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Forum

UTC 18 : 7 19. Apr 2024
CEST 20 : 7 19. Apr 2024
PDT 11 : 7 19. Apr 2024
EDT 14 : 7 19. Apr 2024
More for less: The BDO Development Model
08. Feb 2023, 14:51 (UTC)
2311 29
Zeitpunkt der letzten Änderungen : 08. Feb 2023, 21:30 (UTC)
# 21
Am 08. Feb 2023, 19:59 (UTC), von GatNice

.. Now we see more trolls entering the discussion to derail facts and impart ignorance where none exist.   Have any of you proven this notion of an amount of mobs rather than time?  None of you have.  Neither with video or screenshot as have been easily uploaded by honest Community Member(s).

All I can see is, english is not your first language. It's not mine eather, but I know what the term "10 % of the time" means. It has nothing to do with time, like seconds or minutes. It's more like "cases" or "kills" in this case.

Have you ever heard someone say "every time ..." e.g. "every time I close my eyes I can't see anything"? In this case, every time doesn't mean "every second" it means "always".

So: Always = every time = 100% of the time.

Also: Not Always = not every time = <100% of the time

I hope this explains the term "% of the time" to you a little bit better.

-----

Before you had a 50% droprate increase in 10% of the kills. But only If your droprate is below 300%.

Now you have a 10% droprate increase in 100% of the kills. Up to a maximum droprate of 400%.

3 1188
Lv Privat
Rohnarch
Zeitpunkt der letzten Änderungen : 08. Feb 2023, 22:26 (UTC)
# 22

God dam , my brain cells it clearly states 50% for every 10 monsters previously , which is 5% and that is worse for places like oluns and other major places since they have limited mobs. We now have at level 20 , 10% boost for ALL mobs with every 10 mobs now is equivalent to 100% ,10x 10 = 100. Not 50% every 10. But 100% every 10 its double the rate.

I know PA like to do pay for convience(complain about the crystals that is a issue not this, this was a buff i automatically got level 14 on my grinding nodes which is 0.5x 14 , i get 7% more drop compared to the 5% i was getting before so for the same energy im getting 2% high drop rate works out to be more because the old system from what i remember was not consistent) 

Edit: afaik the old system would have a reset timer if you moved away from the node as it was every 10 mobs there is no way they would retain that info permanently as that would be a very big waste of server resources unless thats why they did it.

Zeitpunkt der letzten Änderungen : 09. Feb 2023, 00:12 (UTC)
# 23
On: Feb 8, 2023, 22:23 (UTC), Written by TitanOfWar

God dam , my brain cells it clearly states 50% for every 10 monsters previously , which is 5% and that is worse for places like oluns and other major places since they have limited mobs. We now have at level 20 , 10% boost for ALL mobs with every 10 mobs now is equivalent to 100% ,10x 10 = 100. Not 50% every 10. But 100% every 10 its double the rate.

I know PA like to do pay for convience(complain about the crystals that is a issue not this, this was a buff i automatically got level 14 on my grinding nodes which is 0.5x 14 , i get 7% more drop compared to the 5% i was getting before so for the same energy im getting 2% high drop rate works out to be more because the old system from what i remember was not consistent) 

Edit: afaik the old system would have a reset timer if you moved away from the node as it was every 10 mobs there is no way they would retain that info permanently as that would be a very big waste of server resources unless thats why they did it.

It was not counted and guarantated to proc on the 10th mob you kill. You simply had 10% chance for it to be applied on kill. That could be the first kill or the 30th kill without a single proc, it was RNG.

244 4634
Lv 63
Hnnie
Zeitpunkt der letzten Änderungen : 09. Feb 2023, 06:24 (UTC)
# 24

Man. This % increase is a buff to drop chance.

How did you get to this conclusion? It's just beyond me.

Zeitpunkt der letzten Änderungen : 09. Feb 2023, 07:13 (UTC)
# 25

there is a literally "before" vs "now" section on the patch notes lol and it explains it

your incessant on "time" being a measure is really weird, it's literally just saying u get 50% drop rate 10% of the time u kill a mob= 5%.

in what world does the buff being applied to 10% of the time u would take to kill a mob make any sense?

here's the archive of the patch note this thing came out if u really still believe ur theory

https://web.archive.org/web/20201109020829/https://www.blackdesertonline.com/news/view/707

Zeitpunkt der letzten Änderungen : 10. Feb 2023, 15:05 (UTC)
# 26
On: Feb 8, 2023, 21:23 (UTC), Written by Megta

All I can see is, english is not your first language. It's not mine eather, but I know what the term "10 % of the time" means. It has nothing to do with time, like seconds or minutes. It's more like "cases" or "kills" in this case.

Have you ever heard someone say "every time ..." e.g. "every time I close my eyes I can't see anything"? In this case, every time doesn't mean "every second" it means "always".

