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UTC 14 : 41 Apr 28, 2024
CEST 16 : 41 Apr 28, 2024
PDT 7 : 41 Apr 28, 2024
EDT 10 : 41 Apr 28, 2024
#Suggestions
Node War & Siege System Changes
Jan 11, 2023, 20:32 (UTC)
4232 48
Last Edit : Jan 24, 2023, 01:05 (UTC)
# 41

t1 beginner should be for beginners, so newer players can get into pvp easier. so percentage stats shouldnt apply on top of the cap, like special att damage, down att mods ? because as it stands newer players can get crushed by t1 guilds who run min max set up. another idea is to not allow the special earrings, necklace, rosar to work there ? PA should also just make easy to access guides for this and what to do to get into it and what gear to use. i was talkign to a casual guild, most of which play 3 years and they didnt even know you can basically pvp with season gear. and most didnt know in general there is capped content. ofc they didnt researdch yeah, but there should be easy to access information.

also great work and effort you put into this. thanks a lot ! hopefully PA listens !

Last Edit : Jan 24, 2023, 15:10 (UTC)
# 42

Still asking for more T4 with also smaller numbers to not force guilds into alliances to be able to bring 100. Or make T3 free again.

It also looks like KR and NA have a total different mindset about caped content....and I want to make it clear, that EU is total different. Different Meta overall and a different Mindset and way to play. Maybe its time to make different rules on NW for the different Servers. 

This was deleted by the writer.
Last Edit : Jan 30, 2023, 10:45 (UTC)
# 44

- Make actual caps - use your AoS -System to select gear before NW for those NW-Areas.

- Remove 1/3 of the cap and make them Uncap. 

- Look at especially the Nodes with 70 or more players and if the area is suited for that. Some Areas which are for t1 20 are better for 100 man NW and vice versa. Do some more effort here.

- the Damage-Defence Ratio is still way too much 1 Shot-Fiesta. Look at it again in case you're not doing AoS-gearbased NW-System for Cap.

-find a system to include politics of NW and Siege into the actual game, so it's accessible and visible and has impact on rewards etc. for the      related battle.

Last Edit : Jan 31, 2023, 10:12 (UTC)
# 45

I agree with this. 

Last Edit : Feb 6, 2023, 11:25 (UTC)
# 46

Further comments / suggestions since updates and conversations with other PvP guild/community leaderships:

• Rewards

- Overall positive to encourage more guilds to participate

- Needs to be differentiated at different tiers to make competing at higher tiers worthwhile

- Has resulted in a lot of guilds showing up with 5-10 people to ensure they meet the minimum participation quota, essentially half snipes with no interest in competing for nodes. Smaller groups in NW is fine but the KD threshold is too low, possibly increased to 40-50 to make guild participation much clearer. Would also need reviewing after the introduction event for extra guild rewards is over to see how many guilds persist at this approach too

• Castle Owning Guild Node War Participation System

- Being able to only do two node wars a week regardless of outcome is extremely stifling as a castle holder, especially as you already are restricted by not being able to do a region you own (which in some cases denies you doing majority of T4 node wars)

- If the aim of the restriction is to stop castle owning guilds from denying others from sieging, then a better approach than either of the above restrictions would be to make them only able to do T4 nodes.

- If you also wish to restrict how much rewards they can potentially win, you could still limit them to only *winning* 2/3 nodes a week like everyone else, but don't limit them simply taking part. It's taking a step backwards, siege winners should be the top competing PvP guilds so what logic is it to make them able to do less PvP?

• Capped - Tier System overall

Repeating myself slightly here but after review I truly think would be a better approach to the system.

- T1 caps using AoS style system. This would provide an introductory platform for new players (either to NWs in general or to gear progression of the game) while fixing the balancing issues of overgeared players abusing non-restricted stat builds and also removing the need to stagger the cap progression on higher caps.

- With the above in mind, you could then remove capped gear from T2-T4 and differentiate them based on annex count, annex durability, player count and, most importantly, reward difference to encourage guilds of different strength to compete as high as they can go.

- If you uncapped other tiers, would make the restrictive and repetitive nature of current node area selections less impactful on enjoyment and create a better environment for varying levels of competitive guilds, which self enforce themselves based on the want to compete for better rewards and community peer pressure (like in the original classic days but with less nodes which fits).

• Feedback system

- Some form of system where community PvP leads can be part of the process, deliver more directed feedback, see responses and feel heard as part of the discussion. Would be a lot easier to respect and understand the approach to gradual changes if the communication was there, and using select individuals to approach this would filter a lot of the bandwagon you typically get from forum/twitch chat chatter.

Hopefully despite pre-season ending we can continue to get consistent changes and attention to the system. I'd rather have small changes with constant attention than it being left untouched for a long time into a complete revamp months down the line again.

