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GM Notes [GM Note] [Heidel Ball: AT HOME] After Q&A Part.2
Black Desert 2020-07-03 12:10
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Greetings Adventurers!

 

Since we couldn't answer all our Adventurers' questions in the part 1 of our Global Q&A...

we've brought you more answers with us today!

 

Now then, shall we take a look at the Heidel Ball: AT HOME - Global Q&A Part 2?

 

 

Q&A

    1. Q. Before I ask my questions, I’d like to first explain why I have them. Due to the nature of the MMORPG genre, I believe the barrier of entry is something that is always on the mind of both the developers and players. I understand it’s not easy to preserve the value of the effort players put into growing a character, and at the same time, being able to offer a chance to new players to catch up. Black Desert previously implemented limits to AP/DP for Tier 1 Nodes to try to revitalize Node War, but I feel there are still a lot of problems. If you look at the guilds that are winning in Node War, you’ll mostly see a couple of guilds just holding a majority of the Nodes. While these guilds have invested time and effort into winning Nodes, over the course of time they’ve started to monopolize them and have just become a hurdle for guilds first starting out in Node War. So, here are my questions.
    2.  
    3. 1. Thoughts on a specific guild holding multiple Nodes (Question regarding the possibility of 1 guild, 1 node)
    4. 2. Additional limitations besides AP and DP for closing the gap (limits on HP, resistance, etc.)
    5. 3. How to prevent guilds that sit on a Tier 1 Node for a long time and enter Node War (Possibly introduce Guild Fame that increases when a guild wins in Node War or gains several Nodes, and use this Guild Fame number to adjust profits from lower tier Nodes or just make participating in lower tier Node Wars not possible)
    6.  
    7. I hope to hear your responses regarding these 3, thank you.
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  • Q. There are currently not enough guilds in Node/Conquest War. While I do believe that the introduction of the War Hero and Guild Alliance system brought a breath of fresh air to the somewhat stagnant Node/Conquest War, these systems also had several negative side effects once they became a fixture. First off, since War Heroes can participate in Node/Conquest War even if their guild isn’t, some players just participate in Siege War as War Heroes without a guild, and there even are mercenary-focused guilds for players who just participate as War Heroes. As a result, not only is the number of guild members who participate in Siege War decreasing, but the number of guilds that participate are decreasing as well. So every week, guilds that diligently participate in Node War only encounter the same guilds over and over again or stick guilds, which causes a cycle of declining interest. Not that long ago, the number of Nodes that Node War occurred in every day was reduced, but that seemed to only be a band-aid fix and there currently isn’t a lot of guilds properly participating in Node War. All these problems about Node War are getting worse and worse as time goes on.

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  • The same is true for Conquest War. Since the attacking side can accept the maximum number of War Heroes, while the defending side can’t accept War Heroes, this makes the attacking side way too advantageous. Furthermore, guilds that usually have a small number of guild members can still accept a lot of mercenaries to fill their ranks. The problem is that guilds which accept the most powerful mercenaries are the ones that are most dominant in the Siege War. All this leads into incentivizing low guild membership and accepting as many mercenaries as possible, so the end result is a declining sense of accomplishment for winning Siege War as it becomes more about the strength of your mercenaries instead. Naturally this makes the number of guilds participating in Conquest War to decrease. So, I’d like to hear the developers’ thoughts on these problems regarding Node/Conquest War, and if possible, your plans on solving these problems.

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  • A. Node/Conquest War is one of Black Desert’s characteristic content that many guilds, big or small, take part in. With so many guilds taking interest and enjoying it, we’ve received and compiled a variety of feedback which we used to make our changes so far. While we will continue to make changes in this manner, let us speak about this topic a bit more today.

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  • One of the biggest current issues of Node War is relatively powerful guilds joining Tier 1 Nodes and making it harder for “novice guilds” to participate and have fun. (We tried to solve this problem by introducing limits on AP/DP and War Heroes, and while at first it was better, over time stronger guilds once again took over Tier 1 Nodes.) To solve this problem, we believe our first priority is to find a fundamental solution, so that stronger guilds will challenge higher-tier Nodes instead of Tier 1 Nodes. While we do have many ideas, we are examining ways to bring new change to Node War in the near future, including making the rewards better.      

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  • As for guilds that are having trouble in the beginning stages, we are considering making lower tiers that are PvE based. This will be akin to an introduction-based Node, and we plan to set it up as a fun goal for guilds that are starting out. But since this is an introduction-based node for a novice guild, guilds won’t be able to keep at it for a long time as it is just meant to encourage them to participate in the original Tier 1 Node Wars. 

