Black Desert beginnt in Kürze.

Das Spiel wird gestartet, wenn Ihr den Launcher installiert habt.

Installiert den Launcher, um das Spiel zu starten.

Sollte der Launcher bereits installiert worden sein, wird das Spiel gestartet.
Startet den Launcher manuell, wenn er sich nicht automatisch öffnet.

Installation-Guide

1 Ladet die Datei BlackDesert_Installer_NAEU.exe herunter und installiert den „Black Desert“-Launcher.

2 Bitte startet das Spiel, sobald die Installation beendet ist.

Forum

UTC 2 : 13 17. Mai 2024
CEST 4 : 13 17. Mai 2024
PDT 19 : 13 16. Mai 2024
EDT 22 : 13 16. Mai 2024
#Meinung
Fix Karma Bombing
14. Feb 2021, 17:33 (UTC)
11522 214
1 ... 10 11 12 13 14 ... 23
Der Verfasser hat den Inhalt gelöscht.
Zeitpunkt der letzten Änderungen : 01. Mrz 2021, 21:51 (UTC)
# 112
On: Mar 1, 2021, 04:51 (UTC), Written by Werbs



I would argue 59, because you don't even get all of your skills until then, some classes still have a skill or 2 to unlock at 60.

Make it so that you can unlock PvP at 58 and have to level to 59 before it takes effect, until 59 you can change any skill and any addon however once you graduate to 59, no more free respecs, no more unattackable alts.  I do believe that currently 59 is the last level difference hit penalty vs mobs as well.  Back when 49 was the PvP threshold the levels were almost hard capped at 51, and the highest gear was green +15, I dont think they had even introduced Liverto yet.

Honestly I would like to see the highest level you can get without unlocking PvP be set to 6 levels lower than the highest level person on your region cluster, which is I think 66, which would mean that you wouldn't have to unlock PvP until you wanted to level to 60.  Once we finally get a 67 in a region people will automatically be able to have their non PvP characters go up to 61.

Of course this is assuming that they don't do what has been talked about, by making 1-50 into 10 levels instead of 50, because lets face it, if you sneeze at something from 1-40 you instantly level up.

I would agree the PvP level needs to be raised, but IDK about 58.  A player can equip main gear at 58 and still be able to grind in most areas with the right gear.  I am imagining grinding at Star's End, and some level 58 Succ Striker comes in tagged with their main gear, farming mobs in whatever order they want while being completely immune to PvP.

 

55 maybe?

Zeitpunkt der letzten Änderungen : 01. Mrz 2021, 22:08 (UTC)
# 113
On: Mar 1, 2021, 18:17 (UTC), Written by Astronaut

Karma system is fine for PvE and New players that don't want to PvP or feel like they are not ready.

But for PvP players need more much more PvP servers, like 20. 

Wouldn't this solve your problem?

Well, the problem is there is no real "pvp server".  Arsha is merely a normal, PvPvE server, but only with flagging penalties removed.  Drop rate increase too, but PvP isn't necessarily "encouraged", it is simply "allowed", if that makes sense.  There is no progression to be made via PvP in this game, the only progression being that of skill, but gear gains, exp gains, that's all PvE derived.  Which is probably the biggest reason it's not as crowded as you'd think.  Arsha is a means to PvP or grind while PvP-ing.  For income generation or progression in general, it's normal server.

 

But people are asking for a full PvE server, where players can earn income and make gains with NO THREAT of PvP.  How is this balanced???  Drop rate would need to be significantly reduced if so, since you guys can run amuk without anyone bothering you.

 

Arsha is also a band-aid to a bigger problem - the broken Karma System.  Whether it "is fine" (whatever that means) for new players or non-PvP ready players, that doesn't address how this system can - is currently is - be absued.  Which really is the core issue of all our problems.

 

Things I'd like to see to address this:

1) Revamped Karma System.  Need to take into account exploits that are currently done and how to alleviate it.  IE: KarmaBombing.

2) More avenues to conduct PvP.  Make PvP more rewarding than it is now, maybe not the meta way, but at least an alternative.  More modes, better RBF maps, more incentive to GvG, etc.

3) A functional Bounty System.  By funtional, I mean devoid of exploitation.

4) More meaning to being red.  More consequences, more QoL for reds and maybe a little incentive to be red, with conseuqences, of course.  Make it harsher, to help reduce the amount of toxic, uncalled for PK.  But also make it actually mean something to keep this gameplay choice viable for those that choose to play dangerously.  Right now, being red doesn't mean much.

5) Scaling respawn timer per consequetive PvP death to the same player with a reduced channel swap cooldown if someone dies repeatedly to the same player.  This would help Karma Bombing.

Zeitpunkt der letzten Änderungen : 01. Mrz 2021, 22:19 (UTC)
# 114
On: Mar 1, 2021, 22:03 (UTC), Written by PeaceInChaos

Things I'd like to see to address this:

1) Revamped Karma System.  Need to take into account exploits that are currently done and how to alleviate it.  IE: KarmaBombing.

2) More avenues to conduct PvP.  Make PvP more rewarding than it is now, maybe not the meta way, but at least an alternative.  More modes, better RBF maps, more incentive to GvG, etc.

3) A functional Bounty System.  By funtional, I mean devoid of exploitation.

4) More meaning to being red.  More consequences, more QoL for reds and maybe a little incentive to be red, with conseuqences, of course.  Make it harsher, to help reduce the amount of toxic, uncalled for PK.  But also make it actually mean something to keep this gameplay choice viable for those that choose to play dangerously.  Right now, being red doesn't mean much.

