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UTC 23 : 27 May 15, 2024
CEST 1 : 27 May 16, 2024
PDT 16 : 27 May 15, 2024
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#Suggestions
Sailing QOL Improvements - Based on GM Note from Fri, June 3 2022
Jun 3, 2022, 22:12 (UTC)
1487 11
Last Edit : Jun 8, 2022, 07:00 (UTC)
# 11

I've stopped sailing after the first blue piece, over an year ago. I really like the sunset stones change, getting one in 20 min instead of 6-7h(iirc) is great. Earning more money from Crocs would be nice but I wonder how would you balance them for solo friendliness. If that means extending the aggro reset range - awesome! 

We do need a way of earning more crow coins other than bartering. Bartering goods need  price adjustment. 

Please bump sailing exp up! Leveling sailing by dailies is horrendous!

Last Edit : Jun 26, 2022, 01:45 (UTC)
# 12
On: Jun 3, 2022, 22:12 (UTC), Written by DutchLestral
[Lowering Barrier-to-Entry and Increasing Income for Great Ocean Content]



You need better ships to enjoy more Great Ocean content; however, we feel that the ships take too long to build.
Caravels and galleasses can be built in a few days with some investment, but the process is very complicated and requires a lot of materials which make them difficult to obtain. Therefore, we plan to improve caravels and galleasses by making them quicker to build. Furthermore, we are thinking of ways to make materials like Verdant Black Stones easier to obtain. 

However, carracks are the ultimate ships that many Adventurers who enjoy Great Ocean content aspire to obtain. So, these will remain the same. Instead, Sunset Black Stones will be changed to take 20 minutes to make so that items can be equipped faster after upgrading the carracks.
We are also aware that the income from hunting Saltwater Crocodiles, which is required to upgrade carrack equipment, is fairly low. We will work as quickly as possible to get this adjusted soon. Also, they will be balanced so that they can be hunted solo.

Pardon the formating above, for some reason I wasn't able to change font colors or add or remove highlights, anyway

Caravels and Galiasses are deffinitly a lot of work for that first step when you're not working off of Rovinia's quests to get that head start, so this is a great improvement. Verdents, and the rare Saps are the two main barriers to entry here that have made me decide to not bother building a second carrak, and for a lot of newer players who don't already have a frigate or sailboat, it deffinitly makes the whole process feel overwelming. 

On a note of Saltwater Crocodiles, another much needed set of changes for this area, however I'd encourage developers to look at income potential from Goldmonts, and Lekrashan Habitats as well, as with recent changes to other grindspots (I say this as someone who uses the Volante, not a Valor) my income potential in either place is now considerably lower than grinding for an equivelant ammount of time at say Tshira ruins, as an example, especially considering travel time, and the fact I'd need to stock up on Rations and Canonballs partway through that grind as well. Changing some of the Guild Items into personal trash loot in these area's might be the easiest fix, adjusting their value accordingly, and maybe giving an option to combine a few to create the guild item, as was done with the general sea monster loot. 

I would also strongly sudgest developers look at the Goldmont Pirate zone more closeley, as I doubt many people of any tier are grinding there, given the income is so low compared to Lekrashan, which is currently the highest paying ocean grind zone, and it has the lowest chance at dropping sea crystals, or ocean claws. Setting up Goldmonts, Lekrashan and Saltwater Crocs to be area's specific to Carraks to grind with comparable rewards would be the ideal situation for everyone, and help emphasize the raw power of BDO's best ships. 

Some smaller QOL changes that I'd reccomend as well:

-Have Guilded claws (Trash loot for Crow Coins) Drop from more sea monsters in Margoria and Vadabin Sea, as a more effective alternative to Bartering
-Create a crafting Recipie for Breezy Crystals so that players can gather and produce them while out at sea with matterials that can be found on islands in the area's close to ocean grind spots

-Allow the Carrak to regenerate HP using Ship Repair Matterial from cargo without needing the captain to let go of the wheel (1% ship HP every 5 seconds, just like if the player or ride along players were fixing their ship at the mast)
-Allow the Carrak to use food items in cargo to restore rations without having to pull from the captains inventory (Ship could start doing this at 20% Rations)

-Allow the Carrak to reload canonballs with Breezy Crystals or Origin of Wind from Cargo

-Change Breezy Crystal to loading 18 Canonballs, Change Origin of wind to load 144 to help justify their cost, and make them more applicable to current ships

-Allow Sailors to regenerate their Stamina if there's Raisin Bread or chowder in Cargo. 

