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DSoma's New Stat System

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"EVIL_JR"We have punched to reduce the gap between class's...

We don't want you to need to do that, punching is boring, and the punch gains are too high and cannot be undone. Yes we know players have put time into it but you can't say that you have not had the time to take advantage of it.

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

Because balance needs to happen, punching being removed, and so it is fair for everyone.

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

Changes like this are needed if dsoma is going to have any kind of future at all. The current system just cannot be sustained, wouldn't be able to have higher dex and wis, wouldn't be able to do any balancing, and would continue to be difficult to add new content.

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

That has a lot to do with uncertainty with how exactly the patch will work and wanting to wait until more info or release.

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

We can never make everyone happy but we will try to get as close to that as possible.
Where do you get this 95% from?

"EVIL_JR"As you will see on day 2 of the release when its back to 1~3 devil usercount online

If that happens then yes we failed but I would rather fail actually trying to do something than just try to continue with the broken mess that we currently have.

Anyway, a beta test will happen because to make sure it gets done right, constructive feedback is always welcome.
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[quote="FINITO"][quote="EVIL_JR"]We have punched to reduce the gap between class's...[/quote] We don't want you to need to do that, punching is boring, and the punch gains are too high and cannot be undone. Yes we know players have put time into it but you can't say that you have not had the time to take advantage of it. [quote="EVIL_JR"]I still dont see why the point system cant start from level 101+[/quote] Because balance needs to happen, punching being removed, and so it is fair for everyone. [quote="EVIL_JR"]Changes like this are game breaking.. I know of more players who are quitting because of this change than could come back..[/quote] Changes like this are needed if dsoma is going to have any kind of future at all. The current system just cannot be sustained, wouldn't be able to have higher dex and wis, wouldn't be able to do any balancing, and would continue to be difficult to add new content. [quote="EVIL_JR"]Surely you will have seen how dramatically the usercount has dropped since this change has been mentioned..[/quote] That has a lot to do with uncertainty with how exactly the patch will work and wanting to wait until more info or release. [quote="EVIL_JR"]You cant always change for the good of the server when 95% of the usercount wont like it...[/quote] We can never make everyone happy but we will try to get as close to that as possible. Where do you get this 95% from? [quote="EVIL_JR"]As you will see on day 2 of the release when its back to 1~3 devil usercount online[/quote] If that happens then yes we failed but I would rather fail actually trying to do something than just try to continue with the broken mess that we currently have. Anyway, a beta test will happen because to make sure it gets done right, constructive feedback is always welcome.[/quote]
Nice update

One of the biggest change for me was the reduced drops

Making dsoma on lvl with hsoma tag drop rate.

Garg shaman used to be able to get a full intense diab from hunting them, currently your lucky if u get one piece

Conti alter beasts (evolved beasts) used to be the best way to get a intense weapons (bar bow as it wasn't on there dropfile)

war beast miner used to be the only source for devil fiends, I belive these was one of the first mobs to have there drops change and never realy been good for how hard they are to hunt

Most of hsoma will argue that tags should be rare, but with how much att you get from a top tag compared to a untaged is just unrealistic for someone to compete with a low tag

Not many other items drop for dsoma so it's all down to good armor/weaps before the lvl 80 range
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[quote="JAHEIRA"]Nice update One of the biggest change for me was the reduced drops Making dsoma on lvl with hsoma tag drop rate. Garg shaman used to be able to get a full intense diab from hunting them, currently your lucky if u get one piece Conti alter beasts (evolved beasts) used to be the best way to get a intense weapons (bar bow as it wasn't on there dropfile) war beast miner used to be the only source for devil fiends, I belive these was one of the first mobs to have there drops change and never realy been good for how hard they are to hunt Most of hsoma will argue that tags should be rare, but with how much att you get from a top tag compared to a untaged is just unrealistic for someone to compete with a low tag Not many other items drop for dsoma so it's all down to good armor/weaps before the lvl 80 range [/quote]
"FINITO"
"EVIL_JR"We have punched to reduce the gap between class's...

We don't want you to need to do that, punching is boring, and the punch gains are too high and cannot be undone. Yes we know players have put time into it but you can't say that you have not had the time to take advantage of it.

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

Because balance needs to happen, punching being removed, and so it is fair for everyone.

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

Changes like this are needed if dsoma is going to have any kind of future at all. The current system just cannot be sustained, wouldn't be able to have higher dex and wis, wouldn't be able to do any balancing, and would continue to be difficult to add new content.

