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Lifeskill Reworks
Mar 23, 2024, 19:19 (UTC)
2319 10
1 2
Last Edit : Mar 23, 2024, 19:19 (UTC)
# 1

Lifeskills are a fun way to play BDO outside the realm of grinding that many players thoroughly enjoy. With the upcoming rework, I hope to have more fun and engaging ways to interact with the world of BDO through lifeskilling. A major part of this is rewards, but the real main part is engaging content.

In lifeskills, you currently have 2 ways to progress - gear or levels. The level cap of g50 is too low for some skills, meaning a new cap is needed. The current cap of 2k mastery is too low, especially for lifeskills that have an item that is equipable in the tool slot. Even with lifeskills that do not have a "tool", you can hit 2k mastery with mastery crystals and artifact/lightstone setup quite easily. This essentially negates both buffs like Florin scrolls, and hard to obtain items like pen manos accessories. A new mastery cap should be enacted that both rewards players with high end gear and/or levels, and give a motivation for people without them to work towards them. Making levels more rewarding might be a good first step towards this, which can be done by increasing or reworking what levels give what mastery, or adding more lifeskill specific rewards for hitting certain levels (eg guru1 alchemy lets you purify alchemy stones guru 1 hunting gives an extra matchlock shot.) As far as developing this content for all lifeskills, you devs probably have already taken many steps towards reworking lifeskills, but I hope these suggestions might give you easy options to add towards any decisions you have already made.


Levels being family wide will be nice, it would be nice if lifeskill gear was the same. Even with all lifeskills on every character, lifeskillers will still have dedicated alts in which moving gear constantly for is cumbersome to say the least. There is space in the gear UI between the awakening weapon and the tome/tool row - maybe make it collapsable? If you don't plan on making lifeskill gear family equipable, please don't make mastery work on farming, nor trading, nor bartering, and instead have levels be the only factor.

CP cap needs to be raised or re-adjusted - having the CP cap be higher gives a reason to push byproducts and continue progressing.

Add a leaderboard for lifeskills - it would help drive interest and friendly competition.

Purchase to storage - I would like a singular developer, with max LT, to buy 2m paprika one time and tell me that it is fine. The fix is have an option at vendors to purchase to vendor (or at least to mount)

No lifeskill treasure until now is whack. Please add one or more, and return the ability to get the rich merchant's ring via lifeskilling as it was orignally. Several options for a new treasure, but I'd suggest an ∞ energy potion with 6 pieces, each obtained from a different type of gathering tool.

Gathering

Probably one of the best lifeskills at the moment, doesn't need much work. Ideally the energy conservation on gather chance would become dynamic, as would the chance to get a minigame. Currently, once you hit master 1 gathering, and then hit 2k gathering, there is 0 incentive to increase your gathering level, this should change. Having a marginally higher chance to proc the minigame with higher levels or mastery would marginally increase the silver/hr of gathering while making it splashy, but not too much more potent. The current Master 1 cap for conserving energy is too low - this level can be obtained within an hour. Even with a max of 50% chance to conserve energy, you'd still burn it quite fast at most spots because of gathering minigames, which shouldn't remove the percieved need for pearl energy potions, and would potentially increase demand for them in the earlier levels. If seeds/hyphas become stackable, please consider revisiting the exp of certain spots, as it will impact how much exp/hr can be obtained. Gathering water needs a buff/rework, and so does digging. Fix all the fake gatherable objects. Trees, rocks, etc that aren't gatherable are an abomination. If after enabling all objects as gatherable, if there is a problem spot it can be reverted. Lakiaro needs a big buff, and an ingame way to mark objects you think are roots/pebbles, like in minesweeper.

Fishing
One of the easiest lifeskills to fix, in my opinion - buff harpooning, like a lot. Make it so it's either 1-2b/hr and great exp, or 1.5-2.5b/hr and the same bad exp. Make harpooning available from big boats, or make a new boat that is repairable and upgradable that can be used for harpooning. Triple floats should be craftable, and hotspots should be buffed to minimum 3x caught with a triple float.

Hunting
Probably the best active lifeskill at this moment in time, but it still will need some amount of buffs/reworks if mastery cap is increased. Maybe add a way to exchange certain hunted items (meat, hide, blood) for heads as a way to decrease the difficulty of adventurers obtaining house buffs for themselves. Remove special artisan heads, or make master special take only 1 breath as well, or increase the droprate of breaths by almost 2x.

Cooking
Buff imperials. The 3 options are: increase silver/box, 1 imperial per 1CP instead of 1 imperial per 2CP, and untether alchemy and cooking imperials. Imperials serve a very important part of cooking (and should for alchemy) that has been unadressed for a long time. When orcs was *the* spot to grind, imperials were the same silver/hr as orcs, and the situation has only gotten worse with time. I'd suggest implementing all 3 of these, but if you feel like doing 1 or 2 to start would be better, that's fair. As far as the increased mastery/cap or whatever direction happens, you can either make the new max for mass cooking, or leave it at a similar level and past that you only get higher chance of max dishes.

Alchemy
BUFF IMPERIALS! Same options as cooking, with split imperials being *super* important for alchemy. Announce Kzarka scroll, let us know it is in the game. Nomenclature on consumables needs to be updated / clarified. Elixir of indignation is a draught, Deep Sea, Khalk, Spirit Elixirs are perfumes. I'd suggest Draught of Indignation, Deep Sea Perfume, Perfume of Khalk, and Spirit Perfume.

Processing
Mass processing needs to be buffed, we all have so many materials, and it would make obtaining the materials more valuable. One way to buff could be with an optional minigame, which could be different for each type of processing, or the same, idc. Can apply this to cooking and alchemy as well, potentially.
L → manufacture needs to be sped up or allowed to mass process, holy this process is so slooow. Processing multiple items that do not stack (grinding crystals, drying fish) needs to work with mass processing.

