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#Meinung
Several very important changes to Calamities to make it fair and more enjoyable
19. Aug 2023, 20:43 (UTC)
1220 11
1 2
Zeitpunkt der letzten Änderungen : 19. Aug 2023, 22:06 (UTC)
# 1

While there may be many and I mean many things that could be suggested to improve calamities, I have reserved just a few changes that would make the biggest difference (I think). Please consider these changes as it would make calamities both more fun and fair for everyone.

I. Removal of RNG mechanics

There is no way you can compete with RNG. This doesn't make sense because you could complete one stage at 50 seconds or 2 minutes 30 seconds. The difference is significant and unless you are spending literal days as some are to wait for the best RNG combo, then you're not going to be "competitive". RNG mechanics does not serve to showcase your skills and it only discourages people from competing. To make it fair, I recommend that all RNG mechanics to be removed, this includes the spawn locations of things as well. You can still keep some RNG but have a mechanic for it. For instance, when imoogi summons the orbs, then if two orbs with lighting is on the right of the playfield then you know the one without will be on the left. Things like that is acceptable RNG but it needs to follow its own mechanic.

II. Reset "V" and skill cooldown upon entering a calamity

There is nothing more frustrating than having to wait for your CD to end before trying again. Wait, wait and wait some more. Some CD are like 5 minutes. Everything should reset when you enter a calmity. It only makes sense and makes it more enjoyable.

III. Make the ledge at Imoogi taller so players don't run through it

It's easy to run right through the ledge even as a shai. For example if you dash-forward, you'll go over and into the water. A simple change and it makes it that much more enjoyable.

IV. Remove Sangoon's first attack

I don't think many people enjoy this mechanic. It's a waste of time and infuriates people more than anything. You can cheese it by pressing "V" at the right time but then you have to wait 5 minutes for the CD to reset. It's a useless mechanic that only upsets people.

V. "RETRY" should act as "RETRY"

Please change "RETRY" so that it acts as the wording implies. This means resetting CD, placing the character at the beginning of the calamity and starting it. Additionally, adding "Retry" as an option when pressing ESC would be ideal because right now you can only exit if you mess up a mechanic.

VI. Allow us to auto-skip cutscenes

We've seen the cutscenes 200 times now, holding R isn't fun. Please allow us to toggle this option in the settings menu and within the cutscene itself.
This will trigger only for the calamity cutscenes both pre and post battle.

VII. Allow access from anywhere in the world

People will soon be disinterested in completing calamities and perhaps this has already started to happen. One way to keep it relevant is to make it accessable from the menu if the player desires. Traveling to LoML just for calamities that often reward LESS than the travel expenses isn't really a rewarding experience. People get demotivated and won't look at the content again as a result. Please consider this.

VIII. Consider all-time records or at least monthly records

This would give people an opportunity to showcase their skills once these calamities are balanced to be more fair for everyone.

I think these are probably the highest priority suggestions that I could think of. I know, everyone has their own wants and desires but I think at least a few in that list would be really amazing to see in-game like RETRY actually Retrying would be chef's kiss amazing.

IX. Remember last calamity choice

Please stop auto-selecting pig! I am retrying _______ calamity X, not pig calamity 1! REEEEEE

X. Moving calamity icon to the bottom right (afterwards)

Currently the calamity icon disappears completely after doing your 5, moving it to the bottom right afterwards would be a reasonable compromise because at least it can be minimized. But by having it accessible, it won't be annoying to having to go through the main menu to find it again every, single, time you want to try and beat your own score.

Thank you for listening! Have a great day!

172 1852
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Eriane_Elis
Zeitpunkt der letzten Änderungen : 19. Aug 2023, 22:14 (UTC)
# 2

Honestly all really good suggestions. IX especially >_>

Another thing that I might add is to have indicators on all of the one-shot mechanics. Especially on Songakshi, where you very often have to react to an audio cue to know that you need to dodge in about a second, or else get one-shot. This makes fighting her on high ping connections extremely difficult. Not everyone runs a VPN, or is able to run a VPN.

Zeitpunkt der letzten Änderungen : 19. Aug 2023, 23:25 (UTC)
# 3

Good stuff!

You have two categories of changes there:

1. How the game / interface operates. That would be items V, VI, VII, VIII, IX, and X.  VI (cut scene perma-skip setting), VII (access from anywhere), VIII (longer term ranking records), and X (access icon location) are not "broken", but would improve the experience greatly. While IX (remembering last selection) is not broken, it's also really annoying and can lead to some wasted attempts if you start the wrong (easier) level and don't catch it before you complete it. V (retry that works) is broken, and should be fixed, no questions asked. I can see if they want to keep access the way it is, but as you say, traffic will drop.  LOML has that problem for everything.  Outside of people doing weekly bosses and the once-per-character questlines, LOML is populated by some dedicated snipers and gatherers.  There are some dailies, but I'm not sure why I'm collecting all these coins.

2. Boss mechanics.  Two sub-categories: fairness and improved experience. For fairness, I (RNG mechanics), II (cooldown reset) are pretty much mandatory.  As you said, some minor randomness is ok (and necessary), but nothing like the extent to which it now exists.  The CD part should be obvious, pretty much amounts to broken.  As for improved experience, III (Imoogi "ledge") and IV (Sangoon initial forced hits - shared by some other bosses too), I can see the ledge being part of the challenge, but it does not match with all the additional mobility that's been given to all the classes, that now works against a player, espeically when a DPS skill also has movement. A related example is Golden Pig's battle circle and Archer.  Pain - in - the - ... . The initial forced hits, and the delays that go with them, don't add anything one way or another, just wastes time, and is annoying to have one's control go dead.  Breaks engagement like crazy.  That sort of thing is more or less cut-scene material, and should have handling appropriate to that.

