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DSoma's New Stat System

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Hi, I just want to post an idea I had to the upcoming DSoma Stat Change.

[/b]Please keep in mind despite only a slight teaser has come up, but from what i've found this is what it seems like :
Level up + = 7 points to allocate on stats you wish , which the level completed was done on ANY mob possible, to still gain 7 points.[/b]


I honestly think that the stat allocation idea by itself is great, so props to Finito and the SD team.
However, I think that many DSoma players will loose what they've gained and spend eggpiles of hours on.
After thinking about it, DSoma's Stat Allocation will (-from searching the Discussion Hall for previous posts-) give users X amount of points after each level, meaing that they can level on anything (preferably the fastest).
This takes away the aspect of punching, and actually leveling at the mobs you should be at ; this also means that the aspect of punching will be removed and will have no affect on what you gain at the end as set points are given at the end of each level.

A few examples of players that have punched and put in countless of 100s of hours are Evil_JR, wagawaga, INTHEFACE, mages like s0rcerer and lazarus (all these players have quit ,the new DSoma stat allocation will be making them lose their bonus of which they punched for will all be gone)


My idea is still keeping the monster stat`s effect the amount of points you can receive at the end of each level.
In comparison to giving a player a set amount of points for how many levels they choose to play for.

What i'm trying to get across here is, currently on DSoma there is a +30 , +50 stat bonus which effects how much strength, dexterity and intelligence you gain each level. By still using this same system, give users that decide to maybe go to monsters with a +50 bonus an added bonus. E.G :

If a level 49 player was hunting on a monster like WBM with 50(+) strength, and then leveled to level 50 . He should gain additional points which he can CHOOSE what he wants to use those points on..

compared to the new DSoma Stat System

A level 49 player leveling on the fastest mob possible -with the mob -EGF- having significantly lower stats but much faster %-, who then went to level up to level 50 still gains the same amount of points to spend to the above example.

So an overall summary for all those who aren't arsed to read :
Make it so that the +30/+50 stat bonus is still there, and make it so that players who do choose to maybe put more time and effort in gaining the maximum they can get awarded for what they are doing(and then with the help of the new stat system, allow them to choose what they want to spend those points in). Compared to allowing a player to just kill mobs that give the fastest % mob so they can achieve higher levels than someone who wants to be different, and is willing to put time in.

The new DSoma Stat System seem's like a good idea, but with a few ideas from the community will help make it a better change for all of us.

(it is bound to happen, where someone strolls along and just smack talks the ideas presented, but let's keep this a place for construction criticism please)







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[quote="ASDADASD"]Hi, I just want to post an idea I had to the upcoming DSoma Stat Change. [/b]Please keep in mind despite only a slight teaser has come up, but from what i've found this is what it seems like : Level up + = 7 points to allocate on stats you wish , which the level completed was done on ANY mob possible, to still gain 7 points.[/b] I honestly think that the stat allocation idea by itself is great, so props to Finito and the SD team. However, I think that many DSoma players will loose what they've gained and spend eggpiles of hours on. After thinking about it, DSoma's Stat Allocation will (-from searching the Discussion Hall for previous posts-) give users X amount of points after each level, meaing that they can level on anything (preferably the fastest). This takes away the aspect of punching, and actually leveling at the mobs you should be at ; this also means that the aspect of punching will be removed and will have no affect on what you gain at the end as set points are given at the end of each level. A few examples of players that have punched and put in countless of 100s of hours are Evil_JR, wagawaga, INTHEFACE, mages like s0rcerer and lazarus (all these players have quit ,the new DSoma stat allocation will be making them lose their bonus of which they punched for will all be gone) My idea is still keeping the monster stat`s effect the amount of points you can receive at the end of each level. In comparison to giving a player a set amount of points for how many levels they choose to play for. What i'm trying to get across here is, currently on DSoma there is a +30 , +50 stat bonus which effects how much strength, dexterity and intelligence you gain each level. By still using this same system, give users that decide to maybe go to monsters with a +50 bonus an added [b]bonus[/b]. E.G : If a level 49 player was hunting on a monster like WBM with 50(+) strength, and then leveled to level 50 . He should gain additional points which he can CHOOSE what he wants to use those points on.. compared to the new DSoma Stat System A level 49 player leveling on the fastest mob possible -with the mob -EGF- having significantly lower stats but much faster %-, who then went to level up to level 50 still gains the same amount of points to spend to the above example. So an overall summary for all those who aren't arsed to read : Make it so that the +30/+50 stat bonus is still there, and make it so that players who do choose to maybe put more time and effort in gaining the maximum they can get awarded for what they are doing(and then with the help of the new stat system, allow them to choose what they want to spend those points in). Compared to allowing a player to just kill mobs that give the fastest % mob so they can achieve higher levels than someone who wants to be different, and is willing to put time in. The new DSoma Stat System seem's like a good idea, but with a few ideas from the community will help make it a better change for all of us. (it is bound to happen, where someone strolls along and just smack talks the ideas presented, but let's keep this a place for construction criticism please) [/quote]
How would you judge who's hunted on 50+ stats with current lvl 100's
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[quote="XAXA"]How would you judge who's hunted on 50+ stats with current lvl 100's [/quote]
just quoting the things said in other threads to find them easyer
"ISYLVER"We've been talking around this today and agreed that end classes at 100 should have the same points guidelines throughout.

