On June 6th 2017 I wrote my first (and second) blog post(s). I had been reading fellow gamer’s blogs for quite a while and been thinking about writing myself more than once, but never got around to it until then.
I didn’t have a specific plan in mind, just that I wanted to write about things that interest me and occupy my thoughts. My target audience: myself, first and foremost. As I said in my first post, I want to capture and hold on to events that delighted, fascinated or just amused me. If anyone happens to stumble upon my musings and finds reading them worthwhile I’m all the happier of course.
The first year yielded 34 entries, almost one entry every ten days on average. This is of course much, much less than most bloggers produce. The main reason for that is my pretty high personal threshold for what’s interesting enough to be written about. While I like to read about fairly mundane things (if it’s done in an appealing way) I very often deem stuff that happens to myself not worthy to write down. I just can’t imagine myself or anyone else being interested in reading about how I did my dailies in Path of Exile for the umpteenth time or that yesterday’s EVE Online fleet went largely uneventful. But maybe I’m just not as capable an author as the good folks whose blogs I always like to read, no matter the contents.
If I do write about something I usually use a lot words though. If WordPress offers a total wordcount of all posts combined I can’t find it, but I’d estimate that I wrote about 800 – 900 words per entry on average, which would sum up to about 29.000 words. That’s not as much as it sounds (an average novel clocks in somewhere between 50k and 100k), but if you had asked me 15 months ago if I’d be willing to blog almost 30k words within a year I would probably have declined politely but decisively.
It seems that I don’t want to talk about stuff very often, but when I do want to talk I like to be thorough (Lakisa would probably use the word ‘exhaustive’).
I’m really glad to have started this blog. Writing is a lot of fun, lets me practice my English and, most importantly, preserves events and experiences I might forget about otherwise. A big Thank You to all bloggers who inspired me to do this, to Lakisa for reading it all and encouraging me, and to everyone who also takes the time to read it. Cheers!
During the first half of April we went on vacation. When we returned home I was looking forward to diving into gaming again, but, as is often the case after such a ‘forced break’, once I sat down at my computer I wasn’t quite feeling it. To not log in and play your MMO of choice for a couple hours a day every day for a while sometimes changes your perspective on things, it seems.
I still log into Black Desert every day to get my login goodies and Boss scrolls, but that’s pretty much it at the moment. I don’t intend to quit, but I don’t want to invest the time and energy it takes to do something substantial either. For now.
Whenever I don’t devote most of my playtime to an MMO (or several) and just want to dabble for a bit every now and then my genre of choice is the Action RPG. I fell in love with the playstyle these games offer at the start of 1997 when I sunk ungodly amounts of time into the first Diablo. Since about four years ago my favourite ARPG is Path of Exile.
I started playing after I had watched a trailer for its first expansion, Sacrifice of the Vaal, which I quite liked. That many people dubbed PoE the ‘true’ successor to Diablo II, which I loved and still love, sealed the deal for me.
It’s indeed very obvious right from the start that the folks at Grinding Gear Games are big fans of Diablo II. Even the first thing you do after creating an account and logging in, namely choosing a class for your first character, looks and feels exactly the same.
It’s not a simple carbon copy though, far from it. What they managed to do is to take almost everything that was great about Diablo II and make it even better, perfect it and expand on it, while leaving out its (precious few) weak points.
For example, my most played and highest level character in Diablo II was a Frozen Orb/Fireball/Meteor Sorceress, but my most beloved character was a Necromancer with his army of skeletons, revived monsters and a golem. The playstyle of managing an army, supporting it with curses and other spells while focusing on staying out of harm’s way myself feels incredibly satisfying to me.
The Necro’s design wasn’t perfect though, especially concerning the minions. In PoE I can play an ‘Armymancer’ exactly the way I like, because the most glaring weaknesses the DII-Necro had are gone. When I revive monsters to fight for me they don’t vanish after a couple of minutes, so it’s actually worth it to take the time and hunt for the best possible monsters at the highest level for this. They even persist after logging out of the game nowadays! There are other minions which do have a limited lifespan, but I can do neat things with those too. I can for example place totems which then continuously spit out these minions, so I don’t have to cast them myself and can concentrate on other things.
PoE’s most talked about feature is the passive ability tree. Just one look at it perfectly illustrates why.
It seems overwhelming at first, but you get used to and comfortable with it pretty quickly.
