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UTC 9 : 17 Oct 6, 2024
CEST 11 : 17 Oct 6, 2024
PDT 2 : 17 Oct 6, 2024
EDT 5 : 17 Oct 6, 2024
Uncapped PVP Content
Jul 23, 2024, 17:40 (UTC)
2300 21
1 2 3
Last Edit : Jul 23, 2024, 17:40 (UTC)
# 1

Hello, I'd like to take this time to discuss a large issue with the game! That issue being uncapped pvp. I’ve been around the game since launch, and I’ll be honest it’s hard to find the drive to keep playing with how the game currently is and I think a good chunk of the community would agree with me on that. PA takes the time and money to dev class, item and balance changes for us to have no content to use it in. I know this post being on the NA forums won’t get much traction with PA but hey let’s give it a shot and if you the players have any feedback/ideas please post them. 

NODE: Beating the deceased horse at this point but there has not been a single uncapped node fight since the first week the new node system was introduced. I don’t think it’s a matter of gear at this point, I really do feel that the number of players needed for uncapped node is too high. Trying to coordinate 75 players a few times a week is not realistic when you have a dwindling pvp player population. Everyone I speak with, both current and former players wish for a lower player cap uncapped node. What I'd like to see changed is all caps t1, t2, and uncapped be all be the same player count 30v30. 

GLEAGUE: Gleague was a great addition to the game back in 2016/17 we wished and begged for a queueable ranked pvp system. Once again, the main issue with gleague was not enough guilds queueing, what would happen is you would either queue into players hundreds of rating points below yours and have a boring fight OR you were the lower rated guild getting queued up vs the top dogs and get stomped. Why was this happening? Well one reason and I honestly think the only reason was 100 player guilds were only able to have 10 players queue at any given time. If you had 6 of the top guilds queueing for gleague 60 players would be able to play gleague and 540 players were not able to play the game mode. Two fixes I see for this issue, the obvious one is allowing more than 1 team per guild to queue that comes with the issue of guilds fighting each other and the point system. I can’t think of a fix for that, but you guys are smart sometimes, I’m sure you can come up with a way for the game to not queue the same guilds together. The other fix is something I will go into later.

OPEN WORLD: Open world pvp another dead horse to beat. Why even bother open world pvping? There is no incentive to it and on top of that with the dec changed it’s almost impossible to get started. The first fix for this is something people have been screaming about for a year now REVERT THE DEC CHANGES. It made 0 sense for those to get changed you already had protection in place for guilds that weren’t participating in nodes ONTOP OF THAT you had on a personal level for the players a system that allowed people to go under protection so they wouldn’t need to be subjected to scary pvp. Give guilds 100 protection slots and revert the changes. Also give us some incentives to open world a currency that drops on player kills that you can use to get perfumes, mats, elixirs, pvp titles anything at this point people just want to feel rewarded for playing the game. 

This brings me to my last and final idea this game has been out in NA for 8 years the player population is not what It once was Its time to lower the guild caps 100 players and 150 players with an alliance is too high. This system made sense when all we had were 100-man siege and 100-man nodes but its outdated and does not fit with the current game. I understand most MMOs dream of LARGE 500 PLAYER FIGHTS but let’s be real that ship has sailed, it’s time to start focusing on what’s fun in this game for the players and that’s small content. Dropping guild cap to 75 TOTAL players you can even keep the alliance system in just make the total player count be 75 will in theory almost double the guilds we currently have. Thats more guilds for gleague, node, open world. 

Thanks for listening to my rant and if you have an ideas on these systems please post them!! 

Last Edit : Jul 23, 2024, 17:46 (UTC)
# 2

this post has been written by one of the brightest minds of our generation. 

Last Edit : Jul 23, 2024, 17:49 (UTC)
# 3

I support this! 

Last Edit : Jul 23, 2024, 18:04 (UTC)
# 4

The original poster TrepX is Korean, please Jay... surely you'll listen to this wise mans wisdom.

Last Edit : Jul 23, 2024, 18:29 (UTC)
# 5

this

Last Edit : Jul 23, 2024, 18:40 (UTC)
# 6

Trash alliance system

Last Edit : Jul 23, 2024, 19:25 (UTC)
# 7

Players aren't avoiding uncapped just because they can't meet the player quota. It has alot to do with gear and the skill gap that can't make up the difference. When there are 40 alliances queued up for T1s, its not a people showing up problem. 
They're avoiding uncapped because no one wants to forehead into Digi for an hour. I would say Cho as well, but they're too busy dodging Digi to ever show up on uncapped. (Don't let that ego die ChoNation... Defend the brand..)

That being said, if they did reduce the playercap to 30 for uncapped, you might see 3 or 4 guilds show up on a Friday for a few weeks, then it would look the same. There is no incentive to fight players who literally defined what is to be an all-sweat, META chasers. The avg Joe pvp guilds will just drop down to mid-tier caps, in which the the higher tier pvp guilds will follow. Leaving uncapped a desert again.
Once the few guilds who were enjoying mid-tier start getting run over by the more seasoned pvp vets, they'll drop down to T1 again so there are more targets for the vets to go after; the sweats will follow still, thus everyone ending back up on T1s.
Its the whole reason they're trying to roll out this guild/personal pvp ranking system to try and force people up in tiers, so they can't hide from a fight. This will backfire in their face, like every other thing they've tried to force on us and people will just stop showing up to fight all together or just win trade to keep/lose ranking.

If they really wanted a system that worked they'd go back to the old system where people could arrange their own fights. Yes, politics sucked, but at least it wasn't this FFA monkey excrement fight that you see on T1's everynight now.

