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UTC 12 : 28 02. Mai 2024
CEST 14 : 28 02. Mai 2024
PDT 5 : 28 02. Mai 2024
EDT 8 : 28 02. Mai 2024
AOS gear for node wars
04. Jan 2024, 19:27 (UTC)
467 6
Zeitpunkt der letzten Änderungen : 04. Jan 2024, 19:27 (UTC)
# 1

I wanted to know how the community felt about using AOS gear in node wars and using the AOS system/ damage caps in T1, T2 and T3. Instead of having a cap on player count.

Example:

T1: 20man cap.     structures Flags and barricades

T2: 30man cap.     All structures - 1flame tower -elephant

T3: 40-50man cap. All structures - Elephant

T4: 40-70 man cap. All structures with same T4 damage cap as they are currently.

T5: no cap .. all structures -no mercenaries

I do believe that if Pearl Abyss did enact some of these changes, we would see more guilds getting into node war and become more competitive at the upper end. This in turn would help with player retention as well as reducing player lag. 

This will also allow players to use AOS gear system which will alloe those new players to feel like they are on equal footing with some of the top guilds out there. It would also remove meme gear such as necklace/earrings and instead focus more on player skill.

Now I know most players are like "what is stopping some of the top guilds from the dropping on the T1.T2 and T3?" Well, it's overwhelming player count, capped gear and better rewards so it would be more beneficial for them to stay in the positions that they are currently in.

 Example:

T1: Rewards 250m for winning  :  100m for loss .

T2: Rewards 500m for winning  : 250m for loss .

T3: Rewards 750m for winning  : 500m for loss

T4: Rewards 1b for winning +1b guild fund : 700m for loss +700m guild fund

T5: Rewards 2b for winning +2b guild funds : 850m for loss+ 1b guild fund 

I also suggest that there should be more than one stick that has to be on the node and last longer then 10mins/death count to collect rewards for wins and losses.

Leave your suggestions or opinions in the comments below.

Zeitpunkt der letzten Änderungen : 04. Jan 2024, 23:26 (UTC)
# 2

I agree with this 100%. As it is right now, node wars can be exploited by the use of lower tier accessories to gain an unfair advantage against players who are less knowledgeable about the exploits. 

Additionally, this would also help with the cost of participating. Removing the need to purchase 600 potions and have a full elixir rotation going would be a good start. New players could feel more impactful with the changes mentioned. You shouldn't have to jump through a dozen hoops just to feel powerful enough to get a kill. 

Zeitpunkt der letzten Änderungen : 05. Jan 2024, 17:31 (UTC)
# 3

Its hard to say but PA dosent care about PvP. I do find this idea interesting. If people are not using the food rotations and elixir rotations. With simplifying the gear. I do see that it bringing down some of the lag. 

But what about siege? The bigest lag fest. 

This idea will never get off the ground. Look at what happened to "War of the Roses".

Good luck its a cool idea though.

Zeitpunkt der letzten Änderungen : 06. Jan 2024, 13:05 (UTC)
# 4
On: Jan 4, 2024, 19:27 (UTC), Written by CuddlesRUs

I wanted to know how the community felt about using AOS gear in node wars and using the AOS system/ damage caps in T1, T2 and T3. Instead of having a cap on player count.

Example:

T1: 20man cap.     structures Flags and barricades

T2: 30man cap.     All structures - 1flame tower -elephant

Elephants are completely overtuned currently; prefer not on lower player caps

T3: 40-50man cap. All structures - Elephant

Careful with wording; we dont need ballistas or high fences on t3

T4: 40-70 man cap. All structures with same T4 damage cap as they are currently.

T5: no cap .. all structures -no mercenaries

I do believe that if Pearl Abyss did enact some of these changes, we would see more guilds getting into node war and become more competitive at the upper end. This in turn would help with player retention as well as reducing player lag. 

This will also allow players to use AOS gear system which will alloe those new players to feel like they are on equal footing with some of the top guilds out there. It would also remove meme gear such as necklace/earrings and instead focus more on player skill.

Only issue with AoS gear is the lack of diversification options, especially in lightstones and crystals. Consider siege-evasion, jump gear, ignore-resist builds and similar.