What it indeed does is give you a lot of flexibility to build your character of choice. In a lot of games such perceived flexibility often turns out to be pretty fake in reality because there’s just one or two ‘optimal’ paths. By not choosing one of those you’d gimp yourself, and who would want that?
With this passive tree you can fully play to your build’s strenghts, iron out weaknesses and/or let it do things that it otherwise could not. Above all it makes the character your very own. I’m pretty sure there exists no other Witch with this exact same passive tree, the same items and the same skill gems. As long as you don’t copy a character from the forums or reddit to a T it will be unique, and can still be strong at the highest levels.
Graphics, sound and moment-to-moment gameplay all feel very familiar to Diablo II veterans. The 3D-engine doesn’t quite match the level of detail Blizzard managed to cram into their 2D 640×480 pixels (800×600 with the Lord of Destruction expansion), and in terms of great, spooky atmosphere nothing beats DII’s Act 2 and 3. In my opinion these two aspects are the only ones where PoE doesn’t match or surpass its unofficial predecessor though.
Now, what about the payment model?
It’s free to play and has arguably the best (while not the cheapest) item shop of them all. Not a single item in that shop has any impact on gameplay whatsoever. GGG sell exactly two categories of items there: stash tabs and eye candy.
It’s true that you will definitely want some additional stash tabs once you play the game for longer than a couple of days, but if you wait for a sale on those you can easily nab a lot of storage space for the price of a normal game – and PoE is at least worth as much, let me tell you.
The eye candy is, as always, a matter of taste and completely optional. There are a lot of really nice armor sets, weapon effects etc. on offer, but also some rather hideous ones. Since most armor and weapons found in game aren’t exactly lookers and I wanted to support GGG anyway I’ve decked my other characters out quite a bit too.
If you like ARPGs and haven’t tried out PoE yet (unlikely but possible) I strongly recommend giving it a go.
Until recently my experience with crafting in Black Desert Online had been limited to cooking, alchemy and processing as described here. Processing is as simple as it gets, and while considerable preparation can be necessary for cooking and alchemy the crafting process itself is also very straightforward.
Crafting more complex products like tools, weapons, armor, merchant wagons or boats is quite a different beast. Those things aren’t actually crafted by players themselves. The correct type of workshop has to be rented with contribution points and a worker has to manufacture the item.
Every village and town has lots of properties that can be rented for a range of purposes. Almost every one can be rented as a residence (the actual ‘housing’), more storage space or worker lodging (so you can hire more workers). Only some can be used as a workshop, and not all workshops are available in every town.
Since I started doing gathering dailies in Olvia regularly I wear out a lot of gathering tools, so I figured making my own would be a good start. There are six types of gathering tools, which are all produced in a (surprise) Tool Workshop and need mostly the same resources. Because it’s very slow to gather with level 1 tools I aimed for level 2 tools from the start.
The main materials for all of those are Steel and Black Stone Powder. The former is made out of Coal and Melted Iron Shards in a workshop called Mineral Workbech, the latter needs Rough Stone and is crafted in a Refinery. Some tools also need Maple Timber, and the butchering and tanning knives need Hard Hide on top of that.
Luckily I have followed this video guide from Morrolan about lucrative worker nodes for quite a while now, so I already had a lot of resources lying around.
Melted Iron Shards are an intermediate material made by processing Iron Ore.
I also had a lot of Coal and Maple Timber already in stock. After gathering Rough Stone by hand for about an hour I was all set for the other intermediate products.
I rented a Mineral Workbench and a Refinery and set two workers on making Steel and Black Stone Powder respectively.
Now I had to wait for a while. Had I logged off all workers would have finished their current task once and then stopped, so I stayed ingame and spent some time aquiring the last needed resource, Hard Hide. This is made by drying hides from lizards and such, so I rode into the wild and decimated the population of triangle head lizards by probably dangerous amounts.
When I returned with over a hundred Hard Hides in my backpack (it’s a large backpack!) the first batches of Steel and Powder were finished. I rented a Tool Workshop, upgraded it to level 2 and sent a worker to make my very first gathering tool.
I went for tanning knives and fluid collectors first because those were the ones I’d need replacements for soon.
I didn’t want just any knife or collector though. When crafting a gathering tool there’s a chance to get a ‘lucky’ version of it. These have a pretty important bonus which increases the chance for rare drops. Hence I don’t actually intend to use every tool I make. I’ll only keep the lucky versions and sell the others on the market.
The first ones, which took about 20 minutes each to manufacture, turned out to be normal ones however. With the fourth or fifth try I got lucky.