Or they'd implement some type of diminishing return or GS averaging system in uncapped. 
I understand that no one who grinded years for their gear wants to hear that, but the sad realty is that no one is just going to show up for you to stomp on their face for an hour to make you feel good about being 770GS.. 

Everything you said about GLeague and open world, I totally agree with. 

Last Edit : Jul 23, 2024, 20:10 (UTC)
# 8

⠀⠀⠘⡀⠀TrepX 200IQ post yet again    ⠀  ⡜⠀⠀⠀
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Last Edit : Jul 23, 2024, 20:28 (UTC)
# 9
On: Jul 23, 2024, 17:40 (UTC), Written by Trepx

Hello, I'd like to take this time to discuss a large issue with the game! That issue being uncapped pvp. I’ve been around the game since launch, and I’ll be honest it’s hard to find the drive to keep playing with how the game currently is and I think a good chunk of the community would agree with me on that. PA takes the time and money to dev class, item and balance changes for us to have no content to use it in. I know this post being on the NA forums won’t get much traction with PA but hey let’s give it a shot and if you the players have any feedback/ideas please post them. 

NODE: Beating the deceased horse at this point but there has not been a single uncapped node fight since the first week the new node system was introduced. I don’t think it’s a matter of gear at this point, I really do feel that the number of players needed for uncapped node is too high. Trying to coordinate 75 players a few times a week is not realistic when you have a dwindling pvp player population. Everyone I speak with, both current and former players wish for a lower player cap uncapped node. What I'd like to see changed is all caps t1, t2, and uncapped be all be the same player count 30v30. 

GLEAGUE: Gleague was a great addition to the game back in 2016/17 we wished and begged for a queueable ranked pvp system. Once again, the main issue with gleague was not enough guilds queueing, what would happen is you would either queue into players hundreds of rating points below yours and have a boring fight OR you were the lower rated guild getting queued up vs the top dogs and get stomped. Why was this happening? Well one reason and I honestly think the only reason was 100 player guilds were only able to have 10 players queue at any given time. If you had 6 of the top guilds queueing for gleague 60 players would be able to play gleague and 540 players were not able to play the game mode. Two fixes I see for this issue, the obvious one is allowing more than 1 team per guild to queue that comes with the issue of guilds fighting each other and the point system. I can’t think of a fix for that, but you guys are smart sometimes, I’m sure you can come up with a way for the game to not queue the same guilds together. The other fix is something I will go into later.

OPEN WORLD: Open world pvp another dead horse to beat. Why even bother open world pvping? There is no incentive to it and on top of that with the dec changed it’s almost impossible to get started. The first fix for this is something people have been screaming about for a year now REVERT THE DEC CHANGES. It made 0 sense for those to get changed you already had protection in place for guilds that weren’t participating in nodes ONTOP OF THAT you had on a personal level for the players a system that allowed people to go under protection so they wouldn’t need to be subjected to scary pvp. Give guilds 100 protection slots and revert the changes. Also give us some incentives to open world a currency that drops on player kills that you can use to get perfumes, mats, elixirs, pvp titles anything at this point people just want to feel rewarded for playing the game. 

This brings me to my last and final idea this game has been out in NA for 8 years the player population is not what It once was Its time to lower the guild caps 100 players and 150 players with an alliance is too high. This system made sense when all we had were 100-man siege and 100-man nodes but its outdated and does not fit with the current game. I understand most MMOs dream of LARGE 500 PLAYER FIGHTS but let’s be real that ship has sailed, it’s time to start focusing on what’s fun in this game for the players and that’s small content. Dropping guild cap to 75 TOTAL players you can even keep the alliance system in just make the total player count be 75 will in theory almost double the guilds we currently have. Thats more guilds for gleague, node, open world. 

Thanks for listening to my rant and if you have an ideas on these systems please post them!! 

Just some criticism on the last paragraph; cutting current alliances down would critically endanger the remaining communities. Most 150 man alliances still only pull attendance roughly sufficient for T2, or 4-5 T1 NWs/w. This isn't so much even limited attendance wise but moreso leadership and utility wise. Most 150 alliances still only have 1-2 shotcallers. The intention of creating more guilds would work if more players were stepping up into these roles, but with the disillusionment of the PvP playerbase, such players are few and far between.

I don't see there being enough leadership players to support a bigger population of PvP guilds, in current game state. Not to mention the above changes would also necessitate a rework to siege (which in fairness is already required, due to the divide between current NWs and siege requirements).

Last Edit : Jul 23, 2024, 20:38 (UTC)
# 10
On: Jul 23, 2024, 20:28 (UTC), Written by Helegnes

Just some criticism on the last paragraph; cutting current alliances down would critically endanger the remaining communities. Most 150 man alliances still only pull attendance roughly sufficient for T2, or 4-5 T1 NWs/w. This isn't so much even limited attendance wise but moreso leadership and utility wise. Most 150 alliances still only have 1-2 shotcallers. The intention of creating more guilds would work if more players were stepping up into these roles, but with the disillusionment of the PvP playerbase, such players are few and far between.

I don't see there being enough leadership players to support a bigger population of PvP guilds, in current game state. Not to mention the above changes would also necessitate a rework to siege (which in fairness is already required, due to the divide between current NWs and siege requirements).

Thats true but when we talk about the node wars dropping to max 30 managing 30 players becomes a lot easier for more people. Smaller guilds require a lot less hands on players than larger ones do. Every guild now is just clicks of dead guilds that merged getting those clicks to get together and do their own stuff would benefit the game IF the game allowed us too.. IE smaller nodes and content

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