ECONOMY:
A good economy should always prioritize active gameplay over semi-AFK or AFK play.
To achieve a balanced economy, it should look like this:
AFK < Semi-AFK < Active
-AFK Fishing/AFK Training/Farming: 50–100M/hour
-Gathering (T1 Life Skill): 800M/hour
-Processing = Alchemy = Cooking (T2 Life Skill): 1-1.5B/hour
-Bartering = Trading: 1.5-1.8B/hour
-Active Fishing = Hunting = PvE = PvP: 2B/hour in the best spots and during Siege.
All T2 life skills at max mastery should generate approximately 1B/hour if materials are gathered and not purchased from the Central Market (CM).
All silver/hour estimates assume near-max gear (mastery or gear score).
CENTRAL MARKET:
Introduce a tab in the CM for personal orders. Personal orders would always match the highest listed price in the CM.
For example, if I have a material that’s out of stock in the CM, I could sell it at the same price to a guildmate or friend to help them instead.
WORLD FIRST:
Release content in all regions simultaneously instead of launching it first in KR and then in other regions.
When new content is released, it should be made available worldwide at the same time, allowing players to compete globally for "world first" achievements.
Additionally, allow accounts to be transferred between regions, as this is a way to generate more revenue for PA and help players that want to change regions or moveout their region.
SYSTEM/ENGINE:
-Fix the desync. Right now, the game is in a state where PvP is impossible due to desync issues.
Players are gettin CC'ed even using Super Armor or I-frames. Also fix the issue where, after using v during a grab, players should be able to move freely instead of being stuck or rolled back into the end of the grab animation.
-Fix the issue where, when you grab a player, you get stuck in the grab animation, but for some reason, the player doesn't get grabbed and continues moving. I believe this is also a desync issue.
-Fix when you're flying from zone to zone, you can get stuck in the skybox. This happened to me two or three times after getting the t10. I got excited and went exploring, only to get stick in some invisible barrier.
GUILD LEAGUE:
A Guild League should involve 6–10 players per match.
The guild master chooses who participates in 1v1 matches and the team match.
Players who participate in 1v1 matches can also join the team match.
One player can only participate in one 1v1 match.
-Format:
6 matches of 1v1 (3 matches, then swap sides for another 3).
6v6 team match.
Each 1v1 match awards 1 point.
The team match awards 3 points.
In case of a tie in points, the team that wins the team match is declared the winner.
-Additional Features:
Only one of each class is allowed per team.
Matches should be uncapped.
Maps for the Guild League should be main cities or villages instead of large open arenas.
To choose a map, there should be an ood poll of maps where on team bans a map the the other team bans a map. After the last team chooses from the remaining maps, the other team should select which side to play.
Include a practice mode that mirrors the mechanics of the Guild League.
No consumables(food, draught, elixirs) are allowed, only potions.
Tournament Proposal:
Host a tournament every year, or every six months (summer and winter editions), where the top three Guild League teams from all regions compete for the world first title.
This method of the tournament idea, combined with the releasing content worldewide, is an excellent way to elevate BDO to a competitve level, atracting a larger audiaence and sponsors to the competition.
NODE WARS/SIEGE:
I am unfamiliar with the old Node War system because I joined as a new player after it changed. By the time I was ready for T1 Node Wars, the system had already changed, and participation dwindled.
Implement a system where players gain gear progression through PvP participation.
Provide better rewards for higher-tier Node Wars:
T2 should offer T1 rewards plus gear progression items for T2 players.
T3 should offer T2 rewards plus gear progression items for T3 players.
Sieges should provide the best rewards in the game, with significant improvements over previous rewards.
Regarding who should receive the rewards, i'm divided between those who participate and the entire guild.
Arsha Boss System:
Concept:
The Arsha Boss system introduces a high-stakes, PvP-enabled boss encounter designed to challenge guilds or individual players who thrive in competitive environments.
Rules:
The Arsha Boss spawns in designated open-world locations within the Arsha server.
PvP is fully enabled in the area, and players who defeat other participants won’t lose karma.
Players or guilds must fight both the boss and competing players to secure the kill.
The boss has high HP, strong mechanics, and requires coordinated teamwork or exceptional individual skill to defeat.
Rewards:
The player or guild that lands the killing blow on the boss gets exclusive loot rights.
Rewards could include rare materials, Arsha-exclusive gear cosmetics, or significant silver payouts.
Players who participate in the fight but do not land the final blow may still receive minor consolation rewards based on damage dealt.
Additional Features:
Respawn Mechanics: Players respawn further from the boss location, adding an element of strategy to the fight.
Debuff System: Players who die multiple times in quick succession may receive a temporary debuff to discourage repeated reckless engagements.
Leaderboards: Include a leaderboard that tracks Arsha Boss kills, with special rewards for top-ranked players or guilds.
LIFE SKILLS:
-Bartering:
Introduce risky barter (smuggling) as a new category in bartering.
Normal Barter ≠ Risky Barter.
Ships carrying risky barter items can be destroyed and looted (pirated).
Risky barter offers high risk but high rewards (and potentially high losses if pirated).
Risky Barter is only available to players who are level 51 or higher. This ensures that participants are adequately prepared for the challenges associated with this high-risk, high-reward system.