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

That has a lot to do with uncertainty with how exactly the patch will work and wanting to wait until more info or release.

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

We can never make everyone happy but we will try to get as close to that as possible.
Where do you get this 95% from?

"EVIL_JR"As you will see on day 2 of the release when its back to 1~3 devil usercount online

If that happens then yes we failed but I would rather fail actually trying to do something than just try to continue with the broken mess that we currently have.

Anyway, a beta test will happen because to make sure it gets done right, constructive feedback is always welcome.


Fair enough, but i've always seen punching as the main essence to DSoma. I thought the punching system was the reward the players who cared and wanted to be better than others, where will all the competition go to now?

Most of the DSoma race will be so gear dependent, unless the update brings a re-roll stat change to Magma's (which should have happened ages ago) that's fine but rates on DSoma are poverty (I don't mean to offend you GMs, but it really is). I've seen a fair few (about 10) getting exposed to the real grind now (at 70), some managing to handle it with the help of the very FEW amount of players online, and many struggle because of the gear that they lack. (of course there's an account somewhere, where gear is to be found by new players)

Many of DSoma's lower level players are probably using the crafted +2 strength/dexterity rings, probably a +5 swifthand. Fair play, that's a good addition. The craft system was added with the thought and feedback from the community, many of us had said (and had personal opinions) on crafting being introduced to DSoma. Obviously the outcome of it, is good. Despite the amount of times it has been asked, and the amount times you might have been frustrated to see this question appear on the forums (or in-game) ; why is taking 3 years for GMs to increase the level cap by 10?

I don't see the harm in keeping punch as it is an extremely painful grind, yes it can be seen as boring Finito, and yes the gains can be crazy.. however, the same way you can calculate the bonuses from +30/+50 strength mobs, can't you decrease punch gains, but still make it so there is a minimum reward for players that do choose to go that route? No i'm not in Coven, to many agreeing with someone is seen as immediately being biased, but I strongly agree with JR, let all the hard grind be from 1~100, and make it set stats after 101, or allow users the choice to re-allocate ANY EXISTING stats after 101, then play out the allocation of stats patch. I can easily see why you'd see punching as boring, and yes it is but it's literally been in Soma since start tbh (esoma,test) I don't see why the idea of removing it will benefit anyone disregarding the 'oh it's boring, and it takes too much time.'

But on the plus, good job to Finito to keeping the players updated within this thread and the many 'insightful' points you've made to why you disagreed with JR.
And, I personally agree with stat allocation but removing punch from DSoma isn't (imo) the way to go..