https://docs.google.com/spreadsheets/d/1GP11C_xzrowmkcH2zttMeu50u4zf7THIvctDq2J2cl4/edit?usp=sharing

What we can see here is the "MAXIMUM" a class could have in any field at cap (you wont get enough points to fill them out). This uses player data excluding the quite obvious outliers.

Would love to hear your thoughts on this and keep it constructive.

"ISYLVER"You would get 8 points a level (792 total) and you spend them as you choose. The guides just stop you deriving from your role "lanes" too much. So you wont have an archer with 290 str etc.

The maximum you could get at 100 is listed in the sheet.

Give it a go by spending 842 (50 points starting stats too) points in the sheet and you'll see what sort of build you can get in your role.

"ISYLVER"As for punch chars whatever we do go ahead with they won't be staying around its game breaking and we should have fixed this years ago. However, everyone is an expert in hindsight.

"FINITO"Updated Character Status UI:


"JAHEIRA"is it possible to take items into account, so say you have 50 str then 2 rings with 2 str on each in the stats screen you would see 50 +4

or like now were u hover over your stat it shows you what STR means (strength) listing that stat as maybe green with 54 then when u highlight over it u see 50 +4 ? an normal colour with no bonus stats ?


Most likely show the + amount on hover and different text colour for stat if you have some added from items. Will also do this for HSoma.

"FINITO"

"FINITO"Added showing of added stats from equipment.

Now what happens is stat text will draw as orange and a "+" is appended. The extra from item is shown in the tooltip only because need to show a range. Not changing the stat value shown because of possible confusion on dsoma with your base stat amount when increasing them and the added amount not being static due to range being possible.

DSoma with Bravery Ring of Strength equipped.


HSoma with Flesh Guardian equipped. As can see there not any room for the "+" so
either going to remove the "+" or remove Age, Gender, Known As and make the Stat areas bigger.


Post if got a better idea on how to show the + stat from equipment.

Also thinking about doing the same with HP, MP, etc.

