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UTC 22 : 21 19. Apr 2024
CEST 0 : 21 20. Apr 2024
PDT 15 : 21 19. Apr 2024
EDT 18 : 21 19. Apr 2024
#Meinung
sacks node changes ( remove and just add buffs to the node them self )
31. Mai 2023, 16:43 (UTC)
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Zeitpunkt der letzten Änderungen : 31. Mai 2023, 16:43 (UTC)
# 1

So I understand in some way pa is rewarding people who use the worker node system and more so people who pay attention workers while prioritizing the stats of the workers.

But  wouldnt it be better to just buff the nodes instead of just adding more junk in the game aka band aid??

I would love to hear from the devs why they decided to make sacks in the game instead of buffing traces and other mats in the game

does anyone else feel like this idea is cool and all but its not the right way to buff nodes?


P.S I hate the fact now I have to look for sacks to open when I could of just grab the traces from the areas I get them from and just go with my day

Zeitpunkt der letzten Änderungen : 31. Mai 2023, 17:21 (UTC)
# 2

This way, more people get the by-products and some of those people may not need them, so they get listed on the MP.

I do appreciate that my workers now get me extra stuff while gathering the specific thing I asked them to.

Zeitpunkt der letzten Änderungen : 31. Mai 2023, 17:26 (UTC)
# 3

Not to mention you now need at least 7 free storage slots for a Lumbering worker.  I've already had my game interrupted having to micromanage storages because my 192 slot storage that usually ran with a full empty row got filled to capacity, since I lumbered there (+4 required slots) Mined there (+1 required slot), Dried Fish there (+2 required slot) Gathered there (+1 required slot) and had an worker Excavating (+1 required slot) so a work stoppage.

Workers will not deliver to a full storage even if they are only carrying things to add to existing stacks of the same in that storage. 

At 192 slots, no further expansion is available and I'll have to move something that I wanted in that storage specifically to some other inconvenient storage locale, or constantly restart worker tasks after sorting, micromanaging and moving the extra junk elsewhere.

Lumbering nodes are the most egregious offender, requiring 7-8 slots where 2-3 was required before.

Zeitpunkt der letzten Änderungen : 31. Mai 2023, 17:27 (UTC)
# 4
On: May 31, 2023, 17:22 (UTC), Written by hemulator

Not to mention you now need at least 7 free storage slots for a Lumbering worker. 

I don't like the extra spaces taken up in storage, and its going to be a bit of micromanaging until we get our workers to 40 so we can designate a central location. I think a simpler approach could have been implemented, but they seem to have this desire to give us stuff to open like it's a gift.

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Zeitpunkt der letzten Änderungen : 01. Jun 2023, 02:42 (UTC)
# 6

It would have made more sense to simply add the Delivery skill at level 30, not 40. The micro-managing of storage is a qol step-back and in all honesty seems like a somewhat blatant attempt to get people to buy storage (oh look, storage on sale).

Sadly it's not a big surprise, mmo de facto, create the problem, sell the solution.

Zeitpunkt der letzten Änderungen : 01. Jun 2023, 03:58 (UTC)
# 7

node changes sucks, ops) i mean sacks. 

Fascinating, how in every mmo, devs trying to trick adults to buy something, but using tricks from kindergarden. only outcome  i can see is a lot of people annoyed and server performance will go down because of more useless crap to process.

Zeitpunkt der letzten Änderungen : 01. Jun 2023, 10:48 (UTC)
# 8

I don't see the Delivery skill as much of a fix unless they make it so you can split products between destinations. 

I'd send all the Monk's Branch, Bloody Tree Knot, Old Tree Bark, etc to Olvia where all my Alchemy stuff is stashed, but I still want my Birch to go to Calpheon, since that's the wood used in the Furniture shop there and why I have a Calpheon Worker Lumbering a Birch Node.

Right now at least 95% of my workers harvest the nodes they do because something in their home city uses the primary products of those nodes.  Excavations generally being the exception.  I don't want to ship ALL their products to other locations.

Zeitpunkt der letzten Änderungen : 01. Jun 2023, 17:11 (UTC)
# 9
On: Jun 1, 2023, 10:48 (UTC), Written by hemulator

I don't see the Delivery skill as much of a fix unless they make it so you can split products between destinations. 

I'd send all the Monk's Branch, Bloody Tree Knot, Old Tree Bark, etc to Olvia where all my Alchemy stuff is stashed, but I still want my Birch to go to Calpheon, since that's the wood used in the Furniture shop there and why I have a Calpheon Worker Lumbering a Birch Node.

Right now at least 95% of my workers harvest the nodes they do because something in their home city uses the primary products of those nodes.  Excavations generally being the exception.  I don't want to ship ALL their products to other locations.

^ This. Almost every one of my cities has a Lumbering node so they ALL get the -5/7 Storage (however many it is) and if I use the lvl 40 skill, EVERYTHING goes to the designated city? Come on, this is classic "changing multiple aspects of a complex system at once" mistake that junior developers do. I guess in this case it would be a junior game designer.

Having said that I am glad that they've aded SOME way to get harder things like Traces/Fruits, even though they changed too many things at once and didn't think through the consequences. Thank you for the change, but also could have been designed far better.

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