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#Suggestions
Nodewar Improvements & PvP Progression
Apr 6, 2023, 19:33 (UTC)
3779 67
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Last Edit : Apr 7, 2023, 00:19 (UTC)
# 41
On: Apr 7, 2023, 00:13 (UTC), Written by Coogie

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

I did read it, and I didn't find issue with the notion that AFK players/non participants affecting the servers. Creating a seperate war channel has been a suggestion (one even I suggested back when Daum/Kakao was the publisher) shortly after the launch of nodewars. 

I also addressed his concern of it being a personal hardware issue and pointing out that it was a network pathing issue, confirming his suspicion.

Did you read the posts? 

Lv Private
Thwacksaw
Last Edit : Apr 7, 2023, 03:15 (UTC)
# 42
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.

"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. "

You missed the remainder. I never said it was the direct issue. Hence the below part of it.

"there is other issues that are causing server lag but this is a possibility elixirs have exaggerated the issue since capped content exists"

Edit: i also know its not hardware i was replying to catdk saying its not  a hardware issue.

"That only causes lag for you, not for others. Stop using those elixirs if your PC can't handle it bruh..." Catdks comment i also had answered.

Last Edit : Apr 7, 2023, 04:59 (UTC)
# 43
On: Apr 7, 2023, 00:19 (UTC), Written by Hacksaw

I did read it, and I didn't find issue with the notion that AFK players/non participants affecting the servers. Creating a seperate war channel has been a suggestion (one even I suggested back when Daum/Kakao was the publisher) shortly after the launch of nodewars. 

I also addressed his concern of it being a personal hardware issue and pointing out that it was a network pathing issue, confirming his suspicion.

Did you read the posts? 

To explain once and for all, bdo is a client based game server does calculus sends to launcher launcher re does calculation lag is caused, adding buffs npcs and all that ur launcher has to keep ur cpu and network busy and while visuals aint loaded into your ram ot network everything else code related is being loaded in, even if u have 0 ping and the best pc available the game in a siege is gonna feel terrible. Now all that can be averted with a server based game where the server does the calculation and the launcher applies the result however we all know pa is gonna blame everything on hardware and network because they dont wanna put an actual solution there. All other games have solved the issues that pa has and saying its ur pc or whatnot isnt an excuse for poor performance in 2023, in 2016 sure nowdays not really. Now test this get a zerker homie and go with him to CR then have him put and elixir rotation and turn all graphics to low and uncap ur fps and then have him spin on mobs and watch ur fps go down to the drain, thats the easiest test i can recommend. I do apologize for any mistakes english isnt my native language

Last Edit : Apr 7, 2023, 06:29 (UTC)
# 44
On: Apr 6, 2023, 21:21 (UTC), Written by CatDK

That only causes lag for you, not for others. Stop using those elixirs if your PC can't handle it bruh...

If that was true, an year or two ago nobody would've complained from one world event, where there were so many players at one place that made the game at this place unplayable because of both FPS lag and ping problems. And I was there too with the lowest settings possible.

And if that happened, then what's left for any activity involving 100-150 or more players at one place?

The server can't take so many players at one place.

Last Edit : Apr 7, 2023, 06:42 (UTC)
# 45

T1 Nodewars:
150M per Loss / 500m per Win

T2 Nodewars:
500m 250m per Loss / 1.5B per Win

T3 Nodewars:
1.5B 500m per Loss / 3B per Win

T4 Nodewars:
2B 500m per Loss / 3.5B per Win


The amount of rewards in materials is too high, especially for the lifekskill materials. Giving out 3.5 billion silver worth of meat will result in something like 119k lion meat, which is normally slightly under 10 hours of gathering. That 3.5 billion silver per win for the T4s can be turned into something like 7.5 billion silver after tax. This will increase the supply of meals and sub-meals without an increased demand. This will crash the prices of the meals and will make it so that cooking meals is no longer profitable.
It's much better to limit this to enhancement materials or raw silver to incentivize people to buy more from the market or make it cheaper for others to enhance. Downvoted and saged.

Last Edit : Apr 7, 2023, 07:08 (UTC)
# 46
On: Apr 6, 2023, 19:33 (UTC), Written by Jonneyfive

Hello everyone,

 

As a community the nodewar and siege scene has come together in discussion of the current state of nodewar, siege, and the rewards that come along with them. In this post I'll be covering the discussions we've been having and the suggestions that have come with it. 

