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    • IMPORTANT: Le nouveau forum   05/04/2017

      Aventurières, aventuriers, votre attention s'il vous plaît, il est grand temps de déménager!
      Comme nous vous l'avons déjà annoncé précédemment, il n'est désormais plus possible de créer de nouveau sujet ni de répondre aux anciens sur ce bon vieux forum.
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      De nouvelles fonctionnalités ainsi que de nouveaux outils vous attendent dès à présent et d'autres arriveront prochainement! N'ayez pas peur du changement et rejoignez-nous! Amusez-vous bien et a bientôt dans notre nouveau chez nous

serath

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About serath

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  1. serath added a topic in PVE   

    PVE in general should be more challenging with xp rewards balanced by difficulty
    This game has a great combat systems and really good player/npc animations, despite this PVE combat is IMO the worst part of the game especially grinding past level 50.   This is due to a complete lack of challenge aside from group bosses and a couple of mobs like cyclops/ogres, for 98% of mobs the combat process is "use taunt/gather as many mobs as possible then kill them in 1-2 button presses with aoe skills".    This is satisfying for maybe half an hour before utter boredom sets in because the PVE is so simple and easy.  And yet this simple, easy and boring PVE is how the game designers force players to spend 80% of their game time if they want to be PVP competitive or take on higher end bosses. 
    Black Desert would be a much better game if PVE was more challenging and complex in keeping with the rest of the combat system.   Have lower end creatures do more damage, attacks from larger ones should have faster animations so they are harder to dodge - put players in a situation where they have to use more skill and class abilities fighting say 1-5 mobs at a time rather then one-shotting a huge pack of them.   Lastly, increase the XP awarded per mob to fit the difficulty - ogres/cyclops especially with faster attack speed should be worth farming in terms of drops and xp. 
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  2. serath added a post in a topic Let players level as fast from PVP/crafting as they do from grinding mobs   

    Cooking in this game takes way more "intelligence" and "effort" then gathering up packs of mobs and pressing one button to kill them, PVP is the same way  I want time spent in the better/more skillful/more interesting aspects of the game to matter in terms of level advancement.     Advancing levels outside of mindless PVE grind would still take "time", way more skill/actual effort and make the game more enjoyable.
    Going from level 1-50 doing PVE the combat was great but I kept wondering "when is this going to get harder".    Instead the opposite happened, PVE got more mindless then ever after I got the key warrior aoe ability "Scars of Dusk".    So....no I'm not trying to make the game "easier". 
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  3. serath added a post in a topic Gear, levels, and TTK out of control - No balance at all   

    Daum said "give us a chance to make our own Westernized version of black desert", posts like the OPs and others are responding to that.   This has nothing to do with making the game easier....and everything to do with making player skill matter in PVP.  There's no "challenge" whatsoever in a monster grind where you gather up packs of monsters then press 1-2 buttons depending on class and slay all of them, repeat endlessly with no danger involved.  Wanting player skill to matter more in PVP then mindless grinding is a completely legitimate request to make to the publisher, just as important as removing the P2W elements that were present in the Korean version. 
     
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  4. serath added a topic in PVP   

    Remove level based combat miss chance from players/PVP
    What I'm referring to here is the presence of a "hidden stat" that makes lower level players flat out miss and deal no damage to higher level ones regardless of gear.    I've encountered this myself as a level 50 fighting level 54 player (2 decently geared level 50 players cc level 54, do a bunch of spinning slashes and other attacks their life bar doesnt' move) and heard about it from other players.   Levels grant enough advantages in the form of new skills/passives, there's no reason to add a hidden chance for a low level player to flat out miss a higher level one.  IMO automatically missing a higher level player is a way bigger problem then the gear gap...there's multiple ways of making money and daily quests available where gear is concerned, no option other then the incredibly lengthy + post-50 monster grind to deal with the level gap. 
    • 39 replies
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  5. serath added a post in a topic Let players level as fast from PVP/crafting as they do from grinding mobs   