Zeitpunkt der letzten Änderungen : 20. Aug 2023, 00:00 (UTC)
# 4

Thanks for your inputs so far, very detailed and love it!

Also...

On: Aug 19, 2023, 22:14 (UTC), Written by Rilma

Especially on Songakshi, where you very often have to react to an audio cue to know that you need to dodge in about a second, or else get one-shot.

This brings up an accessibilty issue. There are people who are deaf or require cochlear implants while playing and may not be able to hear this. Mechanics which require audio cues should be looked into for accesibility reasons. It may seem unimportant to some but for those who have hearing problems it would make the game enjoyable to them and mean they could compete with the rest of us if they want.

172 1852
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Eriane_Elis
Zeitpunkt der letzten Änderungen : 20. Aug 2023, 02:59 (UTC)
# 5

Imoogi C6 is not much fun with all of the RNG mechanics (lightning and rain clouds) spawning on the boss in DPS phases.. I think this is the last week I bother with this content. It pretty clear that they (PA) did not play-test this fight themselves. I would be okay with the random mechanics, but the rewards are so lackluster. You are better off doing lower calamity fights so that you don't waste too much time.

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Vanessia
Zeitpunkt der letzten Änderungen : 20. Aug 2023, 13:44 (UTC)
# 6

pretty much common sense stuff, PA will fix it over the years im sure

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Lv 61
Adonaj
Zeitpunkt der letzten Änderungen : 20. Aug 2023, 21:34 (UTC)
# 7
On: Aug 20, 2023, 02:59 (UTC), Written by Sorc

Imoogi C6 is not much fun with all of the RNG mechanics (lightning and rain clouds) spawning on the boss in DPS phases.. I think this is the last week I bother with this content. It pretty clear that they (PA) did not play-test this fight themselves. I would be okay with the random mechanics, but the rewards are so lackluster. You are better off doing lower calamity fights so that you don't waste too much time.


Imoogi's RNG is so gross!  Like the lightning orb can spawn practically on top or directly next to the non-lightning orb or whatever other orb it may be like waterfalls vs non-waterfalls... You may as well give up when that happens and it happens pretty often.  Here is how they could make it better:

Whips out ms paint

The orbs should always be in designated spots to spawn. You can call them clock spawning where it is random but follows a clock face system. That way competitively, you know the mechanic behind the RNG that if this is x then y must be that. Please note i just threw 3 orbs for illustration, not accurate to the actual boss fight.

Speaking of, the rain is also quite annoying, it likes to spawn anywhere, which isn't good. It should never spawn in front of imoogi. This is just bad design in my opinion.

172 1852
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Eriane_Elis
Zeitpunkt der letzten Änderungen : 20. Aug 2023, 23:05 (UTC)
# 8

Excellent suggestions! The crazy part about Black Shrine is we haven't even seen the highest levels of Calamities yet, assuming 8, 9 and 10 will ever come out. I admit, I don't like spending too much time on these fights, but most of the reason is that you can't really learn the mechanics fully because bad luck can waste the 10 minutes you spent fighting a boss at higher levels.

There are enough time wasting mechanics in this game, PA, please adjust these bosses so that they aren't RNG based.

Zeitpunkt der letzten Änderungen : 23. Aug 2023, 12:36 (UTC)
# 9

+1. I dislike how most of them rely on pure rng attacks or literally cheesing the mechanics. Also i cannot imagine why C8 - 10 would even exist now if players barely touch C7 and i can fully understand why.

On top of what OP presented i want to add that we absolutely shouldn't lose draughts and elixirs in those fights if we die. PA knows that if one wants to be in top 10 or top 3, several if not dozen runs are required and the rewards for reaching top 3 and money spent in those potions which are necessity at that stage (C5-C7) aren't really meeting together. At least remove the penatly of losing the buffs from C5 and up since those become bit more difficult. Not only we deal with one shot mechanics but also the game itself totally not being able to actually have proper optimization and d-syncs there. (example: I was at the back of Songakshi but somehow she actually did one shot me because game failed to update her position properly). I won't even mention the amount of stuff a player gets stuck on there aka. random rocks, twigs and other elements. 

So one more request from me is to clean the arenas. Bari is best example of that. Fight which is filled with deadly aoe, summons, zombies but biggest enemy is the freaking rocks and twigs blocking us and wasting stamina which costs us death and ofc draughts and elixirs. 

So tl:dr:

1) Either remove buff penalty loss on death or render any extra buffs from draughts/perfumes/elixirs irrelevent in fight - the reward income doesn't cover the cost of all those fights and tries. It only discoureges people to actually try more times even if some bosses are fun.

2) Clean the areas from rocks, bumps and twigs that blocks us half the time

3) Fix the d-sync on bosses so their position is actually correct and they dont attack me when im literally at their back

4) Bamboo Forest fps drops is kinda obvious issue......

5) Lack of collision on Songakshi for melee classes makes the fight extremely unfair and more dangerous than it is and it shouldn't happen. Some monsters overall in BDO seem to have collision issues.

Zeitpunkt der letzten Änderungen : 24. Aug 2023, 21:39 (UTC)
# 10

I like most of these suggestions - Personally, I dislike the 5 a week limitation, and the bracket system.

You're always going to have someone with like a 320ap beat out someone with 170ap... even though there's a default ap system, it still takes a percentage of your own

Aswell as better internet, and buff advantages compared to someone else, this makes it an unreachable goal for some.

Especially when only a handful have the gear to complete calamity 6 or 7 at the moment

---

Instead, you should have the option to complete all of the calamities/bosses in a single run through for the adventure logs, and then afterwards maybe have a limitation separately... or just an alternative to get the current rewards

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