The normal versions sell pretty quickly on the marketplace, so there’s obviously a demand for them. Hence I’ll keep manufacturing as quickly as I can procure the resources, keep all lucky ones and sell the rest.
I’d actually earn more silver by selling the resources or the intermediate products, but by exclusively gathering with lucky tools the additional rare drops should more than make up for that. Besides, I’m having fun crafting them, which is always more important to me than my bottom line.
I’ve simultaneously started to let some workers gather materials for the various life skill costumes, which give speed and XP bonuses for their respective activity. Crafting these will be my next project. Although I might upgrade my gathering tool empire to level 3 first, if the needed resources aren’t too hard to come by.
The other day I was ganked for the first time in Black Desert Online.
The main quests had led me to Sausan Garrison, a popular grinding spot for leveling I had already read about.
I intended to kill just enough mobs for the quests I had and then be on my way again. Suddenly I took a whole lot of damage in a flurry of movement and effects, and before I had realized what was happening I lay dead on the ground.
Another player had obviously decided that I was contesting ‘his’ grinding spot and that losing a bunch of Karma was worth having it to himself again.
I respawned and, because I wanted to at least finish my quests in peace, switched to another channel (BDO has one huge server for each region, each with lots of seperate instances of the game world), which worked out just fine.
Was it a pleasant experience? Not exactly. But is the game worse for this even being possible? In my opinion, absolutely not!
I’ve talked about what my idea of a virtual world looks like. The more interaction between players and the environment as well as between players and other players a game allows the more alive and real the world feels to me. It also makes surprising and exciting things to happen more likely.
An example. When Lakisa, a friend of ours and I were about level 30 in ArcheAge our quests sent us to Cinderstone Moore, an area where PvP is allowed most of the time. The three of us as well as some other players in our level range were busy questing when a level 50 player ambushed and killed us all one by one. When we respawned and continued questing he did it again. Instead of giving up and leaving we teamed up with the other players and tried to take him down together. We didn’t actually manage to do so until another level 50 came in and helped us, but it was a really exciting game of one cat versus a bunch of very angry mice, and I had much more fun than mindlessly ticking off one quest after another would have brought me.
Now, of course there have to be restrictions to and/or severe consequences for doing nothing but killing other players all day long, else a handful of sociopaths can and will ruin a game for everybody else. If these mechanics hit the sweet spot between leeway and punishment, between allowing to gank freely and prohibiting it outright, then, and only then, this can not only work, but be actually great.
In BDO Karma builds up slowly by killing mobs and falls rapidly by killing players outside of Guild PvP or Node Wars. Having negative Karma means everyone can attack you anywhere without losing Karma themselves (I think), and if you die not only normal PvE-death penalties apply, there’s also a chance that a piece of gear loses an enchantment level (which can be outrageously expensive to regain). As long as you have positive Karma you suffer no penalties whatsoever when killed in PvP.
The fact that I got to level 57 before being attacked by someone for the first time shows that ganking is discouraged enough to not be a common occurrence while not being completely ruled out. Seems like working as intended to me.
In ArcheAge a track record of your misconducts is kept, and once you’re past a certain threshold your next death teleports you straight to court where five more or less randomly chosen players put you to trial.
The culprit’s criminal record is presented to the jury members who then get to choose a sentence, the minimum charge being Not Guilty, the maximum a certain duration of (online) jail time depending on the amount of transgressions.
My first trial was against a well known PK (player killer) named Kuroda. When there are ten pages of attacked and killed players to flip through you know someone’s been really naughty.
Because he was a repeat offender the other four jury members were obviously in favour of the maximum sentence though…
The ‘RIP Kuroda’ chants in trial chat went on for quite some time, while he already lingered in the prison’s courtyard unable to harm anyone.
In EVE Online there’s the distinction between high security space (abbreviated ‘high sec’), low sec and null sec, each with it’s own rules and punishments (or in case of null sec, no punishments) for PvP engagements.
My punishment for having shot at a lot of people in low sec is that I can’t enter any high sec system anymore without being attacked by police NPCs, and other players can shoot me without any penalties whatsoever even in high sec. Which restricts me pretty severely in moving around, getting lost ships replaced etc. I can work around much of that with the help of alt characters of course, but it’s still enough deterrent for many players to not choose this path. It took more than ten years until I dared trying it myself.
I think these three games handle non-consensual PvP in ways that, while still not perfect, work quite well, and for my taste they would be much less worth playing if they didn’t allow it at all.