    The problem isn't grinding to 50.....it's the insanely  boring/lengthy post 50 monster grind which is the issue.   And no level 50 isn't "PVP viable" at all in level terms, not when there is a huge chance to automatically miss higher level players regardless of the gear levels involved (level 53+ in particular).    Reason i mention allowing post-50 level advancement for both crafting and PVP is giving players options to advance via play systems that are more fun and engaging then the monster grind.   Saying players should be stuck with the constant monster grind to remain competitive in PVP, when obtaining gear is reasonable and allows for multiple paths because the game is "Korean" makes no more sense then saying teh game should be F2P and P2W because it's "korean".
    Likewise if the XP required to level past 50 was vaguely similar to the amount required pre-50 this wouldn't be an issue. 
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  6. serath added a topic in Suggestions   

    Let players level as fast from PVP/crafting as they do from grinding mobs
    Black Desert has alot of great things going for it - the crafting, combat/PVP and world design are the best I've seen from an MMO in a long time.   PVE/leveling on the other hand is the longest, most incredibly boring grindfest I've seen - really nothing more then gather group of mobs or clumping them up with a power followed by pressing the button that triggers the key AOE damage ability for your class.  There's no skill or challenge involved at all, watching a whole pack of monsters die at once is fun the first few times but insanely boring after that....why force players into the worst part of the game in order to level their characters and be PVP competitive?
    Letting players gain equal amounts of combat XP from PVP or crafting/gathering/production puts the emphasis on the stronger aspects of the game, and lets players have more fun playing the way they want to rather then having to "invest" additional time mindlessly grinding PVE mobs for combat XP.    Gear isn't really the issue here, currently there's plenty of ways to obtain it via boss dailies or  buying it on the market.   The real barrier to enjoying this game IMO is having to grind out levels with no alternate viable means of getting the required combat XP.
    @CM_Jouska
    • 21 replies
    • 569 views
  7. serath added a post in a topic Grinding and Enhancement for PvP   

    I completely agree with the OP, the balance in terms of +16-20 weapons needs to be looked at before Mediah comes out.  Adding upgrade levels that are insanely grindy to get due to low success %tage + failure costing enhancement levels that also have WAY more power then previous enhancement levels is a great way to wreck PVP and make player skill not matter.    Looking at the bigger picture though, Daum/Pearl Abyss need to move this game away from pure vertical progression if they want it to succeed long term in the NA/EU market.    PVP and having a great combat system is pointless if you can't hurt your opponent because their gear is so much better then yours - newbies have zero incentive to stay with the game if they reach level 50 then find out they don't stand a chance in PVP until they grind their weapon to +20 (or higher depending how much more content is out). 
    By horizontal progression I mean stuff like the following:
    - Awakened weapons (if balanced properly with existing ones)
    - New class skills
    - More weapon/armor types that are advantageous for certain specs...trade-offs compared to existing gear rather then strict upgrades.
    - New forms of PVP/conquest like ocean warfare, new forms of conquerable regions. 
    New players or existing players with more limited time should feel like they have a chance to catch up and be competitive, look forward to the amount of content and choice in the world.  Not end up so far behind due to endless vertical progression in the game that there's no point in even bothering to play. 
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  8. serath added a post in a topic Why is nobody talking about this?   

    Ellions Tear isn't a "tactic" in PVP it's blatant pay to win.   My group was farming cyclops today, got into a fight with another group over those spawns - we killed them but they kept popping Ellions tear over and over again.  In effect players "res" with 40%ish life because they can use a potion immediately after using the tear, having "dead" players get up over and over again with 40% life completely destroyed the fun in what was otherwise a good fight.   To make matters worse, group members were getting huge amounts of negative karma for "killing" players that ressed instantly and rejoined the fight.    
    This stone needs to be changed so it is usable ONLY in cases where the player died to PVE, even then it should have a five minute cooldown at least (boss kills do matter in this game players shouldn't be able to res constantly and keep jumping into the fight.    Making Ellion's tear "loyalty only" won't fix the problem, that would just result in players hording the stones and wrecking seige/node war PVP. 
    In summary, Ellion's tear has no place in PVP at all - even if the stones could be bought for ingame silver being able to instantly self-res anytime within a ten minute period just lets players spam ressurections until they "win" fights that they already lost. 
    There's nothing legitimate or predictable about using a cash shop item to instant res in PVP then hit the enemy in the back.    It's more like 'lose the fight to enemy spamming Elion's tear resurrection unless you want to continually buy them yourself'.   That isn't "player vs player" it's "wallet vs wallet" - or "bank vs bank" if Elion's tear was sold for ingame silver/loyalty shop only.    The only area where resurrection might have a place in PVP is a class ability with several seconds of channeling + a short window of time to use it. 
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  9. serath added a post in a topic CBT-2 Cash Shop Prices and Items Discussion   

