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#Suggestions
Market rebalancing and other Lifeskill QoL
Mar 18, 2021, 20:11 (UTC)
898 7
Last Edit : Mar 18, 2021, 20:34 (UTC)
# 1

Some items are heavily demanded whereas some are completely ignored.

Problems:

1. Logs & Stones

> Used to force people into active play to build Alchemy Tool, Cooking Utensil and Ships. Usually available on the market but permanently pinned to maximum prices. 

 

2. Gems

> Out of 6 gems, sapphire and emerald are not available via node collection. Results in certain Manos items being more expensive to create than others but market pricing doesn't reflect that.

 

3. No demand for most items created by Workers. E.g. NQ gathering tools (people only want the Lucky procs)

 

4. Items with no or few recipes. E.g. Valencia Herbs like Nolina, Dalvenia

 

5. Too many recipes dependent on a few items. E.g. Cooking Honey, Milk

 

Suggestions:

1. Imperial delivery should be expanded to include player made crates. This should increase demand for various materials and also make crate creation in cities other than Grana/Trent worthwhile.

 

2. Crates should be expanded to include worker made items, like tools. 

 

3. More mining spots like in Pilgrim's Rest. It makes no sense for Pilgrim's Rest to be such a good place for mining when compared to actual mines and caves located in so many other regions. Besides, its not nice to be digging gravestones...

> If adding multiple interactable objects is memory intensive, how about adding objects that can be mined several times? 

 

4. New recipes or alternate recipes to balance out demand.

> Introduce things like Goat's milk, Kuku eggs...etc. Or just allow them to be harvested from more sources. There are those Kuku and Flamingo Nests for example.

> Timber (Ash...etc) should be made convertible to scantling. Perhaps at 20 or 30 per synth instead of like 10 for Logs. Or with a blackstone powder...etc

 

5. More break-down recipes.

> E.g. Liverto, Akum...etc

 

Maybe...

1. Ships can be built out of different timber. Result would be ships with different statistics. Lighter timber = more speed, less hp...etc

 

--------------------------------------------

QoL Suggestions.

1. Unable to tell which tree/rock has been used. Some visual indication would be nice.

> E.g. Some other games have things like "tab" to highlight interactable objects.

 

2. Allow remote transfer of goods from Storage to Marketplace for towns/cities that have them. 

 

3. Add transport option for towns like Arehaza. If necessary, once nodes are connected.

 

Mass processing issue appears to be fixed in latest update (Mar 17 2021)

- Changed mass processing so you will produce the maximum amount possible even if you don't have all the materials needed to succeed in mass processing a certain amount.

Last Edit : Mar 18, 2021, 20:18 (UTC)
# 2

+1

 

PA needs to make the market current with materials on hand.

 

Rework imperials to be instant craft, zero weight, unlimited stack, unlimited turn-in...

 

with this system the massive amount of sitting materials in the world would be sucked up and used. Then the market would be current with supply and demand. From this point you would see the true prices of materials change based on who is using what and where. 

 

With the IMP rework, we would see cooking come back to life, processing be profitable again, and gathered materials become relevant again. 

Last Edit : Mar 18, 2021, 20:32 (UTC)
# 3

Yeah the market pirces are pretty bad.

I could make a table on suggested min/max pirces though I doubt they care enough to change anything.

244 4634
Lv 62
Hnnie
Last Edit : Mar 18, 2021, 20:40 (UTC)
# 4

Unlimited turn in might be overdoing it...

Per-family limits would be better.

 

On: Mar 18, 2021, 20:18 (UTC), Written by ArchaicTriad

Rework imperials to be instant craft, zero weight, unlimited stack, unlimited turn-in...

 

Last Edit : Mar 18, 2021, 20:48 (UTC)
# 5
On: Mar 18, 2021, 20:32 (UTC), Written by PlasticDK

Yeah the market pirces are pretty bad.

I could make a table on suggested min/max pirces though I doubt they care enough to change anything.

The market has been neglected for ages - just a quick look and you will see dozens of items that are either never sold (I have seen some with over 500,000 up for sale), and other items with high demand have the max prices set so low that nobody attempts to supply them - there again I see items with over 500K backorders. Price fixing does not work in real life, and it does not work in MMO's, never has.

 

A couple of recent examples I just now pulled up:
Powder of Flame - 4.18 MILLION on market.
Rought Stone - over 400K on backorder, yet the price does not go up.

Last Edit : Mar 18, 2021, 21:13 (UTC)
# 6

this is an issue with worker nodes, not the market.

 

too many useless items you can get from worker nodes, the suggestion should be to rework the worker nodes, fix problems by its root not bandaid them, the market is doing fine.

 

also no unlimited turn in and weights (weights is never gonna go away because the weight sales is gonna go down), unlimited turn in is the only "PVP" for those who never leave town

Last Edit : Mar 18, 2021, 21:27 (UTC)
# 7
On: Mar 18, 2021, 21:13 (UTC), Written by PootyPoot

this is an issue with worker nodes, not the market.

 

too many useless items you can get from worker nodes, the suggestion should be to rework the worker nodes, fix problems by its root not bandaid them, the market is doing fine.

 

also no unlimited turn in and weights (weights is never gonna go away because the weight sales is gonna go down), unlimited turn in is the only "PVP" for those who never leave town

Not really.

Yes the whole crafting system is trash, there are way too much returdant, pointless and duplicate materials, which just clutters for no reason, and the amount you can obtain tought various means also bad, but the pirces are also an issue, and that's the easiest to fix.

Like there are a good amount of products that can only be sold for less than what the materials worth. Like dfq?

 

 

244 4634
Lv 62
Hnnie
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