

UTC 14 : 15 18. Mai 2024
CEST 16 : 15 18. Mai 2024
PDT 7 : 15 18. Mai 2024
EDT 10 : 15 18. Mai 2024
#Meinung
Suggestions for Red Battlefield improvements
02. Dez 2021, 07:31 (UTC)
1027 4
Zeitpunkt der letzten Änderungen : 04. Dez 2021, 04:15 (UTC)
# 1

First, everyone knows the Damage Reduction changes in Red Battlefield (RBF) are a total failure. They make tanky classes and highly geared players borderline unkillable and are completely counter-intuitive (getting tankier with lower hp? why??)

Please, remove the DR changes from at least half of the RBFs, so players can choose the their prefered DR system (vanilla or RBF).

 

Second, as a Sorceress, the game becomes very unfun and frustrating the more people are fighting.

This is true for a lot of classes that are notoriously bad in large fights, while others are considered overpowered.

Please consider limiting half of the RBFs to ~25 players instead of 60, so we can choose if we prefer large or small fights.

 

Third, the rewards for RBFs are incredibly bad and outdated, yet a lot of people still enjoy the game mode.

Right now, the rewards don't even cover the cost of pvp buffs.

I believe the gamemode could become very popular with the right incentive.

Consider buffing the rewards so we can progress with pvp, to at least a quarter of the high-end grinding profit (~100m/hr).

Also, please improve the AFK detection system so players don't abuse the rewards.

Not hitting or not getting hit by a player in ~2 minutes should result in an expulsion.

Leaving and re-joining should not be possible, as it is abused for swapping teams and making weak (unbalanced) teams even weaker.

 

 

In the end players don't want new maps, Castle Ruins is already very good and making new maps would be a waste of developper time.

Simple quality of life changes can be a lot more helpful for the gamemode and take a lot less work.

Zeitpunkt der letzten Änderungen : 02. Dez 2021, 07:50 (UTC)
# 2
On: Dec 2, 2021, 07:31 (UTC), Written by askore

First, everyone knows the Damage Reduction changes in Red Battlefield (RBF) are a total failure. They make tanky classes and highly geared players borderline unkillable and are completely counter-intuitive (getting tankier with lower hp? why??)

Please, remove the DR changes from at least half of the RBFs, so players can choose the their prefered DR system (vanilla or RBF)

 

Second, as a Sorceress, the game becomes very unfun and frustrating the more people are fighting.

This is true for a lot of classes that are notoriously bad in large fights, while others are considered overpowered.

Please consider limiting half of the RBFs to ~25 players instead of 60, so we can choose if we prefer large or small fights.

 

Third, the rewards for RBFs are incredibly bad and outdated, yet a lot of people still enjoy the game mode.

Right now, the rewards don't even cover the cost of pvp buffs.

I believe the gamemode could become very popular with the right incentive.

Consider buffing the rewards so we can progress with pvp, to at least a quarter of the high-end grinding profit (~100m/hr).

Also, please improve the AFK detection system so players don't abuse the rewards.

Not hitting or not getting hit by a player in ~2 minutes should result in an expulsion.

Leaving and re-joining should not be possible, as it is abused for swapping teams and making weak (unbalanced) teams even weaker.

 

 

In the end players don't want new maps, Castle Ruins is already very good and making new maps would be a waste of developper time.

Simple quality of life changes can be a lot more helpful for the gamemode and take a lot less work.

+1 to all except the new maps. New maps if made proper with less people will be nice. Also new mode with some goals could be fun. I still miss Corsair Stronghold from Tera.

Zeitpunkt der letzten Änderungen : 02. Dez 2021, 20:42 (UTC)
# 3

There are a lot of RBF improvement posts scattered on this forum.  I agree with everything here. 

  

We've seen Pearl Abyss take action on a number of things players have discussed in the past year. I feel like the imperial limit change, ghillie name display change, church buff RNG rchange -- I mean a lot of these changes really stand out as things the community has talked and talked and talked about, and now PA has done something to address it. 

  

I am optimistic that we will see further tweaking, changes, rework for RBF, too. We are talking about RBF a lot. There is a lot of room for improvement. Keep talking about it and PA will do something with RBF, just like they've done with other things. 

Zeitpunkt der letzten Änderungen : 02. Dez 2021, 23:45 (UTC)
# 4

Rework the spawn protection buff - put a distance check on it so it deactivates if you're further than 20-30m from spawn regardless of time left on it, or at least remove SA from it. Dealing with high mobility classes that can make it across the map with 5-8 seconds left of being unkillable and un-cc-able is probably one of the worst aspects of RBF right now.

 

Improve the team balancing - there's lots of ways to improve the player assignment algorithm at least.

 

Allow rejoining (to the same team and with points restored) if a player disconnected/crashed even after the 10 min limit.

 

Maybe lower the timer at which a match is barred to 5 min, but offer reduced rewards for late joiners.

 

Have an option for points showing somewhere else than above your head - having to enable showing your name every time is annoying.

 

Add a scoreboard with kills/assists (e.g. over 50% hp in damage in the last 10 sec, or landed the first cc)/total damage dealt/damage taken/deaths etc.

 

New well designed maps would be a good thing, playing the same old map for years is tiring.

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