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[quote="ASDADASD"][quote="FINITO"][quote="EVIL_JR"]We have punched to reduce the gap between class's...[/quote] We don't want you to need to do that, punching is boring, and the punch gains are too high and cannot be undone. Yes we know players have put time into it but you can't say that you have not had the time to take advantage of it. [quote="EVIL_JR"]I still dont see why the point system cant start from level 101+[/quote] Because balance needs to happen, punching being removed, and so it is fair for everyone. [quote="EVIL_JR"]Changes like this are game breaking.. I know of more players who are quitting because of this change than could come back..[/quote] Changes like this are needed if dsoma is going to have any kind of future at all. The current system just cannot be sustained, wouldn't be able to have higher dex and wis, wouldn't be able to do any balancing, and would continue to be difficult to add new content. [quote="EVIL_JR"]Surely you will have seen how dramatically the usercount has dropped since this change has been mentioned..[/quote] That has a lot to do with uncertainty with how exactly the patch will work and wanting to wait until more info or release. [quote="EVIL_JR"]You cant always change for the good of the server when 95% of the usercount wont like it...[/quote] We can never make everyone happy but we will try to get as close to that as possible. Where do you get this 95% from? [quote="EVIL_JR"]As you will see on day 2 of the release when its back to 1~3 devil usercount online[/quote] If that happens then yes we failed but I would rather fail actually trying to do something than just try to continue with the broken mess that we currently have. Anyway, a beta test will happen because to make sure it gets done right, constructive feedback is always welcome.[/quote] Fair enough, but i've always seen punching as the main essence to DSoma. I thought the punching system was the reward the players who cared and wanted to be better than others, where will all the competition go to now? Most of the DSoma race will be so gear dependent, unless the update brings a re-roll stat change to Magma's (which should have happened ages ago) that's fine but rates on DSoma are poverty (I don't mean to offend you GMs, but it really is). I've seen a fair few (about 10) getting exposed to the real grind now (at 70), some managing to handle it with the help of the very FEW amount of players online, and many struggle because of the gear that they lack. (of course there's an account somewhere, where gear is to be found by new players) Many of DSoma's lower level players are probably using the crafted +2 strength/dexterity rings, probably a +5 swifthand. Fair play, that's a good addition. The craft system was added with the thought and feedback from the community, many of us had said (and had personal opinions) on crafting being introduced to DSoma. Obviously the outcome of it, is good. Despite the amount of times it has been asked, and the amount times you might have been frustrated to see this question appear on the forums (or in-game) ; why is taking 3 years for GMs to increase the level cap by 10? I don't see the harm in keeping punch as it is an extremely painful grind, yes it can be seen as boring Finito, and yes the gains can be crazy.. however, the same way you can calculate the bonuses from +30/+50 strength mobs, can't you decrease punch gains, but still make it so there is a minimum reward for players that do choose to go that route? No i'm not in Coven, to many agreeing with someone is seen as immediately being biased, but I strongly agree with JR, let all the hard grind be from 1~100, and make it set stats after 101, or allow users the choice to re-allocate ANY EXISTING stats after 101, then play out the allocation of stats patch. I can easily see why you'd see punching as boring, and yes it is but it's literally been in Soma since start tbh (esoma,test) I don't see why the idea of removing it will benefit anyone disregarding the 'oh it's boring, and it takes too much time.' But on the plus, good job to Finito to keeping the players updated within this thread and the many 'insightful' points you've made to why you disagreed with JR. And, I personally agree with stat allocation but removing punch from DSoma isn't (imo) the way to go.. [/quote]
I liked the fact that you have to punch for int (none mage)

What I dislike is how it benafits some class's only and no downside to it.

I'd much rather have seen it as a way to enhance your weakness at a cost of your main stat

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[quote="JAHEIRA"]I liked the fact that you have to punch for int (none mage) What I dislike is how it benafits some class's only and no downside to it. I'd much rather have seen it as a way to enhance your weakness at a cost of your main stat [/quote]
bringing in the str to con change will benefit the archers who didn't punch as they will have more attack..


the int to wisdom change... makes the punched int useless as all we can benefit from is the attack from proc..


These we can bare with.... ^^^


the stat change from level 1~100 removes all the str slows...
low level monsters might aswell be deleted... people will just add dex/str to skip through them quicker.. then hit the grind of KL/ wbm even harder..

skill will be all over the place..

mages will get 1 hit... 120str vs 300str axer..

loosing over 170stats points from the change..

not being able to kill any boss's without a team of non existent players

race vs race (already been "fixed" for correct int damage.) lvl 100 vs 100 with 170 stat points less..

the list keeps going
......



The 95% i speak off is from talking to the players left and a few who had temp quit..

you have to remember the main thread about the stat change had 2 people saying it was a good idea and 5/6 saying it wasn't and about 10 not wanting to talk in case a ban was thrown at them..


The main issue with a cap raise on dsoma is making sure axe/spear str doesn't creap uncontrollably ahead... this would be fixed with the idea s0rc suggested 6 months ago.. cap dex at level 101 and have set gains/ point system from there on.. the balance at the moment is not that bad.. if people disagree then you could always give an extra xx start up points to that class upon level 101..


The work invested into an update like this would be better spent on new armour/ weapons/ boss and magma nerfs and most importantly the drop rates..


Please dont take offense to this as im only trying to give feedback from myself and other players that have discussed ingame..

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[quote="EVIL_JR"]bringing in the str to con change will benefit the archers who didn't punch as they will have more attack.. the int to wisdom change... makes the punched int useless as all we can benefit from is the attack from proc.. These we can bare with.... ^^^ the stat change from level 1~100 removes all the str slows... low level monsters might aswell be deleted... people will just add dex/str to skip through them quicker.. then hit the grind of KL/ wbm even harder.. skill will be all over the place.. mages will get 1 hit... 120str vs 300str axer.. loosing over 170stats points from the change.. not being able to kill any boss's without a team of non existent players race vs race (already been "fixed" for correct int damage.) lvl 100 vs 100 with 170 stat points less.. the list keeps going ...... The 95% i speak off is from talking to the players left and a few who had temp quit.. you have to remember the main thread about the stat change had 2 people saying it was a good idea and 5/6 saying it wasn't and about 10 not wanting to talk in case a ban was thrown at them.. The main issue with a cap raise on dsoma is making sure axe/spear str doesn't creap uncontrollably ahead... this would be fixed with the idea s0rc suggested 6 months ago.. cap dex at level 101 and have set gains/ point system from there on.. the balance at the moment is not that bad.. if people disagree then you could always give an extra xx start up points to that class upon level 101.. The work invested into an update like this would be better spent on new armour/ weapons/ boss and magma nerfs and most importantly the drop rates.. Please dont take offense to this as im only trying to give feedback from myself and other players that have discussed ingame.. [/quote]
"EVIL_JR"bringing in the str to con change will benefit the archers who didn't punch as they will have more attack..


