Now that a BiS crystal preset is worth up to 4 bil, i beleive it is time to either:
1) decrease the chance of crystals breaking dramatically
OR
2) delete the chance all together
I say this as the BiS crystal build is 4 bil roughly, that means that if you die you have a chance to lose a crystal that is upwards to 1.4 bil. That is more the 2 hours of grinding in the majority of places. If grinding sulfur mines that is 4 hours of grinding. If grinding hystria that is 3.5 hours. If grinding centaurs on a correct class 1.5-3 hours depedning on buffs. I am thinking about this logically from a standpoint for new players. A new player will not want to buy all the BiS content just for them to have a chance of breaking and having to spend another full day of gameplay just to recoup losses. This will push new players out, that is why I personally was surprised when they stated they increased crystal prices in the market place. Essentially this is in the end, a set back mechanic. I personally would never in my right mind buy this 4 bil setup so its no skin off my back, but still.
As they release more Elvia grinding spots and high tier zones where mobs can kill you if you afk for a few seconds, and more "Extreme" World Bosses are released, PA should consider removing crystal Destruction upon death.
I mean, here I am, 344 DP on a Elvia Grinding spot where my HP is almost always 100%,( Bloody Monastery, Red Orcs) but if the internet gets a small hiccup, it results in a JIN Viper gone or worse. I don't mind paying for Elion tears for the exp loss. But those Crystals cost a lot and it deters ppl from grinding in those spots.
As stated in the other topics about this there is no debate on this issue.
End game content is specifically designed to both use crystals and attempts to force players to react properly with mobility and defenses.
It does NOT take lag spikes/disconnects into concern.
Disconnects mean you will not block/sa/fg and will take back attacks and may take full damage for an extended period of time. If you are playing end game areas it is expected that a disconnect will likely result in an uncontrolled death.
If you disconnect just one time per week you are likely to still lose billions in crystals. I got unlucky and 2 disconnects literally destroyed billions in crystals. Had I not been using crystals or poor quality ones during this time I would have also lost billions in silver/hr. There was NO WAY to discern when the disconnects would occur thus I would have to NOT use proper crystals during EVERY HOUR of grinding for entire weeks to prevent the loss.
This is not something that is fair or reasonable. There is no counter side to this. You will not convince reasonable people to just accept this is the best system that can be created.
This problem is not going away by itself. Customers will continue to experience this problem until Pearl Abyss chooses to do something about it. Between 1,000's of players it's simply a matter of time before customers randomly get hit by this problem.
Many solutions have been proposed for this already. These systems are in game in other forms. Such as improving crystals by combining them or a caphra style upgrade system. Or the new accessory/vell heart etc. It would require multiple crystals and can include ALL crystals with a heavy Magic Shard cost.
Additionally, all crystals could have a magic shard conversion cost like yona's fragement. Thus crystals that are always sold out on the market could be created by crushing other crystals into magic shards. This would establish an indefinite value for all crystals just like what was attempted with lower accessories by allowing them to be turned into higher quality accessories.
That does not mean you just get "free" top level crystals either. The amount of shards would be proportional to the cost of the crystals and most players would be forced to farm the direct crystals or sealed on their own. Similar to the CUP pieces.
BDO has a serious lack of true progression systems for "long term MMO". People should be working on these type of upgrades for months/years NOT doing a single upgrade like the CUP pieces. Ideally average end players shoud be struggling to get crystals up to level 4-6 while hardcore players are pushing to 9+. So players have something work towards with their weekly allocated time.
Don't bring your main at World bosses = no crystal loss
GL with that with the new crystal system. Not enough slots to gear different builds and just have a cheap boss set.
GL with that with the new crystal system. Not enough slots to gear different builds and just have a cheap boss set.
The situation is so bad that removing crystal loss from bosses entirely would still leave customers losing billions from end game grind zones. Additionally, using poor crystals can easily downgrade your silver/hr by 10M -25M+ per hour. That's easy to do when you are making a few hundred million an hour.
There has never been any game in existence that has been able to protect players from disconnects. It is intended to keep slower connections and time outs logged into the game. Regardless of the harm it causes. The solution is to remove the harm.
Other games have already dealth with this situation by implementing temporary debuffs/stats for dying so you can't just die indefinitey without consequence let alone the exp loss which should be removed also. It literally serves no purpose in the game at this point. Virtually all high level deaths are erased by fairy/tears.
The entire death mechanic needs a revamp.
