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44 posts in this topic

Posted (edited)

Helbjorne's Game Saving Suggestion Thread (Updated 6/4)

Despite the fact that I'm sure some of these have already been addressed in different threads, I'm going to list them anyways for the sake of being thorough. Each proposed suggestion has a [High] [Medium] [Low] priority indicator, and below them is a spoiler with information regarding the reasoning behind the suggestion.

Of course, there are still plenty of other things that need to be addressed, however this is just the beginning, and I plan on adding more sections as time goes on. Make sure to check back every few days for an updates, or go ahead and click that follow thread button! 

Also, if you have anything you'd like me to add to the list, go ahead and post it below!

Thanks for reading!

 

Servers

- Implement server side hit detection and player data storage [High]

- Move servers to a central data center [High]

*or*

- Add an East Coast server, and give players one free server transfer [High]

The current state of the servers leaves much to be desired. While I understand that you guys are working on it currently, if you're prioritizing content pushes over performance you're going to have players leaving because they can't play the game properly before that content even reaches them. The desync, as I’m sure you’re aware is quite an issue at the moment, as you could be fighting another player, see them going in for the grapple, go to iframe out of their grab and make it 15 feet away from them before getting rubberbanded back and thrown to the ground. I believe this is due in part to client side hit detection, which isn’t very efficient for any game where split second decisions and actions are constantly taking place. As a caveat to that, the fact that the only servers are located on the West Coast means that East Coast players, assuming they are equally geared and equally skilled, will always lose to West Coast players due to the massive difference in ping. Also, the fact that a lot of stats are stored client side means that it is easy for those with the know-how to modify said files. Yes, we understand that it is less overhead for the servers, but it opens up a lot more opportunities for those that want to cheat.

 

 

Animations

- Fix/ add animations when being knocked back or knocked down [Medium]

When a player is knocked back or knocked down, instead of there being a smooth, fast transition between locations, your character just teleports backwards, or instantly teleports on the ground. There's no transition animation, making it somewhat difficult to track your character's movement, as they're disappearing off the screen, even if it’s only for a split second. While some people may not find this that big of a deal, with the fast-paced, action based combat system that BDO has, positioning is extremely important, and having your character teleport around makes it very difficult. Now, this could be related to the aforementioned server issues, I don't know, but it is indeed something that needs to be addressed.

- Add ‘Stiffness’ status effect indicator [Low]

Currently there isn’t really any obvious indicators that a player has been inflicted with ‘Stiffness’. I understand that the game is supposed to be as ‘realistic’ as possible, however it makes it difficult to determine whether your opponent is stunned, or just standing in place. This mostly affects going in on classes that have Grapples or other strong CC melee abilities, as thinking your opponent is stunned, then going in for a combo, but not having them be stunned could be the difference between life and death (in game of course). My best suggestion for a remedy to this would be making players who are stunned have (as corny as this sounds) stars, or something to that effect above their head, so players know if their opponent was successfully ‘Stiffened’. 

 

 

UI Related

- Show rare drops in Systems or Party chat, and allow players to roll on the items before they go to Special Deals [High]

There is no way for players to know if a rare or expensive item was dropped while they’re in the party, as it just goes straight to Special Deals. An easy remedy for this would be to have rare items show up in Systems chat, and have a 5 minute grace period before the item goes to the Special Deals. This way, players in parties have a fair chance to get the loot before someone else buys it.

- Fix bug where UI becomes distorted when changing resolutions [Medium]

Whenever the game's resolution is changed, the UI becomes distorted, and remains distorted even when returning to the resolution the UI was customized at.

- Allow players to turn off Black Spirit warnings when fighting higher level mobs [Medium]

After a player's first character, the Black Spirit's warnings to not fight higher level mobs becomes extremely frustrating, especially for those that built accuracy specifically to fight the higher level mobs for the increased EXP gain. If it was just a little warning in the corner, it wouldn't be so bad, however its a flashing warning that is displayed across the top of the screen, while the entire screen constantly pulses red. This is painful on the eyes, and there needs to be an option in the settings to turn it off.

- Allow players to turn on timestamps for chat [Medium]

Because of the nature of this game, and the amount of AFKing a player may do while playing, an option to turn on chat timestamps would be extremely beneficial. There's nothing worse than coming back from making lunch, only to see that people in chat are claiming a world/ field boss is up, running to the area, only to find it died 10 minutes ago.

