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UTC 0 : 42 Apr 29, 2024
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Mastery expansion... after 3 years, it's time to improve life-skilling...
Sep 13, 2021, 15:31 (UTC)
1030 5
Last Edit : Sep 13, 2021, 15:32 (UTC)
# 1

Like the title suggests: we need to expand life-skilling 

 

It's not fair to anyone who put in thousands of hours to get 2000 mastery to now be blocked by this 2000 mastery ceiling for so long. 

 

Many life-skillers are sitting at the maximum 2000 with no way to innovate and strive to make more silver per hour. Including myself. 

 

Combat seems to just keep growing, and life-skilling is now left behind.

 

PA, please release the next chapter of life mastery. Increase  the limit to 3000 and increase the silver per hour. I beg you. 

Last Edit : Sep 20, 2021, 16:42 (UTC)
# 2

?1

 

The entire stretch of mastery needs to be expanded to 4000 or 5000.

 

Because right now the mastery gains from having high level gear and high level lifeskill are well beyond 2000. 

Last Edit : Sep 20, 2021, 17:24 (UTC)
# 3

Do Haddum for 500 mil/hr with less gear investment, lets face it mastery killed life skilling

Last Edit : Sep 28, 2021, 19:56 (UTC)
# 4

?1

 

I do...

 

I have a 2k mastery character who gathers and makes 300m/h or less.

 

I have a 291ap guardian who grinds 600m/h or more.

 

 

 

Combat is way better than lifeskilling. 

 

 

The problem here is that lifeskilling is at the HARD CAP...we need to fix this now. 

Last Edit : Oct 10, 2021, 02:42 (UTC)
# 5

I think fixed prices on the marketplace and the ongoing Oasis event play significant roles in unbalancing lifeskilling longevity and shouldn't be overlooked. Fixed pricing in other areas, such as Imperial Alchemy/Cooking also play a role (e.g. the more one type of imperial box is delivered the more its return is reduced, in turn increasing demand/price for other less traded boxes).  Additionally, I don't think development realise just how much they hurt their own game by continunally giving us free items all the time (elixirs etc).

 

Holistically, lifeskilling is primarily a service, a means to an ends. If development work on the ends (e.g. the products/servives lifeskilling provides) the means should largely look after themselves. Ideally development would also have a clear idea what the 'ends' is. For example, player activities; primarily node/siege/server-wars, as well as support PvE combat activities, and secondary lifeskill activities (e.g. trading/imperial crafting), and making sure the primary lifeskill products feed effectively these downstream activities.

 

The big one however is the forced static economy. I don't believe it is understood just how much of a stifling effect it has on so many facets of the game. And there really is no excuse in this regard, afterall PA acquired CCP some time ago which run EVE Online; the mmo that is literally light-years ahead of any other in terms of in-game economics.

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