So: Always = every time = 100% of the time.

Also: Not Always = not every time = <100% of the time

I hope this explains the term "% of the time" to you a little bit better.

-----

Before you had a 50% droprate increase in 10% of the kills. But only If your droprate is below 300%.

Now you have a 10% droprate increase in 100% of the kills. Up to a maximum droprate of 400%.


Attempting to explain ambiguiity in a sub-language?  There explanation was flawed--it's that simple.  And stated in text within BDO.  Secondly "every time" =/= "of the time".  "of the time (present perfect verb)" indicated duration.  Learn before teaching.

On: Feb 8, 2023, 22:23 (UTC), Written by TitanOfWar

God dam , my brain cells it clearly states 50% for every 10 monsters previously , which is 5% and that is worse for places like oluns and other major places since they have limited mobs. We now have at level 20 , 10% boost for ALL mobs with every 10 mobs now is equivalent to 100% ,10x 10 = 100. Not 50% every 10. But 100% every 10 its double the rate.

I know PA like to do pay for convience(complain about the crystals that is a issue not this, this was a buff i automatically got level 14 on my grinding nodes which is 0.5x 14 , i get 7% more drop compared to the 5% i was getting before so for the same energy im getting 2% high drop rate works out to be more because the old system from what i remember was not consistent) 

Edit: afaik the old system would have a reset timer if you moved away from the node as it was every 10 mobs there is no way they would retain that info permanently as that would be a very big waste of server resources unless thats why they did it.

"it clearly states" buried in a patch note; the node description in-game lacked identical information.

On: Feb 9, 2023, 06:24 (UTC), Written by Krastonosezs

Man. This % increase is a buff to drop chance.

How did you get to this conclusion? It's just beyond me.

10% All the time is not > 50% some of the time >>> Over Time.

  • For every Node level raised via investing Energy, Item Drop Rate will be increased by 5% for 10% of the monsters you defeat.
    • For example, if the Node level is 10, you will have a 50% higher Item Drop Rate from 10% of the monsters you defeat.
    • By 10% of the monsters you defeat, we mean that if you defeat 10 monsters, the higher drop rate will be applied to one of the monsters.
    • This will not affect Party drop items and junk items that always drop from monsters with 100% rate.

      The more mobs grinded the better this buff becomes it's that simple.  10% > 50% "10% of time" has zero validity.  Also it's interesting how these boards are catered to the narrative of misinformation that is spread throughout not only BDO, but the Net as a whole.  Following a narrative of partial thought, disrespect, and
    • convuluted ideas.    Node have been nerfed not buffed.  400% is required to obtain what 300% sufficiently had.

Zeitpunkt der letzten Änderungen : 10. Feb 2023, 16:42 (UTC)
# 27

@GatNice you are focused too much on the english wording that BDO developers used to describe some in-game mechanic. It is not the first time that their description is highly inaccurate and misleading just look at the amount of text patches they perform every one and then to correct in-game texts. And often community has to perform tests to figure out true meanings.
The term "% of the time" do can be interpreted as you are proposing, but it is much less likely than the interpretation that you were presented with during this discussion - simply because interpreting "times" as "minutes" would pose additional problems for developers of choosing length of the time intervals(and for me would make this drop-buff seem less normalized) and BDO loves rng so it is easier to just make it as "10% chance that during defeating monster the bonus is applied" or just simply hardcoding that bonus is applied every 10th killed monster.
I dont know whether it was "every 10th monster" or "10% chance during defeating monster", more likely the latter since former could be took advantaged of, but it quite surely werent time-intervals.

And

even if it meant time-intervals, then: if you grinded for eternity it would make you spent 10% of your time with +50% chance and 90% of your time with +0% chance. So on average, thorough your whole grinding eternity, you would get +5% bonus

Zeitpunkt der letzten Änderungen : 10. Feb 2023, 17:20 (UTC)
# 28

if u dont understand how 10% overall is better than 50% at 10% proc rate when its basic math then there really isn't any more reasoning with you.

you also dont understand that if you capped 300% drop rate before patch node investment was completely useless, but now it can go over the cap

well at least you gave up on the weird time to kill argument my man really said partial thought and convoluted ideas when he didnt stop to think how weird and convoluted a time scale would be rather than a chance to happen effect

Zeitpunkt der letzten Änderungen : 10. Feb 2023, 17:27 (UTC)
# 29

RapAdix Wrote:
 "I dont know whether it was "every 10th monster" or "10% chance during defeating monster", more likely the latter since former could be took advantaged of, but it quite surely werent time-intervals. "

--The factor is known by how long we grind and the occurrences during.  As a player that has grinded as high as 10-14hr blocks of time with ZERO yellow acc for MONTHS{{Basilisk Den/Star's End}} at a time. Conversely obtaining multiple yellow accessories within two monster defeats multiple times in a day.  I can attest to how this buff was both duration based & obeyed a controlled rule.  There were also times within these grinds that everything EXCEPT a yellow accessory dropped REPEATEDLY -- mob after mob and multiple per pack(( Pila Fe, Crystals, blue grade accessories, upgrade stones, gear items, and increased trash item stacks/kill)) to name a few depending on location.  So while you "don't know", some of the playerbase actually does.