- Add arenas to the map [Low]

A small, yet welcoming change would be to add the different arenas around the map, to the map. Some players may not even know they're there, and it would be nice to be able to autopath to them, if you don't know their exact location.

- Allow players to increase the grid size of their inventory and storage [Low]

Scrolling through pages of inventory and storage space can be quite frustrating at times, and being able to expand the grid size (8 wide, 10 wide, 12 wide) by clicking and dragging the corner of the UI window would be extremely convenient.

- Add a feature that allows players to unlink themselves from items sitting in Special Deals [Low]

Items sit there and rot for days, and make it difficult to find new items that you actually might want to roll on. I highly doubt most players would care whether or not they received that 3k silver from those Gloves of Fortuna. Of course, other party members may still want it, but let those that don't, remove it so the party members (or former party members) that do want it can get a higher percentage of the silver, and deal with it on their own.

- Fix issue where right clicking on minimap doesn't always cancel an auto-path [Low]

Something I've come across numerous times is not being able to cancel an auto-path by right clicking on the minimap. Sometimes it works, sometimes it doesn't, and I haven't seen any pattern to it, it just randomly doesn't work as intended.

- Fix issue where the chat box becomes stuck following a cutscene, and hotkeys become activated while still typing in chat box [Low]

If the chat box is open when a cutscene is initiated, the chat box becomes 'stuck,' and cannot be closed via the 'Esc' key, and any keys pressed while the chat box is open like this causes the hotkeys for the keys pressed to activate, instead of working as intended (for typing in the box).

- Fix search bar located in Knowledge Menu [Low]

When attempting to use the search bar located in the Knowledge Deletion UI menu, nothing typed in will ever yield results. This is extremely inconvenient for players trying to use the 'Elixir of Oblivion', especially when grinding and trying to navigate the Knowledge menu between pulls.

- Allow players to modify all parts of the UI and adjust the size of individual UI elements [Low]

Another UI related issue is that we are currently unable move our buff bar, mount bar, stamina bar, or processing/ gathering bar. For players that have moved their health bars, this is very inconvenient as they have to work around the game’s default UI positioning on certain elements. Also, it would be great to be able to adjust the size of individual UI items, as some things players may want certain elements larger than others. It also doesn't make a lot of sense that some UI items are locked, and others are not. If a player doesn’t want to play with a minimap (I don’t know why), then they should be given that freedom.

 

 

Convenience/ Optimization

- Add WP potions to General Goods Vendors [High]

Currently the only way for melee classes to get WP is through either the market, or gathering/ processing. There are MP potions available from General Goods Vendors, yet no WP potions, which forces melee classes to either go out and spend valuable energy to gather weeds and craft herbal juice, or pray that there are some available on the marketplace. It would be nice to be able to purchase WP potions from the vendors, seeing as the other classes don’t have to go through that much trouble.

- Allow players to make gear/ costume changes from horseback [Medium]

Players are currently unable to change outfits, change gear, access the UI editor, or the Pearl Shop while on horseback, which doesn’t make sense considering we are able to do all of those things in combat.

- Allow players to turn off Accessories of Magical Power Black Spirit Dailies [Low]

When a player levels and gears past the Ring/ Earring/ Necklace of Magical Power missions, there should be an option to stop having these quests show up in the Black Spirit's list, as it just adds unnecessary clutter.

- Add residences with a large plot of land to grow crops on [Low]

Right now the only way for players to grow crops is via the rentable fences, so I propose that the residences that are on the different farms throughout the map come with a corresponding plot of land to grow crops on, with the option of upgrading the farm to increase the plot beyond the size of a large fence.

- Add tab to character sheet detailing all hidden stats [Low]

It would be nice to be able to see the hidden and scaling stats for our gear. You wouldn't even have to modify anything on the gear side of things; an extra tab could be added to the 'My Information' UI screen that details all of those hidden stats, including ones from food/ buffs/ guild buffs.

- Increase diameter of the area that summon boss scrolls can be used [Low]

The radius in which a boss scroll must be activated is extremely small, and with some guilds running scrolls together it can get quite cluttered and make it difficult for players to navigate the area. A solution to this would be increasing the radius in which the scrolls can be used, from the current approximate 5 foot diameter to possibly a 50 foot diameter, that way multiple groups can simultaneously summon bosses without running into clipping/ clutter issues.

