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UTC 15 : 21 Apr 29, 2024
CEST 17 : 21 Apr 29, 2024
PDT 8 : 21 Apr 29, 2024
EDT 11 : 21 Apr 29, 2024
15v15 feedback
Feb 27, 2024, 19:30 (UTC)
154 1
Last Edit : Feb 27, 2024, 19:30 (UTC)
# 1

Family Name: Veltas
Region (NA/EU): NA
Suggestions/Comments: 

  

  

1 - the queuing on the hour & half hour mark (like 8:00pm, 8:30pm, 9:00pm) needs an improvement regarding timing. Matches are often quick to finish, and then there are 15 minute periods of nothingness between matches. The idle time between matches is in my opinion just long enough to feel tedious and too long, but also still too short to really get up and multi-task and do other things while I wait. I'd really appreciate matches firing every 20 minutes instead such as at 8:00pm, 8:20pm, 8:40pm, 9:00pm. For the quantity of time spent in matches and having fun, the queuing time required around these matches is unpleasant. I don't know the ultimate solution but I look forward to a reconsideration of this process.

  

  

2 - people I talk to agree: the new Capotia and Elder's Bridge maps are not as fun as the developers probably hoped they would be. Personally, I really dislike them for this mode. I think in the context of a larger war, choke points like bridges create interesting focal points and moments that are memorable and intense within a larger war. However, when the conflict is condensed into a single match focused on these narrow stages, it is very very frustrating. The gameplay becomes so linear - just charge through the choke point, retreat from the choke point, hold the choke point. We dread entering a match and finding that we are one of the two new maps. I like having space to maneuver, multiple angles of approach, and these two maps feel claustrophobic and one-dimensional. Win or lose, the fights on these 2 new maps feels like one team is shooting fish in a barrel. I think the theory of a battle on a bridge or canyon can be epic, but the actual practice of playing it in a 15v15 match, separated from the context of a broader conflict that might give meaning to a climactic chokepoint battle, is miserable. If you or a person who know loves the new maps, I am sorry but I really dislike playing on them. 

  

  

3 - scheduling, concentrating the queue, longterm sustainability - I worry fewer guilds will queue on any particular day as time goes on. The few guilds who continue to queue will queue into each other. Already, our own match history shows frequent repeat matches, often back-to-back, with the same guilds. Later at night there are also often failures to match or find opponent guilds. There is a snowball effect where if a guild stops queuing, that's one less opponent guild, which makes the remaining guilds get a smaller opponent pool, which could make the matches worse, which could lead to another guild stop queuing, etc. Should match schedules be concentrated into fewer days or fewer times? Is there any way to encourage more guild participation and prevent guilds from feeling burnt out or stopping participating?

  

  

Anyway, thanks for reading. If you know me, you know I am very bad at PvP in this game but I love it anyway. 15v15 has me very excited and I've participated in a lot of matches so far and hope the mode continues to improve. I wonder why PA didn't implement this years ago! 

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