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UTC 2 : 48 Mar 7, 2026
CET 3 : 48 Mar 7, 2026
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EST 21 : 48 Mar 6, 2026
RNG progress is unrewarding, unfair and a tool for manipulation.
Feb 11, 2026, 15:31 (UTC)
4928 6
Last Edit : Feb 11, 2026, 15:31 (UTC)
# 1

It is quite outrageous that players who are lucky and play the game for 3 months can make more progress than a dedicated player. I THINK THIS IS JUST INACCEPTABLE. Why play a MMORPG when my playtime is discredited by some system and im forced to not progress. Id rather grind 10000000 h but make progress as fast as anyone else towards it than needing 50 h on average but the "RNG" just makes it a funny 150 h after reaching a pity, making me progress backwards because I will never catch up to any releases that way. RNG progress is objectively extremely poor gameplay design, frustrating, unfair and an easy tool to hide manipulations to make players spend more money on the cash shop for cron stones (tldr: RNG does not reward players in any form only the company because they can apply lazy gameplay design and potentially make use of gambling addiction of a few people to make more money).

I tracked every enhancement on my gear for more than half a year and calculated statistics regarding that and it seems that the RNG is manipulated either intentionally or accidently (needing 120% of the average attempts, around 450 enhancement attempts total).

Note: I only include actual gear enhancements (that matter) and not some side rng clicks on a PRI: Cadry.

Last Edit : Feb 14, 2026, 20:32 (UTC)
# 2

I understand the frustration but that's how rng works, yea you might get unlucky on an important item and one tap a meaningless item with an insanely low success chance you can't just ignore all the good one because you don't care about them lol that's manipulating the actual rng not to mention your drops in grind zones etc. 

I honestly don't think it's that bad anymore, the agris system basically makes it to where you will progress now it just takes longer that way, which is what everyone asked for them they add it and people still complain. They could remove rng completely but that would make the game a lot less long lasting and the market would rank overnight, part of the what makes the market work is that people with good luck can trade or sell things to people with bad luck benefiting both, but if everyone can just get everything in a short timespan nobody is going to use the market which would cause a lot of other problems. I definitely think the anvil could be lowered for a lot of items but I don't think removing rng is actually a good idea outside of specific examples like pity pieces etc.

Last Edit : Feb 14, 2026, 23:31 (UTC)
# 3

For some upgrades the agris anvil numbers are too high, such as for NOV and DEC sovereign, which often go to pity and cost 1+ trillion silver. Upgrades should cost a few hundred billion silver at most, it's important to make progression realistic, rather than being in practice whale/no-life exclusive. Agris anvil sets the maximum price, it's important for that price to be realistic though; there's agris for Obliterating Slumbering Origin for example, but it is 1k taps, not a realistic amount; set agris anvil too high and it may as well not exist.

114 1250
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Aldojackson
Last Edit : Feb 14, 2026, 23:51 (UTC)
# 4
On: Feb 14, 2026, 23:28 (UTC), Written by tarjmov

[...] there's agris for Obliterating Slumbering Origin for example, but it is 1k taps, not a realistic amount [...]

This specific case is interesting. Most agris anvil limits are set well above the average attempts needed to succeed; it is a safety net against extreme runs of bad luck. But in the PEN slumbering armor case, because the success rate is so low, the agris limit and average expected attempts are about the same.  

What that says about the numbers in this case and other cases of top level gear is open for debate, but, like I said, I find it interesting.

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Doiportne
Last Edit : Feb 15, 2026, 00:40 (UTC)
# 5

Sometimes you're the one that one taps something good, other times you're the one that pities it. Before pity, you just kept tapping until it went while someone else one tapped, which was much worse.

Last Edit : Feb 15, 2026, 01:39 (UTC)
# 6
On: Feb 14, 2026, 23:51 (UTC), Written by Entropoid

This specific case is interesting. Most agris anvil limits are set well above the average attempts needed to succeed; it is a safety net against extreme runs of bad luck. But in the PEN slumbering armor case, because the success rate is so low, the agris limit and average expected attempts are about the same.  

What that says about the numbers in this case and other cases of top level gear is open for debate, but, like I said, I find it interesting.

In that case, it's the success rate that's unrealistic, because it is too low. Overall pity system is an improvement, but it doesn't go far enough to fix the problem of there being walls of massive expense blocking progression.

114 1250
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Aldojackson
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