- Add AFK button to UI which sets status in both guild member and friend list to AFK [Low]

Because of the fact that the game rewards a lot of AFK actions, players aren't aware whether or not guild members and friends are actively playing, or just AFK, and it can become difficult when trying to get ahold of people. A fix to this would be implementing an 'AFK' button within the UI that sets your player status on both the guild member list and friend list to AFK, so that other's are aware that you're not active.

- Modify EXP scrolls so that they are all family bound instead of character bound [Low]

As it stands, some EXP scrolls are character bound and some are not, which can make it difficult to level alts, and seeing as alts don't get the level rewards if another character in the family has already received the reward, it would only make sense that EXP scrolls were family bound instead of character.

- Implement feature that gives players contribution points based on guild mission participation [Low]

While guild missions are fairly rewarding as is, they can take up quite a bit of time, and for those that have already leveled past the area of the guild mission, there really isn't a major incentive outside of helping the guild out. Not to say that's a bad thing, however a small, yet efficient change would be giving players contribution points relative to their guild contribution. I believe the easiest way to do this would be a direct conversion of 10 guild contribution points to 1 player contribution points. This would allow players to receive a few thousand extra CP per week (assuming they were hitting the guild cap) which may not be a lot, however every little bit helps.

- Allow players to access their map while fishing [Low]

Being unable to make certain actions while either on horseback or fishing is extremely inconvenient. Those that like to actively fish should be able to open their map, make changes to UI, etc.

 

 

General Bugs/ Glitches

- Fix issue where screen flickers black during combat [Medium]

There appears to be an issue with black screen flickering while in combat. I'm not sure what the cause is, but I have had multiple friends report this as well. I'm assuming that it was something to do with the game's camera effects, however I have all of mine set to 0%, so there shouldn't be anything like that going on.

- Fix issue where players become suspended in air when jumping from great heights [Medium]

Some players when jumping from great heights find themselves suspended mid air, sometimes for minutes at time, just shaking in the air, unable to 'V' out of it, or use the 'Escape' option in the 'Esc' menu. This is extremely frustrating, and can sometimes get players killed, as they are still vulnerable while suspended.

- Fix issue where the continuous repair option doesn't work when using the base item plus Silver coins [Low]

When repairing the max durability of an item using the 'Repair + Silver Coins' option, the 'Continuous' option doesn't work, and players have to repeatedly do it manually, which can be frustrating when repairing an item from extremely low durability.

- Fix issue where mobs can be knocked back through objects and reset [Low]

For those players that play classes with knockbacks, when fighting lower level mobs or mobs vulnerable to CC, mobs can occasionally be knocked back through walls or other objects, which forces them to reset.

- Fix issue where players not in the summoning party are forced to view summoning cutscene [Low]

Occasionally while doing the summoned boss scrolls, players in the area that are not in the party are shown the summoning 'cutscene', even though they're not part of the party that summoned, causing temporary confusion as to who's boss is who's.

- Allow new Helm NPCs located in Helm dungeon to count towards kill count for both the Black Spirit Daily, and Guild Mission [Low]

I'm not sure if this was intentional or not, however the new mobs located inside the Helm Dungeon do not count for either the daily quest, or for guild quests, and I believe due to their increased difficulty to kill, they should definitely count.

 

 

Marketplace

- Allow player to player transactions as long as the transaction is made in person, price paid is still within marketplace price range, and tax is still being deducted [High]

Players currently have no way of helping friends and fellow guild members with high priced or highly sought after items. Transactions between players should be allowed, assuming the transaction is made in person (no mail ordering), the price paid for items is within the marketplace price range, and the tax would still be applied. This would allow players that no longer need pieces of gear to sell it to a friend or guild mate, and allow the RP community to set up mock market stalls and sell goods such as meats/ furs/ etc. to other players. There's not really a downside here, and a lot of people would benefit greatly from this change.

- Notify players if an item they've requested to be notified on goes up on the 'Special Deals' tab [Medium]

Another change that could be made in regards to Special Deals is if you have requested to be notified when a certain item goes on the marketplace, the system also notifies you if said item goes into the 'Special Deals' tab. This would help alleviate a lot of the pain involved with trying to get hard to find items.

- Add additional filters within the marketplace [Low]

Another major inconvenience within the marketplace is while we can filter by class, we can't filter by anything else. It would be nice to have a gear slot filter as well, so while browsing armor/ crystals/ etc. we can filter for just the ones we're looking for (ie. glove crystals/ glove slot armor/ etc.).