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  • Of course, we also plan on changing the way you’ll take Nodes. Right now (if Conquest War isn’t the goal), a single guild can take a Node and comfortably try to take another Node over the course of the week. This is where we want to make some changes. We described it as a “hopscotch” or “capture-the-zone” at the Heidel Ball, where if Guild A takes Node B, then afterwards, Guild A can try to take Node C that is connected to B, but we plan to make it difficult or impossible to take the remaining unconnected nodes D and E. Guilds will be able to expand in this way and grow their influence, but it’ll also be more damaging if they lose control of a connecting Node. Additionally, this format will make it harder to defend 2 or 3 Nodes while attacking, so we are considering improving the already developed Alliance system to encourage cooperation when needed. These node connections will also be set up differently for each territory. (The changes are still under development and are subject to change.)  

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  • War Heroes, which many players call “mercenaries”, was first introduced as one of the ways you could participate in Node/Conquest War if you were a member of another guild or weren’t a member of a guild. We intentionally didn’t set a limit on more Adventurers participating, so that even weaker guilds could challenge Conquest War, but there have been cases where the strength of the War Heroes has gone beyond that of the guild itself, so as a result, we want to limit that. While we could just limit the number of War Heroes that could participate in Conquest War, we are also considering limiting the participation costs to enable more tactical management. We want to set maximum limits for participation costs according to guild or territory, and the total combat rating calculated for each War Hero’s level, gear, etc. would not be able to go over the maximum. Therefore, guilds that need a War Hero will need to weigh the cost of choosing a select number of the best Adventurers or just a bigger number of average Adventurers depending on the situation. Once we’ve tested and deliberated over this a bit more, we will make an announcement through the Black Desert Global Labs after we’ve finalized our direction. Also, we plan to allow the defending side to have War Heroes as well.

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  • Lastly, adjustments to certain siege weapons. The current siege weapons each have their own roles and are organized into a kind of rock-paper-scissors set up, but the monster weapons, Troll and Ogre, are relatively too effective. Thus, we’re considering keeping their current direction, but limiting adding limitations or changing their roles altogether, so that they can be utilized in other ways.   

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  • We understand we cannot 100% satisfy all the guilds and Adventurers who participate in Node/Conquest War. Nevertheless, even though we’ve continued to make improvements to problems to prevent them from becoming fixtures, we apologize for the state of the wars to have remained in its current state as long as it did. We will not be stopping our constant attempts at changes and our final goal is to make Node/Conquest War into something you can challenge and enjoy like a sport. What we mentioned today is only a part of the overall picture, and we will continue to take your feedback and make announcements as soon as our development is finished.

