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UTC 19 : 41 Apr 29, 2024
CEST 21 : 41 Apr 29, 2024
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#Suggestions
Add Barter & Trade (Crates) Mastery
Mar 24, 2024, 16:48 (UTC)
305 11
1 2
Last Edit : Mar 24, 2024, 16:48 (UTC)
# 1

Family Name: Nemorosum

Region (NA/EU): NA

Suggestions/Comments: We have Mastery for every other Life Skill out there, but these two. It's time to change this. Bartering - Mastery would affect the weight of barter items, reducing the overall weight and decreasing the amount of stops needed. Mastery would also add the RNG chance to double or triple your crow coins when bartering. Trade Crates - Trade Mastery would reduce the overall weight per crate by 10LT for 30LT Crates, at 2,000 Mastery. Mastery would also increase the amount of crates you can trade at one time. Currently, with 30LT crates, you can only trade 7157 at one time using a horse (with no gear on). I have no idea if a Noble Wagon or any wagon, increases the amount you can trade at one time but if it does, boosting that amount would make it more viable for individuals with large quantities to trade their crates in. There are individuals, such as Goroshi from EU, who have 100k+ trade crates, which was ~2 years ago when they posted a picture of all their crates.
Last Edit : Mar 25, 2024, 02:10 (UTC)
# 2

I like the bartering suggestion.

Unsure about the trading suggestion. Goroshi is from NA and arguably the best trader in the world. His setup is flawless, hence why he is #1. Me personally for trading I would like to see the actual node network come into play where a player can have calpheon trading with valencia (crated goods) while also trading heidel with glish, velia with olvia, etc. A real "Trade Network" , for the active trading i'd personally like to see a bit of risk reward added which would help promote the open world pvp. make certain times of the day for trading hot/war zones like archeage, more risk more reward. Natural PVP and natural server politics would form. A three way trade conflict system, merchants, hunters/protectors, and thief. Might be hard to balance with shady handshake deals, open to suggestions on trading. It's difficult to balance in BDO unfortunately

Last Edit : Mar 25, 2024, 03:34 (UTC)
# 3

My apologies about Goroshi, I thought he was EU. I mentioned Crate Trading over active trading because PA had a re-work or total gutting of the system in the works. I would very much like to see a re-work done for active trading and some benefits to crate production. Crate Trading hasn't seen a whole lot of love from PA, other than the price increases we had and some other re-works.

But I agree, there needs to be an improved trading system that incorporates all forms of game play, to a degree. BDO is insanely difficult to balance, PA does a fair job for the most part, but there is always room for improvement.

Edit:

To everyone whose down voted, why? It's exceptionally annoying to submit an idea, and receive zero feedback on how to improve it. It feels like y'all just down vote to be rude or disrespectful, because you don't want a system changed or improved. It's an idea, a thought, it isn't set in stone, it isn't guaranteed to be implemented. The purpose of the suggestion is to plant a seed in PA's head on potential ways to improve it. I put my thoughts out there because I didn't see any others submitting ideas on a system that hasn't been touched since it's inception. When people do submit ideas, it's too much, they want to click a button and bam I'm G50 capped on everything! Just remember, a Pearl Abyss employee had an idea, someone thought it was a good idea, discussions evolved and now we have Black Desert Online.

Last Edit : Mar 25, 2024, 04:52 (UTC)
# 4

I think a better change would be to sell tradegoods directly from storage to the trade npc.

If I have all my crates in one town, I don't want to overstack my horse over and over again. That's a timegate that doesn't make any sense in 2024.

Edit: I like the weight reduction Idea.


some general thinking from my side:

trading has 2 sides:

active and passive trading

the passive one is creating crates:

1. buy or process material

2. create crates

3. move them as far as possible

4. buff up

5. sell

What I don't like about this is number 4 and number 5.

Number 4 is forcing me to save up, simply make it fix exp or set a max exp per crate. OR the EXP you get is only related to your mastery: 2000 mastery = 1000% Exp more

And Number 5 I already mentioned, I don't want to overstack horses.

Another Problem I see are the crate prices, to exaggerate it a bit, there are 1000 different crates you could craft but only 10 are really worth it, make it more diversified.

The question is, if we make certain crates more profitable, will the market prices for the material adjust and in the end you still make negative money?


Other then that I like passive trading, it would be more around quality of life changes or changes to the node system/ worker empire/ processing/ better UI, all of that would improve passive trading indirectly


what I would love for work empire:
I want to set up a worker empire with no rng involved, the whole system with workers and their skills needs a rework imo, also the UI is the same as in 2016, it would be so grate to have a overview, of your nodes like in a browser game: for example 10x Cedar Timber Nodes, the cedar timber generated per hour, I want to be able to invest in nodes to get more cedar timber, nodes go from lvl 1 to lvl 50, every level increases the amount of cedar you get, every level gives you points, there will be a leaderboard, make the cost of leveling it up very high for upper levels, like amortization time of lvl 40 should be 1 year, lvl 41 would be 3 years, so that more levels only nets you points on the leaderboard but no further benefit in the short term, you can level it up using ores/timber, make nodes dependent on each other that every node has its value, CP as a limited is still fine, 

you could make a whole own browser game out of it, you could even have warrior workers, send them to attack other nodes, lots of possibilities, also you don't need to reinvent there is a lot of good stuff out there

Last Edit : Mar 25, 2024, 08:06 (UTC)
# 5
Écrit le : 25 mars 2024, 04:12 (UTC), par : Sariix

Another Problem I see are the crate prices, to exaggerate it a bit, there are 1000 different crates you could craft but only 10 are really worth it, make it more diversified.