- Add search bar to 'Special Deals' tab [Low]

Currently there is no way of searching for items within the 'Special Deals' tab, which would be extremely helpful for those that are looking for specific items. Adding a search bar would be extremely helpful.

Remove ‘Dye’ tab in marketplace [Low]

- Break ‘General Goods’ tab down into ‘General Goods’, ‘Lifeskill Items’, and ‘Crafting Supplies’ [Low]

- Add corresponding tabs for ‘Lifeskill Items’ and ‘Crafting Supplies’ within marketplace [Low]

The marketplace in its current state leaves a pretty sour taste in most player's mouths. Seeing as we're unable to trade dyes (not complaining there), if the dye tab was removed it would allow the 'General Goods' tab to be broken down further into ‘General Goods’, ‘Lifeskill Items’ (tools/ fishing/ hunting equipment), and ‘Crafting Supplies’. This would just clean up the clutter within the ‘General Goods’ tab, and allow us to more easily access the items we're looking for.

 

 

PvP Changes

- Remove EXP loss for ‘unflagged’ players in open world PvP [High] (Seeing as this has been implemented, and seeing the outrage behind it, below this I am placing an alternative solution)

As of right now, dying in Guild vs Guild doesn't apply an EXP loss, or have a potential to break crystals, and I believe that feature needs to be brought over to open world 'flagged' PvP. I'm not suggesting there not be a penalty for dying, however the EXP loss post level 55 is taking away a significant amount of progress. I think a better alternative would be to modify it so that only the aggressor (the flagged player(s)) would suffer an EXP loss if killed, and neither the aggressor nor the victim has a chance to break crystals. I understand that this feature is in place to deter non-GvG PvP, however you can't control the actions of others, only your own. Even with the potential EXP loss, people will still flag, but at least the victim isn't going to lose anything other than a bit of their pride and dignity. This change would not only keep the PvP players happy (as they don’t benefit from the EXP loss of others), and keep the PvE players happy.

- Only allow players killed in open world PvP to respawn at town, instead of at node [High]

Players killed in open world PvP should be forced to respawn in a town or city, not just a node, as to allow players to more viably defend their PvE grinding areas. This would prevent killed players from dying and repeatedly running back to an area (at Sausans this can take less than 30 seconds). The run back from town would also give players time to cool down, which in turn promotes a more healthy PvP environment (one free from repeated grieving).

- Reduce Karma penalty for killing another player in open world PvP to 50k Karma [High]

The Karma penalty for killing another player should be reduced down to a flat 50k, so each player is able to kill another player 6 times before going negative Karma. In a group PvP environment, the same person getting the last hit on another player 6 times in a row is highly unlikely, and this would allow for a group of 5 to kill approximately 30 people in a row before going negative.

- Have players drop 25% of Silver and 10% of turn-in items on OWPvP death [High]

An alternative to the EXP loss (which stunted leveling progression), would be that upon dying in open world PvP, players would drop a percentage of the Silver in their inventory, and a percentage of their turn-in items. I think a reasonable percentage for Silver dropped on death would be 25%, with 10% of turn-in items dropped. For example, let's say you kill someone at Sausans that has 300k Silver on them (not an unreasonable amount), and a grand total of 1000 turn-in items. You deal the killing blow to said player, and upon death they drop 75k Silver and 100 turn-in items, worth approximately 150k. You (the killer) just made 225k Silver off that player, so you're happy, and they didn't lose any leveling progress, so they're going to be happy.

- Adjust DP limit of Red Battlefield [High]

The current AP/ DP limits for Red Battlefield are extremely skewed, and need to be adjusted. A player with 150 AP could go into the battlefield without their boots on and still do massive amounts of damage, however for the tankier classes, 200 DP is extremely low, and by removing a piece of their gear to get into the battlefield, they are losing a huge part of their ability to function as intended. Also, if we were to look at average base AP (without accessories) most classes sit around 80-100, and average DP sitting around 160-180, so AP focused players are allowed to have up from 50-70 bonus AP, whereas DP focused players are only allowed to have a bonus 20-40 DP. This makes zero sense, especially considering how poorly DP scales in this game.