 

Nodewar:
While the community seems to be enjoying the current nodewar system there are a few adjustments that we think will overall benefit the scene and help make the current caps better. 

Nodewar gear & player caps

The main suggestion I've heard is to consolidate the T2 gear caps to match one of the siege caps. This will help streamline the system with caps that we already know feel good and work. In turn with the respective siege caps, scale the structure health of the buildings in accordance with the amount of players on the node. (For example a 30 man node on a tier 2 would have 60% equivalent structure health of a 50man node on T2)

Change T3s to uncapped so that the playerbase has more uncapped content. With progression being a big thing within the game, a majority of content right now does not reward it. As such, instead of just making more content similar to what we already have, this is a low player cap version for those who prefer 30-50 man nodewars for uncapped content.

Siege & Nodewar Lag:
Siege walls are the primary source of lag in Nodewars/Siege. They need to be optimized or fixed to help as such. Other entities such as buildings, players and objects also cause lag.
Centralizing NA servers would also greatly help with the ping disparity between those on either side of the region.

Upon investigation by some players in the community it was found that excessive elixirs/buffs could potentially be a part of the cause of the lag experienced in siege. We would like to see this looked into as siege lag is the worst it’s ever been and it’s impacting the game experience of players who enjoy this content. You can see and feel FPS drops and performance fluctuations from hitting players/mobs/objects while having HP on Crit, dmg nullify & other buffs. More testing would be needed to see if it hurts server/network performance but could be the case.

Other changes we'd like to see help with Nodewar/Siege performance is the removal of all non Nodewar/siege participants from war servers during war time. Another change which may help is similar to the Elvian realm where all NPCs are removed excluding those needed in wars like the general goods vendor, CM vendor, storage keeper & guild/war shops.


PvP Progression:
One of the biggest issues within BDO is the progression system. Currently the only realistic ways to progress are VIA PvE or Lifeskilling. These activities are fun for some but are also hated by many. Instead, the below suggestions will allow for progression while doing PvP. This also has the added benefit of keeping PvP'ers out of PvE & Lifeskilling areas so those who wish to only PvE & Lifeskill will no longer be griefed by PvP'ers.

Supply Boxes

Inflation is a huge issue within BDO, especially after the release of regions following the Serendia Elvian realms. We've come up with an idea to help give rewards to players without directly putting more silver into the economy.

How they work
Supply boxes would be something that could be traded in for various PvP Currencies (RBF seals, AoS token, NW Medals) in exchange for rewards that would be equivalent to PvE. One of the many things to take into account when adding currency or rewards in a game is the market & change. If a new piece of content or balance patch happens which changes the supply, demand or prices in another manner of items this can GREATLY influence how good or bad direct rewards are. Instead supply boxes would be a range of "items" per box that would allow players to pick their reward.
So if a player is going to turn in their medals and sees that the current Caphra market is overfilled & they're at min price they wont pick this, instead they will pick something like a "Gathering box" which may include meat & blood which they can either then use to lifeskill with or sell to lifeskillers who wish to use those resources. It would be a dynamic reward system that the players would have complete control of to help with an ever changing market.
This system would be good for PvP'ers in the sense that they get their rewards for PvP but its also VERY good for PvE & Lifeskillers who need more resources that are currently not obtainable. In North America, Blood, meat & many alchemy items are either preordered so such an amount its impossible to acquire them VIA the central market forcing them to do content they may not want to (Gather/Farm) or may just entirely remove any option to do certain trade skills such as alchemy as its NEVER profitable in many cases.
Because this is a dynamic system its not one that would punish some players or lifeskills like a static system would. If Meat & blood become widely available for whatever reason and the price drops, then PvP'ers will stop trading in their PvP currencies for Meat/Gather boxes (whatever you want to call them). Instead they'd go for another resource that is heavily preordered and impossible to get on the market which they can sell for max profits. This system helps EVERYONE!

Box types & Ideas:
Material Boxes Types:
Ore/Gems/Seed/Fruit/Leather/Blood/Meat/Seafood/Misc.

Consumable Boxes Types:
Elixirs/Food/Potions/Siege items/Item Parts/Other consumables

PvP hourly rates
One of the important parts is how much money you receive in your time while PvP'ing. If the supply box idea is implemented we'd like to see the following as rewards for each type of PvP content. You can scale PvP currency rewards to match each tier, along with any bonus items you may give such as the orbs of Honor/Gallantry

A majority of the rewards for pvp in my suggestion should be in PvP Currency used to buy/exchange for supply boxes. Read above for how supply boxes work. All numbers below are up for talks/debate. The main point is rewards for PvP Content compariable for PvE/Lifeskilling.