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[quote="KEKKET"]just quoting the things said in other threads to find them easyer [quote="ISYLVER"]We've been talking around this today and agreed that end classes at 100 should have the same points guidelines throughout. https://docs.google.com/spreadsheets/d/1GP11C_xzrowmkcH2zttMeu50u4zf7THIvctDq2J2cl4/edit?usp=sharing What we can see here is the "MAXIMUM" a class could have in any field at cap (you wont get enough points to fill them out). This uses player data excluding the quite obvious outliers. Would love to hear your thoughts on this and keep it constructive. [/quote] [quote="ISYLVER"]You would get 8 points a level (792 total) and you spend them as you choose. The guides just stop you deriving from your role "lanes" too much. So you wont have an archer with 290 str etc. The maximum you could get at 100 is listed in the sheet. Give it a go by spending 842 (50 points starting stats too) points in the sheet and you'll see what sort of build you can get in your role. [/quote] [quote="ISYLVER"]As for punch chars whatever we do go ahead with they won't be staying around its game breaking and we should have fixed this years ago. However, everyone is an expert in hindsight.[/quote] [quote="FINITO"]Updated Character Status UI: [img]http://i.imgur.com/VZOrS5z.png[/img] [quote="JAHEIRA"]is it possible to take items into account, so say you have 50 str then 2 rings with 2 str on each in the stats screen you would see 50 +4 or like now were u hover over your stat it shows you what STR means (strength) listing that stat as maybe green with 54 then when u highlight over it u see 50 +4 ? an normal colour with no bonus stats ?[/quote] Most likely show the + amount on hover and different text colour for stat if you have some added from items. Will also do this for HSoma.[/quote] [quote="FINITO"][url=http://i.imgur.com/VV72Tvi.jpg][img]http://i.imgur.com/VV72Tvi.jpg[/img][/url] [url=http://i.imgur.com/HsOkiW8.jpg][img]http://i.imgur.com/HsOkiW8.jpg[/img][/url][/quote] [quote="FINITO"]Added showing of added stats from equipment. Now what happens is stat text will draw as orange and a "+" is appended. The extra from item is shown in the tooltip only because need to show a range. Not changing the stat value shown because of possible confusion on dsoma with your base stat amount when increasing them and the added amount not being static due to range being possible. DSoma with Bravery Ring of Strength equipped. [img]http://i.imgur.com/kpMiFCA.png[/img] HSoma with Flesh Guardian equipped. As can see there not any room for the "+" so either going to remove the "+" or remove Age, Gender, Known As and make the Stat areas bigger. [img]http://i.imgur.com/kwUlwkt.png[/img] Post if got a better idea on how to show the + stat from equipment. Also thinking about doing the same with HP, MP, etc.[/quote] [/quote]
"XAXA"How would you judge who's hunted on 50+ stats with current lvl 100's


What i'm trying to say is, keep the way you gain stats the same but allow the person to choose where they want their points to go in.

Now(an example) :
a level up at maybe 80 could grant you 3.5 str 3.5 dex 1 int

My idea :
Add all the stats gained and convert them into points
Allow the user to put stats where they want them whilst considering stats of the monster they hunted during that level.

"KEKKET"just quoting the things said in other threads to find them easyer
"ISYLVER"We've been talking around this today and agreed that end classes at 100 should have the same points guidelines throughout.

https://docs.google.com/spreadsheets/d/1GP11C_xzrowmkcH2zttMeu50u4zf7THIvctDq2J2cl4/edit?usp=sharing

What we can see here is the "MAXIMUM" a class could have in any field at cap (you wont get enough points to fill them out). This uses player data excluding the quite obvious outliers.

Would love to hear your thoughts on this and keep it constructive.

"ISYLVER"You would get 8 points a level (792 total) and you spend them as you choose. The guides just stop you deriving from your role "lanes" too much. So you wont have an archer with 290 str etc.

The maximum you could get at 100 is listed in the sheet.

Give it a go by spending 842 (50 points starting stats too) points in the sheet and you'll see what sort of build you can get in your role.

"ISYLVER"As for punch chars whatever we do go ahead with they won't be staying around its game breaking and we should have fixed this years ago. However, everyone is an expert in hindsight.

"FINITO"Updated Character Status UI:


"JAHEIRA"is it possible to take items into account, so say you have 50 str then 2 rings with 2 str on each in the stats screen you would see 50 +4

or like now were u hover over your stat it shows you what STR means (strength) listing that stat as maybe green with 54 then when u highlight over it u see 50 +4 ? an normal colour with no bonus stats ?


Most likely show the + amount on hover and different text colour for stat if you have some added from items. Will also do this for HSoma.

"FINITO"

"FINITO"Added showing of added stats from equipment.

Now what happens is stat text will draw as orange and a "+" is appended. The extra from item is shown in the tooltip only because need to show a range. Not changing the stat value shown because of possible confusion on dsoma with your base stat amount when increasing them and the added amount not being static due to range being possible.

DSoma with Bravery Ring of Strength equipped.


HSoma with Flesh Guardian equipped. As can see there not any room for the "+" so
either going to remove the "+" or remove Age, Gender, Known As and make the Stat areas bigger.


