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    Monday, July 13, 2020

    Black Desert Online Daily Questions and Answers Post

    Black Desert Online Daily Questions and Answers Post


    Daily Questions and Answers Post

    Posted: 13 Jul 2020 11:09 PM PDT

    Hello and welcome to /r/BlackDesertOnline! Please use this thread to ask any simple, frequently asked questions you have about the game and hopefully one of our helpful community members will be able to assist you.

    This thread will be refreshed every three days to allow adequate time for responses.

    Check our sidebar and dropdown menu for links to helpful resources.

    For new or returning players, these links may be helpful for answering your question:

    submitted by /u/AutoModerator
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    Thanks raven_feather, beat it shai's.

    Posted: 13 Jul 2020 04:42 PM PDT

    Who else gets locked in animations from typing

    Posted: 13 Jul 2020 04:24 PM PDT

    ¿¿¿¿¿¿¿¿¿¿

    Posted: 13 Jul 2020 01:04 PM PDT

    Changes/Updates to Lifeskilling

    Posted: 13 Jul 2020 02:12 PM PDT

    I'd like to preface this with a few things.

    • I don't know the design team size or capability, nor who calls the shots in the systems design of this game.
    • I've been playing for about 8 months, almost purely lifeskilling
    • I've put significant time into each lifeskill.

    I love this game. The combat, the world, the story, the people, and most importantly, the lifeskills and (most) of their execution. I just wanted to put some suggestions forth, because of the few I have entered into a ticket, I get a mostly canned response from any GM. Feel free to tear down/add to/change any of these with your responses.

    Worker Empire

    This aspect of the game, when I first started, seemed the most interesting to me. As I have grown and understood more of this, it feels terribly linear. This is something I probably have the most suggestions to improve.

    • Remove the top ranked house to the specialty crate requirement/investment banks. They are huge eyesores to new players, and almost every single new player I get in my guild asks about them. I'm forced to tell them "That's content only .01% of people will use, and require insanely large amounts of real life cash to allow you to use them." It's really tough to keep new players in this game telling them right out of the gate one of the most common things they see when opening up a city menu or node that they flat out can't do them/it's not worth it.
    • Add some more interesting choices to resource nodes. Having over a dozen nodes populated with stuff you can buy from a vendor doesn't feel like an interesting or worthwhile choice. There are also tons of dry spots where you're just forced to pick nodes because they connect to what you want. Add some payoff to this, or allow us to assign multiple workers to nodes to increase speed/yield for stuff that we need(looking at you, trace of earth/death/violence).
    • This one might be on the fray for most. While sailing, your sailors occasionally get little bonuses/debuffs while sailing. I'd love to see this applied to worker empires where we can find a huge clump of the node we're farming, gain stamina, lose stamina, find rare resources, finish nodes faster. This might actually allow us to use the luck stat on these workers that doesn't seem to add any value currently.
    • Sea nodes - holy crap. There are dozens of fish out at these nodes, and I'd honestly want these condensed. There is almost zero reason to have a specific version of dried seafood other than maybe shrimp/oysters/octopus. I'd like these nodes to include stuff like coral, rare chances at golden pearls, maybe even minerals/water. Heck, maybe even materials for making ships or sea coins.
    • Shop production - This is one of the most interesting things that most players only have to touch for cooking. I have a lot of feedback on this with regards to other lifeskills, so I'll keep this to the UI. I don't like having to micromanage the larger projects. Let's look at merchant wagons, 68 crafts with 5 workers. You need at minimum 3 humans and 1 giant to complete this craft in one go, and if your worker stamina is not 100% topped off, you'll have to revisit and reassign other workers to speed up the process. If I have materials for 50 merchant wagons, why not just let the workers continue onto the next wagon? Lump these crafts together into one pool please.
    • Worker stamina - Can we please just set food in our storage to feed workers automatically? I understand this would likely invalidate the downsides of different workers(namely goblins) so why not revisit the need for different workers. Give goblins increased workspeed/efficiency/bonuses at nodes, giants at farms/crate packing, humans at workshops.
    • Node connectivity/investment - Make remote investment standard without value pack, the 10 energy cost is enough. Give 'gateway' nodes a payoff for investment, or just lower the CP costs. 3CP feels too steep. Some connections also make zero sense, take Soldier's grave. Why can't I drop down from Kama Temple, or Manes? Why does Kama Temple connect to castle ruins and not Soldiers grave? On top of all of this, why would I bother from any angle? No one combat grinds there long term enough to warrant an investment, and there are no resource nodes.