The situation is so bad that removing crystal loss from bosses entirely would still leave customers losing billions from end game grind zones. Additionally, using poor crystals can easily downgrade your silver/hr by 10M -25M+ per hour. That's easy to do when you are making a few hundred million an hour.
There has never been any game in existence that has been able to protect players from disconnects. It is intended to keep slower connections and time outs logged into the game. Regardless of the harm it causes. The solution is to remove the harm.
Other games have already dealth with this situation by implementing temporary debuffs/stats for dying so you can't just die indefinitey without consequence let alone the exp loss which should be removed also. It literally serves no purpose in the game at this point. Virtually all high level deaths are erased by fairy/tears.
The entire death mechanic needs a revamp.
No, crystal breaks are fine. Your death has to have a value to it or else people don't give a shit about dying.
No, crystal breaks are fine. Your death has to have a value to it or else people don't give a shit about dying.
That's a good point that no one has brought up
"Other games have already dealth with this situation by implementing temporary debuffs/stats for dying so you can't just die indefinitey without consequence "
I wish someone would have thought of that and addressed it.
The more people's crystals cost, the higher the likelyhood they will leave me alone after i feed them to mobs.
The fear of losing crystals is one of the last things we have to prevent rude people form invading your rotation.
You should be aware in some regions that is considered toxic and unnaceptable behavior. It's a violation of the TOS that can get your account banned.
It's almost like that isn't good for the game or something. I wonder why those regions do that?
PVP players want that situation. It's core to their game play. They can't complain about it. The whole "limited resources" thing? The whole "it's fun to have scuffles". The dangerous game world. You can't BOTH want player conflict and NOT want player conflict. You have to choose one. Either you want that situation or you want a PVE designed game that doesn't limit resources or promote player conflict.
Additionally, if that actually was a concern you could fix it by going to Arsha. You will get a drop boost too. You will NEVER have to complain about karma or people stealing your rotation again.
As stated in the other topics about this there is no debate on this issue.
End game content is specifically designed to both use crystals and attempts to force players to react properly with mobility and defenses.
It does NOT take lag spikes/disconnects into concern.
Disconnects mean you will not block/sa/fg and will take back attacks and may take full damage for an extended period of time. If you are playing end game areas it is expected that a disconnect will likely result in an uncontrolled death.
If you disconnect just one time per week you are likely to still lose billions in crystals. I got unlucky and 2 disconnects literally destroyed billions in crystals. Had I not been using crystals or poor quality ones during this time I would have also lost billions in silver/hr. There was NO WAY to discern when the disconnects would occur thus I would have to NOT use proper crystals during EVERY HOUR of grinding for entire weeks to prevent the loss.
This is not something that is fair or reasonable. There is no counter side to this. You will not convince reasonable people to just accept this is the best system that can be created.
This problem is not going away by itself. Customers will continue to experience this problem until Pearl Abyss chooses to do something about it. Between 1,000's of players it's simply a matter of time before customers randomly get hit by this problem.
Many solutions have been proposed for this already. These systems are in game in other forms. Such as improving crystals by combining them or a caphra style upgrade system. Or the new accessory/vell heart etc. It would require multiple crystals and can include ALL crystals with a heavy Magic Shard cost.
Additionally, all crystals could have a magic shard conversion cost like yona's fragement. Thus crystals that are always sold out on the market could be created by crushing other crystals into magic shards. This would establish an indefinite value for all crystals just like what was attempted with lower accessories by allowing them to be turned into higher quality accessories.
That does not mean you just get "free" top level crystals either. The amount of shards would be proportional to the cost of the crystals and most players would be forced to farm the direct crystals or sealed on their own. Similar to the CUP pieces.
BDO has a serious lack of true progression systems for "long term MMO". People should be working on these type of upgrades for months/years NOT doing a single upgrade like the CUP pieces. Ideally average end players shoud be struggling to get crystals up to level 4-6 while hardcore players are pushing to 9+. So players have something work towards with their weekly allocated time.
How about instead of breaking, they have a chance to drop to the ground as player loot based on death penalty, or transfers to the mob that got the finishing blow. If you havnt been a dick then if a player happens upon it before you reserrect, and retrive it, then they can trade it back to you. If you have been bad, then obviously its a just desert when it picked up before you return. Either way its better then breakage. Red players always drop a crystal on pk death.
How about instead of breaking, they have a chance to drop to the ground as player loot based on death penalty. If you havnt been a dick then if a player happens upon it before you reserrect, and retrive it, then they can trade it back to you. If you have been bad, then obviously its a just desert when it picked up before you return. Either way its better then breakage. Red players always drop a crystal on pk death.
Nice RMT buff idea.