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Feels like new leadership at pearl abyss

Discussion in 'General Gameplay' started by Factorial, Oct 3, 2019.

  1. Factorial

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    It's interesting to see so many new quality of life changes back to back. Accordingly, it makes me wonder if there has been a meta change at pearl abyss.

    I know the current changes aren't groundbreaking, but when you are used to getting crumbs then get a whole loaf several times over, you start to wonder. Now, imagine for a moment what BDO would be had this trend began earlier and sustained. Such possibilities could be endless.

    At any rate, hopefully this current trend does continues. It could make BDO so much more greater than it is thus far. Along with that, there needs to be aggressive class balances that are continuous on a monthly basis if not better.
     
  2. ghoulz666

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    All I'm really seeing, is them running around in circles, with no conclusion.
     
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  3. Lemon Crush

    Lemon Crush Juicey_Lemon Witch 62 NA

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    They have always done those types of changes.... its the stuff we need they keep failing on.... repeatedly. Year after year.
     
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  4. zhagsten

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    I confirm, there's always been these type of changes. Some asked by players.
    What PA fails at is to deliver a complete working feature. I don't know if it's the curse of a dead pirate, but it's still there too.
     
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  5. Kurano

    Kurano Kurano Berserker 62 NA

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    Yeah its cool and all... but Im not impressed.


    Too many short comings, problems ignored, and band aid fixes.
     
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  6. flukeSG2

    flukeSG2 Tamer 62 NA

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    Changes such as?
     
  7. Korvgubben

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    Being able to check all your alts inventories without relogging. Its a huge time-saver for me.

    Now if they just allowed you to move stuff to-and-from the alts as long as they are logged out next to the WH NPC then it would be what I suggested about 2 years ago :)
     
    Factorial likes this.
  8. Ned Sheynji

    Ned Sheynji Sheynji 62 EU

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    Giving you more market VT the more fame you have. Probably the second best patch this year. Right behind life skill masteries.

    Also yeah, for those people who follow me on the forums (which means basically nobody except @Prinocio for some wierd reason), know that i have articulated some of my thoughts on the topic of changed staff, although i mostly tackled the game designing team changes. Cus thats what i can mostly relate to given my IRL duties.

    A lot of the game design changes seem very inconsistant. As if the current staff doesnt understand what the staff from 2-3 years ago thought, with Succ being the best example.
     
    #8 Ned Sheynji, Oct 3, 2019
    Last edited: Oct 3, 2019
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  9. Andaro

    Andaro Archive
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    If anything I believe that Pearl Abyss is holding true to the path that they outlined in The Heidel Ball Stream, where they notated that they had identified several bottlenecks in production and time management that slowed down the development process.

    One of these bottlenecks that they singled outwas the excessive amount of production time that was being utilized to update the multiple versions of the graphical UI that currently exist, and once we had fully transitioned to the new UI which should be as closely standard across all platforms as possible, then this time can be recovered to be utilized in other production efforts including one of the current primary focuses of fixing bugs and analyzing server data as well as more player feedback to lay out proper plans for future development.

    I have no doubt in my mind that they have been meeting these goals and we are seeing some of the fruits of that labor and commitment. Without a doubt, managing multiple versions of the game across multiple platforms has taken away from some of the core development and production time and as those projects begin to wind down or rather come to a point where are the builds are as close together as feasible, then newly created content as well as the review and adjustments of older content can be done more fluidly and more efficiently across those multiple builds.

    I will reiterate a statement but I have given too many of my fellow players before and that is during the first few years other games Life the production and development schedules are too hectic and to constantly changing to focus solely on what we believe should be focused upon, even more so when you are attempting to establish a game as not only an intellectual property but also as a brand, and that once we have passed a particular point in those time frames production effort is reorganized and recommitted to bring about better flows in the production timeline.

