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#Suggestions
Please do not revert the node war changes from Nov 10 on NA
Nov 11, 2021, 17:02 (UTC)
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Last Edit : Nov 12, 2021, 00:26 (UTC)
# 1

Recently, the node war changes that introduced member caps on Nov 10 were reverted in the KR region based on forum feedback signed by multiple large guilds.

We believe adding limits to the number of participants is a step in the right direction for the current node war system, even if many people greatly dislike the new node war system in the first place (which is a topic for another time) - most wars with "fights" in NA have involved much fewer than 100 members, and prior to the new node war system, most fights were organized on 30 man node wars, with some on 40-60 mans. In spite of this, siege guilds involved in these fights were fine with participating in these and still brought close to maximum participants during siege.

 

Please do not revert this patch on NA, similar to how it was done in KR. Below is some feedback collected from a popular discord with many representatives of the "T2" scene (guilds who participate in Tier 2, 3, 4 and siege wars) in response to seeing these changes reverted in KR:

 

"Returning back to the 100 caps for node wars would completely snuff out the node war scene over time. No small guilds would be able to reasonably compete and forcing them into alliances would be more likely to kill those guilds than to make the system work. Keeping different caps to allow guilds to play differently lets all the different types of guilds play the game how they want."

- Dezzick12, of the <Misfire> guild

The majority of guilds in the node war scene in NA are considered "small" guilds, i.e. bringing between 20-40 participants on an average day in the week. Based on KR's patch notes from Nov 10, 80% of guilds in KR brought 50 or fewer participants so it closely lines up with the ideology behind this feedback.

 

“I love my fellow NA [adventurers] and I would feel bad for them to be reverted back without testing the new systems fully”

- Druid, of the <Family> guild

We have yet to test these changes to see if it is improvement over the previous system where guilds could bring up to 100 participants, and thus need time to generate meaningful data before taking action on whether this has helped provide a better node war experience.

 

[There's] a 100 man region that still exists they could just go there if they want 100s

- Guttermouth2, of the <Apocalypse> guild

100 member participant nodes still exist in the Calpheon region for guilds still wishing for higher participant node wars, and thus there is no reason to revert the changes to negatively impact smaller guilds as well.

 

Additionally, if this merits keeping separate node war rulesets and systems from other regions (member, gear caps, number of nodes), please do so - this would be ideal as the node war scene in NA may not necessarily want changes that other regions have received, as different cultural and in-game dynamics and demographics make it such that the playerbase in NA might be best suited to a specific set of rules that differ from that of another region's.

 

Below is a list of the guilds who largely share the same opinion regarding this matter:

- Apocalypse

- Barcode (IlIlIlIlIlIlIlIl)

- BlackRose

- Brutal

- ChoNation

- Corrupt

- Digital

- Gang

- GOON

- KKooN

- Misfire

- Relevance

- Turtle

- VRTX

Lv Private
Rainy
Last Edit : Nov 11, 2021, 17:30 (UTC)
# 2

they do need to revert it and then potentially come up with satisfactory solution which works for everyone. boxing people in specific areas/territories depending on guild size is beyond backwards design.

This post was deleted by the writer.
Last Edit : Nov 11, 2021, 17:40 (UTC)
# 4
On: Nov 11, 2021, 17:34 (UTC), Written by Pretzelicious

Idk man, I would rather then come up with a better solution first and then replace this change. Not revert it and then "wait" for new solution.

what they MADE now is above stupid, its good its rollbacked in korea. even a single day with this system is too much.

Last Edit : Nov 11, 2021, 17:53 (UTC)
# 5
On: Nov 11, 2021, 17:30 (UTC), Written by Seeryus

they do need to revert it and then potentially come up with satisfactory solution which works for everyone. boxing people in specific areas/territories depending on guild size is beyond backwards design.

Nobody in NA likes the new nw system but the member caps are good for incentivizing fights to happen since we're stuck with this garbage.

 

Why are you even commenting on this? You're on EU. This doesn't apply to you.

Lv Private
Rainy
Last Edit : Nov 11, 2021, 18:08 (UTC)
# 6
On: Nov 11, 2021, 17:53 (UTC), Written by shift

Nobody in NA likes the new nw system but the member caps are good for incentivizing fights to happen since we're stuck with this garbage.

 

Why are you even commenting on this? You're on EU. This doesn't apply to you.

whaa....

Last Edit : Nov 11, 2021, 18:26 (UTC)
# 7

With 100 man caps, I could imagine an interesting world where: 

Large Guild A holds 5 nodes  

Small Guilds B,C,D,E,F all coordinate and simultaneously place forts to attack each of Guild A's nodes separately  
Guild A scrambles to all-call and gets 80 people online to defend  
A hectic fight ensues on mutiple fronts as Guild A scrambles to defend against all the little rats crawling over its territories  

  

But we haven't seen that yet. What we have seen is this:   

Guild A holds 5 nodes  
Guilds B,C,D,E all currently hold nodes of their own in highly separate/distant/disconnected areas, and cannot fight anyone but their immediate neighbors.   

