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#Meinung
Mobs memory (provocation system)
12. Jul 2022, 10:57 (UTC)
1447 17
Zeitpunkt der letzten Änderungen : 22. Okt 2022, 18:11 (UTC)
# 11

you need to remake a new thread like that 

Title:
Family Name: 

Region (NA/EU): 

Suggestion/Comments: 
and maybe gm corruption will notice your thread and post it in adventurer feedback board
Zeitpunkt der letzten Änderungen : 22. Okt 2022, 18:49 (UTC)
# 12

Thanks for the hint! I reworked the first post with your recommandations, but as I already bumped this topic, I don't know if I should really make a new one for the same idea? 

Zeitpunkt der letzten Änderungen : 22. Okt 2022, 19:55 (UTC)
# 13

should work, in adventurer feedback board you can see old suggestion feedback, for example shai censored

so it is possible  pearl abyss employee notice your thread 

Zeitpunkt der letzten Änderungen : 23. Okt 2022, 07:11 (UTC)
# 14
On: Oct 22, 2022, 19:55 (UTC), Written by vkobe

should work, in adventurer feedback board you can see old suggestion feedback, for example shai censored

so it is possible  pearl abyss employee notice your thread 

You're right, this topic about Shai made it to the board, so I won't create a new one for my suggestion. 

Zeitpunkt der letzten Änderungen : 24. Okt 2022, 07:33 (UTC)
# 15
I think the idea would not be bad against griefers, but there is a much simpler solution. The karma system just needs to be tweaked a little. What I mean by this is that if player A attacks player B and player B attacks back, there should be no karma deduction when player B dies. However, if player B does not hit back, there should be a karma deduction since it is PK.
This can be done to distract griefers and breathe some life into open world pvp.
Zeitpunkt der letzten Änderungen : 24. Okt 2022, 07:47 (UTC)
# 16

Griefers who intrude into someones grindspot to disrupt their grind already dont hit back. They sometimes even take off gear to make the karma loss bigger. This would not be a solution. 

Zeitpunkt der letzten Änderungen : 25. Okt 2022, 02:22 (UTC)
# 17
On: Oct 24, 2022, 07:47 (UTC), Written by Minarya

Griefers who intrude into someones grindspot to disrupt their grind already dont hit back. They sometimes even take off gear to make the karma loss bigger. This would not be a solution. 

Griefers cannot completely avoid hitting back if the karma system is reworked. After all, if you hit it once after alt+c, as soon as it hits the mobpack wherever you are, it would already flag. At most, he would try to kill in another part, but there would always be an occasion when he would hit you and you would be able to kill him without losing karma.
It was said a long time ago that the karma system was changing in this direction, and it ended up being trashed along with the bounty hunting and sheriff system, unfortunately.
Zeitpunkt der letzten Änderungen : 31. Dez 2022, 08:46 (UTC)
# 18

A little bump for this idea, in case some of you may be interested. 

Zeitpunkt der letzten Änderungen : 01. Jan 2023, 15:49 (UTC)
# 19
On: Jul 12, 2022, 10:57 (UTC), Written by Sadalsuud

Title: Mobs memory (provocation system) 

Family Name: Aquarii

Region (NA/EU): EU

Suggestion/Comments: 

I put this suggestion in another topic, but I may be derailing it, so I'll create a new topic for it.

I'm counting on you all to check any potential weakness in this proposal. 

I suggest would be the creation of a "provocation" level between 2 players. There would be 4 levels, and this level would be increased by killing mobs when someone recently killed them (the number of mobs to go to the next level has to be carefully considered) . 

Let me put it in situation :

Player A is making a proper rotation, he kills mobs quickly after they respawn. Every mob killed keeps the "memory" of its murderer for five minutes after its respawn. 

Player B is coming and starts to kill mobs. He kills a mob with the memory of player A, and that's when the system starts working : both players get a warning. If player B keeps killing mobs with memory of player A, he will increase the provocation level and both will receive a message when it happens.

Important thing, when a mob is killed within 5 minutes after its respawn, it still keeps the memory of its initial murderer (in fact, as long as it is killed with the "memory" of a player, this memory stays) : in the example, player A was making a proper rotation, even if player B manages to kill mobs before player A repeatedly, these mobs will still keep the memory of player A. The only way to "get" the memory is to wait for the memory to vanish, after 5 minutes, then to kill the mob. 

The result of the provocation level is a reduction of the karma penalty for the player who is provoked (player A here) : at the initial level, there would be no reduction, then it would reduce the penalty by 33%/66%/100% when killing the provoking player (player B). 

For the provoking player, it would be an increase of the karma penalty, 0%/33%/66%/100% AND he would get a karma penalty for every mob killed when he reaches the highest level of provocation. 

In the end,

 - the first player on the spot gets an obvious advantage,

 - the memory can't be easily stolen thanks to the 5 minute-delay. 

 - the provocation can't be done endlessly, with the karma penalty for repeated provocation at the highest level. 

 - even killed, the player who had the memory can keep it by making sure mobs keep getting killed, while the provoking player has to make sure nobody is killing them... And maybe, reduce its karma in the process. Uncomfortable situation for him. 

OK, time for you to destroy this idea! ;) 

Dont think thatd fix karmabombing, also its kinda part of the game thats why magnus exists (i dont like it personally but theres arsha if i dont feel like dealing with it or guild wars), and this system would increase lags because of the amount of things the servers had to keep track of by quite a long way, so mainly because of the lag aspect alone, this is a horrible idea in my opinion.

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