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UTC 9 : 10 May 18, 2024
CEST 11 : 10 May 18, 2024
PDT 2 : 10 May 18, 2024
EDT 5 : 10 May 18, 2024
168 / 24 = 7: A Rule of Substance & Camps
Jan 26, 2023, 15:07 (UTC)
599 4
Last Edit : Jan 26, 2023, 15:07 (UTC)
# 1

I think I've figured out why new games feel less commited to making content than older ones. Even as far back as Everquest 1. 


Camps.

Let's look at BDO early end-game money locations:

Valencia 1, 1

Valencia 2,  2

Mediah 0

Calpheon 1 

Serendia 0

Dreighan 0

Kamasylve 2

O'dyllita 2

- Total 8

Hours in a day? 24.

Hardcore gaming hours likely? 6 to 12.

Days in a week? 7

Suppose a player has 24 hours to play. How many locations can they visit in a day more than once, grinding 1 hour each given that 8 are available? 3.

There's your problem.

In older games there were many more grind locations at end game. 

These locations were "Camps". Meaning instead of using the ENTIRE area as ONE spot you used ONE spot in the entire area. Fights were longer, but payouts were greater to make up for it. This created "scenery" and "nostalgia". Scenery could be like saying "We're at Camp: Arch" or "Camp: Arcadia" versus "We're at Orcs". 

This means that in older games Manshaums wouldn't be "the camp". Instead "manshaums" would be "Manshaums: West Cliff" or "East Cliff". One spot. More nostalgia. 

Slower fights sure. But that's not bad thing.

One thing you could do is add "charge" to our attacks. Meaning, we could fight these larger camp-type creatures. Built up a "Charge" that let's us one shot them after several kills. Something that we can flow into from any attack. Thus making fights interesting again instead of "one shot, one shot, one shot" ~ bored.

Also, this means that every location you have (of the 8 available) gets a multiplier on how much use we get out of it. It's no longer "boring" to log in. We can choose to STAY at a single place and then move slightly over and still be at Manshuams, but it would be "new" and "fresh" and "different" and OUR CHOICE.

8 just isn't a lot to pick from.


And eventually even if we love the scenery we hate it because we can't choose anything. it's the same 8 the same way with the same combat all the time. 

No choice.

No game.

No play.

Just grind.

And all of it.

I think the rule is to get to 168 "camps" in the game somehow. This way a player doesn't have enough time in the week no matter how hard they try to get through all of them. 

Last Edit : Jan 26, 2023, 19:04 (UTC)
# 2

what?

43 1679
Lv 61
Adonaj
Last Edit : Jan 26, 2023, 22:41 (UTC)
# 3

Belle's posts are always fun. 

On: Jan 26, 2023, 19:04 (UTC), Written by Adonaj

what?


 Exactly.

Have to think for a minute to catch on usually.  An in-person conversation could be entertaining.  But people don't usually speak the way they write or vice versa.

My take-away from a quick glance is that this changes the game's PVE pacing in time and space.  Wouldn't have to be the entire game, could be a welcome - change of pace :) 

Lv Private
Doiportne
Last Edit : Jan 26, 2023, 23:21 (UTC)
# 4

What would be really nice would be to fight monsters that you can't one-shot, that actually takes skill and strategy, but give crazy-expensive loot, similar to Sherekhan Guardian Spirits (Nighttime).  Perhaps that is what they're planning for Land of Morning Light?  So instead of mobs, it would be like fighting a mini-boss here, and there, but no need to summon, and there's enough of them for "camps", as mentioned by Belle.  Mobs are fine, pillars are fine too, but it would be nice to have something in between.

The point of all this is to give us many ways of getting the same thing from this game: silver per hour.

Time is money, no?

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