    Look at these benefits from the eyes of the new lifeskiller/player. It will increase engagement, and maybe even bump your bottom line.

    Trading

    To preface this, let me link you something posted in the lifeskill discord and subsequently, reddit.https://www.reddit.com/r/blackdesertonline/comments/8knbu6/current_state_of_crates/dz94nv5/

    This post is summed up by the following statement. So basically unless you are already heavily min/maxed into it, are geared to the point where you can't make significant gains from upgrading, and can actually afford to have several billion silver sitting around doing nothing for months on end there isn't much of a point to doing crates at all anymore. The vast majority of people would be better off ignoring trade crates.

    THAT'S the message we're sending to lifeskillers new to this. I have a couple suggestions to make it better.

    • Make the desert trade buff worldwide. No one wants to set up shop in valencia. We hate the desert. Everyone hates the desert. Our horse can't use the abilities we invested into(yes I know camels/elephants exist, but they should be an option, not a requirement), we get heatstroke, and you can be attacked freely. Why am I able to make crates in valencia if we get punished for doing so? Why do I have to shlep my fish to ONLY valencia from the deep sea. There is zero reason to invest in a worker empire in this city other than for it's cooking resources.
    • Overstacking a horse doesn't make any sense to a new player. Make these restrictions clear with total possible weight included on a horse/elephant/camel/trade wagon. I've been asked by new players "how do I take crates out to a location when I can only carry like 4?". If you want to keep new players, you need to communicate to them accurately.
    • Why are bandits a thing? Is it a lazy attempt at combating botting? There is already little reason to actually trade and you want to punish people for setting a route and walking away? Aren't they punished enough when they get out to the desert and can be attacked by reds? Oh wait, no one wants to be in the desert.
    • This goes back to node investment, lower the CP costs for gateway nodes so people are more incentivized to create a trade route. Also, if the desert buff is global, you can actually craft stuff in various cities and not be absolutely murdered on profit.

    Training

    We have another lovely post on our lifeskill discord. https://docs.google.com/document/d/1h_7ZNgsKs07MHdsX0xESNqIpJoIHQSw9eQnMweyRshs/edit

    This explains in multiple tiers how almost any other investment in your time is better than training.

    Training is punishing. Absolutely beats down your soul on every level of this lifeskill. You can spend months leveling and breeding horses to get to a point where you find out "oh wait, I cant make this a dream horse" and have to start over. I'm not saying everyone should have one, but making a dream horse should not have a a virtually mandatory cash shop element(google the forechop method). People have played this game for years before getting a natural courser into a dream horse.

    • Increase mount exp by like, 200% or something. Seriously, the time element absolutely washes people out of this lifeskill, and possibly your game.
    • Allow purchases of mount skill change coupons via imperial seals. Yeah this hurt's the bottom line, but it gives people a taste and they may buy more to know they exist.
    • Allow purchases of costumes for horses that just increase skill gain chance via imperial seals, seriously don't force the cash shop on people. Make them look dumb, I don't care.
    • Fluff up the mastery bonuses a bit, maybe 50% across the board. Make these larger breakpoints (800,1000,1200, etc) feel more impactful.
    • Remove crons from dream horse attempts. We're already spending 250m per tap. At an average of 34 attempts to make a dream horse to succeed, we're already spending 8.5b to get there. If we want to sell this horse we've basically broken even after market taxes.
    • Stop with this 2 breeds on a male, and 1 breed on a female, what rationale went into this?
    • Remove the two courser breed requirement on a foal with 2 skills. Sure, allow it 100% with 2 coursers, but give it a sliding scale according to level.

    Fishing

    Small change here, allow crafting of triple floats. Make triple float quest weekly, and give materials to make said triple floats. One of the best things about this game is when multiple lifeskills interact. The repeatable just feels like a mandatory chore.

    Hunting

    Hoooo boy we more posts from the lifeskill discord. Oh wait, it's just two words -- Feather Wolves. My guildmates love hunting, and we would do more of it if it were less linear/boring. Get max crit, get max aspd, get the biggest gun you can carry and go kill ever...I mean feather wolves. Having hunted every possible huntable animal in the game, I can say some mechanics are really interesting, some are just downright brutal/punishing.

