Region (NA/EU): NA
Suggestion(s)/Comment(s): Make ALL monsters that have Rock/Stone/Metal/Grass/Plant/Tree (any gatherable resource) in their description, or actual animation model; be actually gatherable after defeating them.
Details: The game was already moving in this direction once upon a time, and then due to what I only can imagine, was a general lack of interest in Lifeskills, they abandoned making it a reality, I really do not know why. There are still some monsters in-game today, that still have that extra property, but it really shouldn't be too difficult, for a coder to go in there, and just copy paste those instructions to the monsters lacking the gatherable resources. Yes, there are SO many monsters that could have that extra resource, but it isn't a bad thing for those of us gamers, who really appreciate the extra work and effort, as well as another reason to stick around in one place, picking up extra loot, as opposed to how the majority of those lost meta-gamers do now; Hit and Run combat, no stopping.
I would love to hear some debate regarding this topic, since no feedback means that this is an awesome idea right?
This would be an appealing plan, provided that, as well as making more monsters gathererable from, all lifeskill gear were linked to the lifeskill tool tab, so that you could maximize your mastery alongside your combat capabilities. Having item drop rate effects benefit gathering item drop rate as well would also be useful, but the main difficulties are that you can't grind popular grindspots in lifeskilling gear and, because enemies hit hard, you can't paused your grind to gather from them. Fix these problems, and the idea would work well.
I feel like this wouldn't be broadly taken up, as most grinders and life-skillers like to maximize their activities and buffs, but if life gear is added to the life tab as suggested by tarjmov, people would at least have an option, which is never bad.
"...as most grinders and life-skillers like to maximize their activitie..." I have tried my best not to assume too much about the current BDO gamer population, and it seems to me at least, that taking big swings like that one, is factually out of reach of one person. So not actually true in other words, but I suppose I too do make assumptions, and my assumption was that there are far more gamers playing this game, than just "end-game players" which means that the problem desribed by trajmov "...the main difficulties are that you can't grind popular grindspots in lifeskilling gear and, because enemies hit hard, you can't paused your grind to gather from them..." aren't a real problem, as once again you seem entirely focused on the lastly released content, and not the 99% rest of the game, which has been left to rot over the last 10 Years.
This is simply why I keep trying to take Big Swings at the Developers, trying to get this game back on track, with the initial release core ideals. Make a game that has as many differnt equally profitable income making mechanisms, despite how the "Meta-gaming" crowd feels about it, since it really doesn't concern them at all. This is not going to be implemented in the "new" regions, since it is mainly for gamers who aren't competitive, but still play and contribute to the community and game in general.
"...as most grinders and life-skillers like to maximize their activitie..." I have tried my best not to assume too much about the current BDO gamer population, and it seems to me at least, that taking big swings like that one, is factually out of reach of one person. So not actually true in other words, but I suppose I too do make assumptions, and my assumption was that there are far more gamers playing this game, than just "end-game players" which means that the problem desribed by trajmov "...the main difficulties are that you can't grind popular grindspots in lifeskilling gear and, because enemies hit hard, you can't paused your grind to gather from them..." aren't a real problem, as once again you seem entirely focused on the lastly released content, and not the 99% rest of the game, which has been left to rot over the last 10 Years.
This is simply why I keep trying to take Big Swings at the Developers, trying to get this game back on track, with the initial release core ideals. Make a game that has as many differnt equally profitable income making mechanisms, despite how the "Meta-gaming" crowd feels about it, since it really doesn't concern them at all. This is not going to be implemented in the "new" regions, since it is mainly for gamers who aren't competitive, but still play and contribute to the community and game in general.

PEN Manos Gatherer clothes gives 279 DP. The problem is not that gathering clothes aren't good for defense at super-endgame spots; the problem is that they are not good for defense past Kama/Drieghan (i.e. Serendia Elvia or higher). Life skill accessories, such as Preonne, do not give combat abilities either, slowing you do at, for example Navarn Steppe a hybrid gathering/combat spot of the type you are describing. To this day, you can gather blood from regular trolls or the blind pugnose at the Wandering Rogue grindspot. I agree with you about the importance of implementing content for less competative gamers. The reason I emphazine the importance having lifeskill gear on a separate tab, is that you can already run lifeskill gear in older spots where you can gather resources from enemies safely and defeat them rapidly even running full lifeskill gear. On the other hand, spots where you cannot gather from the enemies (rock golems at Oluns for example) are also spots when you cannot run a lifeskill gear set and efficiently/survivably grind there. So, to revise my assessment, seperate lifeskill gear tab to alllow wearing full combat and lifeskill gear sets at the same time is required not just for this to apply to the most popular grindspots in the game but actually for any spot with higher requirements than Kamasylvia or Mediah. To confirm this, try grinding the old Serendia Elvia spots in lifeskill gear and see how the experience goes. Then try the same spots in full combat gear for comparison.
You are as usual both reasonable and probably right @tarjmov, also thanks for providing proper feedback to this suggestion.
I posted this suggestion, simply because I love traveling around the most wonder world of Black Desert Online, taking in the sights and trying out stuff that I haven't done before, with the massive exception of the main-questline, which I still revisist from time to time, just to see how much has been changed, impruved (how it sounds) or gotten much worse, but that is for a completely different future suggestion.
In regards to implementing some new/better life-skill gear, that could potentially work as both Defensive gear and Life-skill boosting, seems to be the most straight forwards way, to get my suggestion up and running, however it would add even More gear -that is certainly going to be in the bi/trillions of silver price range- which casual gamers are less likely (trying my best not to make too many assumptions) to have enough silver for, especially for those of us who like to gear all their characters individually.