  1. Q. Can you let us lower Guild Incentives to tier 0 for certain guild members? 
  2. The Guild Incentive system is way too inconvenient to use. It’s a tiring process every time I give my guild members incentives. 
  3. Could you make it possible to let us set allowances for mercenaries in batches or collectively? For instance, the guild master has to give out allowances after defeating Khan, but it requires them to click everyone one-by-one to send it out, which takes way too much time. Please fix this. 
  4.  
  5. A. Regarding this UI quality-of-life change, we will work on this immediately once we’ve set a schedule, and we will do our best to update this as quickly as possible. Additionally, we are not considering a tier 0 for guild incentives yet. We know some guild members might not be able to play or have the best behavior, but they are still your guild members who share your guild mark. (We believe that adding a tier 0 payment will cause more attempts at exploitation)
  1. Q. Are there plans for enhancements levels higher than PEN (V)?
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  3. A. We currently don’t have any plans to add higher enhancement levels than PEN (V).
  1. Q. Are you going to expand upon content that uses musical instruments?
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  3. A. For Shai, we plan to improve upon her Talent and add more system features like musical/performance techniques & sound modulation effects. Once we’ve added this, you’ll be able to play the same instrument with a different kind of feel, and you’ll be able to tune your sound with audio effects. Beyond this we don’t have any other definite expansion plans yet, but we’ll let you know once we’ve finalized our development direction.   
  1. Q. Please let other classes use the Compose/Play system.
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  3. A. Since this is content that was created exclusively for Shai, we expect to keep it only to Shai for now. Once we’ve expanded upon musical instrumental content in the future and if Shai can treat her musical composition/performance more professionally, we will consider allowing other classes to be able to use it on a limited-basis. 
  1. Q. At the Heidel Ball: AT HOME, Adventurers worldwide were able to meet online without space constraints. Going a step further, I hope to see Pearl Abyss’ direct service bring Adventurers from all around the world in one server, so I’m wondering if this is a possible update if the technology is developed in the future.   
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  3. A. This is a very difficult task, but it’s not a challenge we will not shy away from. Rather than try to accomplish this in one go, we will be trying our first attempts with Thailand and Southeast Asia, and go on from there using the experience we gain.
  1. Q. I hope you’ll look into optimizing the game and servers a little more closely. There’s hunting grounds (e.g. Sycraia) where I get 30 FPS even with a i9 9900k and RTX 2080TI. 
  2.  
  3. A. We plan to update certain areas of Sycraia where frame drop issues occur. If you experience frame drops in other areas, please let us know and we will carefully go over them again. 
  1. Q. Are there any plans to lower the silver you can earn from Ocean Bartering and add more exchange amounts for Crow Coins? Currently, there aren't a lot of Manos accessories, so it’s difficult to get a supply in the Central Market and you can’t buy enhancement materials due to the large volume of silver.
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  3. A. Recently, we’ve made an update to replace the Silver made from Bartering with Crow Coins by making it possible to exchange Level 4 Trade Goods for Crow Coins and introducing “Gold Items” to Material Bartering. We believe the main enhancement materials, including Manos, should be obtained through the original method, so we plan to keep Bartering as a supporting role. 
  1. Q. Are there any plans to add a larger variety of Carrack equipment similar to the Ebenruth's Nol? For example, an equipment that can let you fire from the front of a ship! Instead of adding more mounts/ships, how about updating things like this?
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  3. A. We’re open to the possibility of adding more Carrack equipment, but we haven’t had any specific discussions yet on what kind of equipment we’d add (and what effects it’d have). We agree that there should be more ways to attack, and we will keep this in mind when developing the next Treasure Item. However, considering the historical precedent, we would also like to say that placing a cannon at the prow of a ship might not be right for a Carrack.
  1. Q. Will there be an outfit that allows Ninja to equip 6 great swords?

 

  1. A. We feel that 6 great swords would be too out of character for Ninja, so we’ll do our best to create amazing outfits that really highlight Ninja’s theme instead of giving him 6 great swords.
  1. Q. I’m someone who loves PvP. Will there be any new major content updates from a PvP perspective? Such as Territory War, more interesting Conquest and Node War System, which encourage more teamplay and objective-based playstyles,  or different RBF game modes?
  2. Q. Just like with Bartering, Gathering, and Defeating Monsters, PvP content also needs to be updated. (Letting Adventurers earn silver from PvP, etc.) The rewards you get from Red Battlefield are basically worth the same as just “Fame”. There are zero rewards for open world PvP, so it’s turning into content that feels like a waste of time, since defeated Adventurers can just come back right away. Please give us more reasons to participate in PvP content.
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  4. A. In regards to PvP content, we’ve added and improved the Team Battle, Final Battle, and Arena of Arsha after the introduction of the Red Battlefield. As for Red Battlefield, we’ve added rewards, including Combat EXP, so you can still somewhat grow your character and farm while doing it. At the early stages of Black Desert, there were 1:1 and 3:3 matches akin to ranking matches, but they weren’t enjoyed by many Adventurers, so we ended up completely removing them. Recently though, more and more Adventurers have expressed their longing for the past ranking matches. We are currently developing Thornwood Battlefield, but afterwards, we will look into our Adventurers’ feedback, and promise to continue to gradually expand on more action-packed and thrilling content for PvP-loving Adventurers.
  1. Q. Are there any plans for a PvP mode where players are equipped with the same level of gear?
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  3. A. We currently don’t have any plans for such a PvP mode yet. We want to focus on PvP content that rewards the effort Adventurers put into growing their character. Black Desert is an MMORPG, which means it is a game where Adventurers strive to become stronger through their hard-work and efforts.We plan to continue to stay loyal to this basic philosophy. Of course, out we will continue to implement a variety of features such as Olvia servers, Season servers, Tuvalu gear, etc. to help Adventurers who are newly starting out to get stronger faster, and if they put in a certain level of effort, be able somewhat stand with the current Adventurers.
  1. Q. The current skill system for classes seems too simple and mediocre. How about making the skill mechanisms a little more complex by introducing more unique skills to each class? 
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  3. A. We don’t have any plans to make major changes to the skill system for all the classes. Black Desert at its core specializes in combat that is fast and offers a lot of freedom. At first all skills had cooldowns where you couldn’t use them, but this felt too limiting, so we made a number of skills be usable even during the cooldown time. We believe the adaptation and assessment process is in itself a part of the “Combat Method”. That’s why we won't implement skills that are more complex than now.      
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    Black Desert is meant to be a place where you can have fun with many other Adventurers. Instead of more complex systems, we will continue to look into and examine skills that are more intuitive or have new forms, functions, or abilities. Additionally, we will consider things to make certain classes feel a bit more demanding control-wise by clearly bringing out the concept of the class.

