matthew

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About matthew

  1. Why do you think they're not progressing? I dont beleive its laziness as i myself am currently at a brick wall and having no success in passing it. I cant find groups to run dungeons. Those groups i do find are with other weak players who dont stick around or quit while still in looking to fill the group. I have a couple of friends i play with. 1 of Whom is absolutely traumatised by his experiences with Foundry, Lair to actually run them ever again. Some dungeons and mechanics just arent fun and the reliance on some classes to do all the work (kfms tank, buffs etc) that make these mechanics trivial compared to others. Remember when even blue dungeons were part of daily challenge? Those days were fun and even though they were blue dungeons players were still getting killed by mobs and mechanics. How exactly did we get to this point we are at now though where we basically need Aransu/raven to find groups to clear the dc?
  2. This is not something thats very healthy for Blade and soul though. The less time i spend in Blade and soul the less likely i am to be to be a part of the community and invest back into it. Blade and Soul is one of my favourite games of all time however i have found it less and less able to satisfy me because 1) Server still has desync issues whereby boss animations and effects dont match with hitboxes of attacks. Making dungeon mechanic executions guess work. 2) Character growth is extremely slow to non existent for certain power spikes. 3) Combos being distrupted by lag and server ping spikes. 4) It offers nothing in the way of alternative content that i can turn to when i've had enough of dealing with the 3 above problems.
  3. Wow is it possible for a player with 150ish ping non raven to beat floor 20 Mushins? I disagree entirely. Because this game has been designed around power growth. Warframe has shown the best way forward for an MMO (by its continued growth) is to build the game outwards rather than upwards. (dont make gear stronger just offer more variety so when people return they actually have something new to do while still having access to things they find familiar. Then you're letting everyone progress at their own pace and within their own capacity. No one gets left behind when they've returned from a long break in the game. They can get straight into the new stuff without having to go straight into grind the same dungeon they were grinding on before they had a break/burnout. Now if Blade and Soul didnt have such a huge discrepancy in gear I would feel more towards agreeing with you. But its not, so we have to compromise with putting dungeons like Awaken Necropolis into daily challenge.
  4. Celestial basin i've farmed that place already to death sadly nothing much there left. Even the material boxes have lost value as im swimming in them. AP is 1.2k but i dont see how it makes any difference when everything across all AP ranges is largely the same. Sounds like you havent done Baylee lately. Its camped by a bunch of people who virtually 1 hit the boss. Not surprising really considering the evolved stone drops along with the power level of the community has made it untouchable. He was a good boss in the past. Same story with allot of silverfrost content with global players. People are 1 shotting anything. Meteors in soulstone plains is a great suggestion,I used to like running the blue quests in silverfrost mountains however they've been removed? ugh.. My achievement are current sitting on 2,736 i've done most achievements up to silverfrost content. Even cleared all the tedious soulshield and dungeon hunts. /rant/ Whats the point of lower level content if the people its designed for cant do it and the only ones taking advantage of it are clearing it in 1 hit? Developers really need to reduce the gap of weapon difference. It seems to have gotten out of control.
  5. Had a tiring day at work and am absolutely lost of what to do right now. Is there anything meaningful ingame thats low intensity? Im not in the mood right now for high intensity stuff that requires rushing and timely button combos. Is that all that Blade and Soul offers? I know some games have fishing, slow hunting, or just chilled dancing or exploring the map.
  6. Oh wow.. I wish i knew this sooner.. I fell right into this trap after a long time out of the game.
  7. I've been following BNS e-sports since the game was first released in Korea and i dont recall 1 occasion where the clan championships ever received english commentary. I also dont recall qualifier tournaments getting english either. Though i do know there was occasional community discord/youtube channels that did do thier own commentary after the event.
  8. Is the game dying?

    The biggest problem the game has is the segmentation of players by thier equipment and ping. So normalise it by removing 2 of the biggest factors that are the cause of anxiety between players. Remove death timers on normal difficulty tiers. Remove complex mechanics for dungeons at normal difficulty tiers. The only way keeping these mechanics present in normal tiers work is if they actually built proper tutorials with clear and simple instructions on what to do. But they dont, and they havent as someone who has been playing this game since beta its been a spiral of making things worse rather than better. I remember when i started playing this game, one of the fun things about the dungeons was the fact that only 1 person needed to know the mechanics to carry a squad. My friends who all couldnt care less of gear and mechanics enjoyed the game how it played and didnt need to look for any harder challenge. Dodging bosses/mobs was challenge enough. Now it seems dodging isnt a required art anymore and instead we simply have to execute mechanics while outputting enough damage. Its rubbishly trivialising the games actual combat. Look at warframe for instance. One of the reasons its as successful as it is is because casuals can come in. play with friends and pickup and play no matter where they left off. Theres no gear checks because the game keeps Branching content outwards rather than upwards. Meaning most content remains relevant to most of the power levels. Outside the absolute endgame content which DE's own stats conclude only 1% of players actually take part in. Theres no mechanics you need to learn, adjust and deal with. its just a good old fashioned slaughterfest of fun. Where you dont have to worry about anything once youre in mission. Meanwhile what does blade and soul offer for casual players? PVP?, Ladder and celestial basin. Thats a pretty narrow window to burn yourself out on. Its also allot of wasted content that a portion of the playerbase never experiences.
  9. Help with WinMTR results