The question is, if we make certain crates more profitable, will the market prices for the material adjust and in the end you still make negative money?

They could make crates have variable price depending on market price. Would kinda make sense from a trading POV. 

For example, if we craft a crate with 10 tin ore worth 1400 each for a total market cost of 14000, the value of the crate should be scaled to be like 75% of that (So around 10500 silver), changing day to day to reflect the market price. With trade distance and bargain bonus, all crates would remain profitable, and wouldn't necessitate much manual adjustment to price if the price of resources were to soar or crash. This would also make expensive materials crate like Mithril ingot not being a 3 million loss per crate.

Last Edit : Mar 25, 2024, 08:59 (UTC)
# 6
On: Mar 25, 2024, 03:25 (UTC), Written by Zenzija

Edit:

To everyone whose down voted, why? It's exceptionally annoying to submit an idea, and receive zero feedback on how to improve it. It feels like y'all just down vote to be rude or disrespectful, because you don't want a system changed or improved. It's an idea, a thought, it isn't set in stone, it isn't guaranteed to be implemented. The purpose of the suggestion is to plant a seed in PA's head on potential ways to improve it. I put my thoughts out there because I didn't see any others submitting ideas on a system that hasn't been touched since it's inception. When people do submit ideas, it's too much, they want to click a button and bam I'm G50 capped on everything! Just remember, a Pearl Abyss employee had an idea, someone thought it was a good idea, discussions evolved and now we have Black Desert Online.

I didn't downgrade the post, but the reason people probably downgraded it is because it's hard enough for barter to get a carrack. You want people to also get lifeskill gear, which is expensive. And I agree, getting a ship should be the most important aspect of bartering, adding a mastery bonus that affects profit will only keep other players away.

Last Edit : Mar 25, 2024, 14:09 (UTC)
# 7
On: Mar 25, 2024, 08:06 (UTC), Written by Dracico

They could make crates have variable price depending on market price. Would kinda make sense from a trading POV. 

For example, if we craft a crate with 10 tin ore worth 1400 each for a total market cost of 14000, the value of the crate should be scaled to be like 75% of that (So around 10500 silver), changing day to day to reflect the market price. With trade distance and bargain bonus, all crates would remain profitable, and wouldn't necessitate much manual adjustment to price if the price of resources were to soar or crash. This would also make expensive materials crate like Mithril ingot not being a 3 million loss per crate.

This would be A LOT of work to implement. The simple solution is to do crates how crates were meant to be done: have workers gather the materials (or go gather them yourself) and process the materials into crates. You were never meant to buy the mats from the market to make your profits. Slaves work for pennies and get tons of resources, don't trade those for instant satisfaction of the market because the market should never be a factor in crate making.

Last Edit : Mar 25, 2024, 14:19 (UTC)
# 8

Idk I doubt higher lvl or mastery should magically reduce the weight of crates. Maybe some quest at guru where you can get an extra trade crate transport so we can send more. How about a repeat trade crate transport like I got 100k copper crates but I gotta remember every 4.5h to claim and send again. A repeat would just keep sending while online till they all gone or something.

Last Edit : Mar 25, 2024, 15:17 (UTC)
# 9
On: Mar 24, 2024, 16:48 (UTC), Written by Zenzija

Family Name: Nemorosum

Region (NA/EU): NA

Suggestions/Comments: We have Mastery for every other Life Skill out there, but these two. 

Incorrect. 

We do not have any mastery for farming. 

We do not have mastery for Fishing (its there but does nothing, so its not real).

We do not have mastery for more than half of Gathering activities (because gathering is now more than +50% mini-games driven and mini-games are not effected by mastery- the effectivness of mastery on gathering is massively reduced). 

And in the sub-category of gathering: water scooping and shovel digging do not have mastery effects. 

Last Edit : Mar 25, 2024, 19:29 (UTC)
# 10
On: Mar 25, 2024, 15:17 (UTC), Written by ArchaicTriad

Incorrect. 

We do not have any mastery for farming. 

We do not have mastery for Fishing (its there but does nothing, so its not real).

We do not have mastery for more than half of Gathering activities (because gathering is now more than +50% mini-games driven and mini-games are not effected by mastery- the effectivness of mastery on gathering is massively reduced). 

And in the sub-category of gathering: water scooping and shovel digging do not have mastery effects. 

I beg your finest pardon, but mastery for fishing absolutely affects fishing. You just aren't factoring in non-afk fishing because you've never fished for profit before. Prize fish are worth a lot of money and the only way to get a lot of them is with mastery.

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