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#Meinung
Why gatekeeping progression behind RNG is a problem in Black Desert Online and some solutions to fix it
30. Mrz 2024, 00:01 (UTC)
200 3
Zeitpunkt der letzten Änderungen : 30. Mrz 2024, 00:01 (UTC)
# 1

Family Name: katharinabluu

Region (NA/EU): NA

Suggestions/Comments: 
Good Morning, Good Afternoon, or Good Evening, I hope you all are well and today I welcome you into today's topic where I will be discussing what I think the main problem of BDO is which in turn is why some players end up leaving the game. I apologize for the lack of posts, real life has been kicking my a**, so without further ado, lets get into it.**Also im not sure if I need a TLDR for this post but I might include one at the end, I haven't made up my mind quite yet aha.**

The issue of gatekeeping progression behind RNG in Black Desert Online is a matter of concern for the discerning players who seek a more refined gaming experience. The reliance on random number generation (RNG) to determine the outcome of crucial progression elements can be frustrating and disheartening. It undermines the sense of accomplishment and skill that should be at the core of any immersive gaming world. This issue is particularly pronounced in BDO, where the pursuit of power and advancement is a central aspect of gameplay. In the context of progression, this means that players have to rely on luck rather than skill or effort to advance in the game. This can be upsetting for players who invest a significant amount of time and effort into the game, only to be held back by the whims of RNG. (How many times have you failed that PEN attempt now?, meanwhile your buddy or guild mate succeeds on his/her first try with a stack lesser than yours).

One of the main problems with this is that it creates an unfair playing field. Players who are lucky enough to get the desired drops or rewards have a significant advantage over those who are not. This can lead to a sense of inequality among players, as their progress is hindered by factors beyond their control. It also diminishes the value of skill and effort, as luck becomes the determining factor in character/player development.

To address this issue, several solutions can be implemented to restore balance and fairness to the progression system in BDO. Firstly, introducing alternative paths to progression that are not solely reliant on RNG would provide players with more agency and control over their advancement. This could involve incorporating skill-based challenges or quests that reward players with valuable resources or gear upgrades. By diversifying the avenues through which players can progress, the game would become more inclusive and cater to a wider range of playstyles.

Additionally, implementing a system that mitigates the impact of RNG on progression would be a welcome change. This could involve introducing mechanisms such as non-rng pity systems (guaranteed pity drop after (x) amount of kills/time spent doing an activity) or guaranteed successful enhancements after a certain number of attempts. By setting a limit on the number of unsuccessful RNG-based attempts, players would feel a sense of progression and avoid the frustration of endless, fruitless endeavors. Furthermore, providing players with the ability to influence or manipulate RNG outcomes through in-game mechanics or consumables would add an element of strategy and skill to the progression process. For example, adding non-seasonal guaranteed enhancement stones which players could go hunt for to aid in the empowerment of their characters. 

In conclusion, the issue of gatekeeping progression behind RNG in Black Desert Online is a valid concern that detracts from the overall gaming experience. By introducing alternative paths to progression and implementing systems to mitigate the impact of RNG, the game can provide a more balanced and satisfying journey for its players.

That is all for today's post, as always, if you made it here I salute you, and thank you for your time <3, Of course open discussion, feel free to chat it up down below! or in your head, I'd prefer the first one so I can respond to all your amazing comments! nonetheless, till we meet again y'all

Cheers, D 

Zeitpunkt der letzten Änderungen : 30. Mrz 2024, 07:22 (UTC)
# 2

I understand your frustration with the enhancement system. Though I don't think x amount of kills/quest should be it. We already have a crafting system in place. Perhaps some very rare item drops from different areas and the need to invest some contrib into a house and utilize a worker and contribution points to get the piece built. This system semi exists for a few sought after items, IE the Fallen God Chestplate and Deboreka Earring. Although for the FG Chestplate, the items to get that are stupidly rare, you could C10 + flame like 5 chestplates worth before getting those drops completed. Other than that, I sort of agree there should be different avenues but this game at the end of the day knows they got you hooked when they know you have to spend more time to get something and keep you on the game versus playing something else. Its a double edged sword.

Zeitpunkt der letzten Änderungen : 30. Mrz 2024, 16:32 (UTC)
# 3
On: Mar 30, 2024, 07:22 (UTC), Written by Roslyn

I understand your frustration with the enhancement system. Though I don't think x amount of kills/quest should be it. We already have a crafting system in place. Perhaps some very rare item drops from different areas and the need to invest some contrib into a house and utilize a worker and contribution points to get the piece built. This system semi exists for a few sought after items, IE the Fallen God Chestplate and Deboreka Earring. Although for the FG Chestplate, the items to get that are stupidly rare, you could C10 + flame like 5 chestplates worth before getting those drops completed. Other than that, I sort of agree there should be different avenues but this game at the end of the day knows they got you hooked when they know you have to spend more time to get something and keep you on the game versus playing something else. Its a double edged sword.

Then expand on the crafting system, make things more reasonable, what im saying is the 'pity system' take the Garmoth Bloodstones for example; This was introduced to alleviate the frustrations of many players unable to obtain a Garmoth Heart despite defeating her numerous times. Yet, how many people have even aquired up to 5 stones since it was added to the loot table several months ago? Personally, this was one of the reasons I stopped going to Garmy. While RNG shouldn't be removed from the game to still bring excitement + unpredictability to the game, there should be linear alternate solutions in place as well. These 'pity systems' aren't as ethical as they appear, we just choose to accept it because that is all we know and have grown accustomed to. Hence the saying, "if you don't know no better, you won't do no better". Which brings back to my solution of non-rng pity systems where you will be guaranteed something after (x) amount of kills or (y) amount of time. Think how much better the game would be if you know that every lets say, 10 Garmoth Kills you are guaranteed a stone, you can then plan and realize at most you need 100 Garmoth kills for 10 bloodstones which you can then turn into a heart. Ok its going to take me this amount of time? Ok I can plan for that, or I can do so and so to prep. Nonetheless I still respect your opinion & feedback mate. I do agree like many others, BDO's business model is very egregious & predatory indeed.

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