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UTC 14 : 8 05. Feb 2023
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Mobs memory (provocation system)
12. Jul 2022, 10:57 (UTC)
552 17
1 2
Zeitpunkt der letzten Änderungen : 22. Okt 2022, 18:18 (UTC)
# 1

Title: Mobs memory (provocation system) 

Family Name: Aquarii

Region (NA/EU): EU


I put this suggestion in another topic, but I may be derailing it, so I'll create a new topic for it.

I'm counting on you all to check any potential weakness in this proposal. 

I suggest would be the creation of a "provocation" level between 2 players. There would be 4 levels, and this level would be increased by killing mobs when someone recently killed them (the number of mobs to go to the next level has to be carefully considered) . 

Let me put it in situation :

Player A is making a proper rotation, he kills mobs quickly after they respawn. Every mob killed keeps the "memory" of its murderer for five minutes after its respawn. 

Player B is coming and starts to kill mobs. He kills a mob with the memory of player A, and that's when the system starts working : both players get a warning. If player B keeps killing mobs with memory of player A, he will increase the provocation level and both will receive a message when it happens.

Important thing, when a mob is killed within 5 minutes after its respawn, it still keeps the memory of its initial murderer (in fact, as long as it is killed with the "memory" of a player, this memory stays) : in the example, player A was making a proper rotation, even if player B manages to kill mobs before player A repeatedly, these mobs will still keep the memory of player A. The only way to "get" the memory is to wait for the memory to vanish, after 5 minutes, then to kill the mob. 

The result of the provocation level is a reduction of the karma penalty for the player who is provoked (player A here) : at the initial level, there would be no reduction, then it would reduce the penalty by 33%/66%/100% when killing the provoking player (player B). 

For the provoking player, it would be an increase of the karma penalty, 0%/33%/66%/100% AND he would get a karma penalty for every mob killed when he reaches the highest level of provocation. 

In the end,

 - the first player on the spot gets an obvious advantage,

 - the memory can't be easily stolen thanks to the 5 minute-delay. 

 - the provocation can't be done endlessly, with the karma penalty for repeated provocation at the highest level. 

 - even killed, the player who had the memory can keep it by making sure mobs keep getting killed, while the provoking player has to make sure nobody is killing them... And maybe, reduce its karma in the process. Uncomfortable situation for him. 

OK, time for you to destroy this idea! ;) 

Zeitpunkt der letzten Änderungen : 12. Jul 2022, 13:42 (UTC)
# 2

Im posting it here too so we can have discusiion here. The idea is good but need polishing.

You can even make the newcome player get flagget when he kill "owned" mobs. But for that to not be exploited should be indicator for mobs. For example when player A kills mobs they name becomes diferent colour, so player B knows that there is someone else and should think before act.

Zeitpunkt der letzten Änderungen : 12. Jul 2022, 17:19 (UTC)
# 3

Mobs are not your private property. Deal with it or play Arsha.

Zeitpunkt der letzten Änderungen : 12. Jul 2022, 22:28 (UTC)
# 4

This suggestion would help by giving players ways to deal with other "stealing" mobs when they are grinding a rotation first.  Very creative and well-thought out, fresh idea I never heard before, kudos, Sadal.  OFC, polishing here and there may be needed, but at baseline, I like that you're actually thinking of ways to improve issues players commonly experience.  In this case, "mob stealing".

In my opinion, all forms of griefing should have something in place to prevent it or minimize it.  So let's talk about some common ways players grief each other in BDO.  And before Columba comes in and asks "define griefing" for the 2 billionth time in the forum:

To put it simply, it can be defined as: "playstyles where a player intentionally disrupts the gameplay of others".

"Intent" should be addressed as well, and I think your suggestion covers that, at least to some degree.  When a player receives a warning that they are "provoking" another, with this system, and said player ignores the warning, then intent is clearly established.  So I think your suggestion defintely has merit.

To extrapolate this discussion, here are two easily seen forms of griefing in BDO:  1) PK and 2) Mob stealing / Rotation disruption.  Some ways the game discourages this:

1) PK = Karma System.  Red player status.  Safe Zones.  Cannot PK characters level 49 and below.  Season.  Olvia.  Marni's Realm.  All of these are set up by the game itself.

2) Mob stealing / Rotation disruption = Marni's Realm.  Guild Declaration of War.  Other than that, there are no ways to deal with this that are set up by the game itself (<- this part is important).  Players have figured out that by feeding a griefer who chooses this path to mobs, they can dissuade the griefer to some extent.  This, however, I feel, is "fighting toxicity with toxicity" and is not healthy for the game, nor is it for players, as feeding others to mobs shouldn't exist in the first place (IMO).  But it is the only resort when all others are exhausted, IE: Offending player is guildless, offending player is guild protected, or offending player is in a guild that cannot be declared upon. 

Bottom line:  Better methods in dealing with griefers OF ALL FORMS should be instated.  It would make for a better game overall.  Not saying this will or will not solve the issue entirely, but I appreciate a healthy discussion for improvement of our game, so thanks for providing that.

Zeitpunkt der letzten Änderungen : 12. Jul 2022, 22:37 (UTC)
# 5
On: Jul 12, 2022, 17:19 (UTC), Written by Senemedar

Mobs are not your private property. Deal with it or play Arsha.

Mobs (or rotations) are occupied. Don't use what someone else was using first unless you're looking for issues.

Dieser Beitrag wurde von dem Administrator oder aufgrund mehrerer Meldungen ausgeblendet.
Dieser Beitrag wurde von dem Administrator oder aufgrund mehrerer Meldungen ausgeblendet.
Zeitpunkt der letzten Änderungen : 15. Jul 2022, 19:41 (UTC)
# 8

its a dead horse. Stop beating it, even the bones are pulverized already.

Zeitpunkt der letzten Änderungen : 15. Jul 2022, 22:14 (UTC)
# 9
On: Jul 12, 2022, 17:19 (UTC), Written by Senemedar

Mobs are not your private property. Deal with it or play Arsha.

Precisely, there's no property, that's the provocation which is targeted here. 

Thanks for pointing it out. 

Zeitpunkt der letzten Änderungen : 22. Okt 2022, 18:06 (UTC)
# 10

With the creation of the adventurer feedback board, I'll allow myself a slight "bump" for this idea. I hope you'll all forgive me for that! ;) 

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