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UTC 0 : 29 16. Mai 2024
CEST 2 : 29 16. Mai 2024
PDT 17 : 29 15. Mai 2024
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#Meinung
An idea to help against grind spot griefing
24. Dez 2021, 11:23 (UTC)
1198 3
Zeitpunkt der letzten Änderungen : 24. Dez 2021, 11:23 (UTC)
# 1

Some players resolve grind spot disputes with "duel for spot". While this works if both parties agree, trouble starts when one doesn't want to duel and the opposing party starts to grief in spite of receiving a no. Regardless whether you're for or against dfs, it's clear that something needs to be changed.

 

First, we need to establish a goal. Do we want to allow a player to grind uninterrupted for a set period of time? Do we want to enable players to forcefully take a grinding spot from someone else? Whatever it will be, I have some proposals depending what the goal is:

 

If the goal is to allow a player to grind uninterrupted:

With this goal, we need to add a system in place that helps the player defend the spot. A way to discourage invaders to grief, steal mobs, PK, or other forms of negativity.

Therefore, I came up with some ideas:

 

Idea A1 - Loot assignment: Each time the player kills a mob, give the next spawned mob a temporary status effect that automatically assigns its loot to the player, regardless of who kills it. Even if killed by another player, the original player is still assigned to the status effect for the next mob that spawns. The idea is to prevent other players from achieving anything by stealing mobs.

 

Idea A2 - Mob feed protection: Whenever the player is killed by a mob after being attacked or CC-ed by another player, the player will not lose any crystals or experience. The idea is to prevent other players from feeding someone to mobs.

 

NOTE: Of course, these ideas do not account for people hogging a spot for a whole day. This can be troublesome for usually overcrowded spots, such as the best orc rotations, kagtums main rotation, etc. For this problem, I'm still brainstorming about a fitting solution, but I'm sure there must be a way to account for this.

 

If the goal is to enable players to forcefully take a grinding spot:

This goal takes the assumption that this game should allow grind spot disputes. If this is the case, the player being kicked out should receive some form of help to compensate for lost buff time, perfumes and draughts. Therefore:

 

Idea B1 - Perfume and draught preservation: The first time the player is being killed by another player in a set period of time, do not remove the effects of any active perfume or draught. This means that if the player returns and gets killed a second time, then the buffs are lost. The idea is to encourage the losing player to find another spot free of penalty.

 

Idea B2 - Buff pausing: Allow players to pause/resume active buffs (just like how it works by changing loot buffs). The idea is to ease the pain of being kicked out of the grind spot and allow the player to either find another spot, switch server, or simply retry later.

Zeitpunkt der letzten Änderungen : 24. Dez 2021, 12:43 (UTC)
# 2

The root of these issues, is the fact that these Devs want to have their cake and eat it too. They want to cash grab from the sociopaths and psychopaths. Who want nothing more then to enforce their will against other people. Who do not have the means to push back against them. To derive great pleasure causing their victims mental anguish. And make the excuse, " The game allows me to be a piece of shit to others so it's no big deal" 

 

And on the other hand the Devs want to attract a great many mainstream gamers. Who by the way are for the most part against this type of behavior. Being used against them in their hobbies.

 

So they made a system that somewhat placate, both the savage piece of human trash, and the civil folk. Which end us where we are at now. Where very few are actually happy, and left wanting. BDO is a perfect example of you can't really cater to both the savages and civil folk. Which is one of the big reasons this game will remain a cult niche.

Zeitpunkt der letzten Änderungen : 25. Dez 2021, 01:30 (UTC)
# 3
On: Dec 24, 2021, 11:23 (UTC), Written by Luchina

Some players resolve grind spot disputes with "duel for spot". While this works if both parties agree, trouble starts when one doesn't want to duel and the opposing party starts to grief in spite of receiving a no. Regardless whether you're for or against dfs, it's clear that something needs to be changed.

 

First, we need to establish a goal. Do we want to allow a player to grind uninterrupted for a set period of time? Do we want to enable players to forcefully take a grinding spot from someone else? Whatever it will be, I have some proposals depending what the goal is:

 

If the goal is to allow a player to grind uninterrupted:

With this goal, we need to add a system in place that helps the player defend the spot. A way to discourage invaders to grief, steal mobs, PK, or other forms of negativity.

Therefore, I came up with some ideas:

 

Idea A1 - Loot assignment: Each time the player kills a mob, give the next spawned mob a temporary status effect that automatically assigns its loot to the player, regardless of who kills it. Even if killed by another player, the original player is still assigned to the status effect for the next mob that spawns. The idea is to prevent other players from achieving anything by stealing mobs.

 

Idea A2 - Mob feed protection: Whenever the player is killed by a mob after being attacked or CC-ed by another player, the player will not lose any crystals or experience. The idea is to prevent other players from feeding someone to mobs.

 

NOTE: Of course, these ideas do not account for people hogging a spot for a whole day. This can be troublesome for usually overcrowded spots, such as the best orc rotations, kagtums main rotation, etc. For this problem, I'm still brainstorming about a fitting solution, but I'm sure there must be a way to account for this.

 

If the goal is to enable players to forcefully take a grinding spot:

This goal takes the assumption that this game should allow grind spot disputes. If this is the case, the player being kicked out should receive some form of help to compensate for lost buff time, perfumes and draughts. Therefore:

 

Idea B1 - Perfume and draught preservation: The first time the player is being killed by another player in a set period of time, do not remove the effects of any active perfume or draught. This means that if the player returns and gets killed a second time, then the buffs are lost. The idea is to encourage the losing player to find another spot free of penalty.

 

Idea B2 - Buff pausing: Allow players to pause/resume active buffs (just like how it works by changing loot buffs). The idea is to ease the pain of being kicked out of the grind spot and allow the player to either find another spot, switch server, or simply retry later.

A1, So many ways that this turns a grief fest into a bigger grief fest., yeah you dont get screwed the "first" time someone steals your mobs, but that means that even tho you get the loot THAT time you don't get the loot on the next rotation.  I like the effort, but it is still the same problem.

 

A2, as long as Karma Bombing goes unchecked, mob feeding needs to be in the game because it's the only way to deal with karma bombers that kill steal.

 

B1, I actually like this, no penalties for the first death, heck even the 2nd death but repeated PvP deaths should lead to ever increasing penalties.

IMO PvP should not remove draughts, perfumes, or elixirs in fact I would be infavor of making all draughts and perfumes immortal and just removing the "immortal" from the game all together.

 

B2, Buff pausing exists, it's called swapping to a Tag.

 

Instead I have a few other suggestions.

 

To combat Mob Feeding, anytime someone flags up (alt+C) the flag stays active for 1 minutes or until a player dies whichever comes first, but the flag must be removed prior to dying to not be flagged when respawn occurs.  Part 2, when someone flags up it should take 10 seconds before they can attack other players, BUT other players can attack them with zero Karma penalty the moment they press alt+C.   This should prevent the majority of ambush attacks designed to simply mob feed other players.

 

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