  1. Q. Can you share your thoughts on changing up the current meta of PvP in Black Desert? Because I think that there should be a diverse choice on the stats that you put in on your character, unlike now where evasion is a step above. I think creating a diverse set of choices can make Adventurers choose their weapons, armors, and accessories more differently.
  2. Q. The current meta is for evasion gear, which is stronger than damage reduction gear, so I want to ask about your thoughts about the gap between evasion and damage reduction gear.
  3.  
  4. A. Truthfully, this is what we’re deliberating about the most internally. Black Desert’s evasion system at its basics will ignore an opponent’s attack all together, which makes accuracy incredibly important from the opponent’s perspective. However, while accuracy can be gained from gear, there also exists a discrepancy depending on the skill effects of each class. What we’re considering is giving all classes more basic accuracy, along with changing the accuracy number for skill effects, so there isn’t that much of a gap between skills, and changing evasion from avoiding all damage to some damage (e.g. evading takes only 1/10 of damage instead). As for damage reduction, we are discussing various possibilities, including supplementing defensive skills with additional effects like with accuracy or even a formula of maximizing damage reduction effects through add-ons.
  5.  
  6. However, we haven’t been able to easily come to a decision due to how much of an impact they have to the game. Even though we haven’t decided upon what exact method we’ll take, we won’t give up, and we’ll continue holding discussions until we come to an answer. If you have any good suggestions like these questions, please feel free to submit a ticket to our Support, and we’ll read them all closely.
  1. Q. There are many theories and assumptions about RNG. Some Adventurers even think that certain accounts are “chosen” (Horoscope, character creation date, enhancement date/time, etc.) So, is there anything that actually affects RNG? Or is RNG really just pure luck?
  2.  
  3. A. There are no “chosen” accounts, everyone's the same and this will remain the same in the future. As the person writing this answer though… I always talk to Crio before enhancing. It makes me feel happier when I see his face... even though the end results are the same… Queek...
  1. Q. Thank you for creating such a fun game! What I want to ask most about in Black Desert is PK. Not long ago, I was in the middle of a quest when I was suddnely interrupted by being PK’d. This is the biggest reason why I can’t recommend Black Desert to my friends. It’s a very unpleasant experience, because it’s a one-sided act of bullying/harassment. Can you at least change the normal field to be like mobile where you can only fight in PK mode? I don’t want to be on edge and wondering when I’ll be attacked. I just want to peacefully enjoy the beautiful scenery, background music, and wonderful stories! I believe Black Desert would become an MMO that’s worth more of my time and money than now.
  2.  
  3. A. Black Desert has fundamentally large penalties for PK, because we judged PK as a system where Adventurers could chase our other Adventurers. We don’t expect to change this direction much in the future. (There are also Adventurers who want more PK, so we’ve released content with reduced PK penalties such as the Desert areas and Arsha server.) Also, Black Desert has several ways to avoid PK, so we won’t be creating a separating PK mode. 
  1. On the other hand, we want to take the approach of showing you how to avoid PK instead when you experience unwanted PK. You can move servers, get guild protection, access private mode, or go to other similar hunting grounds to avoid PK in Black Desert, but it seems these ways might be unknown to newer Adventurers. We will make improvements to help Adventurers understand these ways better in this approach.