Players who pick up Risky Barter items are automatically flagged for PvP for the duration of the trade.
Risky Barter is exclusive to non-seasonal servers, adding an element of risk by placing it in PvP-enabled environments without disrupting the progression-focused seasonal servers.
Risky barter items cannot be unloaded in main cities. If a ship carrying these items approaches a main city, the materials should be confiscated, and the player should lose naval points.
Killing players carrying risky barter items will not affect naval or karma points.
Risky barter should generate 3–4B/hour.
-Trade:
Maintain the current land barter system but add progression tiers:
Node to node in the same territory: T1 > T2.
Main city to main city: T3 > T4.
Node to node in different territories (land to sea or sea to land): T4 > T5.
Trading rules:
Prevent the use of Magnus while carrying them.
Require deposits and withdrawals from the same storage location.
LIFE SKILLS:
-Bartering:
Introduce risky barter (smuggling) as a new category in bartering.
Normal Barter ≠ Risky Barter.
Ships carrying risky barter items can be destroyed and looted (pirated).
Risky barter offers high risk but high rewards (and potentially high losses if pirated).
Risky barter items cannot be unloaded in main cities. If a ship carrying these items approaches a main city, the materials should be confiscated, and the player should lose naval points.
Killing players carrying risky barter items will not affect naval or karma points.
Risky barter should generate 3–4B/hour.
-Trade:
Maintain the current land barter system but add progression tiers:
Node to node in the same territory: T1 > T2.
Main city to main city: T3 > T4.
Node to node in different territories (land to sea or sea to land): T4 > T5.
Trading rules:
Prevent the use of Magnus while carrying them.
Require deposits and withdrawals from the same storage location.
Sign me up, 3-4B an hour on seasonal servers pvp free. It would be the only content anyone ever did.
Sign me up, 3-4B an hour on seasonal servers pvp free. It would be the only content anyone ever did.
Would be only possible to do it over lvl 50 and if you ever pick those items you get flagged for pvp. Not possible on Seasonal svs.
Every system has its flaws that pll would abuse only until a patch to fix them.
see... I already fix it, thx for the tip.
need to overall the game engine so that dps doesn't scale with fps
Sailing isn't just bartering. Sea monster hunting also needs income buffing.
Central Market -
Not a bad idea in theory, but can get abused with RMT.
World First -
First idea could be interesting. Second idea though? no. Transferring accounts to other regions is not something that can be done for the whole game, thus it more than likely won't be introduced. While people can get around it, you require a KR SSN to be able to legally access their servers, thus transferring from any region to there wouldn't work, meaning it won't come to the rest of the world.
System Engine -
You're gonna continue to complain about the engine and desync. They're aware it needs to be fixed, but after years of complaints, it still hasn't been. Granted, some work has been done to improve it, like lowering the hit amount per skill, that's as far as it's gone thus far, which has shown some improvement, but not enough for every situation.
Sailing isn't just bartering. Sea monster hunting also needs income buffing.
when i talked about economy i said how much hunting should be paid an hour. is not only land hunting is also sea monster hunting
Central Market -
Not a bad idea in theory, but can get abused with RMT.
World First -
First idea could be interesting. Second idea though? no. Transferring accounts to other regions is not something that can be done for the whole game, thus it more than likely won't be introduced. While people can get around it, you require a KR SSN to be able to legally access their servers, thus transferring from any region to there wouldn't work, meaning it won't come to the rest of the world.
System Engine -
You're gonna continue to complain about the engine and desync. They're aware it needs to be fixed, but after years of complaints, it still hasn't been. Granted, some work has been done to improve it, like lowering the hit amount per skill, that's as far as it's gone thus far, which has shown some improvement, but not enough for every situation.
unfortunaly will be always flaws for ideas we go against it because pll would abuse that. we need to fight the pll abuse that if the idea is good.
About the sv transfer, when i wrote that i was thinking also about the tournament proposal. if a kr guild wants to hire a player from another region they will handle the burocracy of getting him a kr ssn for him. then he can transfer his acc to kr and play for that guild.
System engine and desync for what pll told me when i was writing this was that is been in the game since launch and pll complaining and nothing was made or very little was made. But if is not ok I think we should keep saying that is not ok. I have a clip of mine in Aos that i was 1v2 killed 1 guy was on the 1v1 winning grab the guy and got stuck in the grab animation and the guy wasnt grab just goes behind, kd and kills me. we cant have any competitive scene when this flaws happen.
when i talked about economy i said how much hunting should be paid an hour. is not only land hunting is also sea monster hunting
I did not associate all of that under the same banner.
While I do like the proposed idea of smuggling, I do question the suggested 3 or 4b/h. Even factoring in the dodging of players, I don't see the justification of double the income over SMH. The only area worth doing is Pirate Fleet and that is considerably more condensed than any given bartering node. Even if you include Lekrashan and crocodiles, again, that's still pretty condensed considering the spread of bartering nodes. Moreso if you can pick where you want to pick up smuggling goods as well as drop them off.
Snapshot of the full Margoria map with those bartering NPCs. (You can find the full image in the sailing discord - it's freaking huge and linking directly tends to break.)
Emphasis on Pirate Fleet spread. (They are the green circles only.)