I believe that the very best way to implement this, is to get rid of the added bonuses directly to "Life-Skill Rank" (the numbers you can see in the life-skill page after the skillname), and replace those bonuses with higher experience points multipliers, possibly some big bonuses to drop-rates or something else useful. I suggest this simply because I have found outright ridicules differences in Exp. gains between the different types of life-skills; such as Fishing is now leveling up so much faster than any of my other life-skills. Surely it also has something to do with how much of my "only one life-time no refunds" time I chuse (how it sounds) to spend in-game. Just trying to remind people of the simple fact that this is still just a game, and not a replacement for real-life.
So, instead of making yet more gear, tweak the gear we already have, since it is MUCH easier to do that. I already know what might happen, just for mentioning changing in-game gear; Some people will get rather upset at this. I am not trying to "ruin the game you already know", I am indeed trying to elevate it into the 2026 10th anniversary prize-winner, it could become still.
You are as usual both reasonable and probably right @tarjmov, also thanks for providing proper feedback to this suggestion.
I posted this suggestion, simply because I love traveling around the most wonder world of Black Desert Online, taking in the sights and trying out stuff that I haven't done before, with the massive exception of the main-questline, which I still revisist from time to time, just to see how much has been changed, impruved (how it sounds) or gotten much worse, but that is for a completely different future suggestion.
In regards to implementing some new/better life-skill gear, that could potentially work as both Defensive gear and Life-skill boosting, seems to be the most straight forwards way, to get my suggestion up and running, however it would add even More gear -that is certainly going to be in the bi/trillions of silver price range- which casual gamers are less likely (trying my best not to make too many assumptions) to have enough silver for, especially for those of us who like to gear all their characters individually.
I believe that the very best to implement this, is to get rid of the added bonuses directly to "Life-Skill Rank" (the numbers you can see in the life-skill page after the skillname), and replace those bonuses with higher experience points multipliers, possibly some big bonuses to drop-rates or something else useful. I suggest this simply becaus I have found outright ridicules differences in Exp. gains between the different types of life-skills; such as Fishing is now leveling up so much faster than any of my other life-skills. Surely it also has something to do with how much of my "only one life-time no refunds" time I chuse (how it sounds) to spend in-game. Just trying to remind people of the simple fact that this is still just a game, and not a replacement for real-life.
So, instead of making yet more gear, tweak the gear we already have, since it is MUCH easier to do that. I already know what might happen, just for mentioning changing in-game gear; Some people will get rather upset at this. I am not trying to "ruin the game you already know", I am indeed trying to elevate it into the 2026 10th anniversary prize-winner, it could become still.
I am glad you appriciate the suggestion, thank you. To explain further, there are two tabs for character equipment; an individual tab for combat gear (crossed swords) and then a shared tab for lifeskill tools (hoe). The second tab (for lifeskill tools) could be enhanced by adding lifeskill clothes and accessories to it as well. These would contribution lifeskill-related bonus, while combat-related bonuses would come from the combat gear tab. Mastery determines effectiveness for most lifeskills. The maximum mastery available from lifeskill gear (by having PEN Manos clothes/tools and DEC Preonne accessories) is much greater than the maximum mastery available from lifeskill levels (by having Guru 50 in a lifeskill). Lifeskill levels do have some effects, independent of Mastery amount, and a few lifeskills (Trading, Bartering, and Farming) have their effectiveness mainly/only determined by Skill level not Mastery amount. However, as a general rule, mastery is crucial, and people only like to engage in lifeskills with their Mastery gear on.
"The maximum mastery available from lifeskill gear (by having PEN Manos clothes/tools and DEC Preonne accessories) is much greater than the maximum mastery available from lifeskill levels (by having Guru 50 in a lifeskill)." Why is this a thing here at all? Isn't this game supposed to reward gamers for the time they spend in-game actively playing? As things function right now, Fishing is the easiest life-skill to level due to the "always on fishing event", which lets you AFK (Away From Keyboard but should really be away from game) level up fishing, without your active input at all.
Furthermore Training is rewarded as an AFK activity too, for those of us who can afford to keep the computer running overnight, leaving a character to auto-loop-move back and forth while either riding one mount, or using a wagon with several mounts attached.
Not actively playing the game at all, which again leaves ALL the other Life-skills (maybe with the exception of Trading and Bartering) only level gaining while actively playing the game, which is not that many people anymore, clearly seen as the CM (Central Market) amounts of non-worker-empire gatherable materials are dwinling or almost completely gone. Take Stones and Logs for example, have been a part of this game from the start, NEVER had their prices changed, and even after 5 years in, were having trouble keeping up with demands.
So instead of having GEAR once again ruin the game, use dedication and effort to make the game actively playable, and why not take out the Life-skill-Mastery bonuses from Life-skill-gear, and increase the mastery gained from the actual Life-skill Levels instead?
"people only like to engage in lifeskills with their Mastery gear on" careful now tarjmov, you cannot make these sweeping statements, since you are not "everyone/people". You can talk from your own personal experience, but saying stuff like that (I might do so on ocassion but trying my best not to) make it seem as if you were saying: "All my friends are doing it", which isn't great either, because where are these supposed friends and why aren't they in here writing their own comments? :D
Hope I didn't offend you, but it is just funny how people So often make that mistake, myself included, forgetting that they are only one person, and cannot possibly know anything about anyone else ever, not truly. Yeah that's a discussion for another time.
PA could design the game so that level mattered much more than gear, but that would be a dramatic departure from their current monetization model so it seems unlikely (if PA wanted to go the monetization direction some other games [e.g. Fornite] have succeeded with, selling purely cosmetic items rather than progression, they would have likely done so by now). People can ask for this shift if they like, it just seems unlikely that the game will go in this direction.
I've done some lifeskill without wearing my lifeskill gear myself, people do do that, I was simply making a general observation about the approach the most players like to take.
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