RapAdix Wrote:

"And

even if it meant time-intervals, then: if you grinded for eternity it would make you spent 10% of your time with +50% chance and 90% of your time with +0% chance. So on average, thorough your whole grinding eternity, you would get +5% bonus"

50% is still 5x(10%)...  And an average is nonexistent; the result ouput yields "yes or no" in this example. Because the average you speak of lacks a time value.

Zeitpunkt der letzten Änderungen : 11. Feb 2023, 03:15 (UTC)
# 30
On: Feb 10, 2023, 17:27 (UTC), Written by GatNice

RapAdix Wrote:
 "I dont know whether it was "every 10th monster" or "10% chance during defeating monster", more likely the latter since former could be took advantaged of, but it quite surely werent time-intervals. "

--The factor is known by how long we grind and the occurrences during.  As a player that has grinded as high as 10-14hr blocks of time with ZERO yellow acc for MONTHS{{Basilisk Den/Star's End}} at a time. Conversely obtaining multiple yellow accessories within two monster defeats multiple times in a day.  I can attest to how this buff was both duration based & obeyed a controlled rule.  There were also times within these grinds that everything EXCEPT a yellow accessory dropped REPEATEDLY -- mob after mob and multiple per pack(( Pila Fe, Crystals, blue grade accessories, upgrade stones, gear items, and increased trash item stacks/kill)) to name a few depending on location.  So while you "don't know", some of the playerbase actually does.

RapAdix Wrote:

"And

even if it meant time-intervals, then: if you grinded for eternity it would make you spent 10% of your time with +50% chance and 90% of your time with +0% chance. So on average, thorough your whole grinding eternity, you would get +5% bonus"

50% is still 5x(10%)...  And an average is nonexistent; the result ouput yields "yes or no" in this example. Because the average you speak of lacks a time value.

What you're saying here is called anecdotal evidence, which by definition means evidence based only on personal observation, collected in a casual or non-systematic manner. In other words, it's unreliable and can't be taken as a fact. Moreover, I'm getting the hint that you're overestimating what 50% drop chance increase on one monster means/does, and misunderstanding how probability works overall. 

I won't go in extreme depth as to how probability works in principle, but consider this: most rare items in BDO have a very low base drop chance. Let's say there's an item that has a drop chance of 0.05%, a 50% increase to it will make it 0.075%, which is not even a 0.1% chance. Not very impressive when you think about it. But by the same token, if that 0.05% had a 10% chance increase, it becomes 0.055%, which is understandably less than 0.75%. However, since the new system gives the chance increase to every single monster killed, this is going to look a lot different in a larger sample. which leads me to add a hypothetical situation of killing 10,000 monsters, comparing the old system vs. new system:

10,000 monsters killed in the old system is going to result into a 25% increase to the overall chance to obtain an item with a base chance of 0.05%. How this is calculated: 0.05% x 50% = 0.075%, a 0.025% increase. Multiplying that increase by 1,000 (10% of 10,000), 0.025% x 1,000 = 25%

10,000 monsters killed in the new system is going to result into a 50% increase to the overall chance to obtain an item with a base chance of 0.05%. How this is calculated: 0.05% x 10% = 0.055%, a 0.005% increase. Multiplying that increase by 10,000 (10% on every kill), 0.005% x 10,000 = 50%

Now, we can see it's mathematically factual that the new system is better and is a buff. That said, I feel I'm still not addressing the matter (confusion) at hand, which I'm guessing is an assumption that the old system made it so you're more likely to be "RNG carried", because it's a 50% increase (10% chance to happen, that is). This is incorrect for two reasons:

1. As shown above with an example that portrays how the drop chance for many items in BDO is set, you can see that 50% is so minuscule where it won't result into that RNG carry. And if that happened, it won't be a result of the 50%. You can still totally get RNG carried with the new system, too!

2. We have a cap in place that stops at 300% drop chance, so in many cases - especially during Item Drop Rate events - players will be

grinding with a chance exceeding 250%, often even 300%, where that chance increase did absolutely nothing, or next to nothing (the new system goes over the cap, so it benefits the vast majority of players all the time).

With all that said, I hope this clears things up, even though I'm fairly sure this post is just going to be met with hostile disagreement and refusal to process information logically (like all previous attempts at explaining). But at least I tried.

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