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#Suggestions
Nodewar Improvements & PvP Progression
Apr 6, 2023, 19:33 (UTC)
3772 67
Last Edit : Apr 6, 2023, 23:11 (UTC)
# 31
On: Apr 6, 2023, 22:49 (UTC), Written by TitanOfWar

Kinda wrong everytime someones fairy uses miraculous cheer for pots and then uses continous care (elixirs) the server has to process all these actions, now if everyone had V of continous care with 20 food buffs/elixirs and perfume this adds up very fast. Then you add in damage calculations + people moving around , you're just ddosing your  own server. What PA needs to do is make it where these elixirs can be merged (For a cost) to make less processing needed on the server side, there is other issues that are causing server lag but this is a possibility elixirs have exaggerated the issue since capped content exist people have started min maxing. 

The other issue is afk fishing players should really be moved to a seperate server or have siege an nodewars have a instance(this would stop some guilds using robe in velia to find cannons)

Edit: Also it isnt our hardware, i have 5900x with 3600mhz cl14 32GB kit and a  7900xtx , frame rate is a stable 200fps + in siege , im still having the lag from the server. 

Yeah imagine, ppl using items one by one with a sec or so delay every minute or so when they die causes every player on the server to lag, surely not the fact that there are few hundred players that spams screen sized AOEs that hits 5-10 times on up to 10 other players every half second, no the elixirs do the lag for sure.

And don't even bother with such "small" things like the world already being split on multiple servers in the background, so your afk fishers in heidel have no impact on your valencia siege.

But whathewer just clueless ppl screeching here for attention I guess, surely they will remove the elixirs and it will remove the lag magically for sure.

244 4634
Lv 63
Hnnie
Last Edit : Apr 6, 2023, 23:17 (UTC)
# 32
On: Apr 6, 2023, 23:11 (UTC), Written by CatDK

Yeah imagine, ppl using items one by one with a sec or so delay every minute or so when they die causes every player on the server to lag, surely not the fact that there are few hundred players that spams screen sized AOEs that hits 5-10 times on up to 10 other players every half second, no the elixirs do the lag for sure.

And don't even bother with such "small" things like the world already being split on multiple servers in the background, so your afk fishers in heidel have no impact on your valencia siege.

But whathewer just clueless ppl screeching here for attention I guess, surely they will remove the elixirs and it will remove the lag magically for sure.

No one said it was the direct cause also your clueless on how the servers intereact with the client. Also everything appearing on screen is client side which is YOUR hardware , i think you should do some research on what is actually sent from client to server. An whats calculated on each side normally which bdo basically uses the exact same style as other mmos for processing location skills used an so-on. 

Last Edit : Apr 6, 2023, 23:19 (UTC)
# 33
On: Apr 6, 2023, 23:11 (UTC), Written by CatDK

Yeah imagine, ppl using items one by one with a sec or so delay every minute or so when they die causes every player on the server to lag, surely not the fact that there are few hundred players that spams screen sized AOEs that hits 5-10 times on up to 10 other players every half second, no the elixirs do the lag for sure.

And don't even bother with such "small" things like the world already being split on multiple servers in the background, so your afk fishers in heidel have no impact on your valencia siege.

But whathewer just clueless ppl screeching here for attention I guess, surely they will remove the elixirs and it will remove the lag magically for sure.

You make a great point. Why investigate possible factors that contribute to lag? It's totally not an issue, it sure would be a better spend of time telling people their idiots because they have a differing opinion. You discredit others yet say things are non-factors with certainty. It makes no sense.

Lv Private
WildHank
Last Edit : Apr 6, 2023, 23:39 (UTC)
# 34
On: Apr 6, 2023, 22:49 (UTC), Written by TitanOfWar

Kinda wrong everytime someones fairy uses miraculous cheer for pots and then uses continous care (elixirs) the server has to process all these actions, now if everyone had V of continous care with 20 food buffs/elixirs and perfume this adds up very fast. Then you add in damage calculations + people moving around , you're just ddosing your  own server. What PA needs to do is make it where these elixirs can be merged (For a cost) to make less processing needed on the server side, there is other issues that are causing server lag but this is a possibility elixirs have exaggerated the issue since capped content exist people have started min maxing. 

The other issue is afk fishing players should really be moved to a seperate server or have siege an nodewars have a instance(this would stop some guilds using robe in velia to find cannons)

Edit: Also it isnt our hardware, i have 5900x with 3600mhz cl14 32GB kit and a  7900xtx , frame rate is a stable 200fps + in siege , im still having the lag from the server. 



The first paragraph isn't accurate. A game like PoE is able to keep track of hundreds of targets with thousands of stacks of separately ticking debuffs without much issue. The math is pretty linear, so it doesn't run into too much computational power issues. Tracking a thousand targets with a few dozen buffs/debuffs is literally an order of magnitude less troublesome than what most games already do. It can probably be handled by a single thread, maybe 2. The reason being is most of those things are just a single additional lookup and simple addition to a single calculation per instance. So, Skill + existing modifiers + [elixir modifers] +/- enemy modifiers = end damage. This isn't something that will break the bank of computational power. All of this can be done between the singular client and the server, basically stating "Hey server, I've chucked a meteor that deals 7,923 base damage with in this area of effect at this time". No additional pass through required.

If the issue is in fact related to elixirs, it's likely a bug. The potential culprits pointed out are complex elixirs that require some form of talkback from the server itself in order to function. As an example, HP on hit. The hitter needs to ask the server if a skill has registered a legal hit, and then the server needs to ask the one being hit if they have been hit, and then the process goes in reverse. Meaning, in order to determine whether or not you scored a hit, the server needs to ask each potential client if they have been hit. Until all the clients have confirmed/denied this, the server has to wait. Same is probably true for defense nullifying stuff. The hitter has to ask the server what the defense of each potential target is to know how much to ignore.