    This isn't really relevant to the NA/EU version of the game, games in general are alot cheaper in Russia after currency conversion across the board.  Even games on Steam the russian version is way cheaper.  
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  10. serath added a post in a topic CBT-2 Cash Shop Prices and Items Discussion   

    I've done more reading and revised my position on the cash shop, I still don't think it's pay to win right now - but I understand how alot of people think the cash shop is going to "creep" in that direction.  I will be leaving the game if cash shop items down the road include things like higher tier pets/costumes with bigger bonuses or skins for PVP ships that make them better then anything players can get in-game. I like this game and don't want to see it go down the gradual P2W road.   There's some things like costume prices I don't personally consider a game breaker but I can see where alot of people in NA/EU do, with that in mind here's some suggestions:
    1) Get rid of the RNG or let players get around it.  Biggest offender here IMO is pets, IMO sell higher tier pets in the cash shop itself and let players pick the bonuses they want...personally I won't be doing pet breeding because the RNG involved in breeding success and which powers the breed gets is annoying as hell.  This applies to dyes as well, if I'm going to spend money on this I want the ability to buy non-random single use + permanent dye unlocks.  
    2) Re-evaluate cash shop prices overall especially costumes based upon typical Western MMO spending patterns.  Majority of NA/EU players started playing MMOs when $15 USD per month subscriptions were the standard, that's the standard most of us use looking at cash shop prices in a B2P game.   So generally speaking we're looking at the cash shop thinking "what can I get for $15 or so in pearls, and is it worth the value".   I think this is why the 32 dollar costume set prices in particular produced so much backlash.
    3) Strongly consider removing costume buffs altogether especially the treant suit hiding player names.   These buffs are definitely in the "grey" area to begin with where P2W is concerned, and more significantly this really makes players worry about the P2W creep I mentioned above.   None of the NA/EU free to play or buy to play games I've seen have gameplay impacting buffs on cosmetic items (none of the good ones that is).   I'd say the same about skins for horses and ships.
    4) Make all the pet buffs non-stacking eg only the highest xp buff will work.   Allow players to buy higher tier pets outright, pick the bonuses and have breeding success rate be 100%.
    5) Consider selling future new classes and possibly awakening weapons as a DLC type purchase, this is something ALOT of B2P NA games do and it seems reasonable for BDO if the existing cash shop becomes more reasonable.   This is assuming that new classes/awakening weapons are power balanced vs existing content so it's selling horizontal progression options, not a pay to win upgrade.
    6) Optional monthly subscription with more inventory spaces, increased weight and say a 20% xp boost across the board + some pearls or tokens for buying cash shop items.   Also let players that are subscribed change dye on their armor at will while subbed and freely select from available costumes (costumes would vanish when sub ends if not purchased).    Ideally I'd say make the game pay to play subscription and remove the cash shop altogether, let players get cash shop items ingame. 
    I think these changes will greatly increase the percentage of players spending money in the cash shop to begin with, and also result in way more money from the cash shop over the long term.  Just as importantly these sort of changes send a strong signal that BDO doesn't intend to go down the same P2W road that Archage did.  
    Final Note - be careful when comparing cash shops across buy to play games:
    Guild Wars 2 is a great example here, their cash shop has a bunch of powerful item find and xp boosters that are not P2W in the context of that game.  Reason for this is because GW2 has very little vertical progression in terms of gear or post level 80 compared to other MMOs so boosters really are more of a "convenience" thing.  The same boosters in BDO or other game with a really long gear/xp vertical progression would be P2W.  I think the same applies to GW2 allowing players to convert pay currency to ingame gold and vice versa - it's not P2W in the context of that game but would be in others like BDO.    
    Likewise I never expect BDO costumes to be as cheap as costumes in GW2 because GW2 has alot of other "big sellers" in the cash shop and they also sell expansions (which includes new classes + class expansions).   
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  11. serath added a post in a topic CBT-2 Cash Shop Prices and Items Discussion   

