As some of you have experienced only a small part of the BDO population actually participates in competitive multiplayer modes. It's pretty safe to say that most people who play modern FPS, MOBA, BattleRoyallewithcheeseandonions, Fighting Games, and Hero Shooters don't play BDO. At least not for it's pvp. So why is that, what is BDO lacking that these games games have?
First of all, and most importantly, the current RBF lacks GOALS. Not goals as in scores or points, but goals in a narritive sense. Media like books, movies, and games must hook the attention of the audience to characters' goals, goals that they will want to see fulfilled. If the audience is not hooked onto any characters with goals and motivation then the experience becomes mind numbing, boring, and pointless. In competitive multiplayer games the goal is player driven. Get better and be better than your opponents. Playing and practicing those games naturally drive players towards those goals.
In BDO's case, why do people spend hours a day gathering, or grinding? Because their attention is focused on to an overarching goal, to see their character grow stronger, more wealthy, more skilled, or better equipped. RBF is not a game mode that will help achieve the goals of the majority(all, lol) of players in BDO. "Can't you be satisified with RBF's competitive aspect? Practicing and playing against other people is fun!", i can't deny that RBF CAN be fun. But the fun you get from current RBF is tied to your character's progression and not just your own personal skills. After one or two games you stop, because to progress in RBF you can't play RBF. You have to grind mobs instead.
So how do we fix this? Simple. We need to have a competitive multiplayer mode with it's own progression loop, similar to that of grinding and gathering. It needs to be capable of rewarding characters so that they can progress in that mode, rewarding silver, materials(we'll get into this), and/or SP+EXP.
-Think of different tiered lobbies with a level of reward matching their respective gear tier-brackets.
-Have those different tiered lobbies deny entry for characters under the gear bracket. this is to create a sense of progression when players upgrade their equipment and unlock the next tier with better rewards and to prevent leeching
-Automatically cap the stats of characters who are overgeared and match it with the best equipment of that tier bracket.
-Tier-brackets should be dictated by minimum and max stats(AP/DP/Evasion/Acc) obtainable by all possible combinations equipment of that tier (ex. one tier bracket ranges from all equipment at +15 yellow - all equipment at pri yellow, another pri-duo yellow, next duo-tri...etc)
-Have rewards match the amount of silver you can make grinding with the top end of the gear bracket (average amount of silver per hour / 3, for 20 minute matches. 50% more silver rewards for winning matches since you risk 50% less for losing.)
Second, RBF lacks GOALS. Not goals in a narrative sense, but in a sense of scores and points. OK, RBF does have ONE(1[singlular]) goal as in points, but only at the level of pre 2000's competitive multiplayer. The world of multiplayer games have evolved since then and most games that draw in players, streamers, and viewers, have multiple goals for players to acomplish. The more goals, the more drama, especially if those goals involve STAKES(mmm steak).
What this new RBF needs is capture points. Whichever team that captures and holds a certain area by the end of the match is rewarded with upgrade and/or crafting materials, regardless of who wins. For an example current RBF arena has two lanes. We'd put two capture points on that arena, the one north giving different material rewards than the one south. Extra rewards for capturing both, and even more if your team won.
Third, RBF as of right now stands for RANGED Battle Field. Range AOE Classes absolutely dominate. Whichever team is matched with more ranged AOE classes basically wins.. BUT WAIT! We can fix this WITHOUT nerfing any of the ranged AOE classes. We can also tie this together with the capture points we talked about earlier.
-Have capture points emit a wide area buff where all RANGED AOE's from either team is either heavily reduced or nullified
-To do ranged AOE's you must enter the much smaller "capture point" INSIDE the larger AOE buff. This way ranged nukers still play a role in taking capture points, but will now have to risk themselves and work alongside their melee allies. Also depending on how small the capture area is, it effectively limits the amount of ranged aoe characters are at play in any given time. So teams with more ranged nukers will hit a limit on how much of an advantage they will have.
-"but what about the AOE nukers outside of the capture zone? what will they do :( ", all too easy, make the capture point unaffected by the ranged AOE resistance buff. pit nukers againsts nukers, let them feel our pain :)
-also you can create a class that places wards to buff their damage and acts much like these capture points. a placeable ward that protects allies surrounding it, but not the caster who is in the middle of it -taking advantage of a damage buff instead
-2nd also, if you want matches with a greater sense of progression have team towers like in MOBA's where breaking them increases the end reward or has some other in match effect
Lastly, if they do take this suggestion i recommend rolling it out alongside a season. That way more eyes can be on BDO, and instead of viewers seeing a game with 24/7 grinding, they will see a revamped RBF full of exciting drama, wizards losing their shit, zerkers tossing out the last opponent for the clutch capture at the end of the match, and lots n' lots of iodine fortified salt. In fact let's call the new RBF -"BSSF". Black Spirit Salt Factory.
The reason why RBF is so lackluster reward vise is to prevent people leeching it off for free rewards.
The score based wouldn't work either, as there are so extreme ballance issues, that it would be unfair.
Althrough the rewards are rather old, and due to inflation, they should double-triple the silver amount.
For the lack of objective:
1, They should cap it, so once a team reaches x points then it ends instantly.
2, Players in the middle should gain points periodically (like 1point every 2sec).
That would give an objective (controlling the mid), and if one team is camped at the start, the games would end faster.
Though then the reawards may need to be given out based on the lenght of the game to prevent abuse...