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UTC 23 : 24 Apr 29, 2024
CEST 1 : 24 Apr 30, 2024
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#Game Presentation
World Boss New System
Apr 15, 2024, 08:46 (UTC)
136 1
Last Edit : Apr 15, 2024, 08:46 (UTC)
# 1

amily Name: Hallking

Region (NA/EU): EU

Suggestions/Comments:

Hello,

I've hesitated for years to participate because I lack the time, but in recent years, Pear Abyss has been doing its best to improve Black Desert Online, and I want to contribute to the success of the game. I'm Hallking, a player since the BDO Beta. I'm not a hardcore player, but I've never stopped playing, so I've seen almost all aspects and changes of BDO.

The first topic I'm going to address is the World/Field Boss system. Bosses are one of the pillars in BDO. I suggest some changes:

  1. 1/ Reduce the number of appearances of the Bosses and add other Bosses, like those from the Main Quest, new Bosses, or others (Kelkas, Gehaku, etc.).
    Reason: Fighting the same Bosses has become boring. I've been hitting Red Nose and Kzarka for 8 years, and it's a bit pathetic to keep hitting them. Make Bosses more fun.

  2. 2/ Add a Boss window, similar to the Black Shrine or Monster Zone Info. With the addition of the Boss contribution system. The more a player fights a Boss, the more Boss points they will accumulate day by day. These Boss points will decide which person will get the best Boss item. But all this while keeping a chance to receive loot with the classic system. Let me explain with an example: we could have 2 ways to receive Kzarka's loot (Box), let's call them way A and way B:
    - A: Under the current system, meaning RNG. Nothing changes.
    - B: Under the new system, the Boss points contribution. The player present in the combat zone, who has hit the Boss and has the most Boss points, will have a 100% chance of receiving the Kzarka box. Example: there are 2 players who fought Kzaka, player A has 1,000,000 points and player B has 1,000,001 points. Player B will receive the box, but their points will be consumed and revert to zero. Player A will not lose any points and will wait for their turn to be first on the list in the next fight against Kzarka. For this system, the Boss loot is divided into 4 ranks.

  3. 3/ Still with the example of Kzarka. New items can be added. Thus, a rank. Loot Rank:
    S: Kzarka BOX (consumes all accumulated contributions)
    A: 1000 G / Iridescent Lighstone / FS 100 / FS 90 / FS 80 (consumes 10% of accumulated contributions)
    B: Belongings of an Adventurer / FS 70 / FS 60 / FS 50 (consumes 5% of accumulated contributions)
    C: others (does not consume accumulated contributions).

    I also suggest a small change for the 1G and 10G ingots. The character level will determine how many 1G to 10G ingots the player will receive once the Boss is defeated. For example, a level 61 player will have 61 1G ingots and 61 10G ingots, equivalent to a sum of 67,100,000 Silver. A level 65 player will have 65 1G ingots and 65 10G ingots for a sum of 71,500,000.

  4. This will provide an advantage for those who have had the courage and effort to move with their main character instead of switching to a second character. Reason: This system also encourages players to spend 5,000,000 Silvers to teleport via the Magnus.
    I also suggest a new possibility for exchanging Latent Boss Auras :
    x1 aura = 1 Memory Fragment or 1 Cron Stone or 1 Caphra Stone or Bandle or Power
    Bandle of Power: obtain one of the following... (2 Memory Fragment or 2 Cron Stone or 2 Caphra Stone).

  1. 4 / Boss Area and Mechanism. I think the normal Boss system is becoming more and more obsolete, especially with the appearance of Tuvala Gear and Jetina. Therefore, I suggest some changes:
    • Remove the normal Boss and only leave the Hard mode (Nighmarish, Thundercloud, etc.).
    • Add about ten skills for each Boss, which they can randomly cast for each phase, making the Boss smarter and more unpredictable.
    • The Boss stats change depending on the number of players who have hit the Boss. For example, the same example Kzarka, I think I understand that Nighmarish Kzarka has 730 DP and 130 Damage Reduction, it is doable by 30 players for a time of 5-10 minutes, but sometimes there are too many players and even the Nighmarish mode takes only 2 minutes, which does not show the power of a World Boss. I suggest that if there are more than 30 players, Kzarka receives a buff and stat increase, for example for each player over 30 players, Kzarka receives +20 DP and +5 DMG Reduc, which gives stats 750 DP and 135 DMG Reduc against 31 players and 770 DP and 140 DMG Reduc against 32 players who have hit and are present on the server. HP should not change, I think.More exciting rage phase, where the Boss has more AP when its HP is low. AP depends on how many players are present in the battle.
    • The Boss ejects an aura that surrounds the combat zone, preventing players from fleeing and staying AFK outside the combat zone. (this requires a change in respawn location and other changes).

Thank you for reading everything I wrote. I plan to write more suggestions if there are people who have appreciated my ideas.

I have other suggestions regarding:

  • Life Skills
  • Hunting Zones
  • Enhancement
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