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Open World PvP Feedback
Wavy 2023-11-27 16:00
103 0 2 0
# 1
Edit Date : 27.11.2023

These are some of my thoughts on the systems surrounding Open World, and some of the directions it could go in addition to my feedback on the current experience.

 

1. Next gen optimization should be high priority. I hope/cope that we hear an update on its status with concrete evidence during the Calpheon Ball as it is a determining factor of continued support for a considerable portion of the console playerbase. We need stability across all platforms. Playing rubberband simulator as soon as more than one player is encountered is a bad user experience and is shown to be off-putting to newer players
2. Console players should be able to type while dead (like PC)
* Seems small in the grand scheme of things, but if a player kills you, and you simply want to let a player know you're about to get up and move away, there's no way to do that, so the assumption is to continue killing a player. On PC, having this ability resolves some conflicts
3. Duel feature -> not sure why PC has this and console doesn't. The UI already exists for it within gamepad settings on PC

4. The crystal swap delay should be removed or the timer reduced for positive karma players
* PvP at higher gear requires different crystal builds than PvE. When one player is "locked" into their PvE setup, they're at a major disadvantage vs the aggressor who's typically in PvP setup until the player they're attacking leaves. The defender should be able to at least get their crystals swapped so they can have meaningful damage
5. Karma maximum threshold should be raised. If the minimum threshold is -1 million, then the max would make sense to be at 1 million.
* The thought process here is for consistency, and to not serve as a deterrent for someone grinding to automatically have to give up their grind on a server due to being pushed into negative karma after a few kills
6. Instant Revives (ie those not to a safe zone or town) need a respawn timer. In some spots, a grind is ruined simply by a player having numerous tears that they're able to repeatedly use and continue bothering them. This is the most prominent reason why karma-bombing occurs so quickly in addition to Guild War changes, and leads to a player harassing another player off of a grind. There's simply little to no resistance for the player that's causing the other to lose karma. 
* A "debuff" could be applied to a user that's repeatedly using these tears. The timer should grow linearly with the amount of tears used within a threshold (10 minutes for example) to help deter the amount of griefing being enabled by repeatedly dying to someone and failing to defend or take a rotation
* I'm not against someone coming in and killing a player and taking their rotation, or someone defending it by killing a player that's come in, but this system as-is is being abused by players more since Declarations of War now require both sides to accept in order to be active.
7. Allow tents (both Pearl and "free") to serve as a respawn point when Node/Siege war is inactive. Once used, the tent respawn ability goes on cooldown for 20 minutes.

8. Arsha kills should grant some type of turn-in to promote progression and PvP on the server. Arsha currently serves as an item-drop server which is counterintuitive to what the server claims to promote (PvP battles). These turn-ins should drop on unique player kills and be limited to 1 seal from a player within a set time frame (meaning you cannot repeatedly kill a player and stack seals within a short time frame). The seals could have a shorter "refresh" rate when the kills involve a guild that you're at war with. Additional seals could be granted to the guild that is winning a war in time intervals to promote more GvGs. The current system has little interaction post-update simply because there's minimal reason to engage with it. Previously it was used to allow some players to prevent karma-bombing, and others unfortunately used it to harass. A wager system could also be put in place for guilds to offer seals and when a kill threshold is reached, the winning guild is rewarded. This creates an avenue for additional depth to guilds via ranking, reward adjustment based on guild performance, etc
- Need reward ideas? Here's a few suggestions:
-> Caphras, Dust, Consumables, Contribution Points, Knowledge, Pets, Boss Heart pity pieces, Outfits, Titles, Auras
-> Crossroad-Journals: Journals with rewards that require you to pick a specific buff/bonus will lock you out of others (e.g. player chooses buff to overall accuracy of the account cannot also pick the evasion buff), the cost to reallocate these journal buffs can be silver or seals.
9. If we can't get Season Arsha, we should at least have PvP gear caps should be enabled in SOME of the early game areas to reduce gear checking and give newer players a fighting chance as they learn the ropes of PvP. In addition, adding several Battle Arena servers that match the gear caps of the currently existing capped content could help players

Character Name Wavy
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FeedbackTopicOpen World PvP Feedback
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