Now I know most players are like "what is stopping some of the top guilds from the dropping on the T1.T2 and T3?" Well, it's overwhelming player count, capped gear and better rewards so it would be more beneficial for them to stay in the positions that they are currently in.

To explain why this is currently the case; the rewards are nice, but unimportant for pvp players. We pvp for pvp, we dont care about progression, and havent for a good few years now. If there are no guilds at a certain tier, leadership is forced to drop tiers to look for pvp content. Its a central failing of the game that there arent enough pvp guilds; the current distribution of the remaining ones is a symptom.

 Example:

T1: Rewards 250m for winning  :  100m for loss .

T2: Rewards 500m for winning  : 250m for loss .

T3: Rewards 750m for winning  : 500m for loss

T4: Rewards 1b for winning +1b guild fund : 700m for loss +700m guild fund

T5: Rewards 2b for winning +2b guild funds : 850m for loss+ 1b guild fund 

The lack of guild funds from lower tiers is worrying; NWs are expensive. Without some guild fund income, continued NWs would be untennable.

I also suggest that there should be more than one stick that has to be on the node and last longer then 10mins/death count to collect rewards for wins and losses.

This would further reduce the incentive to go into higher tiers. You'd have the risk of 'sniping' a node too often due to the lack of guilds placing there, thus also losing your rewards.

Leave your suggestions or opinions in the comments below.

Zeitpunkt der letzten Änderungen : 06. Jan 2024, 14:54 (UTC)
# 5

Agree. Caps are useless, AOS gear would be much better. With Caps some classes can't use their kit (ap, dp selfbuffs) and are useless (see succession nova DR from block and ebuff, shes squishy like a dark knight basically when not blocking)

14 261
Lv Privat
WONDERMAID
Zeitpunkt der letzten Änderungen : 06. Jan 2024, 15:35 (UTC)
# 6

I'm sorry. I should have worded this better.

T1: 20man cap. Structures Flags and barricades.

T2: 30man cap. All structures, Minus  1 fflame tower and elephant.

Elephants are completely overtuned currently; prefer not on lower player caps 100% agree

T3: 40-50man cap. All structures minus elephant and upgrades. 

Careful with wording; we don't need balistas or high fences on T3... you're right. I thought Ballistas were only for seige.  

R4: 40-70 man cap. All structures with same T4 damage cap as they are currently. 

T5: No cap... all structure - no mercenaries. 

Only issue with AoS gear is the lack of diversification options, especially in lightstones and crystals. Consider siege-evasion, jump gear, ignore-resist builds and similar.

The thought process is this. People who would go to a T4 or T5 in order for their whole guild to participate. Lower T1, T2's, and T3's are meant to understand and grasp the concept of large-scale combat. So having diverse builds isn't really necessary and plus, with the AoS system you CAN get some diversity. Some people do build full AP/DP or evasion as well as some times accuracy. 

This would further reduce the incentive to go into higher tiers. You'd have the risk of "sniping" a node too often due to the lack of guilds placing there, thus also losing your rewards.

Let's be real here. 90% of the fights that are fought in a T4+ are set up fights between guilds. Even siege, with a predetermined, desiginated winner. The other 10% dropped on nodes are snipes to secure siege placement for the following week .

To explain why this is currently the case; the rewards are nice, but unimportant for pvp players. We pvp for pvp, we dont care about progression, and havent for a good few years now. If there are no guilds at a certain tier, leadership is forced to drop tiers to look for pvp content. Its a central failing of the game that there arent enough guilds; the current distribution of the remaining ones is a symptom. 

100% agree

Counter: When dropping on those lowered nodes as a veteran PVP player, you're going to be running meme gear, Kaya necklaces, HP stackinf crystals, and earrings. Stuff that costs over 20 to 30 billion in silver. To go and beat up on some new players. Using the AOS gear system would prevent people like veteram players from dropping on a lower tier node, giving themselves an unfair advantage in war (other then their experience).

By the way, THANK YOU VERY MUCH for the feedback. Love having talks about war and how we can change the game to make it a better place for everyone. 

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