With the Conquest War Pre-Season in full swing, everyone at the Black Desert Studio has been thrilled by the incredible passion our Adventurers have shown Conquest War recently.
We’ve seen many passionate discussions of several topics, but the most discussed topic seems to be about the cooperative play to purposefully Liberate a specific castle.
Black Desert at its heart is a warfare game. As such, many hold the opinion that such “political maneuvers” should be accepted as a natural part of warfare. However, we’ve heard a majority of voices asking for “super-fun sieges,” and we wish to continue to stoke that flame of passion and desire.
And so, we would like to briefly share today what kind of concerns we’re facing as we prepare future patches to bring more activity to Conquest War.
First off, let us touch upon guilds working together to purposefully liberate a certain territory in order to share the rewards. We believe this is happening because we heavily leaned into the positive aspects of setting the liberation rewards relatively high. To any Adventurers who’ve felt discouraged or been harmed by this, we apologize.
To start off with, we’re going to take a somewhat drastic measure by temporarily suspending the long-standing Liberation system. In the future, once Conquest War has ended, there’ll be a ranking system, which will follow certain rules, that will rank guilds for tiered rewards to incentivize the “politics” and “battles” of Conquest War. There will also be measures and barriers in place to prevent abuse/exploitation.
Next up is the “handover” kind of cooperative gameplay. Black Desert has previously had attempts to mitigate guild alliances in Conquest War because we believed that Conquest Wars would be more active if even solo guilds could join the battle. Unfortunately, the results have mostly fallen short. As before, we’ve considered a variety of possibilities, but we concluded that trying to implement patches to prevent this kind of gameplay would only lead into more loopholes, which would necessitate more patches, ending up with our Adventurers feeling more frustrated.
Although there are many reasons for why this is happening, we believe one of the biggest influences is a “fixed power structure,” which we see as the fundamental reason for cooperative castle handovers. As such, we’d like to open up a new era of rivalries by introducing indirect ways to politically maneuver with the “policy system” that we mentioned previously.
Simply put, guilds that control a territory will be able to enact policies using acquired polity points or taxes. While these policies may favor either the castle holder or all the other guilds, if said policies are repeated, they may turn the public opinion of specific guilds. Of course, the usual alliances or hostilities will also affect this public opinion.
Furthermore, guilds that occupy a Node in this territory will be given the right to vote. This voting right will vary depending on the Node’s Tier. The voting rights will be similar to how “votes,” which varied depending on the size of the territory, existed in medieval Europe to choose the King of an alliance. We hope this will serve as an incentive or goal to occupy a higher-tier Node. Additionally, we’re continuing to internally discuss how to extend the scope of this vote to guilds without a Node.
Votes will take place weekly and a reputation score will accumulate according to this vote. This reputation score will influence the “wealth” that the castle-owning guild will obtain.We hope that this will encourage the castle-owning guild to be more mindful of their reputation with Node-owning guilds and actively engage in “politics” to create “a favorable side.” Of course, we hope our Adventurers will always remember that we want them to have freedom in their gameplay.
Once the Conquest War Pre-Season comes to an end, a new season that is backed with these rules will be introduced. Besides what we mentioned earlier, we are also preparing new siege weapons, such as cannon chariots and ballistas, as well as other rules. We truly wish to finish our development and present it to our Adventurers as soon as possible. To give you all a sneak peek at the new weapons, these three are intended as weapons to destroy gates and wooden walls. As for ballistas, they counter elephants, while elephants counter cannon chariots, and cannon chariots counter ballistas, in a rock-paper-scissors concept. This makes scouting even more important, and we expect this to introduce more variables and strategic elements for the later portions of a war.
We hope for your continued interest and feedback regarding the Conquet War, and we will do our best to bring you good news.