In other words, it's not necessarily a PC issue, it's probably a networking one. Thousands of instances of hits per second, each needing to ask each other client, and needing to give feedback to the source client.

Lv Private
Thwacksaw
Last Edit : Apr 6, 2023, 23:47 (UTC)
# 35
On: Apr 6, 2023, 23:39 (UTC), Written by Hacksaw



The first paragraph isn't accurate. A game like PoE is able to keep track of hundreds of targets with thousands of stacks of separately ticking debuffs without much issue. The math is pretty linear, so it doesn't run into too much computational power issues. Tracking a thousand targets with a few dozen buffs/debuffs is literally an order of magnitude less troublesome than what most games already do. It can probably be handled by a single thread, maybe 2. The reason being is most of those things are just a single additional lookup and simple addition to a single calculation per instance. So, Skill + existing modifiers + [elixir modifers] +/- enemy modifiers = end damage. This isn't something that will break the bank of computational power. All of this can be done between the singular client and the server, basically stating "Hey server, I've chucked a meteor that deals 7,923 base damage with in this area of effect at this time". No additional pass through required.

If the issue is in fact related to elixirs, it's likely a bug. The potential culprits pointed out are complex elixirs that require some form of talkback from the server itself in order to function. As an example, HP on hit. The hitter needs to ask the server if a skill has registered a legal hit, and then the server needs to ask the one being hit if they have been hit, and then the process goes in reverse. Meaning, in order to determine whether or not you scored a hit, the server needs to ask each potential client if they have been hit. Until all the clients have confirmed/denied this, the server has to wait. Same is probably true for defense nullifying stuff. The hitter has to ask the server what the defense of each potential target is to know how much to ignore.

In other words, it's not necessarily a PC issue, it's probably a networking one. Thousands of instances of hits per second, each needing to ask each other client, and needing to give feedback to the source client.

Thats what people are looking at , since other things in the game arent working exactly how they should is why people are pointing it out.

Also PoE doesnt have to track every movement(skill an hits as i think PA are doing some of these calculations serverside) also as PoE isnt a action combat keep that in mind , bdo probably has to do more calculations on movement because of the speed everyone is moving at and so-on, we also dont know how bad PAs netcode is. Which could also be a major problem. If its calculating how you say that means OCE players an others outside of each region are increasing delay to action. 

Also they should give OCE their own server at this point might remove some of the other netcode issues as the netcode was not designed for people over 150ms +

Last Edit : Apr 6, 2023, 23:58 (UTC)
# 36
On: Apr 6, 2023, 23:46 (UTC), Written by TitanOfWar

Thats what people are looking at , since other things in the game arent working exactly how they should is why people are pointing it out.

Also PoE doesnt have to track every movement(skill an hits as i think PA are doing some of these calculations serverside) also as PoE isnt a action combat keep that in mind , bdo probably has to do more calculations on movement because of the speed everyone is moving at and so-on, we also dont know how bad PAs netcode is. Which could also be a major problem. If its calculating how you say that means OCE players an others outside of each region are increasing delay to action. 

Also they should give OCE their own server at this point might remove some of the other netcode issues as the netcode was not designed for people over 150ms +

That's a seperate issue entirely. The guy I was responding to was under the assumptions that applying the elixirs themselves was causing the servers to struggle, which is laughable.

Lv Private
Thwacksaw
Last Edit : Apr 7, 2023, 00:05 (UTC)
# 37
On: Apr 6, 2023, 23:58 (UTC), Written by Hacksaw

That's a seperate issue entirely. The guy I was responding to was under the assumptions that applying the elixirs themselves was causing the servers to struggle, which is laughable.

No one claimed this, your shadowboxing buddy. 

Lv Private
WildHank
Last Edit : Apr 7, 2023, 00:11 (UTC)
# 38
On: Apr 7, 2023, 00:05 (UTC), Written by Coogie

No one claimed this, your shadowboxing buddy. 

"Kinda wrong everytime someones fairy uses miraculous cheer for pots and then uses continous care (elixirs) the server has to process all these actions, now if everyone had V of continous care with 20 food buffs/elixirs and perfume this adds up very fast."

Literally the quote of the guy I responded to.

Also, *you're.

Lv Private
Thwacksaw
Last Edit : Apr 7, 2023, 00:12 (UTC)
# 39

Trial RBF is not the right move, dont further split an already small amount of total players that could populate RBFs.
Instead, update trial characters to make them not entirely useless against players with some gear. I would suggest a basic setup on 696gs consisting of 301AP bracket on both mainhand and awakening weapon aswell as 395DP ensuring that trials have at least basic combat efficiency in a uncapped RBF environment without having to split the community into different RBFs.

At the same time PA should look into having less RBF servers overall and instead have ALL the different maps present on the front page of the RBF server selection UI and/or incorporate a map rotation to ensure not only the Valencia map is getting played.

Last Edit : Apr 7, 2023, 00:13 (UTC)
# 40
On: Apr 7, 2023, 00:11 (UTC), Written by Hacksaw

"Kinda wrong everytime someones fairy uses miraculous cheer for pots and then uses continous care (elixirs) the server has to process all these actions, now if everyone had V of continous care with 20 food buffs/elixirs and perfume this adds up very fast."

Literally the quote of the guy I responded to.

Also, *you're.

I mean you can choose to not read the rest of the post I guess

Lv Private
WildHank
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