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UTC 10 : 12 May 17, 2024
CEST 12 : 12 May 17, 2024
PDT 3 : 12 May 17, 2024
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#Suggestions
The New Wagon Trade System
Apr 10, 2023, 11:32 (UTC)
2651 45
Last Edit : Apr 16, 2023, 08:55 (UTC)
# 41
On: Apr 14, 2023, 13:28 (UTC), Written by SnakeGoddess

This is someting my mind keeps coming back to during these talks about the changes... This update, this game even, it isn't FOR us. It's for a completely different culture with a completely different market economy. It seems so obvious now, but of COURSE our feedback isn't worth anything because we aren't the target audience. We just get the translated table scraps of whatever Korea wants and if Korean players like the update, tough luck kid.

Which kinda sucks, since Korea isn't, iirc, the main market for the game. But then again, changes in the trade lifeskill doesn't affect any market, since people that play around with it are few and they probably don't care that much about the fine tweaks.

Edit: While I kept trying out the new trade system, it just came to me: Who the f*** designed the areas where the trade managers are in every spot? I mean, while I understand the old spots (like how you can get glitched to the point of being forced to remote collect your wagon in Western Guard Camp), made at a time when we didn't have 4 horse wagons and definitely no Forest Rush mechanic, did anyone at all try to maneuver a 4 horses wagon in the Mountain of Eternal Region area? A lot of props clutter, narrow pathways and, as such, a really high chance of losing trade good before even leaving the zones. Moreover, leaving from Camp Balacs towards Drieghan cannot be done with the Forest Path on autosprint (probably not on any auto-anything), or it'll end up in the river below. Top notch world design, right there! 1 exit winding up across multiple flights of stairs, the other one abruptly turning, after a steep slope, with a river below... when the autopathing in the game in general (and wagon physics in particular) being what it is. What. The. Actual. PAAAAA!!!

Last Edit : Apr 18, 2023, 22:39 (UTC)
# 42

please remove this NPC buying out the market downgrade, ruined trading for me and i wont be doing it until there is a fix to it

Last Edit : Apr 19, 2023, 05:39 (UTC)
# 43
On: Apr 18, 2023, 22:39 (UTC), Written by SmolToshi

please remove this NPC buying out the market downgrade, ruined trading for me and i wont be doing it until there is a fix to it

Giving the "Mysterious Giant Griefer Guild" the purpose they said it has would be easy: generate hike events on those goods until the price stabilizes at ~200%, which on its own would be a double QoL boost to the profession (with the scarcity of confirmed rumors). Instead of retarded cooldowns that blocks both, trading and questing.

But that ain't happening. While the complaints about the mechanic are probably up across all regions, they didn't do diddly squat. So yeah, fat chance of such a massive effort on the part of the team that "revamped" trading. Looking forward seeing your request fullfilled as that does seem to be PA's MO: Step 1) Add frustrating mechanics. Step 2) Let the playerbase struggle with said mechanics for a while. Step 3) Remove the mechanic and claim to be the MOST-IMPR-OVED-GAME.

Last Edit : Jun 11, 2023, 15:23 (UTC)
# 44

Bringing this back to attention, nothing about the trade system was changed since the update that made it relevant.

I tried it for 1/2 weeks on release, the node setup, the rumor checking, the moving to buy the materials at different spots to then going back and having to move them again to the closest town, it involves way too much work for barely any profits (max I made was probably like 300 or 400m profit on a reset where I rode around for over 2 hours if you include all steps)

something needs to be done, you guys need to stop releasing new content and just let it die, because the new trading system is pretty fun, its just not rewarding enough

The main points that I think should be focused on:
- Trading mastery = higher profits

- Buying materials from trade managers remotely (so you dont have to move all around the world when you need to buy materials in 3 different regions)

- Introduction of trading workers, this won't be affected by mastery, so we can manage our "trading empire" and send out workers to buy, transport and sell. They will get 30% of the profits as "payment" (maybe reduced depending on trading level), this would be a great form of passive income for people that don't want to engage on active trading

- Increase distance bonus on profits, completely negligible right now

Last Edit : Jun 12, 2023, 00:39 (UTC)
# 45

You forgot to mention that they killed island trading!  My Advance carrack is just collecting dust now.  I want a refund.

109 950
Lv Private
Picklenose
Last Edit : Jun 13, 2023, 07:48 (UTC)
# 46

I still dont understand how they could rework the system and not really test it for playability? I realy realy like the idea...but the bad money, the much time you need to get anywhere and the griefer guild just killed it before it could even start out. 

They basicly destroyed our old form of traiding wihout giving us something back and then let it there to rot...propably for another 5 years or so...

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