- Add tiered Gold Ingot and EXP rewards to Red Battlefield [Medium]

Currently there aren't many incentives in place for players to participate in the Red Battlefield, as seen by the vast majority of the Red Battlefield lobbies being empty around the clock. Yes, the Red Crystals are amazing, however they require a large amount of time to be invested to get, and that is time that could be spent grinding. On average from start to finish, it takes 25 minutes for a Red Battlefield match to start and conclude; in that same 25 minute timeframe at level 55, players can easily make over 1 million Silver and gain 1% EXP just by solo grinding. A relatively easy fix to this would be to add more incentives for players to join and participate in the Red Battlefield. Player rewards could be broken down into 3 Tiers based on their participation in the Battlefield (Kills, Assists, Damage done to players, etc). First Tier rewards could be 5x Gold Ingot 1G and 1.5% of level EXP for the top 15% of players, Second Tier rewards could include 3x Gold Ingot 1G and 1% of level EXP for the next 25%, and Third Tier would be 1x Gold Ingot 1G and 0.5% of level EXP for the remaining 60% with the Red Battlefield Seals remaining as is (5x for Win, 1x for Loss). These changes would highly incentivize players to participate, and we would see a huge influx of players within the Red Battlefield, which would not only benefit the players, but their guilds as well as it will allow them to practice PvP within a controlled environment.

- Add scoreboard to Red Battlefield [Low]

Most games with arena style PvP have some sort of scoreboard where you're able to see everyone's kills, deaths, and assists, and I believe most PvP players would highly appreciate such a feature in BDO. Being able to press 'Tab' and bring up the scoreboard to see where you're at would help players set personal goals for themselves, and improve their overall experience within the Red Battlefield.

- Make players spawn with weapons drawn in Red Battlefield [Low]

While in the Red Battlefield, our weapons should automatically be drawn. It’s a small oversight, however there's nothing worse than dropping down into that room only to find a group of the enemy team waiting at the bottom, with you being unable to dodge/ iframe/ or block to protect yourself because you didn't draw your weapon before dropping. I understand that just left clicking before you drop down would draw your weapon, however the convenience of spawning with drawn weapons would be huge.

 

 

World/ Field Bosses

- Remove EXP and crystal destruction from world bosses [High]

The current world and field boss mechanics could use a lot of work, and I think that's something every single player can agree on. Now, there's nothing wrong with one shot mechanics, however some of these are completely unavoidable due to being body blocked (as a melee class this is inevitable), being knocked down then one shot while you're lying on your back, etc. Players shouldn't have to remove their armor in fear of breaking their multimillion silver crystals, nor lose 10 hours of grinding EXP just for wanting to have a minuscule chance at getting boss loot. A simple solution this is to remove the EXP and Crystal Destruction from being killed by one of these bosses, especially when you consider that this is already the case with guild bosses. This would alleviate the massive headache of playing a melee class, and simply put, players shouldn't be forced to play another class just to effectively participate in these events.

- Modify algorithm that determines world/ field boss loot distribution [High]

A player that is at a world/ field boss from the very beginning should not get less loot than someone who shows up for the last few minutes and spams abilities. This is most prevalent with the tankier classes that have lower DPS output. Yes, we understand there are two loot tables, however the second loot table that is based upon participation simply isn't enough, especially not for those tanky classes that are grinding World Bosses for hours on end, only to get a few gold ingots and a couple crystals. I'm not entirely sure how this could be achieved, but it needs to be done.

 

 

Balance/ Enhancements

- Increase the maximum failstacks when upgrading gear/ accessories, allowing players to get higher chances for success when attempting to enhance [High]

The number one reason the majority of players are leaving the game is the disparity between each player's in-game experiences, as some players have gotten extremely lucky and had their armor enhance all the way to +15 without going above 5 failstacks (I have a friend who had this happen), and others get up to 40+ failstacks while attempting to go from +9 to +10. Now, please don't misunderstand me; all of my gear is +15 and I'm working on full DUO accessories at the moment, however this is probably the number one complaint that I've seen. I'm not suggesting that we just give in to the people crying on the forums and on YouTube (we've all seen it), however I think something that could alleviate a lot of the pain and frustration is increasing the effective failstack percentage cap on all gear. For instance, if I recall correctly, the maximum failstacks for upgrading an accessory to PRI is 25, with a ~52% chance of success, however, if player REALLY wanted to get that successful enhancement, he should be allowed to get to let's say 35 failstacks, with an 80% chance of success, or something along those lines. This is all that I'm suggesting be changed to the enhancement system, just because of the fact that it won't really be a slap to the face for those that already enhanced their gear, and it wouldn't make it any less difficult to get to said 35 failstacks, or whatever the number may be per enhancement level, it would just allow players to get a much higher chance of success before attempting to enhance an item, instead of relying on essentially a coinflip as to whether or not the past few weeks of grinding for that pair of (insert expensive accessory here) gets enhanced or destroyed.