Post if got a better idea on how to show the + stat from equipment.

Also thinking about doing the same with HP, MP, etc.



Thanks.
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[quote="ASDADASD"][quote="XAXA"]How would you judge who's hunted on 50+ stats with current lvl 100's [/quote] What i'm trying to say is, keep the way you gain stats the same but allow the person to choose where they want their points to go in. Now(an example) : a level up at maybe 80 could grant you 3.5 str 3.5 dex 1 int My idea : Add all the stats gained and convert them into points Allow the user to put stats where they want them whilst considering stats of the monster they hunted during that level. [quote="KEKKET"]just quoting the things said in other threads to find them easyer [quote="ISYLVER"]We've been talking around this today and agreed that end classes at 100 should have the same points guidelines throughout. https://docs.google.com/spreadsheets/d/1GP11C_xzrowmkcH2zttMeu50u4zf7THIvctDq2J2cl4/edit?usp=sharing What we can see here is the "MAXIMUM" a class could have in any field at cap (you wont get enough points to fill them out). This uses player data excluding the quite obvious outliers. Would love to hear your thoughts on this and keep it constructive. [/quote] [quote="ISYLVER"]You would get 8 points a level (792 total) and you spend them as you choose. The guides just stop you deriving from your role "lanes" too much. So you wont have an archer with 290 str etc. The maximum you could get at 100 is listed in the sheet. Give it a go by spending 842 (50 points starting stats too) points in the sheet and you'll see what sort of build you can get in your role. [/quote] [quote="ISYLVER"]As for punch chars whatever we do go ahead with they won't be staying around its game breaking and we should have fixed this years ago. However, everyone is an expert in hindsight.[/quote] [quote="FINITO"]Updated Character Status UI: [img]http://i.imgur.com/VZOrS5z.png[/img] [quote="JAHEIRA"]is it possible to take items into account, so say you have 50 str then 2 rings with 2 str on each in the stats screen you would see 50 +4 or like now were u hover over your stat it shows you what STR means (strength) listing that stat as maybe green with 54 then when u highlight over it u see 50 +4 ? an normal colour with no bonus stats ?[/quote] Most likely show the + amount on hover and different text colour for stat if you have some added from items. Will also do this for HSoma.[/quote] [quote="FINITO"][url=http://i.imgur.com/VV72Tvi.jpg][img]http://i.imgur.com/VV72Tvi.jpg[/img][/url] [url=http://i.imgur.com/HsOkiW8.jpg][img]http://i.imgur.com/HsOkiW8.jpg[/img][/url][/quote] [quote="FINITO"]Added showing of added stats from equipment. Now what happens is stat text will draw as orange and a "+" is appended. The extra from item is shown in the tooltip only because need to show a range. Not changing the stat value shown because of possible confusion on dsoma with your base stat amount when increasing them and the added amount not being static due to range being possible. DSoma with Bravery Ring of Strength equipped. [img]http://i.imgur.com/kpMiFCA.png[/img] HSoma with Flesh Guardian equipped. As can see there not any room for the "+" so either going to remove the "+" or remove Age, Gender, Known As and make the Stat areas bigger. [img]http://i.imgur.com/kwUlwkt.png[/img] Post if got a better idea on how to show the + stat from equipment. Also thinking about doing the same with HP, MP, etc.[/quote] [/quote] Thanks. [/quote]
Still same question, with current lvl 100's ingame and the new stat system that will give 50 starting stats and the 7/8 points for every lvl, how would u then judge who's leveled on 50+ bonus mobs
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[quote="XAXA"]Still same question, with current lvl 100's ingame and the new stat system that will give 50 starting stats and the 7/8 points for every lvl, how would u then judge who's leveled on 50+ bonus mobs[/quote]
"XAXA"Still same question, with current lvl 100's ingame and the new stat system that will give 50 starting stats and the 7/8 points for every lvl, how would u then judge who's leveled on 50+ bonus mobs


Just add up their stats and then convert them into points, the level 100s who did use +50 bonus mobs before when they leveled will obviously have higher stats, which will be converted to points (therefore meaning a higher amount of points) then they can choose where they want them to be.