    • Change the turn speed/run speed/jumping to match combat. We're incredible beings that fight huge monsters and I can't handle a damn matchlock without slowing my speed to a crawl? I can't jump, I can't turn properly, and I'm slow as hell.
    • I'm not sure reloading, from an immersion standpoint, is entirely thought out. Rangers and archers have infinite arrows, ninjas have infinite shurikens and kunai. Can we just take reloading out of the game? If this is not a possibility, can we at least increase the magazine to like 10 and actually reload the entire amount when I RMB? Too many times have I clicked reload and only gotten 2 shots.
    • Improvements I mentioned in trade would improve the viability of crafting the hunting trade items.
    • Either take sniper rifle hunting out of the game or give us more flexibility with it. Allow us to hunt any mob with it, make it a choice. Add hunting exp to sniper rifle hunting.
    • More variations on guns. Give one line increased reload, one line increased damage, other lines increased crit chance, SPLIT SHOT!(yeah i'm dreaming here), possibilities are endless.
    • Make hunting mastery matter more outside of the trade item breakpoints. Introduce more damage to mastery, maybe faster BSR generation. Add hunting mastery to butcher knives, or at least allow it to double dip with butcher mastery. No reason we should have a 3 billion silver butcher knife that is EXACTLY the same as a 50k silver one from the vendor.
    • Why are feather wolves so pushed as the quintessential animal to hunt? High density, high exp, and decent money. Give some incentive for us to hunt other animals. Maybe animal-specific droptables that look as wild as the alchemy byproduct table. Another option is like "chewed up piece of Bheg's Gloves" and have us craft it in a workshop after 500 quantity.

    Alchemy

    A popular lifeskiller in the lifeskill discord mentioned that the amount of items sold on the CM for alchemy for a week wouldn't touch cooking items in a day. We need a way to increase the volume of these items to the market, as well as some quality of life changes.

    • Change the materials for the advanced alchemy utensil to account for mass cooking/lack of mass cooking in alchemy. The final cost of the tool is insanely more expensive than any cooking utensil accounting for the lack of mass alchemy. Add locations in calph/valencia/grana to create the advanced alch utensil, or just knock it down to tier 3 shops and remove tier 4.
    • Increase trace drop chances from the monsters that drop them. No brainer here.
    • Add traces to the farming drop table along with the fruits. Also increase the yield of fruits from farming. Also a possible hunting drop would be a nice addition. Building on one lifeskill feeding another.
    • Why would I ever get a manos tool for 10k seals, when I can get scorched fragments/magical shards for much less?
    • Update alchemy profit increase on imperial boxes to match cooking. AND/OR Split imperial cooking and imperial alchemy into two separate daily turnin totals. This would be a great boon to the alchemy world to not have to compete with cooking for turnins.
    • Roll Draught Crafting into normal alchemy, instead of simple. If I can do it with my hands, why can't I do it with my tool?

    Gathering

    I wouldn't change much here, mostly market related to spread out the 'meta' of what to gather. I'll add this into the footnotes. I think we'd all like to be able to gather eggs, similar to milk.

    Sailing/Bartering

    I think bartering is in a good place. It takes items out of the market, has a reasonable return for the investment, and touches multiple lifeskills via the market and ship crafting. However, I do think there should be some market/outlet for upgraded ships/ship parts. I know the latest bartering changes have somewhat helped on Carrack/Carrack parts, but I don't think it should be a closed system. I may be showing my naiveté here, so feel free to chime in.

    Sea monster hunting probably needs a bump in the right direction towards profitability. I'll let someone with more expertise here chime in.

    Farming

    Farming feels like it's in a good spot, I would like some options to help out in gathering alchemy chokepoints like Traces, Fruits, Saps(TREE FARMING ANYONE?). Maybe increase fruit yields, or specialty alchemy products that yield traces grown in farms. I wish the CP investment wasn't so high, maybe 8/fence instead of 10, or allow more plots in the Old Moon fences. Farming mastery as a whole needs yield increases per breakpoint to make farmer's clothes look more interesting.

    Cooking

    I'd like to see Cron meals added to regular cooking, similar to my suggestion for draughts in alchemy. It still makes no sense to be able to arrange a meal with your hands but not your cooking utensil. I've done a lot of cooking, and I wish the leveling process involved less Pickled Vegetables and instead focused on actually learning new meals. I hate suggesting nerfs, but maybe remove pickled veggies from the imperial boxes?

    Market Improvements

    Over my time observing the market and changes, inflation really really hurts us. It's too easy to completely buy out a market for your own needs when there is no regular stream coming in. Stuff like Rough/Polished Stones, Milk, Eggs, certain meats.... prices need to reflect inflation AND their demand. Looking at each of these items, prices haven't changed in 3 months. We either need to uncap the top end of these items, or have regular intervention on long standing preorders sitting >100k. From purely a revenue per energy perspective, who WANTS to go out and gather rough stone? Milk is probably one of the biggest offenders of this, because of it's high demand in almost every guru meal. I think more market intervention needs to be allowed for these high demand commodities because often times, it tells new players "you can't do this yet."