- Add item drop rate percentage 'failstacks' [Medium]

Something brought up by Nurvus (I can't tag for some reason) in a separate thread, was droprate failstacks, which I think is an absolutely fantastic idea. The concept behind this is to reward players who are looking for a specific item, yet cannot get it to drop. For instance, let's suppose the drop rate for item 'X' is 0.1%. With each kill of the mob that drops item 'X', the drop chance for it increases by 0.0001%, so after 1000 kills, your chance of getting item 'X' increases to 0.2%. Obviously these numbers can vary depending on the item and the amount of mobs available to kill, but it would allow players to know they are actually progressing, and not just fighting a downhill battle, so to speak.

- Decrease Grunil crystal slots from 2 to 1, make every armor set have 2 crystal slots when upgraded to Ultimate, add vendor in each city that allowed for a one time exchange of gear [Low]

In the current state of the game, end-game gear progression is essentially the same across the board; Grunil -> Ultimate Grunil -> Boss Armor. Every other armor set is essentially fodder, and even with the Valencia update, no one swaps over to that armor set because of how weak evasion is. What I am suggesting to fix this issue is to replace one of the crystal slots in Grunil with a individual item bonus, as the other sets are given individual bonuses that players cannot necessarily obtain through crystals. That being said, every armor set would then get 2 crystal slots when upgraded to Ultimate. This would allow players to choose which armor set benefited their class and playstyle best, instead of being railroaded into Grunil at end-game. This is a sandbox game after all, and a huge part of that is players have choices, so why is it not the same with armor? To compensate for these changes, following the update, all crystals would be removed from all armor and placed in their owners' inventory, and a temporary vendor could be added to each major city, which could allow players to exchange a piece of gear to an equal piece of gear from another set (one time use per piece). For instance, if you had +15 Grunil Boots of Intimidation, you could exchange it one time at this vendor for +15 Zereth Boots of Intimidation, and so on. 

Edited by helbjorne
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Posted

Bump

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Bumping thread due to massive changes in formatting, readability, and additional suggestions.

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 I think a better alternative would be to modify it so that only the aggressor (the flagged player(s)) would suffer an EXP loss if killed, and neither the aggressor nor the victim has a chance to break crystals. I understand that this feature is in place to deter non-GvG PvP, however you can't control the actions of others, only your own.


The exp loss is good since you can deny people from coming to your grind spot and casually steal monsters without having to worry about dying. Have you ever encountered someone grinding at 0% exp? No? I have, they're annoying, saying "I dont have anything to lose, you do"

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The exp loss is good since you can deny people from coming to your grind spot and casually steal monsters without having to worry about dying. Have you ever encountered someone grinding at 0% exp? No? I have, they're annoying, saying "I dont have anything to lose, you do"

I actually have not had that happen, however there has to be a middle ground which balances aspects of the game for both 'PvE' and 'PvP' players.

Personally, I'm a PvP player through and through, however I've been solo-grinding at 5am (when everyone else in the guild is asleep), and had a group of five roll up to the spot I was in, flag and kill me without warning, making me lose a Black Spirit Crystal, two Cobelinus crystals, and the past hour of grinding (I was at Elric Shrine praying for Outlaw Rings). If we were to equate that in terms of pure Silver, I lost about 10 million, despite the fact that I was minding my own business.

As carebear as it sounds, there needs to be a way for players to not be punished so severely for solo play, otherwise we're going to be pushing players away from the game.

Edited by helbjorne

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Remove EXP loss for ‘unflagged’ players in open world PvP

Yes please! 

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Posted (edited)

Changes:

- Renamed thread

- Fixed syntax errors throughout post

- Added World/ Field Boss section

- Added color coded prioritization indicators

Edited by helbjorne

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Servers

The current state of the servers leaves much to be desired. While I understand that you guys are working on it currently, if you're prioritizing content pushes over performance you're going to have players leaving because they can't play the game properly before that content even reaches them. The desync, as I’m sure you’re aware is quite an issue at the moment, as you could be fighting another player, see them going in for the grapple, go to iframe out of their grab and make it 15 feet away from them before getting rubberbanded back and thrown to the ground.