Since my last entry I unsurprisingly played a lot of Black Desert and EVE Online again. My resolutions for 2018 notwithstanding I have some goals I’d like to achieve in both games besides just having fun. I’m not super serious about it though, so all is still good and relaxed.
My main character’s security status in EVE has tanked mightily since we joined Holy Cookie. When pretty much all you do is shoot people in low sec it’s inevitable. I have long passed the threshold beyond which anybody can attack me anywhere with impunity, and NPC Police forces attack me in every high sec system on sight.
Once you’ve gone that far you might as well wear your sec status like a badge of honor, which is what most pirates in EVE do. For that just any figure below -5 doesn’t cut it though. You want to get to -10, the worst sec status you can have. It isn’t easy, as the lower you get the more bad deeds are necessary to go any further. I was stuck at -9.99 for about three weeks. Then, finally…
Of course a Pod kill got me there. Normal ship kills hardly ever make a dent once you’re past -9 or so.
So I’m officially a really bad egg now. I have to be very serious about not shooting even a single NPC ever again though, which would bump up my sec status by a good bit in an instant.
In other news, our new monday night doctrine’s DPS ship happens to have a spare high slot, so we now bring a bunch of firework launchers to every fight.
In Black Desert I ignored gear upgrading for a while. I just wasn’t willing to tackle what lay ahead of me: enhancing my weapons to TRI, possibly (probably) having them fall from DUO to PRI in the process. The increase in power from DUO to TRI is pretty big though, so I knew that sooner or later I’d have to do it.
One evening a couple days ago I was about to log out and call it a night. I wasn’t all that sleepy though and decided that I’d play another half hour. I felt pretty relaxed and thought, what the hell, I’ll just go for it. Maybe I was sleepy after all.
I built enough failstacks for a shot at TRI, crossed my fingers and went for it on my Liverto gauntlet. It failed and fell to PRI, of course. So I built a lower amount of failstacks on another character and tried to bring it back to DUO. No luck after four tries! Now that character had also enough failstacks for a TRI-attempt, so I switched to yet another char and built some more failstacks. After a total of six tries the gauntlet finally went DUO again. I switched back to my main for a second attempt at TRI.
Long story short, this process would repeat itself another two times. On the fourth attempt starting at DUO I was “lucky”.
This would have been my last attempt in any case too, since I would’ve had to use up my last weapon upgrade stones for getting to DUO yet another time. I have more than enough silver to buy some more stones of course, but I wouldn’t have bothered in that situation.
I have no idea how much the whole process has cost me, but it sure ain’t pretty. I do realize that four attempts should be about average for TRI though, so I wasn’t particularly unlucky. Which verifies what I had already known going in: I don’t like systems like this. I would’ve happily invested the same amount of resources if it were a fixed price, sparing me the disappointment of failing three times and the aggravation of having to work and spend more just to get to where I had already been before.
Anyway, I’m glad that this upgrade gave me a quite noticable bump in killing power, so it was worth it in the end. If I’ll have it in me to stomach more of this I’m not sure though. Maybe I’ll follow the advice forums and guides give to anybody who hates RNG-upgrading and try to earn enough silver and buy already upgraded items from other players.
I also explored some more of the game world. East of Mediah lies the very dry region of Valencia. It’s center is a large desert. Here monsters aren’t the only dangers that await. By day you need an ample supply of clean water to avoid sun stroke, by night you need star anise tea to combat hypothermia. Both conditions make you lose health regularly and rapidly. I almost died while fighting some mobs for a while and not realizing that I was losing health not just due to damage from them. I saved myself by riding back to Altinova as fast as I could while using health potions regularly. Now I always have water and tea with me.
Another time I visited Calpheon right before dusk, which gave me the opportunity for some beautiful screenshots.
I still love the game despite it’s less than ideal upgrade system. There’s nothing quite like it out there.
My next ventures are going to be the production of gathering tools and life skill clothing. I’m anxious to see how that goes.
As I’ve said before I’m not a big fan of chance-based crafting or gear upgrading in MMOs in general. I don’t get a rush by pressing that button and hoping for the desired outcome, at least not a positive one. It agitates me more than anything.
Many players argue that “it’s just mathematics, man” and that I only need to calculate how much upgrading all my gear will cost on average. That’s not quite accurate though, is it? After all I won’t upgrade hundreds or thousands of items, so chances of it all evening out over time are pretty slim. I’d rather have higher but fixed costs for each step, so I’d always know that investing X will get me Y.