  1. Q. Is there any hidden content in Black Desert that still remains undiscovered? For example, a hunting ground not on the map, a monster that appears at random locations for a short time that drops an artifact-like powerful weapon/armor, or something like that! If such things exist, I think even novice Adventurers will try for them to catch up to stronger Adventurers with better gear. Plus, it makes players dream for adventure!
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  3. A. When we developed Valencia, we created Aakman Temple and Hystria Ruins (which have no entrance, but a portal you need to discover instead) to give you that kind of feeling/experience. But since Black Desert is an MMORPG, it’s difficult to ignore the fact it’ll be repeated content instead of a one-time thing, and as a result, it is designed in a form that is available to everyone. Realistically, while it is very difficult to keep it hidden, we will consider expanding content in a similar manner to Aakman Temple and Hystria Ruins as you suggested. As for artifacts, this is something we are currently developing. While its direction is different from what you suggested, it’ll be something you can look forward to in the terms of the thirst and challenge for adventure.
    1.  
    2. Also, there exist some fun elements that are still hidden. For instance, the previous Rich Merchant's Ring still hasn't been obtained by an Adventure because the method to obtain it is difficult and remains unclear. There are also content regarding hints for monster drops through NPC lines or hidden caves, and some unique things like a buff from playing instruments that don’t impact the main gameplay, but many Adventurers haven’t discovered them yet. While we won’t set them at too high of a value, we’ll continue to create little by little these kinds of fun and hidden elements to add to the feeling of adventure and discovery.
  1. Q. When will the door in the Ancient Stone Chamber guarded by Edana's descendant reopen? I’m really curious!  
  2.  
  3. A. We’re also looking forward to the day the door reopens, and we know we’ll be thrilled when we can finally deliver the update. 
  1. Q. There currently exists several minigames for Life Skills such as Fishing and Lakiaro. Do you have any plans to make more?
  2.  
  3. A. Yes, we do plan on increasing the number of minigames, so please be patient a little longer. It might be a separate content expansion like Lakario or it could be for the purpose of increasing the quality-of-life in a Life Skill.
  1. Q. While I’m always having fun playing, I want to know if there’s any progress on the “chariot” or “oil excavation in the desert” (guild content?) which was previously planned for development.
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  3. A. When Chariots were in the developmental stage, they were moving cannon platforms, but were too powerful balance-wise and would reduce the fun of Conquest War, so we ended up canceling their update. Currently, we have Ogre and Troll for each respective role instead of the chariot. As for the oil drilling content we announced at the opening of Valencia, it’s currently undergoing overhaul. At that time we couldn’t quite get the fun elements right and ensure it wouldn’t be exploitable, but we’re once again discussing it now to get it right and hope to deliver good results. The timing of this update will be around the same time as the Valencia story revamp.     
  1. Q. Characters currently don’t learn new skills after level 61. Are you at all considering having higher levels let us learn more powerful skills or make characters more powerful?
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  3. A. While this is similar to a previous answer, we didn’t put any big rewards after level 60 or make leveling a way to get stronger, because we wanted to reduce the pressure of having to level up. Even though expanding ways for your character to get stronger beyond just gear is our intended direction for development (one of these is Igor Bartali’s Adventure Log), we are not considering making your character suddenly more powerful based on level. Of course, this is something we can expand upon little by little with other content as time passes by, but for now, we will maintain the current state.
  1. Q. Death is an important factor for changing a player’s playstyle or being a learnable moment. (Also, it shouldn’t cause you to lose EXP or Crystals that you worked hard to get.) But it’s not like this in Black Desert right now. For example, a player that dies can just resurrect 5 seconds later at a nearby node that is 5 meters away and “Karma Bomb” you with the current system. Please take a look at the following possible solutions.  
  2.  
  3. 1) Make resurrection for the 1st time be 10 seconds and add more time for every death. 
  4. 2) Reduce equipment durability by -20% for each death. 