Training
Horse racing needs to give more training exp.
Equalize price for t9 horses across sex.
Decrease cron cost for t9 horses.
Get training and/or mount EXP from training skills.

Trading
A lot of work needs to happen here. If gathering, farming, and processing gets buffed crates will be fine. Would be nice to have a treasure that increases crate moving throughput - either a t10 donkey/elephant, or that interacts with the town menu system, or both. Active trading you have a lot of options. My favorite so far has to do with incorporating workshops into trading, by making crates with armor/weapons and such. The idea is fairly simple, but you could make it more complex. Cities will want different weapons/armors and you can make them, then crate them, then move them with wagon, then sell them. Having a versatile supply of materials, workers, and CP will make this more efficient, and therefore more profitable. Furthermore, it would impart a value to certain materials (hides) that currently have no value because next to no use. This method would either need to be very good exp or very good silver/hr, as moving these crates has risk and costs CP.

Farming
Make levels or mastery (mastery only if accessories are made family wide) matter. Either more moles, more blush leaves, more crops, or something. Breeding and harvesting should give more exp - it's silly that the best way to get exp in farming is by doing it poorly. A fix for this could be done as follows - when harvesting (maybe breeding, too) you get more exp and/or products based off of the proportional time the crop was unblighted. Workers being placed on the crop would cut this in a fraction. This would reward people who both plant the crop in the correct climate and remove pests/prune them frequently.

Sailing
The primary problem of sailing is how cut off from the rest of the game it is. A simple solution would be buffing the trash/hr at sea monster places, or the rate of items that can be used to grind/pvp with. Also sailing exp from monsters needs to be increased significantly - I'm not sure if by 10x would be enough.
Each boat needs a unique skill, could be a 100%. Valor could be an instant reload, Volante an on demand breezy, Advance less movement penalty when encumbered, Balance half time to explore islands.

Bartering
Money is bad, simple buffs to the silver value of t5 goods every 2 years will not cut it. Carracks being able to be sold on the central market will help, but I doubt it will save bartering profit as it becomes a pyramid scheme. As new people get carracks, they will then make carracks and the supply will exponentially incrase as demand dwindles. I'd consider going the route of higher level or mastery would increase either the sellable value of t5 goods, increase the CC range of CC barters, increase the frequency of special barters, reduce the weight of barter goods, or increase max boat weight. Another idea would be to make every barter give some amount of crow coins. t1/2/3/4/5 could be 1/2/3/4/5 or 0/1/2/3/4 (I'd be worried that 1/2/3/4/5cc would make t1 barters better than they already are.)

Last Edit : Mar 23, 2024, 19:46 (UTC)
# 2

A lot of these are very good solutions and would go a long way to fixing lifeskilling and making it more fun and rewarding for those of us who do it. I would like to add to the trading that there are several worker nodes that need to be addressed, one that comes to mind is the Snowfield Cedar Nodes of Jade Starlight Forest and Wind Nol's Perch, both of these have an abysmally low output, well under any other timber node it feel like someone put the decimal in the wrong place.

Last Edit : Mar 23, 2024, 20:52 (UTC)
# 3
On: Mar 23, 2024, 19:46 (UTC), Written by Redraman

A lot of these are very good solutions and would go a long way to fixing lifeskilling and making it more fun and rewarding for those of us who do it. I would like to add to the trading that there are several worker nodes that need to be addressed, one that comes to mind is the Snowfield Cedar Nodes of Jade Starlight Forest and Wind Nol's Perch, both of these have an abysmally low output, well under any other timber node it feel like someone put the decimal in the wrong place.

I think they're meant to be rare and encourage actively gathering the materials yourself? With high enough output there would be no point to lumber snowfield cedar trees, you would only sap them. If this is unintended, thanks for making it visible ♥.

Last Edit : Mar 23, 2024, 22:13 (UTC)
# 4

Please PA, make harpooning give as much money as Sniper Hunting and I'll become a dedicated fisher. I've been waiting for this forever.

Last Edit : Mar 24, 2024, 10:28 (UTC)
# 5

Lifeskills need some love

Last Edit : Jul 14, 2024, 19:12 (UTC)
# 6

PA please give us some of those Improvements this year. 

10 123
Lv Private
Shiorikono
Last Edit : Jul 19, 2024, 08:02 (UTC)
# 7

Hunting: Make mastery actually worth something like increased Crit chance, extra DMG etc

Alchemy: A take from cooking mastery where it will make 10 in one go rather than always one after one after one

Processing: For the love of whatever deity you follow please speed this up according to mastery levels. Yes you can do more in one go with mastery but it is still atrocious.

Manufacture: agree should have a tick box Process all. or stackable. So have 4 stuffed heads, load them all in a stack with other materials and off it goes

Last Edit : Jul 19, 2024, 08:07 (UTC)
# 8

Farming: Make the scarecrow and water balancer thing not take up a crop slot. Maybe have other auto functions like adding a stack of water to the balancer and it continues to water the crops and an auto fertilizer you can load up. Also where is the stackable seeds/hypha you promised?

Sailing: when you upgrade from Sailboat/Frigate to Caravel/Galleas give the ship five cannons as a fire power upgrade rther than keep at 3

This was deleted by the writer.
Last Edit : Sep 3, 2024, 09:33 (UTC)
# 10

Please look into the Energy of Lakiaro and either buff the frequency in the bags or make the quest require 5 energy and then give 10 memory fragments at least per energy afterwards 100 for 1 dim tree so severely outdated and 1 to 1 on memory fragment as well.

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