Nodewars
The first thing with nodewars we must be careful of doing is encouraging snipes. I recommend making the requirement to receive ANY rewards be 50 kills. Not Kills/Deaths but just player kills. 

T1 Nodewars:
150M per Loss / 500m per Win

T2 Nodewars:
500m 250m per Loss / 1.5B per Win

T3 Nodewars:
1.5B 500m per Loss / 3B per Win

T4 Nodewars:
2B 500m per Loss / 3.5B per Win

Arena of Solare
One of the main concerns brought up to me for Arena of Solare is win trading, alt accounts & griefing. All of which are an issue with AoS even without any rewards, i suggest the following fixes either way:
- To help with win trading, make the currency & rewards worth doing but ONLY received at certain rankings.
- To help with Alt accounts, require a gearscore to participate in ranked content. I'd suggest around 660, this is up for debate though on the exact Gearscore requirement
- To help with Griefing, actively punish those recorded and proven to do such actions. Along with encouraging winning VIA rewards should help deter such actions.

Money for AoS!
Currently AoS is very unrewarding and we see very low player activity within this content. There are many reasons to which i'd attribute this to be (looking at those BSR earrings) but thats for a different post. My main concern is making AoS an activity that progresses your account & rewards climbing the ladder.

Add increasing rewards per hour equivalency to each ranking. You can estimate the average game time & the worth of 1 "AoS PvP Currency" and scale it to each tier.

Example | If the average game takes 15min, you'd make each match at Radiant Spear give roughly 250m (Worth of PvP currency) per match to make a 1B per hour average.

Beginner - No Rewards
Apprentice - No Rewards
Skilled Soldier - 250m per hour
Dawn Spear - 350m per hour
Shining Spear - 500m per hour
Twilight Spear - 750m per hour
Radiant Spear - 1B per hour
Solare incarnate - 1.3B per hour

Red Battlefield
Red battlefield is some of my favorite casual pvp content but as such doesnt reward players with much money for the amount of time & effort spent within it. I also see a huge issue of players who'd like to enter RBF but get stomped by players with more gearscore than them. I'll be going over how i think both should be remedied below.

RBF Rewards
Scaling rewards for the following actions in RBF:
- Taking objective points
- Holding said points
- Getting player kills, but limit this to unique kills, so people cant kill trade kills
- Damage given, Damage Healed & Debuffs applied. This allowed for those who may not "Snipe" kills to still get their reward but also allowing support classes like shai to benefit from playing their respective classes.

Winning should also reward more than losing to help encourage everyone to play to win instead of playing to mess around.
For the point i talked about above, have a minimum amount of points required to receive ANY rewards but also give bonus rewards to any additional points player receive for said actions.

Uncapped RBF:
0 points - No Rewards
Average RBF player - 600m per hour
Above average player - 800m per hour
Top 3 RBF players - 1B per hour

Trial RBF:
0 points - No rewards
Average RBF player - 400m per hour
Above average player - 550m per hour
Top 3 RBF players - 750M per hour

Trial RBF
Reintroduce Trial RBF with this system. Allowing for players to play on trial characters BUT cap the rewards they can get to be lower than uncapped so those with gear are benefitting and rewarded for having progressed their account. This allows for a low barrier of entry to RBF PvP but the best money is at the top end.

Garmoth RBF Rework
The Garmoth map is one of my favorite PvP areas & is a really good RBF map excluding the "gimmick mechanics". 

Thank you to FoulTarnished for assisting with the writeup of this post.
Edit for grammar
Edit, lowered rewards for NW losses after discussion. Clarification on AoS rewards

Arg... Just a question : did you even think about owpvp?

For me, it's a big no for any system which would guarantee a progression through pvp alone. As such, giving so much money for pvp, directly or not, for pvping is exactly not the way to go, above all if the pvp activity can be practiced for an extended period of time (I'd say NW and conquest could be approached differently). Precisely, these activities should not "guarantee" a income similar to grind spots!

"This also has the added benefit of keeping PvP'ers out of PvE & Lifeskilling areas so those who wish to only PvE & Lifeskill will no longer be griefed by PvP'ers." 