Finally, let's talk Margoria Phantom ship, and Vell: 
Margoria Phantom ship is less a nuisance and more of a buzz kill when sailing, especially when it pops up in the middle of a really good grind at Crocs where you've got a good group of them all lined up and suddenly... your last volley on the group is stopped because you're kicked off the wheel... this happens to me all the time. The Phantom ship should be reworked to be more like an Afuaru spawn, or a Garmoth spawn in dreighan, where killing it offers you a reward, and fighting it offers a different challenge, and it has a higher chance of dropping certain things like Artefacts to make it worth killing... dealing enough damage that it needs to be killed. The stop-start mechanic it forces is something that really ruins the fun of grinding at sea. 

Vell: Vell was initially a boss for ships with player controlled canons to kill, and had far fewer ships visiting it all at once... the mechanics at the time made sense, however now, for carraks and Galiasses and Caravels, it's a boring experience fighting it. Changes need to be made here, either to make it more appealing for carraks to fight, or to make the Guild Galley more relevant in fighting it... perhaps making Guild Galley canons Monsterbane canons and Vell less vulnerable to anything else? Or maybe reworking the entire boss sequence into something that's actually challenging and fun, where you're not battling more with Desync and personal computer limitations when the "Hide Other Adventurers" functiond decides not to work during the fight. I don't know, this last one probably needs more work from someone much smarter than I am. 

Anyway, thank you for reading! Feedback is appreciated

Quoting myself due to the recent update. Today I spent 1-2 hours at the following area's, and am going to offer my quick feedback:
*Note: This was a Blue Gear Vollante with a LVL 10 Crew, Running the zones until it was out of canonballs. Totals based on single trips back to Port Ratt. Results will varry for other ships, particularily if you're better at grouping targets, or using a Blue Gear Valor with it's higher DPS and Canonball capacity. 
Goldmont Pirates: Wow, I deffinitley noticed the new drops! This was a welcome change, however the Enemy density is a bit too low for my Vollante, so I spent a lot of time looking for ships after clearing the area before I found some smalls to bully. Goldmont Battleships also had a chance to drop rare treasure items now, which could sell for between 10 and 50 mil silver, in addition to the increased trash loot, and Guilded Claws that sell for Crow Coins. Maybe a second Goldmont area should be added for Carraks to have a bit more fun? Maybe put it in the south-west near O'Dylita?
Prior to Update: 30 mil Silver with Agris and Lvl 2 Loot buffs, and 5 Crow coins if the "Main Fleet" appears
After Update: 130 mil silver with Agris and Lvl 2 Loot Buffs, and 60 Crow Coins (Main Fleet did not appear)
Area also has bonuses to Sailor, Sailing and Combat / Skill XP, so it's basically the Polly's Forest grind area for Sea content. May come back here again if I decide to train another crew up. 

Saltwater Crocodiles: If this is meant to be the top tier grind area, there need to be more clusters of enemies, they're too spread out and you can sometimes waste a lot of time looking for them. However, I deffinitly noticed the Drop increase on the Crocodile scales, which will be really nice for anyone looking to make their Blue Gear. Unfortunatly I didn't get lucky with Map Drops or any other rare loot here, nor did I get any Guilded Claws on my run through here.
Prior to Update (Solo) ~30 mil silver with Agris and Lvl 2 Loot Buffs
After Update (Solo) ~140 mil silver in trash, more if you sell other items like Croc Scales

Lekrashan: This was already the best money spot on sea (At least for me), and thankfully, it's been improved! However, for solo sailors it's still not worth it to kill Lek's if you're just there for the money, you'll lose out on ~10 mill silver for killing it. Like with other area's, it would be nice if there were more Sea Monsters so you don't have to spend as much time looking for them... and given the shape of the area, an entire section feels empty when you move to the South-West from the Lek Icon. 
Prior to Update (Solo) ~80 - 100 Mil Silver and 200-280 Silver with Level 2 Loot Buffs and Agris
After Update (Solo) ~140 - 160 mil Silver, and 200-280 Silver, not counting other drops. Drops of Sea Crystals and other rare loot has also increased. 

Overall a good update to bring SMH closer to pairity with other content... As for the Fun rating for each area (Rated 1 to 5)
Goldmonts: 2
Saltwater Crocodiles 3
Lekrashan 4
Area I noticed the highest growth of my Sailing skill after returning to Port Ratt: Goldmont
Area I took the most damage: Saltwater Crocodile
Area I struggled the most to find targets: Goldmont
Area with the most "Rare" Drop items: Goldmont
My personal favorite overall: Lekrashan

Closing Note: Lekrashan and Saltwater Crocodiles are the current Endgame Zones for Carraks, and while they've been improved, they still need some work. I did not do the Vadabin Black Rusts as I know from past visits my ship does too much damage to get full loot drops. 
Another Goldmont Zone primarily consisting of Large Battleships in pairs would certainly offer more of the challenge I'd be looking for. A Goldmont Boss ship that had some Player ship skills like Smooth Turn and Ram would also be interesting to fight too. Overall, a good update to Existing Sailing Content, am looking forward to more. 

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