    We as gamers do not typically consider the ins and outs of the business side of things and the inner workings that a development studio goes through, and rightly so as our only concern as it should be is our own enjoyment of the product that we are experiencing, however understanding some of these things I believe helps to increase consumer loyalty of that brand as much as the commitment from the brand creator also does.

    I also believe that our commitment as a community and as consumers to remain and continue efforts in constructive discussion, with constructive being the keyword, helps to further unify the commitments and expectations that not only we ourselves hold, but also those that the product creator also share.

    Black Desert like most other Korean MMORPGs is a work in progress, rather than being a completely finished product, and a key note to remember is that being apart of the journey of that product is just as much important as enjoying that product.
     
    #9 Andaro, Oct 3, 2019
    Last edited: Oct 3, 2019
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  10. Parthin

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    They started bleeding players to wow classic and re-thought a disaster like great sea update. You can do anything to players you want with your game, but they don't have to play it. The awful mechanics of great sea update are being mitigated as a response to players in KR.
     
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  11. Capitaine Courage

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    I saw some parts of the stream, it looked... really terrible, and seems to have been very badly recieved in Korea.
    But THAT by itself is a strong example of issues in the production process, and moreover even before, in the design phase. They have very bad game designers. I mean, the amount of feature s and content never finished is just astonishing, and just speaks for itself.
    Everything revolving around helps to hide it, but the core, the funamentals, the gameplay loops and maybe most of all the articulation of features (or more precisely its abscence since everything feels so disconnected) are rotten nowadays, and de facto built on sand due to that.
    I mean, I have nothing against the coders and programmers, who just materialise in the game engine the principles that the designers give to them but.... How can the design be so bad in the first place ? Was there at least one to begin with ?
    How a design being so bad can have made this far in the production process ? To the point that it was supposed to be almost ready to ship before the mystery was unraveled : it sucks ass.
    Their last big update, that was supposed to be Ordyllita, was pushed back to nobody knows when anymore for the exact same reasons. They seem to have totally lost track of what was made before and of what is scheduled for the future, and also to encounter strong issues in their iterative process. They just can't bring new ideas to the table, just sub systems, never finished at best : tradition system (because awakenings was a mistake, by their own confession, and Absolute and Rahbam skills a failure), revamp and balance of combat, revamp of life masteries, faeries, domestics, tents and villas, game mode that irremediabely fail and can't attract people more than a month (savage rift, altar of blood ...), or are just totally non functionnal, bugged or prone to be hacked to the point they must be taken out (Shadow Arena) .... So much features these last 1,5 / 2 years that just fall flat on their faces and make you wonder why they are here in the first place, and how could they be put on the production process with ressources allocated.
    It's a pure loss of ressource in this instance, and everybody is a loser here, PA as much as the players. I mean, before anything else, it's a failure from a project management point of view. Where is the quality control ? Is there any validation process anywhere in their workflow ?
     
    #11 Capitaine Courage, Oct 3, 2019
    Last edited: Oct 3, 2019
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  12. woots

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    while they did little change in a "ok" "gaming quality" direction ( like removing gold weight,to maybe be a bit less annoyed by this pointless weight )
    Or like giving a lot more ox per quest ( which also should reward skill XP to really have a quest progression, because without skill point you go nowhere )

    I still see nothing relevant for the game itself, I only see worse and worse cheap ( sorry expensive ) annoying things like their life skill update where players have to $$$$$ or spend their life on life gear
    ( so turn all mastery and so even more useless, while it should be WHAT provide the most benefit, and not another casino rng made to milk you hard )
    It just a copy pasta of the gear rng, while nerfing everything if you dont have all that ( OFC ! )

    Nor anything AT ALL to bring something new to the pve ( still the same hamster wheel, with the same dull AI )

    Sure they did improve somes stuff here and there in the menu to have a more convient usage of somes functions, but that alone still wont make their game worth something ( if you look for something else that just very pleasant graphic & walking around a good looking world )

    I cant believe in all thoses years they still havent figure out what their need are true gamedesigners
     
    #12 woots, Oct 3, 2019
    Last edited: Oct 4, 2019
  13. TeRRoRibleOne

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    Remember when they said they would do class balancing? That never happened. Instead they went on another path of these dumb successions for the laziest of players who feel having to use both awakened and unawakened is too hard because it makes them have to practice.
     