If some players want to grind in peace , they can go on Marni, or on less popular spots. But claiming that giving more income through pvp activities will reduce griefing is naive and such a suggestion will only reduce the presence of players on the owpvp even more. As it the number of players was not low enough. And precisely, you want to remove players who can stand their ground in pvp... 

So, be it for players who want to be able to make pve only, or players who want to make pvp only, I'll give the same answer : LEAVE OUR PVPVE GAME IN PEACE, THANK YOU! 

Last Edit : Apr 7, 2023, 15:12 (UTC)
# 47
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're dumb and wrong.

Elixirs add to the lag on siege servers because each buff adds a calculation to a hit. Just as modifiers do, just as all these things do. 

The siege players are suggesting this is a potential issue because the siege players have noticed the degradation of the servers even though there are less and less guilds sieging. this would mean a more recent addition is potentially the cause and we see the elixir rotation being it.

When 2 guilds are fighting, (Corrupt VS. Cho) - we were having insane lag. this was due to the fact both guilds all run full elixir rotations and a collision of that many spells and that many hits with so many modifiers in a condensed area causes the server to lag. It is especially more evident on Valencia because of the render issues in the desert causing so many entities like the walls, annexes, the stick to continously load in and out depending on how close you are stresses the server. 

The entire point is that the servers are dogshit and PA should investigate and solve this fucking problem; no one gives a fuck what is really causing it. We want it to be fixed. We think its the elixir rotation adding more server instability based on our anecdotal evidence . 

Lv Private
Soggy
Last Edit : Apr 7, 2023, 20:18 (UTC)
# 48
On: Apr 7, 2023, 06:42 (UTC), Written by BreakfastMash

T1 Nodewars:
150M per Loss / 500m per Win

T2 Nodewars:
500m 250m per Loss / 1.5B per Win

T3 Nodewars:
1.5B 500m per Loss / 3B per Win

T4 Nodewars:
2B 500m per Loss / 3.5B per Win


The amount of rewards in materials is too high, especially for the lifekskill materials. Giving out 3.5 billion silver worth of meat will result in something like 119k lion meat, which is normally slightly under 10 hours of gathering. That 3.5 billion silver per win for the T4s can be turned into something like 7.5 billion silver after tax. This will increase the supply of meals and sub-meals without an increased demand. This will crash the prices of the meals and will make it so that cooking meals is no longer profitable.
It's much better to limit this to enhancement materials or raw silver to incentivize people to buy more from the market or make it cheaper for others to enhance. Downvoted and saged.

You do realize that there is also a cost to war along with if elixirs/perfumes were available on the market then there is a HUGE influx of demand for those items and a supply so large it wont be met for such a long time before meat and other items would even be considered. Elixirs are VERY good for both PvE & PvP, ill link below the current cost of Preorders which DOESNT account for people at max preorder who want more. This again, is just OFFENSIVE Elixirs, let alone utility/defense/etc. It will cost a player $350m-$685m per war in elixirs alone to run them. IF someone instead wants to keep meat for themselves to cook or to sell they can but its NOT the best venture for such a long period of time.

$ 138,877,800,000.00 Truffle Mushrooms
$ 51,120,960,000.00 Elixir of Endless Frenzy
$ 10,552,200,000.00 Elixir of Strong Draining
$ 19,269,515,000.00 Elixir of Brutal Perforation
$ 1,009,440,000.00 Brutal Death Elixir
$ 57,195,085,000.00 Elixir of Lethal Assassin
$ 385,924,000,000.00 Elixir of Sharp Detection
$ 2,436,286,000.00 Elixir of Advanced Concentration
$ 1,630,819,000.00 Elixir of Endless Fury
$ 26,891,150,000.00 Grim Soul Reaper's Elixir
$ 23,543,800,000.00 Elixir of Brutal Carnage
$ 70,199,220,000.00 Strong Griffon Elixir
$ 4,808,326,000.00 Elixir of Strong Shock
$ 182,340,000,000.00 Elixir of Deep Sea
$ 24,147,100,000.00 Elixir of Indignation
$ 59,616,765,000.00 Elixir of Lethal Destruction
$ 1,059,562,466,000.00 Total Offensive Elixir
Last Edit : Apr 8, 2023, 06:37 (UTC)
# 49

I only grind 1 hour a day, with this I can stop doing pve :3

Last Edit : Apr 8, 2023, 10:24 (UTC)
# 50

Not sure how u can be against this, i suspect that the reward outlined were a bit high therefore ppl dislike. Just adjust them a bit and there is nothing negativ about this.  Still should be worth though^^

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