The same will apply for levels 1~100.
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[quote="ASDADASD"][quote="XAXA"]Still same question, with current lvl 100's ingame and the new stat system that will give 50 starting stats and the 7/8 points for every lvl, how would u then judge who's leveled on 50+ bonus mobs[/quote] Just add up their stats and then convert them into points, the level 100s who did use +50 bonus mobs before when they leveled will obviously have higher stats, which will be converted to points (therefore meaning a higher amount of points) then they can choose where they want them to be. The same will apply for levels 1~100. [/quote]
That would also include those that have punched for bonus stats

"ISYLVER"As for punch chars whatever we do go ahead with they won't be staying around its game breaking and we should have fixed this years ago. However, everyone is an expert in hindsight.
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[quote="XAXA"]That would also include those that have punched for bonus stats [quote="ISYLVER"]As for punch chars whatever we do go ahead with they won't be staying around its game breaking and we should have fixed this years ago. However, everyone is an expert in hindsight.[/quote][/quote]
"XAXA"That would also include those that have punched for bonus stats

"ISYLVER"As for punch chars whatever we do go ahead with they won't be staying around its game breaking and we should have fixed this years ago. However, everyone is an expert in hindsight.


I may stand corrected here, but there will be a cap on how far players can spend their points on, like an axer could only go up to 130dex or 140dex.

With my idea with the thought of limiting how far you can spend your points, a level 100 punched character will have more points to use than a level 100 'rushed' character.

Either way there will be an advantage,
I also don't want to disagree with Isylver here but I think that punch characters or players that have punched should be rewarded for the better and the hours they have dedicated in they should be getting a significant boost above the 'rushed' level 100 players.
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[quote="ASDADASD"][quote="XAXA"]That would also include those that have punched for bonus stats [quote="ISYLVER"]As for punch chars whatever we do go ahead with they won't be staying around its game breaking and we should have fixed this years ago. However, everyone is an expert in hindsight.[/quote][/quote] I may stand corrected here, but there will be a cap on how far players can spend their points on, like an axer could only go up to 130dex or 140dex. With my idea with the thought of limiting how far you can spend your points, a level 100 punched character will have more points to use than a level 100 'rushed' character. Either way there will be an advantage, I also don't want to disagree with Isylver here but I think that punch characters or players that have punched should be rewarded for the better and the hours they have dedicated in they should be getting a significant boost above the 'rushed' level 100 players. [/quote]
I havnt quit,

Probly will do when the stat change comes into affect and i lose over 200 stats lol !


7 points per level with a 50 start.. 750 points..

Even 187 capped with 200str 121int 200 dex 110 wis 200 con..,

831 stat points
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[quote="EVIL_JR"]I havnt quit, Probly will do when the stat change comes into affect and i lose over 200 stats lol ! 7 points per level with a 50 start.. 750 points.. Even 187 capped with 200str 121int 200 dex 110 wis 200 con.., 831 stat points[/quote]
"EVIL_JR"I havnt quit,

Probly will do when the stat change comes into affect and i lose over 200 stats lol !


7 points per level with a 50 start.. 750 points..

Even 187 capped with 200str 121int 200 dex 110 wis 200 con..,

831 stat points


This is what I mean, all the archers despite how much time or effort they put into getting their stats to what they want to be will just be erased.
All the Archers that put in time punching from 80~100 will be useless.
Archers aren't the only example but one of the classes that will be effected the most by this patch.
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[quote="ASDADASD"][quote="EVIL_JR"]I havnt quit, Probly will do when the stat change comes into affect and i lose over 200 stats lol ! 7 points per level with a 50 start.. 750 points.. Even 187 capped with 200str 121int 200 dex 110 wis 200 con.., 831 stat points[/quote] This is what I mean, all the archers despite how much time or effort they put into getting their stats to what they want to be will just be erased. All the Archers that put in time punching from 80~100 will be useless. Archers aren't the only example but one of the classes that will be effected the most by this patch. [/quote]
All the stats on the spreadsheet are pointing to 8 points per lvl with 50 starting stats

I think the new stat system will work out well. Will be alot of different builds, guessing most archers will go with a int build for proc gear