    | lag-8.ear2.SanJose1.Level3.net - 23 | 1708 | 1317 | 0 | 185 | 458 | 184 | | ae-32-0.ear1.Dallas1.Level3.net - 100 | 656 | 1 | 0 | 225 | 225 | 225 | These 2 are your problem... Sanjose = 23% packet loss Dallas = 100% packetloss Try contacting NC support and your internet provider giving them these links aswell as the time of day/night you usually play. These 2 links are what continue to give me allot of problems too sadly.
  10. This is so sad.. I loved some of those blue quests. Remembering Womeo and Jeweliet? (romeo and juliet). Some of the ghost stories that were told were also nice. I think they should've buffed the rewards massively rather than remove the quests. Or do as someone else suggested which was have a daily board in each town where a random blue quest can appear attached to the story. Only problem i ever found with blue quests was a few needed much better dialogue written in. I used to enjoy the blue quests in silverfrost and moonwater plains daily because i liked the areas. They were beautiful in thier design. The only reasons i stopped doing them btw was because the rewards kept getting decreased til the point it was pointless. Im playing Assasins creed oddysey right now and one of the best parts of that game is the side quests. Its an integral part to world building and character development. I hope they're returned with improved rewards. They need to give an incentive for players to visit those old areas of the world map that have some beautiful setting.
  11. Any word/news on optimization?

    Im noticing tonnes of pop-in now which suggests over recent patches they've reduced the draw distance of things like grass and buildings. Thats something that turned me completely off Black Desert online. Or maybe because im running the game in higher resolutions than before its more noticable? All my hopes are on the Unreal Engine 4 upgrade. But their trend remains cutting back of graphical effects and animation smoothness. Im actually fearful that UE4 will see even more graphical sacrifices without much gain. On top of all that the network delay issues remain. They really need to switch to p2p for instance based dungeons atleast. Its the only cost effective solution to the longest and biggest problem. Im not a fan of BDO because that also features too much pop-in of shrubs, trees, grass and very low draw distances.
  12. How about new players...

    OMG is that for real? They should've said... I've been avoiding all those dungeons for years because the moment i saw the HM14-15 im like well i dont wanna make enemies on the server being under HM requirements i'll avoid those dungeons until i reach HM14+. The community was toxic enough towards gear and HM levels during the days of Naryu1 and Yeti. The current HM system doesnt even make sense and should'nt add on stats imho. Its too much of an additional power gain. Maybe add a cosmetic shine or aura instead. Ever since the Legendary weapons cameout this game has been on a spiral towards a punishing future for new players. But we had a localisation team working on the NA version who were supposed to make sure that this type of information is relevant to us!
  13. I liked how Nintendo resolved this problem with Salmon run raid bosses in Splatoon 2. They simply teach you the mechanics before you can even start your first run with a party. Thats great game development which is why Nintendo games continue to be successful. Dragon nests developers done the same thing in the very earliest days. Then developers complained players were finishing content too quickly so they stopped building guides and tutorials and let players learn from the hardcore playerbase. Which was always a disastrous way as potential bugs with bosses can be completely misinterpreted as working as intended by players. It was nice to see that the recent release of a mobile version of "Dragon Nest" actually put an indepth tutorial into the easy mode of the dungeons before you can clear the normal/hard/nightmare modes aswell. It still probably wont solve the huge gear disparity but hey. Other games have found and are executing solutions to the problems. All NC have to do is copy those concepts.
  14. With every dungeon in the last few years featuring party wipe mechanic that screws anyone with spikey high latency. You only need 1 month of extremely bad ISP routing to entirely destroy the fun, reputation of a good player in the game. The thing is other game developers have solved/avoided the problem of high ping by either client side detection, a mix of client hosting and server (item+spawn rates only) communication or players running dedicated servers. I really hope with UE4 upgrade players can run thier own dedicated servers or give client side detection feature largely. Surely developers are aware of a strong case of these as solutions to current problems.
  15. People are looking for interfaces for which thier feedback is acted upon. They are relying on the GM's/Moderation to forward thier issues with the game to the developers as its the only way players can get into the loop of feedback. When things are ignored or long standing problems are never resolved then what are we to do? When we've exhausted all our avenues for a resolution to our biggest problems with the game.