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UTC 12 : 3 16. Mai 2024
CEST 14 : 3 16. Mai 2024
PDT 5 : 3 16. Mai 2024
EDT 8 : 3 16. Mai 2024
Adding enhancing guaranteed failsafe system for extreme outliers
25. Jan 2024, 14:52 (UTC)
416 6
Zeitpunkt der letzten Änderungen : 25. Jan 2024, 14:52 (UTC)
# 1

Sorry for not following the name, region thing but i'm not interested in geting any credit just sharing my thoughts, maybe they will influence someone that talks about it sometime and more people will one day have an opinion and something is done that makes the community happy.

Anyways here are my thoughts. The rng system in the game as of now is casino tier and that could be a fun thing for many adventurers i guess. You just never know, it's all random. 

But also i think alot of people doesn't understand the reality of rng that well, and by explaining its reality, i think alot of people might agree, not to make any changes, but at least that hmm yeah it's problematic in a sense, even if they are unsure about course of action.

So we have average chance for rng per attempts and then you have probability which is slightly different and im not keen on the math behind these things im not a math expert but i do know logic and the truth is that you can never have 100% probability on rng. Unless it's guaranteed.


Even if you have 99% chance of success. Clicking two times won't guarantee you success. You will just create one extreme outlier that fails 99% two times in a row. Three times at 99%, will create an even bigger outlier. While it's very improbable that someone will become this outlier. In theory there is no guarantee you won't actually become this outlier.

You could fail 100 times in a row at 99%. It will be so unlikely that it will never probably happen, the probability is basicly zero, but it could happen. I think one of the longest recorded streaks of a irl casino was the same color on roulette, the ball landed on red 50 times in a row. That's like you tapping something ingame with 50% chance and failing it 50 times in a row. 

Some people might think it adds to the excitement of the game. 

But once you start geting deep into the endgame of BDO, and it doesn't even have to be that heavily into the deep oceans of improbability. But that's when you start having a ingame design issue imo.

Because most of your playerbase will not be teenagers or young people that has lots of free time because they skip school to play all day, or people that stream and make a living being able to play the game 24/7. So most people will have a few hours a day to play.

Let's say you take a deboreka necklace and we value it at 400billion, i don't even know but just for examples sake. Someone with a fulltime job/school and everything let's say he spends 3hours a day grinding which is still quite alot of playtime if it's 3hours effective grind. Let's say he makes 4bill a day. That's 100 days to get his necklace.

Now if he is a person that happens to become very unlucky, and has 3x the average. It will take him 300 days. And someone else might be extremely lucky, and onetap and do it in 10 days.

Now you can discuss what kind of rng span you think is acceptable, i think maybe that this sort of system will tire out many casual players. But for a endgame item such as a deboreka necklace, spending a year playing the game 300days isn't too much to ask for honestly, you could always buy a pen ogre ring and then spend a year to achieve your item and that's fine. Someone else wil be lucky and do it in 10days. That's the casino of the game. Personally i think it's fine, that's what we signed up for and its an acceptable rng span for me at least. 10/300 that's a times 30X span of luck tiers. Acceptable.

But what if because there are tens of thousands of players playing this game. What if you are the regular player, with a credit card to support the game, a customer. And you happen to become so unlucky that you fall into the insane outlier category.

And it will take you 50 taps before your deboreka goes, it's not unlikely to happen at 16% chance, the irl casino had 50 at 50% chance. Now the time will be 900days, almost 3years time. What if you equal the irl casino time for a deboreka. We are talking it could take you up to the ranges of 10years until you succeed.

Even more so, there is a probability it will take you 100 years. And we will never see these player examples because they will have quit the game long before then. Because they will think this is just too f**ked up of a game design. And the people that will stick around will be not lucky, but not extremely unlucky.

For player retention, i think this is a very bad system or design. And there should be an added failsafe that get rids of the extreme outliers. Make it so that on your 20th deboreka tap at 16%, you will have guaranteed success. It will not affect the market of tens of thousands o players the slightest, because you simply remove a "1%" outlier category or a very small outlier category from the game. And sure the player retention from such a small category of players won't be that high.

But why would you want a game to be that ruthless against your playerbase when it could strike anyone at any moment. Someone loyal to the game for years happens to get completely ran over at some point by rng numbers that are ridiculous. I know people that have insane amount of attempts at t10 horses for example. Where you get to a point when it just doesn't become fun anymore because it's beyond insane.

Even if you spend 3x or 5x the average on an item, you will still be F**kd, but it's a acceptable hole to fall into at that point, where you could motivate someone to keep going. But if you fall into the 10x-30x the average category, now you just become the person that the game decides out of rng, that you weill not be able to participate in this game because you were just too unlucky.

And it's when you get to those kind of outlier probability chances that are beyond insane, that i think there should be a failsafe system to guarantee success at that point. 

What's the average number of attempts for a t10 horse? 20? So you'd make a system where at your 60th attempt, or maybe even 100th(3x-5x), you will have a guarnteed success. It won't affect the game the slightest, just make it better imo. And you will still have casino rng that will create values that essentially are 10days or 300 days at that point. You just remove the 10 days vs 1000 days outliers and even though these outliers are so few and improbable, i think they should be dealt with anyway.