Giving extra stats will just put us back where we are currently, wouldn't even bother with a new stat system if that was the case
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[quote="XAXA"]All the stats on the spreadsheet are pointing to 8 points per lvl with 50 starting stats I think the new stat system will work out well. Will be alot of different builds, guessing most archers will go with a int build for proc gear Giving extra stats will just put us back where we are currently, wouldn't even bother with a new stat system if that was the case[/quote]
"XAXA"All the stats on the spreadsheet are pointing to 8 points per lvl with 50 starting stats

I think the new stat system will work out well. Will be alot of different builds, guessing most archers will go with a int build for proc gear

Giving extra stats will just put us back where we are currently, wouldn't even bother with a new stat system if that was the case



One advantage of the new stat change :
- Players can choose where they want to allocate their points at.

One disadvantage of the new stat change :
-ALL players will have the same amount of points (spent) at level 100.

As Evil_Jr stated each player will gain 7 points from level 50. Players like 187 and Slayer are (no offense) one of the 'rushed'/shitter archers as he probably did just level on whatever (most of his time was at minotaurs i'd imagine)

I can't see why you would want everyone to gain 7 points from level 50 on wards, sure we haven't got much about the patch and any ETA for sure but I just don't like the fact that players all gain the same amount of points each level no matter what you leveled on, and the fact that many capped players that used the 30 str, 50 str bonus will loose out on hundreds of stats.

imo, I'd just let the monster's stats affect how many points you can get per level and then let the player decide where they want it.

As of for what you said XAXA, I dont' think there will be a lot of many 'different builds'. Many archers will either have to force the route for strength so they don't struggle with hunting the possible new monsters, and avoiding that the fact humans will have more stats, (200 str cap,200int cap) and have to take use the remaining points on DEX as an archer would require DEX leaving minimum points availble for intelligence for MD, or wisdom for MD if it's going to be reverted.

I do know that we aren't aware of what's going on with the Somadev team, but this is based off the pure fact that we've been given by GMs on the forums ( various spreadsheets, and just screenshots here and there).
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[quote="ASDADASD"][quote="XAXA"]All the stats on the spreadsheet are pointing to 8 points per lvl with 50 starting stats I think the new stat system will work out well. Will be alot of different builds, guessing most archers will go with a int build for proc gear Giving extra stats will just put us back where we are currently, wouldn't even bother with a new stat system if that was the case[/quote] One advantage of the new stat change : - Players can choose where they want to allocate their points at. One disadvantage of the new stat change : -ALL players will have the same amount of points (spent) at level 100. As Evil_Jr stated each player will gain 7 points from level 50. Players like 187 and Slayer are (no offense) one of the 'rushed'/shitter archers as he probably did just level on whatever (most of his time was at minotaurs i'd imagine) I can't see why you would want everyone to gain 7 points from level 50 on wards, sure we haven't got much about the patch and any ETA for sure but I just don't like the fact that players all gain the same amount of points each level no matter what you leveled on, and the fact that many capped players that used the 30 str, 50 str bonus will loose out on hundreds of stats. imo, I'd just let the monster's stats affect how many points you can get per level and then let the player decide where they want it. As of for what you said XAXA, I dont' think there will be a lot of many 'different builds'. Many archers will either have to force the route for strength so they don't struggle with hunting the possible new monsters, and avoiding that the fact humans will have more stats, (200 str cap,200int cap) and have to take use the remaining points on DEX as an archer would require DEX leaving minimum points availble for intelligence for MD, or wisdom for MD if it's going to be reverted. I do know that we aren't aware of what's going on with the Somadev team, but this is based off the pure fact that we've been given by GMs on the forums ( various spreadsheets, and just screenshots here and there). [/quote]
For pandemonium i think rotting corpse, hellion, kivella spawn can be narrowed down to a smaller area to put some new mobs or alt mobs of existing mobs like hog, apai, trolls as in lower lvls u can pick what to hunt on higher lvls u have no choice.