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  14. Xenon

    Xenon Kallitren Ninja 61 NA

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    Yeah, and those players are gonna get bent in pvp.
     
  15. Factorial

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    It shows some really bad disconnect when pearl abyss says that awakening was a mistake. This tells me that they have some really bad planning or no planning at all. It's pretty shamefully honestly.

    It also tells me that they don't really play their own game. Awakening adds so much more depth to the combat system than having only main weapon. Perhaps they are learning from theses mistakes.
     
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  16. Roechacca

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    I'm having fun. I complained a little back a couple years. Seems they noticed and made improvements. Awesome! This is the only game that's ever done that out of the ones I've played.
     
  17. zhagsten

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    Not if PA makes it OP.
     
  18. Capitaine Courage

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    It's the powercreep and the insane damage values it gave all of the sudden that was the issue, on top of new functionnalities (mainly protections and CC) but once it was launched for a class, it was too late to go back. If they did it right, like we see in other games, they would have been here from the beginning and it would have established real specialisation paths, meaning awakenings shouldn't have given more raw power, just other means to do things, a real alternative (one or the other, not the 2 at once) like what they're trying to do now with tradition system, but 4 years after. We all know that it's not what has happenned, and the reason why awaeking delays where such a pain to endure for the classes that were served the last at the time.
    Everything they did afterwards regarding combat (rabham, abbsolute, CC revamp, and even mobs distribution and power ...) was to try to mitigate and balance the insane leap of power given by awakenings, be it for PvE or PvP.
    So it was a band aid balanced by antoher band aid on top of another one that was already there to try to mitigate or balance something else ....
     
    #18 Capitaine Courage, Oct 3, 2019
    Last edited: Oct 3, 2019
  19. woots

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    Their only plan is to milk hard, they stopped have plan for a game since a long time.
    Awakening wasnt a mistake, the "mistake" was how they managed it because greed ( set it as mandatory weapons because OP skills with stacking AP from mainhand, instead of extended gameplay or another path )

    Their succession stuff only seem another way to start milk again every class because another new weapons ( even if its still mainhand ), and they imho just say "awakening was a mistake" to look good in the player eyes disapointed to not have a mainhand on par with awakening ( even with their never finished & barely started band aid we all know )

    I mean, seriously, they could just rework the mainhand skills, even if its to delete somes etc.
    There is no need to add another weapon, add another skill tree, lock the awakening...
    But i guess they dont milk hard enough anymore with mainhand + awakening, so they serve you their bullsh#t to start another milk round.

    Thoses guys are so fked up.
     
    #19 woots, Oct 3, 2019
    Last edited: Oct 3, 2019
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  20. Ned Sheynji

    Ned Sheynji Sheynji 62 EU

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    Except Awakening was a mistake. If you have to give classes 2 weapons in order to feel deep and creative then you are a bad designer period.
    The best designers can pull something that feels great with very little complexity. Just look at From Soft. Or even better look at a game that exists since hundreds of years: Fking chess.

    So no, Awakening was indeed a mistake. Especially since you just could have taken away the awakening from all classes and have the double amount of classes in the game. I would certainly be behind that one. Thats what i hoped succ was gonna be. Just straight up deleting your awakening weapon. A few months later we would get something that just deletes the main hand and you only use the Awakening for eternity. But since players are still stuck to bad game design practices and just cant let go like religious idiots PA cant do the thing they did on mobile, even though they clearly want to. I mean hell. It became even so bad that people started defending bad game design practices. Like people defending the karma system. Or even better: People defending failstacks. Oh boy. Thats some serious degeneracy.
     
    #20 Ned Sheynji, Oct 3, 2019
    Last edited: Oct 3, 2019

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