5) Scaling respawn timer per consequetive PvP death to the same player with a reduced channel swap cooldown if someone dies repeatedly to the same player.  This would help Karma Bombing.

I agree with most of those points. The way to avoid karmabombing would be to make the person "honorless" if forcibly killed by the same person within a time limit, say 10 minutes, where they cost no karma to kill for that time limit. Combined with your last idea, the person could jsut instead be forced to stay dead for longer in addition to not costing karma to kill for 10 minutes after they revive? Say by their 3rd death it takes 10 minutes to repsawn, they come back before the next 10 minute timer is over and they still dont cost karma, and now they have to wait *20* minutes to respawn. A bounty system would also be nice but I can think of no way to make it unable to be exploited. As for red players, there should be no benefits imo. With the changes above to stop people from greifing them and going red because of it, the only reason someone went red is becasue they either wanted to or because they are flagging on everyone. Being red should therefore be punishing under the new system.

Zeitpunkt der letzten Änderungen : 01. Mrz 2021, 22:21 (UTC)
# 115
On: Mar 1, 2021, 22:03 (UTC), Written by PeaceInChaos

Things I'd like to see to address this:

1) Revamped Karma System.  Need to take into account exploits that are currently done and how to alleviate it.  IE: KarmaBombing.

I would add mob feeding, the whole chain has to be reworked. Right now, mob feeding is the last tool against bodythrow and it only works in high-end area, but if bodythrow is removed, mob feeding must be removed too.

In the end, pkers must not be able to avoid the consequences (the outlaw status) of their actions through alternative way to kill. 

Zeitpunkt der letzten Änderungen : 01. Mrz 2021, 22:43 (UTC)
# 116

i agree karma system is ruining the game tbh. if something doesnt change its just going to be greifers everywhere trying to outgreif each other.

 

several points

1) let positive karma be 1mil with the neg also 1mil. someone removes armor, 130k karma loss, 2 kills and your red on the next one. if they then put gear back on and kill you while red you risk losing hundreds of millions of silver. not fair whatsoever.

 

2) put a time limit for karma loss per player. even 5 minutes would be okay IF you have 1 mil positive karma. i would say 15 mins for 300k positive.

 

3) have a hidden log on best gear - the game already knows what is higher GS so have it know this per family and karma loss based on this to stop removal of gear.

 

4) alot of greifers defend the karma system because they are the ones that abuse it, and there are alot of them. Arsha is NOT a fix! 1 single server to not get greifed in the whole game? no thanks. its way too crowded and you can barely ever get anything done. my suggestion to those who still try and greif is have a counter on then, after 10 forced pvp death (maybe more) THEY become red. as a punishment for attempting to abuse they system. 

 

5) lower the time for a declaration of war to go through IF amount of karma used/stored is not changed to allow them to go through within 5-10 minutes instead. 

 

6) Remove the "not ready for war" rubbish. this is nothing but an annoyance. guilds just remove all their wars, declare, and add wars back to stop their members getting greifed. noone likes it but those abusing the system.

 

my worst experience of someone trying to greif me was when i made them use 65 tears and 20 blessings. felt like he was going to greif, decced on the guild, and kept note of the dec time. went white named, right as dec hit killed him again, he thought i was red. got him to use all that, so yeah, i greifed a greifer.

 

thats my say. any changes/comments welcome 

Der Verfasser hat den Inhalt gelöscht.
Zeitpunkt der letzten Änderungen : 01. Mrz 2021, 23:42 (UTC)
# 118
On: Mar 1, 2021, 23:09 (UTC), Written by Astronaut

On PvP server everyone you kill cost no Karma for you. So why not simply increase number of PvP servers in the game. It seems like a much simpler solution.
Also forcing people to stay dead for 10 minutes - what if that happens to you? Are you prepared to lose 10 minutes of your scroll buffs? Or will you leave your farming spot everytime someone stronger comes to claim it in order o avoide this death penalties? 

Because if you apply that logic, that greifers should be able to force people out of their spots and you have to play on a single server then nobody would get to grind. Arsha is low population as well ebcause with *no* penalties, then people greif you jsut by killing and running away with no penalty. Also, note that people would only be forced to stay dead for 10 minutes after the third death. Not after the first. The first death is your warning, you lost so leave. Second death would be a minute. Third death you clearly haven't learned and now its time for penalties. Please read next time. As it is if someone stronger demands my grind spot I have to leave, why do you have a problem with my system? Why would my proposed system make any difference? Oh, right, greifers would suffer.

Zeitpunkt der letzten Änderungen : 01. Mrz 2021, 23:50 (UTC)
# 119

Best way i think they could fix this is either to add more Arsha Servers with no penalty to PVP or Finally add personal dungeons/mob spots and make them actually worth while doing. The PVP system in this game is hard to balance, on one hand the Karma System deters people from going on a mass genocide missions & Kill on site behavour out in the wild&around citys ruining peoples fun but enables mob-stealing because they never really thought about mob spots being over crowded or people just rocking up out of the blue and trashing peoples rotations even if they were there before them

Lv Privat
Oynus
Der Verfasser hat den Inhalt gelöscht.
1 ... 10 11 12 13 14 ... 23
Antworten

Feedback

Share your feedback and suggestions to help us develop Black Desert.

last
Es werden bis zu 10.000 Ergebnisse angezeigt.

Mit Eurem Einverständnis, nutzen wir Cookies um personalisierteren Inhalt und Werbung zu schalten.
Weitere Informationen