Edit
I know its not related to cap raise/stat change but it is dsoma related
Also can we have some big upgrades like mares, eggs, pod,... broken down into smaller pieces that drop from normal mobs?
And i know its been suggested a few times but please can dsoma drop rate get some upping?
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[quote="KEKKET"]For pandemonium i think rotting corpse, hellion, kivella spawn can be narrowed down to a smaller area to put some new mobs or alt mobs of existing mobs like hog, apai, trolls as in lower lvls u can pick what to hunt on higher lvls u have no choice. Edit I know its not related to cap raise/stat change but it is dsoma related Also can we have some big upgrades like mares, eggs, pod,... broken down into smaller pieces that drop from normal mobs? And i know its been suggested a few times but please can dsoma drop rate get some upping?[/quote]
The current stat system with the bonuses etc make it extremely difficult or impossible to do any balance changes.

We do not want the stats from punching to be included. Also the stat balance between different classes was a bit of a mess as well.

With the new system we are able to re-balance everything (classes, items, monsters (includes exp gain, stat changes, drops and drop rates, spawn locations, and multiple alternatives), quests, auras, magic) and everyone is on a level playing field (same points to spend). There is a choice of where to spend those points and there could be many different builds for each class.

Monsters for dsoma will be getting given an appropriate level to be used for helping with adjusting exp gains (stats will probably also play a role aswell).

We have been able to also change Dex and Wis to go above the current limit. Without the stat system change this wouldn't have been possible.

Also with regards to equipment item drops we are adding a system to allow the combination of lower tagged items (including untagged, will somehow exclude items bought from an NPC) into a chance of gaining a higher tagged item (also available to hsoma). This is done to make all equipment items useful and to encourage upgrading. Additionally I am looking into removing the monster item drop limit so we can easily
add whole sets of armors and weapons, plus other items to the monster without running out of space and having to split them across spawns.

There is going to be a beta test of the patch (on a separate server with a copy of the database) before it is put onto the live server so we can gather feedback, make changes, and fix any bugs.

"KEKKET"Also can we have some big upgrades like mares, eggs, pod,... broken down into smaller pieces that drop from normal mobs?

This is something we have given some thought to, especially for quest rewards as well.
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[quote="FINITO"]The current stat system with the bonuses etc make it extremely difficult or impossible to do any balance changes. We do not want the stats from punching to be included. Also the stat balance between different classes was a bit of a mess as well. With the new system we are able to re-balance everything (classes, items, monsters (includes exp gain, stat changes, drops and drop rates, spawn locations, and multiple alternatives), quests, auras, magic) and everyone is on a level playing field (same points to spend). There is a choice of where to spend those points and there could be many different builds for each class. Monsters for dsoma will be getting given an appropriate level to be used for helping with adjusting exp gains (stats will probably also play a role aswell). We have been able to also change Dex and Wis to go above the current limit. Without the stat system change this wouldn't have been possible. Also with regards to equipment item drops we are adding a system to allow the combination of lower tagged items (including untagged, will somehow exclude items bought from an NPC) into a chance of gaining a higher tagged item (also available to hsoma). This is done to make all equipment items useful and to encourage upgrading. Additionally I am looking into removing the monster item drop limit so we can easily add whole sets of armors and weapons, plus other items to the monster without running out of space and having to split them across spawns. There is going to be a beta test of the patch (on a separate server with a copy of the database) before it is put onto the live server so we can gather feedback, make changes, and fix any bugs. [quote="KEKKET"]Also can we have some big upgrades like mares, eggs, pod,... broken down into smaller pieces that drop from normal mobs?[/quote] This is something we have given some thought to, especially for quest rewards as well. [/quote]
We have punched to reduce the gap between class's...

I still dont see why the point system cant start from level 101+

Changes like this are game breaking.. I know of more players who are quitting because of this change than could come back..

Surely you will have seen how dramatically the usercount has dropped since this change has been mentioned..

You cant always change for the good of the server when 95% of the usercount wont like it...


As you will see on day 2 of the release when its back to 1~3 devil usercount online
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[quote="EVIL_JR"]We have punched to reduce the gap between class's... I still dont see why the point system cant start from level 101+ Changes like this are game breaking.. I know of more players who are quitting because of this change than could come back.. Surely you will have seen how dramatically the usercount has dropped since this change has been mentioned.. You cant always change for the good of the server when 95% of the usercount wont like it... As you will see on day 2 of the release when its back to 1~3 devil usercount online [/quote]

 

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