    I have no issues with the prices in the cash shop, I think overall Daum has done a very good job of localizing the game/cash shop for the North American market.  People need to remember that ALL "buy to play" MMOs have serious ongoing costs and those get passed on to the player - yeah Guildwars 2 has cheaper costumes...that cash shop also sells a ton of boosts + major content releases/expansions are full box price.   It's the same for any other non-subscription game, the money has to be made somewhere, yes BDO does have high cosmetic prices compared to other NA B2P games BUT there's alot of things in those cash shops like content + xp boosters that BDO NA doesn't have.  Frankly I"d rather pay a single subscription fee, but B2P with decent cash shop is about the best it gets these days.
    I do think that lowering costume prices a bit, sets/chest piece in particular and raising prices a bit elsewhere (pets for example) would be a good idea to cut down on the "sticker shock" alot of people seem to be getting seeing the 32 dollar costume sets.   Having an ongoing subscription that allowed unlimited access to changing dyes/costume pieces for say 10 dollars a month would also be worth trying.   Lastly, I think selling xp booster on cash shop would be fine IF the xp curve for NA was changed so that players could reach the hard cap in a reasonable amount of time (not the huge increases in xp per level we see post 50 right now).  
    I'm not a blind fan boy, but I'm willing to give Daum the benefit of the doubt given how far they've gone in localizing the game/cash shop to NA+ keeping open communication.  Likewise I realize that the game has significant ongoing costs and don't expect to buy an MMO once then never spend another cent again.  Like I said above, I think that is something people on the forum need to wake up about - the ongoing money has to come from somewhere and I think for this game given that xp boosters would be pay to win ish going with higher priced cosmetics works. 
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  12. serath added a post in a topic [POLLS]Will new classes and/or awakenings be paid content?   

    Umm....most actual buy to play MMOs do sell dlc/content/classes after release.  Including guildwars 2 (ton of people upgraded from original games to full price heart of thorns expansion for new class + elite specializations).    Reality check, in a real MMO you're going to be paying more then the "buy to play" initial box price over time - whether that money comes from smaller cash shop purchases, subscriptions, or dlcs depends on the game.  The only online games where "buy to play" gets you everthing aren't MMOs...your'e talking about games like Dayz there. 
    IMO the OP and many others in this thread are being very unrealistic about the long term costs associated with MMOs, especially games that actually release new content on a regular basis. 
    Umm....most actual buy to play MMOs do sell dlc/content/classes after release.  Including guildwars 2 (ton of people upgraded from original games to full price heart of thorns expansion for new class + elite specializations).    Reality check, in a real MMO you're going to be paying more then the "buy to play" initial box price over time - whether that money comes from smaller cash shop purchases, subscriptions, or dlcs depends on the game.  The only online games where "buy to play" gets you everthing aren't MMOs...your'e talking about games like Dayz there. 
    IMO the OP and many others in this thread are being very unrealistic about the long term costs associated with MMOs, especially games that actually release new content on a regular basis. 
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  13. serath added a post in a topic Did Daum really think they could charge the NA/EU a box price and keep the cash shop at the same prices?   

    Black Desert is big enough + has enough content production that the game could easily justify a buy to play box + subscription fee in NA.   The key critical change in NA that makes the box price VERY worthwhile was removing the pay to win cash shop items present in the russian/korean versions.   As things are now, I think this game has a way more reasonable cash shop then most North American buy to play games.   So what if costumes are expensive, I'm not spending a bunch of money on boosters and dlc content. 
    Black Desert is big enough + has enough content production that the game could easily justify a buy to play box + subscription fee in NA.   The key critical change in NA that makes the box price VERY worthwhile was removing the pay to win cash shop items present in the russian/korean versions.   As things are now, I think this game has a way more reasonable cash shop then most North American buy to play games.   So what if costumes are expensive, I'm not spending a bunch of money on boosters and dlc content. 
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  14. serath added a post in a topic FULL TRADE BLOCK   

    I disagree, I want to trade with my friends even if its only food/potions.  Adding other items to the list would be great too, proper monitoring for gold sellers/dupes can fix the gold seller problem without disabling direct player trading.   Finally, the game being B2P in NA makes combatting gold sellers much easier.
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  15. serath added a post in a topic DO NOT SUPPORT THIS COMPANY, REFUND POLICY SAYS IT ALL   

    Ummm......by and large MMO pre-orders don't offer refunds, release copies generally dont either.  Only exception I've seen is releases on Steam.  Also like others have said there were plenty of free chances to try beta.
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