Guild F will place a forts somewhere, but are not strong enough to contest Guild A. They decide to fight Guild E because they know they can take Guild E easily.

Out of all these guilds, only one pairing actually fights, and it is extremely one-sided.       

  

I've also seen guilds desperately form alliances, purge their rosters for inactive players, casual players abandoned ship, reorganize their communities, to adapt to the idea of full 100-man presence with no empty-slots and no mercs to fill gaps, for wars on mandatory days to hold grip on forts. And now that's changing, right after these guilds have adjusted.  

  

It is a lot of work to run a guild, to build a guild, to maintain a guild, and even more to actively re-shape a guild and adapt to new times. Please change things carefully. 

Last Edit : Nov 11, 2021, 18:32 (UTC)
# 8

Allow small/mid/largescale fights on all parts of the map. Add player caps that make sense according to guild size, i.e. 50/70/90.

 

PA needs to stop ruining smallscale or largescale or any scale for that matter.

 

Add reasonable player caps to avoid ruining already formed communities, I cannot stress this enough. 

 

If capping player numbers makes them restricted to a certain area all the time, then I am strongly against it, and I will voice my opinion on this no matter which region it comes from. You, op, don't speak on behalf of a large guild either, you are selfishly trying to box them into one region. 

 

No matter the scale or player cap I end up choosing to play, I do not want to do it in just a single sh*tty area, be it Kama, Calpheon, Valencia, whatever. Limitations like these would make me feel like I am playing beta version of the game after having tried the whole map. 

 

I have a hard time understanding why anyone would want player capped regions all the while EU fights for content diversity.

Last Edit : Nov 11, 2021, 18:37 (UTC)
# 9

I think the idea of a 75 man node would be great. The jump from 50 to 100 is pretty big for many guilds. Some guilds are able to bring 60-70 members for a war but do not wish to place on the 100 man in worries of dealing with the top guilds on the server and eventually getting kicked out of the region. However, by placing on 50 mans, then there will be 10-20 people that can't attend war that day and even more days depending on when people get home from work and other activities. The idea of 75 man nodes would allow guilds that are in this spot in the middle to still bring there main force while also not having to worry as much as getting kicked out by a bigger guild.

Capping most of the nodes wasn't the greatest idea, but I feel that it wasn't the worst. An example would be capping T2's and leaving T3s-T4s alone. T2's could be capped somewhere around 600gear score, the point where people have a couple pens with tets, allowing for these players to not have to make the jump from warring in T1's with tuvala gear to fighting people with 700 gear score.

 

The mercenary system being brought back in would be a nice idea as well, however make it limited. Guilds that really need the mercenary system would be the smaller guilds that participate in T1's and T2's. Bigger guilds in T3s-T4s do not need it as much as it should be a representation of their strength while the smaller guilds can use the extra numbers to help them out in their fights. 

Last Edit : Nov 11, 2021, 18:42 (UTC)
# 10
On: Nov 11, 2021, 18:37 (UTC), Written by ChiefOok

I think the idea of a 75 man node would be great. The jump from 50 to 100 is pretty big for many guilds. Some guilds are able to bring 60-70 members for a war but do not wish to place on the 100 man in worries of dealing with the top guilds on the server and eventually getting kicked out of the region. However, by placing on 50 mans, then there will be 10-20 people that can't attend war that day and even more days depending on when people get home from work and other activities. The idea of 75 man nodes would allow guilds that are in this spot in the middle to still bring there main force while also not having to worry as much as getting kicked out by a bigger guild.

Capping most of the nodes wasn't the greatest idea, but I feel that it wasn't the worst. An example would be capping T2's and leaving T3s-T4s alone. T2's could be capped somewhere around 600gear score, the point where people have a couple pens with tets, allowing for these players to not have to make the jump from warring in T1's with tuvala gear to fighting people with 700 gear score.

 

The mercenary system being brought back in would be a nice idea as well, however make it limited. Guilds that really need the mercenary system would be the smaller guilds that participate in T1's and T2's. Bigger guilds in T3s-T4s do not need it as much as it should be a representation of their strength while the smaller guilds can use the extra numbers to help them out in their fights. 

broski the smaller guild is, more impact few geared mercenaries have. mercenaries should be heavily capped if allowed. 1-3 merc should be max imho, to allow trialing purposes and maybe some friends checking out the guild etc. more than that would mean u r practicaly obliged to have max number of hardcapped mercs to not have disadvantage vs other guild who will surely recruit them. 

 

not to mention mercenaries ruin guild identities and fun for guild members themselves, feeling they are being carried by some overgeared apes who think of them as manshas for fun. 

 

 

 

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