That being said, BDO’s system (called ‘enchanting’) isn’t nearly as punishing as for example ArcheAge’s, at least in terms of upgrading weapons and armor. These items can’t be destroyed by failing an upgrade, and falling back a tier can only occur from trying to hit enchantment level 18 (of 20) onward.
The game is also very generous with login-rewards, limited time events and such. Even if I hadn’t done anything other than logging in once per day and maybe doing a quick quest or two for the last couple of months I’d have quite a stash of silver and upgrade materials by now.
This all combined with the fact that I really want to experience everything this wonderful game has to offer meant that I couldn’t (and didn’t need to) ignore this part of it for too long.
To prevent making costly mistakes I tried to learn as much as I could beforehand. This video is the most sensible and comprehensible guide I’ve found, it helped me a ton. The author has made some more guides about other aspects of BDO which are equally good. Thanks man!
Since I weren’t keen on having to start over a couple of times I wanted to pick the ‘best’ items to enchant right away. Based on Morrolan’s and some other guides I decided that I’d go for a Liverto Gauntlet, a Leather Vambrace and three pieces of the Heve armor set plus the gloves I was already wearing. I would enchant and wear all of these until I got pieces of boss gear (which are all Best in Slot, but rare and expensive).
I didn’t actually have to wait until I got lucky and looted the pieces I wanted off mobs. Not only is most gear in BDO tradable, it’s auction house works with a fixed-price system. Every item has a minimum and a maximum price. They fluctuate a bit, but not by orders of magnitude. So even if an item is sought after and the supply can’t meet the demand sellers can’t charge ridiculous amounts of silver for it. Hence I could just buy the items I didn’t have yet off the market, and it didn’t cost me a fortune. Not the most satisfying way to get one’s gear, but at least I know someone else pried them from the cold dead hands of some monster.
Then I was finally ready to start enchanting. Here’s the datamined and considered-to-be-accurate chart of success chances:
A failstack is generated when an attempt to enchant an item fails. As you can see, those stacks are an immensely important part of the process if you don’t want to fail too often. The chances for success go up again from +15 to +16 (called PRI ingame) because from then on you need more expensive upgrade materials, the item loses more maximum durability with each failure (which has to be repaired by either consuming copies of the same item or using a considerable amount of a relatively expensive special item), and above DUO you fall back one tier when you fail.
What this means is that you have to do a delicate dance of building failstacks on cheaper items and only working on expensive ones when you are relatively close to the maximum number of effective stacks for the level you’re trying to reach. A successful attempt consumes all failstacks of course.
Getting items to about +11 is easy enough, after that you start to feel the chance of success dropping off considerably. I kept at it though, and before long I had reached +14 on my gauntlet, the most important but also most expensive piece of my ensemble.
I decided to build 20 failstacks before trying to hit +15. This would give me a measly 12,5% chance of success to begin with, but it’s generally not recommended to start at the effective maximum because the additional failstacks from failing a couple of times would be kind of wasted. The first five failures would give me another failstack (and thus 0,5% more success chance) each, then I’d give it another 3-5 tries at max effective stacks (while still building more total stacks). Barring success I’d then save that high amount of stacks for a later try at higher levels and switch to another character.
This was the plan. On the very first attempt though…
This, of course, is why many people seem to like these chance-based systems. It sure feels nice to hit the jackpot once in a while. I know that by hitting +15 right away my gauntlet’s value has increased by much more than it has cost me to get there.
Thusly motivated I continued to enchant my other pieces as well and even dared going for PRI and DUO on gauntlet and vambrace after a while. I had mixed results, but got there. Some levels needed numbers of attempts above average, some below. Overall I believe I’ve been neither especially lucky nor unlucky.
Then some unforseen things happened. A couple patches ago the set bonuses for the also very popular Grunil armor set were changed, making using two of those instead of Heve the superior choice for me. I didn’t fancy having to start over enchanting though, so I bought Grunil helmet and gloves already at +15, and sold my corresponding Heve pieces at +14. Because of the fixed prices it wasn’t much of a loss in terms of silver, if at all. I also got a pretty good chest piece by questing, so I also sold my +15 Heve chest, having lost the set bonus anyway.
The accessories I’m wearing are a different story. Those are looted off mobs (except for the belt, which is quested like the chest) and neither tradable nor enchantable. For where I’m at in the game right now they’re pretty solid, I’ll use those for a while I guess. Farming them was actually quite fun, killing mobs until they dropped just like in the old days.