    Who knows though, because I'm a relatively new player that just wants more new players in this game, and so should you, PA/Kakao. I greatly dislike these incredibly linear playstyles that have developed and you need to take a good, hard look at improving them before releasing yet another 100b grind.

    Thanks for your time reading this.

    submitted by /u/XagerateBazaar
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    [NA] Snake VS Barcode

    Posted: 13 Jul 2020 06:03 PM PDT

    *disclaimer*

    Names, characters, businesses, places, events, locales, and incidents are either the products of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental.

    https://www.captiongenerator.com/1906892/Snake-Siege-Valancia-vs-Barcode

    Enjoy

    submitted by /u/ArtbuntRector
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    I like THIS

    Posted: 13 Jul 2020 09:49 PM PDT

    Those damn millenials and their...

    Posted: 13 Jul 2020 01:02 AM PDT

    RAID!

    Posted: 13 Jul 2020 08:58 PM PDT

    Next stop - Grand Line

    Posted: 13 Jul 2020 03:21 AM PDT

    Kunoichi PVP!!!

    Posted: 13 Jul 2020 08:49 PM PDT

    33rd Day Fughar Daily Quest for Seasonal Character (Time Stamp Available)

    Posted: 13 Jul 2020 09:05 PM PDT

    [Quest] Moving Ahead

    Posted: 13 Jul 2020 02:53 PM PDT

    Assassin's Creed: BDO Edition

    Posted: 13 Jul 2020 12:10 PM PDT

    [Guide] Academics: Exploration I - Part 2 (15/26 Knowledge) Favino Greko Log - Black Desert Online.

    Posted: 13 Jul 2020 06:08 PM PDT

    [Interview] The future of'Black Desert', the summer season that started with the new character Hasa Shin

    Posted: 13 Jul 2020 06:06 AM PDT

    WIP: Chibi Shai (made out of airdry clay).

    Posted: 13 Jul 2020 01:32 AM PDT

    Still worth to start a season character now?

    Posted: 13 Jul 2020 01:17 PM PDT

    Hey guys,

    I havent played the game in the past couple of months and wanted to try it again. Is it still worth to start on the season servers now?

    Are there any events still running that reward leveling/gearing up a season character?

    Thanks :)

    submitted by /u/lurayho
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    Best way to get caphra stones?

    Posted: 13 Jul 2020 10:47 PM PDT

    Hey everyone, what is the best area to grind for caphras? And for life skilling is chopping still a good way to get them or are there better alternatives now? Shooting for caphra lvl 4 on all my gear so I'm going to need a lot. Thanks!

    submitted by /u/ItsErased
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    Warrior vs Berserker

    Posted: 13 Jul 2020 03:13 PM PDT

    For the last month I've been having issues decided which class to play. I've been back and forth and need some advice. I've tried both in BA and enjoy both of their playstyles. I've grinded with both and enjoyed farming with both. I feel like Warrior is definitely stronger, but there's something about Berserker that makes me want to play him even though he feels pretty weak.

    Can anyone who has more knowledge about the classes give me some advice, or their opinion between the two classes. Would really appreciate it! Thank you

    submitted by /u/BDORelentless
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    Tips for lifeskilling

    Posted: 13 Jul 2020 06:43 PM PDT

    Im kinda starting to get into life skilling and I've started to focus on both cooking and alchemy. But idk what foods and stuff to make that will level me. And I can sell to imperial traders for good money. I'm hoping to get to the point where I can make more money doing life skills than if I where to grind.

    submitted by /u/boombugger
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    BDO / ProController

    Posted: 13 Jul 2020 02:35 PM PDT

    Is it possible to play with a pro controller? if so, how?

    submitted by /u/timogooo
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    Did they remove Special Delivery Gift Box as a reward from imperial crafting?

    Posted: 13 Jul 2020 09:34 PM PDT

    Read somewhere that this was added, but when I turned in my 150 master cooking boxes with sute tea, I only got silver as a reward. Wasn't sure if this was removed, if I'm doing something wrong, or if it's just a low % chance to receive them.

    submitted by /u/SnooDonuts8846
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    16th-32nd Day Fughar Daily Quest for Seasonal Character (Time Stamp Available)

    Posted: 13 Jul 2020 01:50 AM PDT

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