    3) Make it no longer possible to be able to resurrect at a nearby node and only be able to resurrect at a nearby town. (Not consuming Elion’s Tear)  
  5.  
  6. A. Rather than make immediate changes for the death penalties you’ve mentioned, we believe it can be something applicable to the new regions or regions/content with clear concepts. Suddenly changing death penalties in PvP will make some Adventurers unhappy, especially since they’ve been in Black Desert for a long time. However, as we mentioned, we believe we can apply it to content or regions with a clear concept to create new thrilling or fun elements. 
  1. Q. How about adding a Mentor-Mentee system? For example, after getting into a mentor-mentee relationship, you can complete mentor-mentee quests for rewards (silver, caphras, etc.) within a set period of time. In my opinion, this could create a new trend in Black Desert.
  2.  
  3. A. A mentor system is something we’ve internally discussed for several years and it even reached the development stage, but we couldn’t quite find a solution for rewards possibly being exploitable, so the system ended up being discarded. While it isn’t quite a Mentor-Mentee system, we currently run a Supporters program where many Adventurers (a big thanks to all of you) are acting as mentors. We will think of other ways beyond this to help new Adventurers learn and adjust to the game.
  1. Q. Similar to character tagging, how about making it possible to tag another player’s character? Something like granting additional buffs while defeating monsters or gathering while tagged, and depending on the combination of classes tagged, passives or skills when they are in a party together. Class combinations could really help diversify gameplay. Also, how about making it possible for party members to have their AP/DP set as the party average? This could really help new players learn the game faster and understand the AP/DP numbers better. Plus, being able to give newer players a chance to play with friends in a party at mid-tier hunting grounds.
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  3. A. This is something we have to be really careful about answering as it is different from our direction for game development. Adding skills or buffs for certain class combinations could result in pressure to use them if they become a necessity or useless if their effects are insufficient. While we understand the importance of having many options, we believe it’s more important to reduce stress/fatigue from this kind of option. In a similar vein, it’s why most of the content (including hunting grounds) are designed for solo play rather than party play. We will look into using your feedback in specific content or within a limited-range. For now, we want to focus on making each class fun to play rather than connecting classes/characters.        
  4.  
  5. As for setting your AP/DP to the average AP/DP of the party, this also doesn’t match our direction for game development. Black Desert is an MMORPG that we hope rewards you for your efforts. Instead, we are designing a form of cooperative play for stronger Adventurers to help not-so-strong Adventurers. (As a brief example, one Adventurer has to keep moving and interact with objects, while another defeats monsters.)      

  1. Q. In boss battles, instead of just surrounding the boss and hitting it, it’d be more fun if you could defeat the boss using tactical and objective-based attacks such as breaking shields, destroying totems, cutting tails, etc. Similar to Garmoth now, and also the new Dark Rift Helms boss is quite fun too.
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  3. A. This is something that we’ve continuously received as suggestions from several Adventurers. We try not to over-design bosses unless we have a specific concept in mind, since they are usually something you challenge as a group. However, you might want to know that we are preparing the “Pit of the Undying”, which is in the concept of a PvE arena and emphasizes the importance of tactics/objectives over gear. We want to continue to add tactical/objective-based elements in this manner, so we hope you’ll look forward to them.
  1. Q. In a similar concept to Igor Bartali’s Adventure Log, could you add a book/log that you complete/clear with guild members for permanent buffs? These books could also have party/platoon requirements and also gear score (AP+DP) requirements at higher tiers, thus creating extra guild PvP and PvE events catering to all levels, these could also reward extra buffs for guild parties and platoons participating in guild missions as a party or platoon.
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  3. A. An Adventure Log with guild members or party members isn’t something that we’ve thought about before. Since it has the advantage of being content that you only do once, it should be possible for us to prepare something that you enjoy with others as a major goal-orientated type of content. We’ll take your suggestion as a basis and try to develop it more. Thank you. 
  1. Q. Are there any plans to add minigames like the ones in the Kratuga Ancient Ruins or Abandoned Monastery to other hunting grounds? I feel like minigames make hunting grounds more engaging and fun. 
  2.  
  3. A. We are going to continue to add these kinds of bonus/extra elements to hunting grounds, but we won’t be just shoe-horning them in, but making sure they fit in naturally.
  1. Q. I’m someone who doesn’t do any PvP, etc. but plays Black Desert because I enjoy Life Skill content. However, I feel like there isn’t an “end game” content for Adventurers who min/max Life Skills. Adventurers who play PvE/PvP can enjoy the search for “Treasure Items” or battle in Node War, but Life Skill Adventurers don’t have much else to do. Thus, I’d like to ask if there are any plans to add “end game” content for Life Skills?
  2.  
  3. A. We don’t really consider “end game” content for anything, and this isn’t something that is limited to certain content, but is the same across all content. In regards to Life Skill content, we will continue to expand on a variety of factors to make it more in-depth, so you can have more to delve into. While we’ve announced this before, we will start off by focusing on the Old Moon Grand Prix and make our way to Trading afterwards.
  4.  
  5. As for “treasure items”, this is something that is already a part of Life Skills. In fact, characters that are at least Guru Alchemy can synthesize a summoning scroll for Kzarka, the Lord of Corruption. We’ll either give some hints or prepare other ways for this item to get more attention.  

We’ll be back with Part 3 of the Global Q&A, so we hope to see you all next week! 

 

Until the next Q&A, buh-bye!

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