Lv Private
Unseen
Last Edit : Feb 8, 2023, 08:45 (UTC)
# 47

My experience as a capped succ nova at the T3 node this evening. My Q block is often erased down to 0 in a single shot from ranged classes. Even one other player on Maegu or Sage can blow through my entire FG in 1 skill. Now imagine that they have 49 other people behind them also bombing skills on me. Sadly my class simply cannot function in capped nodewars. The best I can do is jump in the way of high damage skills so they 1shot me instead of a better more useful class in my comp. I cannot even make any choices or decisions to get more DR or stats to help me survive more as I was at all of the defensive caps the war allowed.

Character survivability in these wars are in such a place that noone can survive being hit for even half a second, so traditionally 'tanky' classes are vaporized instantly and the classes that are actually able to survive and skirmish are only classes with spamable iframes or best in class protected movement.

Last Edit : Feb 10, 2023, 09:04 (UTC)
# 48
On: Feb 6, 2023, 11:25 (UTC), Written by Unseen

• Rewards

[..]

- Has resulted in a lot of guilds showing up with 5-10 people to ensure they meet the minimum participation quota, essentially half snipes with no interest in competing for nodes. Smaller groups in NW is fine but the KD threshold is too low, possibly increased to 40-50 to make guild participation much clearer. [..]

  • i mean even if the rest is still a tragedy...
    ...atleast they noticed this point and adjusted this on Global Lab today [10.02.2023]:

    "The minimum conditions for returning the chance to participate in the base war have been changed as follows.
    • Existing: When the total number of enemy fort destruction or killing/death is 20 or more
    • Changed: If the total number of enemy fort destruction or killing/death is 50 or more"

Lv Private
Yakamorii
Last Edit : Feb 23, 2023, 17:07 (UTC)
# 49

Been a while so figured would add comments on the changes since last time I posted and re-iterate those I still feel important:

Minimum Participation Condition change

Good change, too many guilds placing and doing bare minimum to receive rewards and be able to place again before leaving node which missed the point of actual 'participation'. This increase makes for a more realistic level of minimum effort to participate (still quite easy to achieve but that's fine as it cuts out the vast majority of the issue and involves some scuffed partipication I guess)

• Lack of Uncapped gear options or incentive

There is a large chunk of playerbase that significantly prefers uncapped content (even if just because capped is incredibly imbalanced and unfun for big chunk of classes) but very few options for it, to the extent where many of the guilds that would prefer to do uncapped feel forced into lower tiers to get remotely valid fights, compete for rewards or have a chance at a siege node (which in turn also forces out the guilds that would fit on capped tiers from using them as intended).


Uncapping T3 would solve a big element of this issue as you would have a larger number cap T4 and a medium cap T3 to provide two valid and varied options daily (if needed to redistribute nodes then Sunday does not need x3 T4 larger cap nodes). It would also then in turn make sense to differentiate rewards by tier and make T4 win reward significantly more than T3 (and T3 more than T2) so there is an incentive to compete on higher tier/size node.

• 150 Alliances - necessary?
I will admit I've always been opposed to 150 alliances, I don't see why an alliance should be able to go up to 150 people and a unique guild cannot if it wishes to hold together on its own, however I would not want to see sizes increase further, I'd want the 150 alliance system reverted.

The only advantage to 150 alliance system was ensuring lineups for cross server siege which isn't necessary but just made things easier, beyond that it just encourages inactivity and at times active players being sidelined due to larger numbers represented by one fort (so technically less potential node war/siege participants). Yes people have lives but that's why you have options for lower number cap nodes during the week rather than persistent 100man nodes, otherwise there should be an aspect of recognition from an active guild who has players wanting to actively play the game and other guilds should want to push their activity or work together to take down a strong active roster. Reverting to 100man alliance limit would help redistribute a lot of players to active projects, give back a bit more sense of guild identity to the game and make it more difficult to maintain a larger active raid (which it should be and should also be rewarded if you're able to do it like it used to be).

Other notes I'm sure I've mentioned before but I don't think there have been too many changes to the system in recent weeks. I'd still prefer an AoS style system for capped nodes but we take what we have for the time being.

Lv Private
Unseen
Last Edit : Mar 7, 2023, 12:00 (UTC)
# 50

Just wanting to add a comment to this thread as feels like after pre-season ended that any further changes to the NW/Siege system or even just updates on the thought process or intentions are gone.

I really hope this isn't another case that we are lumped with this now for rest of season until they revamp system entirely again or something, because I think already a lot more projects have not bothered pushing to improve or compete in PvP anymore. They've either disbanded and stopped, or taken things more casual and just accepted to play more casually to get mess-around content on lower cap nodes (so in other words stomping the players who might actually need capped gear content). There's no higher pay incentive to be on higher tiers so the content is dry there and other than the hypothetical of being best on your region (which isn't saying much if not many guilds see a point in competing), there isn't much reason to run an organised top end project.

Further to this, it's also resulting in less relevant guilds sieging week by week, making Saturday fight options dull and more limited than even they have been for last few years.

Even an announcement about a potential global siege or some coming ideas to discuss would be amazing to give something to work towards or acknowledge that the nw/siege system is still being reviewed and tweaked to improve it for us.

I won't post more after this until there are more changes to actually reflect on, guess we'll see how it goes.

Lv Private
Unseen
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