This

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Posted

Changes:

- Added content to UI Related

- Added content to Convenience/ Optimization

- Modified content in Marketplace

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Great post helbjorne! Though they should remove exp loss from death altogether until they fix the server latency issue. There have been numerous times I will be fighting a group and everything would freeze and then when it resumes, i'm dead. I believe a east coast server would help this issue as I live in NC. I also wish the channels showed and actual number for Online players instead of just letting me know its crowded, and possibly adding a latency number for each channel.

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I also wish the channels showed and actual number for Online players instead of just letting me know its crowded, and possibly adding a latency number for each channel.

I don't think any MMO has ever released data like the exact number of players, however a number range (ie. Low = 0-999, Med = 1000- 2499, High = 2500+) would be pretty nice.

A latency option would be nice as well, maybe something that we could check by pressing Esc like the FPS indicator in settings.

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All armor should have 2 slots when turned ultimate, people should be chosing their armor based on the set bonus, not because everyone is being funneled into one best in slot universal set.

Scale back the rng.. there are more ways to dole out gear, progression, power, etc besides dice rolls - honestly guys, some creativity please.

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All armor should have 2 slots when turned ultimate, people should be chosing their armor based on the set bonus, not because everyone is being funneled into one best in slot universal set.

Scale back the rng.. there are more ways to dole out gear, progression, power, etc besides dice rolls - honestly guys, some creativity please.

I had actually wondered why all items didn't get 2 slots on going ultimate, kind of just screams "use grunil or heve if you need gems!" but I guess if everything had 2 gem slots a lot of other gear types would just overwrite some of it. (agerian becoming better than grunil in almost every case) for example.

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I had actually wondered why all items didn't get 2 slots on going ultimate, kind of just screams "use grunil or heve if you need gems!" but I guess if everything had 2 gem slots a lot of other gear types would just overwrite some of it. (agerian becoming better than grunil in almost every case) for example.

grunil is a mediocre set on its own, it loses its equip bonus just to force everyone to use gems.

This game armor design is so freaking lazy, they keep adding more and more armor sets, but you cant use any of them because you need 2 gem slots, and boss armor is so damn superior because it has an equip bonus.

This game needs to have more than just everyone wear grunil until you find boss armor, every other piece of armor is merely for fail stack fodder!

Edited by SakariFoxx

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grunil is a mediocre set on its own, it loses its setbonus just to force everyone to use gems.
This game armor design is so freaking lazy, they keep adding more and more armor sets, but you cant use any of them because you need 2 gem slots, and boss armor is so damn superior because it has an equip bonus.

This game needs to have more than just everyone wear grunil until you find boss armor, every other piece of armor is merely for fail stack fodder!

I agree about all of that, but in order for them to make them all reasonable, they'd have to rework ALL of them.

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I agree about all of that, but in order for them to make them all reasonable, they'd have to rework ALL of them.

Reworking all of them wouldn't necessarily be a bad thing, the only problem I can see from doing this though is how they would implement it.

If they were to just rework Grunil to have one crystal slot until Ultimate, and buff the set bonus, this would mean those that don't have their Grunil upgraded to Ultimate are going to lose a crystal, which could range from 5k - 8mil Silver. Of course, they could put the crystal in the player's inventory. However, how many players picked up Grunil just for the two crystals slots...? Pretty much everyone, unfortunately. 

Those that could have gone for a more stat beneficial armor such as Taritas or Zereth would be pretty upset with these changes. Unfortunately, I really can't think of any way to implement such a feature without making a lot of people very angry.

EDIT: I thought of a way for this to be implemented without a massive uprising--- Add a vendor in the game that will swap out one piece of gear for another, but only once per slot. For example, if you have +15 Grunil Shoes of Intimidation, you can go to said vendor, and trade them in for +15 Zereth Shoes of Intimidation. Like I said though, it would have to be a one time deal, otherwise players would just swap between sets to fit their needs as they arise.

Edited by helbjorne

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Posted (edited)

Reworking all of them wouldn't necessarily be a bad thing, the only problem I can see from doing this though is how they would implement it.

If they were to just rework Grunil to have one crystal slot until Ultimate, and buff the set bonus, this would mean those that don't have their Grunil upgrade to Ultimate are going to lose a crystal, which could range from 5k - 8mil Silver. Of course, they could put the crystal in the player's inventory, however how many players picked up Grunil just for the two crystals slots...? Pretty much everyone, unfortunately. 

