Region (NA/EU): [EU]
Hello, I would like to present my idea for solving the huge boredom of veteran players. I am talking about the red karma system in BDO, so that world PvP brings something to the game and isn't so boring. Just logging in for node wars and playing instanced PvP is very repetitive on its own and does not bring anything new in the long term. Nothing can surprise me in extended gameplay, and the excitement accompanying instanced PvP reminds me of the memorized list of lunches at work throughout the week.
most likely this will be totally ignored and no one will read it, especially the devs, but it’s nice to write something and invite discussion.
Since PvP in BDO, especially open world, ends up with swapping characters to another server, there’s no risk for me when killing noobs on all channels, and fighting players at my level while I’m forced to use weak crystals is also not enjoyable. Therefore, the idea of world PvP where only one side loses is still linked to swapping. I would prefer if every region in the game operated like the desert area, where prisons are assigned to each region.Additionally, I would like the quest-related tasks in Muiquun to be completely rebuilt and for various types of quests to appear in every region of the world. Also, activities involving being the bad player who ambushes NPC caravans or something similar that provides some profit or at least interesting rewards in the form of titles, etc.
I will now describe what my game in BDO looks like. After an hour of grinding in the desert, the time comes when I head to a spot where someone is currently appearing, that is, Honglim base. After some time of defeating players on every server, people occasionally appear who want to take revenge for the weaker players I have defeated, and unfortunately, if a stronger player shows up, I have to do what those noobs I killed did, as fighting an opponent who I can barely defeat is pointless and I might lose myself.
I am fully aware that all this red karma is completely unwanted by the devs, and they would prefer to remove it from the game entirely, but they fear that the game would turn into a Genshin Impact copy with Korean design. They've significantly increased the upper limit of negative karma to -10 million and reduced its regeneration fivefold. Instead of improving the situation and deterring people from entering the red karma, they only created a dead end for players who decided to kill other players, so in the end, there are significantly more PKers than before the changes with the karma. So some of these people definitely rage quit the game because they don't know what to do, while others somehow accept this fact and keep playing.
Also here are my proposals
And yes, I know that there was an intention to introduce a bounty system in the past.
Details:
Skull system means more players killed, bigger sentence in jail up to 24h or jailbreak like always
Skull Score Mechanics
Scoring Rules:
Gain 1 kill point per unique open-world kill
Lose all skull levels upon jailed
Skull Icon: Appears beside name, target frame, and killfeed
Skull Logbook Tab: In “My Info (P)” menu
Shows: Kill Score, Deaths, Last 10 kills, Kill regions
“Notoriety Map” shows zones where actually "skull" player roaming lets say big circle on the map
Skull ranking: Weekly ranking of top 100 skull holders (optional)
Tier | Status | Kills Required | Skull Color | Effect |
---|---|---|---|---|
I | Public Enemy | 5 | Purple | Notification that there is such a player on the channel |
II | Murderer | 15 | Bone White | Bone White Skull Circle on the map |
III | Serial Killer | 30 | Gray | Gray Skull Circle on the map with smaller diameter |
IV | Slayer | 60 | Red/Red | Red Skull Circle on the map with even smaller diameter |
*Skull icon nearby nickname
*Skull players are only visible at mainland, desert should only show how much outlaw status players are actually there
*Reward for killing skull players should be in potions like perfumes etc.
*Skull points are counted after killing innocent player After 30 minutes, one murder point disappears; if we had 25, we now have 24 as an example.
System Goals & Benefits
Adds visual identity to PvP-focused players
Encourages fair PK and punishes griefing
Adds danger, immersion, and tension to open-world zones
Integrates with existing karma and bounty systems
Rewards bounty hunters dynamically
NPC Caravans Quests Via Muiquun City
This is the biggest hidden treasure of the caravan of desert traders xDDD
Okay straight to the point
1. Dynamic Desert Caravans
Caravans now appear as moving world bosses with:
Guarded wagons.
Elite NPC escorts (Valencian Soldiers or Trade Guild Mercenaries).
Randomized routes and spawn timers (not fixed).
Optional Reward Pool – Loot Crate Examples
Item | Drop Chance |
---|---|
Gold Bar 1,000G ×3 | 30% |
Caphras Stone ×10–25 | 50% |
Artisan’s Memory ×5 | 40% |
Shakatu Seal ×2–4 | 30% |
[Some rare drop] | 2% |
System Goals & Benefits
More Dynamic Caravans: Caravans now behave like moving world bosses, with elite guards, unpredictable routes
Upgraded Quests: New daily and weekly kill quests from NPCs in the desert offer significantly better rewards, including silver, contribution EXP, and rare loot boxes.
Better Loot Drops: Destroyed caravans drop crates with valuable items like Caphras Stones, Gold Bars, Artisan’s Memory, and rare accessories
Exclusive Red Player Content: Outlaw quests from Muiquun offer harder caravan targets with even better rewards
*More time spending onto intresting activity instead of ruining lowbies life at spots seeking for open world PvP :)
Balanced Karma System Proposal
Introduce weekly redemption quests for red players:
Kill X monsters → +100,000 Karma
Donate rare loot (e.g., black stones, caphras) → +50,000 Karma
Benefit: Encourages structured gameplay to make up for PKing instead of just grind loops.
Feedback
Share your feedback and suggestions to help us develop Black Desert.