Because if you have a community of 10'000 players on a region let's say. And these 1000days outliers are 3-10 people that quit the game because of it. Will it create a huge problem for game retention or cause a massive uproar or make the developers of the game say oh.. we have a problem here, we must adress.

No because it won't even be noticeable, oh 5 players quit the game buhuu. Almost nobody has this problem. But everyone should care because you have the chance of this affecting you, always.

And if you happen to one day become this person, you'd wish there was a failsafe for it. Because the truth is rng is never guaranteed, and you could at any moment becvome the 0.000000000000000000000000000000000000000000000000001% outlier out of something. And i think adding a failsafe that cuts away some of this into at least the 0.01% outlier as worst case scenario, should be implenented and that it would improve the game overall and have no negative effects.

Truth is that when you have a rng system that is completely random based, there will never be 100% guarantee. You could fail forever, for millions of years. You will just become an even more improbable outlier each time you fail, but you will never become a 100% guarantee no matter how many times you click. You could've always failed instead.

TLDR: Cut away the extreme outliers of your rng at the 1-10% outlier category for a guaranteed success chance once you reach that far down the improbability category. It won't affect prices more than the outlier category removed, 1-10%. You will still have to grind for 300days to have a guaranteed chance to get an item in this system. It just removes the chance of you being in the ridiculous category beyond insane. I think that would just make the game better with no loss. Why would anyone complain about a 1% category being removed and want there to be people that spend 900days to get an item for example, or someone doing 150 horse taps and still failing. I think they will be fine that these unlucky players have a limit to their unluckyness and stays at 300 days of unlucky, it's still very unlucky to warrant a onetapper that spent 10days in comparison to feel lucky. He doesn't need a 900 day extreme 1% outlier person for that, a 10% 300day person will still make this 99% 10day person feel lucky in comparison, and just improve the game overall even for the lucky onetapper, because he could become the next 1%er, or 0.000000000001%er. Remove those extreme percentiles please, make a limit to how unlucky you can become, but one that still warrants you to be very very unlucky, just not in the insane unlucky category. For being lucky there is no such extreme percentile, there is a limit, 1tap, the comparison would be that some people when they onetap a pen deboreka gain a full inveotry bag of 192 pen debo copies. You see my point, removing or limiting the negative percentile would be an improvement because it has no limit like a 1tap success has. It just goes into eternity. You can spend 10hours grinding stars end without geting a disto, but you can not get 1000 distos from one mob because you were so lucky. There is a limit to your luck(1tap), but not to your bad luck(1000-1milliontaps).

Zeitpunkt der letzten Änderungen : 25. Jan 2024, 15:29 (UTC)
# 2

PA Community:

"You should feel lucky if you managed to fail 10 times in a row on a 90% chance"

:F

Zeitpunkt der letzten Änderungen : 25. Jan 2024, 16:04 (UTC)
# 3

Labreka Helemt 0 to pri with 104 FS so 25% to avoid wasting hundreds of millions on repairs.

Result? Fail 6 times (additionally game message that my FS is "too big" for this enchant).

Conclusion: rng enchant MAKES NO SENSE because with a chance of success of 3-5% and the lowering of the item's lvl or its disappearance if the enchantment fails, it makes BDO a pointless endless grind. Also enchant with crones does not make sense because the price of crons with several failed enchantments exceeds the value of the item that is enchanted.

The creators of Throne and Liberty themselves admitted that such a system does not make sense and while there is still rng in the game, the only thing that is randomized is how quickly a given item can be enchanted to a higher level.
Such a progressive system makes sense because sooner or later, but it is 100% certain that one day everyone will be able to obtain the highest enchantment level.

Of course, BDO also has something like a progressive enchant system, i.e. Jetina, but the best items in the game are not subject to this system, and additionally it is so expensive that the cost of an enchant through Jetina is practically the same as the price of the item in the market.
Conclusion: this system makes no sense because it makes no difference whether I have to grind trash to pay another player or an NPC to buy thousands of mats worth billions.

Zeitpunkt der letzten Änderungen : 25. Jan 2024, 17:45 (UTC)
# 4

Yes enhancing sucks. 

Zeitpunkt der letzten Änderungen : 25. Jan 2024, 18:57 (UTC)
# 5
On: Jan 25, 2024, 15:47 (UTC), Written by Senemedar

/

Peak bdo content to keep you occupied for 6 hrs even though you have the silver and/or materials:

Click FG Armor X times >

Fail >

Click on Blacksmith >

Repair Durability > Click memes + Continuously > Spam repair button for free meme

>Repeat

>Interweave with opening the CM to restock on memes

Zeitpunkt der letzten Änderungen : 26. Jan 2024, 06:31 (UTC)
# 6
On: Jan 25, 2024, 18:57 (UTC), Written by DaiPinch

Peak bdo content to keep you occupied for 6 hrs even though you have the silver and/or materials:

Click FG Armor X times >

Fail >

Click on Blacksmith >

Repair Durability > Click memes + Continuously > Spam repair button for free meme

>Repeat

>Interweave with opening the CM to restock on memes

As I said many times: neverending story.
Let's also remember that manos clothes do not use FS and crons system.
Effect? I wanted to get cooking manos clothes tet. Enchant from duo to tet cost me as much as tet in market and I still have duo.

Pointless and absurd.

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