At the moment I’m quite content with the whole system. I’ll continue upgrading by getting the other armor pieces to DUO next. When (or if) I can muster the courage to do an attempt for TRI though…we’ll see.
I’m still playing the heck out of Black Desert Online. I’m very happy to have found a game that lets me play it just the way I want – even when I want to play it completely differently from one day to the next. It really feels more like a virtual world to me than any other game I’ve played, which makes it so much more than the sum of its parts (of which there are many to boot).
Some play sessions I dedicated to following the main quest lines with the Striker. At first I had to do some backtracking because the quests led me to areas I had already visited while leveling. This wasn’t bad though, since there was still much to discover.
A village called Trent, which I had visited before, all but drowned due to the most pouring and realistic looking rain I have ever seen in a game.
Of course I had to kill hundreds of mobs for the various quests, so I snatched quite a bit of loot. I replaced all my accessories during the last couple of weeks and even got some pretty good armor pieces. The Striker doesn’t need the latter anymore, but any future alts I might play will start pretty well equipped (no level requirements for any kind of gear in this game and no bind-on-pickup or bind-on-equip either).
I even looted some boss scrolls. I guess I was quite lucky since I got three in the course of just two days. From what I’ve heard they are pretty rare. Two were for the goblin boss Giath, whom I hadn’t fought before.
The helmet he’s wearing is actually the piece of boss loot he can drop, imaginatively called Giath’s Helmet. No luck with that though.
I also got to explore a completely new region, Mediah. I think it’s supposed to look and feel mediterranean, and it kind of does I guess.
In any case, I quite like it.
The largest town of the area is Altinova.
It’s nice, I won’t set up shop there though. I feel more at home in the medieval ambience of Heidel or Calpheon.
A couple days ago I hit level 56, which means that I gained access to the ‘awakening’ of the character. I did the requisite quest chain and now have a second mainhand-weapon, a monstrosity called ‘Gardbrace’.
A whole bunch of new skills are also available to me now, though I haven’t taken a closer look at them yet.
Of course I also wanted to continue with crafting, gathering and farming, so I didn’t only play the Striker. I’d estimate the Witch got about a third of my total playtime.
In addition to the mainstays beer brewing, carrot farming and meat acquisition I explored some new ventures here too. I had read that Olvia is a great place for Alchemy, so I went back there after quite a while of absence. Indeed there are a lot of Alchemy quests on offer, but there’s more. I also found some quick and easy cooking dailies, and most importantly lots and lots of gathering quests. Those are really great because not only do they give a good chunk of extra gathering XP, when finished I get to keep everything that I had to gather for them, incidentally supplying some of the materials for the cooking and Alchemy quests.
Oh, and I learned how to milk cows. I kid you not.
I also researched a bit more about workers. I had already noticed that they come in different tiers of quality. What I didn’t know was that lower tier workers can take a promotion test every ten levels (level 30 is the maximum, so no more than three tries per tier). If he passes the test he gets promoted by one tier and resets to level one. Since levels 20 to 30 take considerably longer it is recommended to level workers to 20, then have them try the promotion test twice, and fire them if they fail both. Only one worker can take the test at a time, and it takes 24 real time hours whether logged in or not.
I’m really happy about how progression is handled in this game. There are countless ways to progress, so many XP bars to fill and stuff to level and/or tier up. What’s great about it: the ceiling for most things is so high that even hardcore players won’t reach it anytime soon, yet nothing is useless or worthless even at the lowest levels. There are so many MMOs where, once a couple of weeks have passed after the game’s release, you have to grind your way to the top before you can do anything substantial, anything of value. It’s so much more satisfying to be able to do useful stuff from the beginning while knowing that you will get continually better and better for a very long time.
Lastly I finally managed to tame a tier 5 female horse, which means that I now have horses of both genders at the highest tier to be found in the wild. I will train them to at least level 25 each and then do a breeding attempt. A breeding calculator I found claims that there will be a chance, albeit small, for a tier 8 horse, which is the maximum tier as of now. Fingers crossed!
It’s already a big upgrade as it is though, because the female has learned the skill Sprint while leveling, which my other horses didn’t. As the name implies it makes a horse run faster. A LOT faster. It’s level 10 now and runs much faster than my level 23 male without Sprint. Imagining a tier 8 horse with this skill…hell yeah!
I’m sure I forgot some odds and ends, but these were my last couple of weeks in BDO in a nutshell. I’m lovin’ it!