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Please add a "Lumberer's Sack" item (May 31 update)
01. Jun 2023, 20:43 (UTC)
940 9
1 2
Zeitpunkt der letzten Änderungen : 01. Jun 2023, 20:43 (UTC)
# 1

On the May 31 patch, the following change was implemented:

Added/changed the following items that can be obtained at every node (except Investment Banks and Specialty Production Nodes) at a set probability when Luck is activated.

Some Farmer's Sack

Some Miner's Sack

Some Archaeologist's Sack

Coral Piece, Some Fisher's Sack

Spirit's Leaf, Old Tree Bark, Monk's Branch, Bloody Tree Knot, Red Tree Lump

As you can see, Lumbering nodes are the only one that does not have a sack. This means many city storage areas have up to five storage slots that are taken up by extra items that many people may not want. The sacks are a nice idea, so it would be nice if all the lumbering items were combined in a sack to save space. I think it'd also be nice if the coral pieces were added to the Fisher's Sack in an appropriately balanced amount to also save a bit of extra space.

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Zeitpunkt der letzten Änderungen : 02. Jun 2023, 00:25 (UTC)
# 3

I would rather they removed the sacks all together and have nodes bring back all the materials rather than the extra step of clicking the sack to find out if RNG was nice enough to give you the item you wanted.  Then again everyone's already crying in another thread because the sacks take up "so much more room".   There really is no pleasing everyone.

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Zeitpunkt der letzten Änderungen : 06. Jun 2023, 20:52 (UTC)
# 5

I would certainly prefer not receiving anything to currently having 20ish idle workers due to lack of room in 9 different cities' banks.

Sure, I could go and collect / move things around, but knowing that within 1 hour the banks will be full again just means having to waste more time on this than I can feel worth. I guess I could remove my connexions between the continents to get contribution back to increase the city storages to accomodate, but again, that doesn't seem like something that's adding fun to the game.

So I'll wait to see if they change that with half my workers doing nothing, and just give up that part of the game if not.

Zeitpunkt der letzten Änderungen : 07. Jun 2023, 02:04 (UTC)
# 6

Fix the garbage mechanic of having to open these sacs first, multiple posts are complaining about these garbage sacs. Probably one of the worst implemented features of the recent patches that has multiple problems the community is complaining about. 

Zeitpunkt der letzten Änderungen : 07. Jun 2023, 22:19 (UTC)
# 7
On: Jun 1, 2023, 22:38 (UTC), Written by JR88

I get why you think this is a good idea. Sure we need 7 slots but my dude brought back from 1 trip 3 bark 4 leaf 3 knots 3 branches. If it was a sack like the others youd only get 1 total so instead of like 200k wed get max 20k so as annoying as it is id rather the excess mats then a 1 item sack. They need a damn way tho to open these as i aint clearing and clicking these every day and i wont be looking forward to the 30 thousand clicks to open them all if i slack for a month

Containers can have multiple items. An example are the red pouches we get from boss scrolls. The container logic might look something like:

1. click sack, check for available inventory space

2. roll RNG for Spirit Leaf (1-5), roll RNG for Monk Branch (1-5), roll RNG for Old Tree Bark (1-3), etc.

I think there is also a precedent for being able to open a stack of containers at once, but I forget what it is. I think it was some event container? It would also be nice if there was a cash value to these sacks, so people who don't want them could just sell them directly for a lesser value.

But really, if there can't be a simple fix, I'd prefer if these items just disappeared completely.

Zeitpunkt der letzten Änderungen : 09. Jun 2023, 07:04 (UTC)
# 8
On: Jun 7, 2023, 22:19 (UTC), Written by megamilk

Containers can have multiple items. An example are the red pouches we get from boss scrolls. The container logic might look something like:

1. click sack, check for available inventory space

2. roll RNG for Spirit Leaf (1-5), roll RNG for Monk Branch (1-5), roll RNG for Old Tree Bark (1-3), etc.

I think there is also a precedent for being able to open a stack of containers at once, but I forget what it is. I think it was some event container? It would also be nice if there was a cash value to these sacks, so people who don't want them could just sell them directly for a lesser value.

But really, if there can't be a simple fix, I'd prefer if these items just disappeared completely.

I can certainly get behind the idea of combining the lumbering items into one sack with multiple-item rng rolls like you describe. It would certainly help with storage space. Additionally, a method for opening multiple sacks at once would also be appreciated, as it can admittedly get tedious to open a large number of them without such. That said, I wouldn't like to see them disappear altogether. These items that are given are 'high value' to people like me and provides greater value for our node networks, even if it is rng based. And it gives more reason and worth to the luck stat, so I do feel it is a step in the right direction.

As for the option of selling the sacks, why not make them registerable on the marketplace? Could be something like the lightstones where folks could buy up a lot of them and see if they get what they need. For the miner and farmer sacks especially, this could potentially be a cheaper way to stock up on a variety of resources.

But lamenting the new system over something as silly as storage space, which can be fixed with just a bit of effort, just feels...wrong. At least Pearl Abyss is trying to make workers more balanced and useful. Maybe next they'll finally implement a meaning to investing energy into production nodes! Personally, I'd like to see that come with a speed, luck, and/or resource production bonus. Maybe even a cumulative bonus for each upgraded node between the base city and the production node (to simulate having built better rodes or something?).  Would certainly give more end-game players additional options for their energy at the very least.

Zeitpunkt der letzten Änderungen : 09. Jun 2023, 13:32 (UTC)
# 9

I clicked through over 3000 miner's sacks to open them, one by one...

"Open All"- option asap please or I will send you my bill for a new mouse.

Besides that I like the changes, some really nice goodies👍

PS: I am pretty glad that I mostly followed the human workers path for building up my worker empire. The luck stat at last gains its deserved efficiency😎

Zeitpunkt der letzten Änderungen : 09. Jun 2023, 15:59 (UTC)
# 10
On: Jun 9, 2023, 11:24 (UTC), Written by Silberschimmer

I clicked through over 3000 miner's sacks to open them, one by one...

"Open All"- option asap please or I will send you my bill for a new mouse.

Besides that I like the changes, some really nice goodies👍

PS: I am pretty glad that I mostly followed the human workers path for building up my worker empire. The luck stat at last gains its deserved efficiency😎

put the same sack on 4 different hotkeys and roll your fingers over 1234.  It makes it go faster, but I just opened them for 15 minutes straight last night.  15 minutes opening sacks every week is stupid.  Just dump everything in the storage and remove the sacks.

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