Those that could have gone for a more stat beneficial armor such as Taritas or Zereth would be pretty upset with these changes. Unfortunately, I really can't think of any way to implement such a feature without making a lot of people very angry.

They could pull a dobart armor trick, "trade in your gear for another piece" sort of system, lets people build more freely, no losses outside of gear structure.

(Of course, that would be a one time thing. Possibly a 1-3 week event?)

Edited by Everandea
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Posted (edited)

They could pull a dobart armor trick, "trade in your gear for another piece" sort of system, lets people build more freely, no losses outside of gear structure.

(Of course, that would be a one time thing. Possibly a 1-3 week event?)

Great minds think alike, haha.

All armor should have 2 slots when turned ultimate, people should be chosing their armor based on the set bonus, not because everyone is being funneled into one best in slot universal set.

Scale back the rng.. there are more ways to dole out gear, progression, power, etc besides dice rolls - honestly guys, some creativity please.

I'll be adding these to the list, because I can definitely agree that the RNG needs to be scaled proportionately. I have ideas about this, but I'll elaborate more when I make the 'official' changes to the thread.

I love this game, and I want to see it succeed, as I'm sure a lot of people do. I just think that Daum needs a little push in the right direction, and hopefully with the community's help, we can make that happen.

Edited by helbjorne

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Changes as of 5/31:

- Added content to UI Related

- Added content to Convenience/ Optimization

- Created General Bugs/ Glitches section

- Added content to PvP Changes

- Created Balance/ Enhancements section

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Posted (edited)

Player to Player trading would only be acceptable if on top of the restrictions you mentioned, the player selling is forced to sell for the cheapest price of the market, just like you are forced to buy the cheapest item on the market.

Craft Fences and purchase them for Silver doesn't make sense. They're meant to have a Contribution cost.

Farming Residence makes a little more sense, but the Contribution required should have an appropriate correlation to the number of slots.

 

I'd add to the suggestions making Horse Ranch Residence add 3 Stable slots per "Tier".

Edited by Nurvus

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Craft Fences and purchase them for Silver doesn't make sense. They're meant to have a Contribution cost.

I'll agree with this, and will be omitting it from the list. Although I would much rather be able to use said CP for other purposes, I understand now that the CP cost is meant to simulate taxation, as with residences, horse ranches, etc.

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To reinforce what I said about Player to Player trading, I think it's only advantage it should provide over the marketplace should be the ability to avoid sniping/waiting for items to be placed for sale, so if you get a Liverto and want to sell it to a friend or guildie, you can save them the pain of getting sniped over and over by other players.

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Yeah, that's the only purpose I think it would serve simply because of the inconvenience of having to run around and meet up with the other player, other than mock stall shops for the RPers (I've seen them complaining about the inability to do this quite a bit in RP chat). The RNG associated with the marketplace and obtaining highly sought after items is just ridiculous in its current state.

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Posted (edited)

All armor should have 2 slots when turned ultimate, people should be chosing their armor based on the set bonus, not because everyone is being funneled into one best in slot universal set.

I agree with the goal, but not with the solution.

All the armor that has 2 slots has no special effect of its own - only the set bonus.

Take Grunil & Strength of Heve = 2 sockets but the only bonus is Set Bonus.

Let's compare Grunil Gloves to the other sets:

Grunil Gloves = 2 sockets

Strength of Heve Gloves = Same

Agerian Gloves = Sockets -1 but Armor +1, Attack Speed +1, Casting Speed +1

Taritas Gloves = Sockets -1 but Armor +2, Accuracy +2

Zereth Gloves = Sockets -1 but Armor +2, Damage vs All Species +2

If anything the bonuses and set bonuses might need to be re-evaluated and balanced.

From the above examples, if you gave all slots of all sets 2 sockets at Ultimate, you don't make them balanced, you just make Agerian, Zereth and Taritas the best, uncontested armor.

Edited by Nurvus

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Posted (edited)

That was the original intent, as mentioned by the 'buffing the set bonuses of Grunil' however due to the amount of suggestions on the list, I don't go into intimate detail on each and every suggestion, and some things tend to get lost in translation.

I do not however suggest modifying the 'irrelevant' sets, such as Heve, Fortuna, Dobart, or Reblath, as the other sets already cover a wide array of bonuses.

Edit: Fixed.

Edited by helbjorne

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