the int to wisdom change... makes the punched int useless as all we can benefit from is the attack from proc..


These we can bare with.... ^^^


They are getting changed back because of the new system and being able to balance the stats better between the classes.

"EVIL_JR"the stat change from level 1~100 removes all the str slows...
low level monsters might aswell be deleted... people will just add dex/str to skip through them quicker.. then hit the grind of KL/ wbm even harder..


There is something we are calling "stat guides" that is in place which prevents saving up a lot of points from early levels and dumping into a single stat, you will have to gain the levels first to achieve those higher stat values. And again I will say that the content is getting re-balanced from level 1-100

"EVIL_JR"skill will be all over the place..
Maybe, skill is annoying because it is hit based.

"EVIL_JR"mages will get 1 hit... 120str vs 300str axer..
Axers will have the lowest available Int and Wisdom, Mages have more Dex available and their con which will be defensive stat is higher than 120 possible maximum of 160 (level 100). So the axer is just as likely to get 1 hit by the mage.

"EVIL_JR"loosing over 170stats points from the change..
The maximum stat values you can gain are roughly the same (ignoring changes to mage and int and wis for other classes because punching is removed and those maximum values will be new). It is just you have less points to spend in total so there can be variety in stat builds and also to help maintain balance. It also keeps the stat values toned down a bit because they got way too high and way above most of the equipment content. The equipment content has had its stat requirements adjusted to better place the equipment throughout level 1-100 and to balance what equipment can be available to classes.

"EVIL_JR"not being able to kill any boss's without a team of non existent players

You are assuming that they are not going to be changed.

"EVIL_JR"race vs race (already been "fixed" for correct int damage.) lvl 100 vs 100 with 170 stat points less..
We are aware of this and appropriate changes will be made. Though we will probably be relying upon the beta test to get that right.

"EVIL_JR"the list keeps going
......
Where is the rest of the list :P

"EVIL_JR"The 95% i speak off is from talking to the players left and a few who had temp quit..

you have to remember the main thread about the stat change had 2 people saying it was a good idea and 5/6 saying it wasn't and about 10 not wanting to talk in case a ban was thrown at them..

The main issue with a cap raise on dsoma is making sure axe/spear str doesn't creap uncontrollably ahead... this would be fixed with the idea s0rc suggested 6 months ago.. cap dex at level 101 and have set gains/ point system from there on.. the balance at the moment is not that bad.. if people disagree then you could always give an extra xx start up points to that class upon level 101..


The problem with that is we just keep adding band-aids everywhere make the system ever more complicated and daunting to want to go through the process of leveling up. So yes we are taking the approach of rebuilding it from the ground up so it is a better experience for everyone.

"EVIL_JR"The work invested into an update like this would be better spent on new armour/ weapons/ boss and magma nerfs and most importantly the drop rates..
The work we have done in the update is to change things so we can easily add new armour, weapons, bosses, balance changes, and drop rates.

"EVIL_JR"Please dont take offense to this as im only trying to give feedback from myself and other players that have discussed ingame..

I don't.
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[quote="FINITO"][quote="EVIL_JR"]bringing in the str to con change will benefit the archers who didn't punch as they will have more attack.. the int to wisdom change... makes the punched int useless as all we can benefit from is the attack from proc.. These we can bare with.... ^^^[/quote] They are getting changed back because of the new system and being able to balance the stats better between the classes. [quote="EVIL_JR"]the stat change from level 1~100 removes all the str slows... low level monsters might aswell be deleted... people will just add dex/str to skip through them quicker.. then hit the grind of KL/ wbm even harder..[/quote] There is something we are calling "stat guides" that is in place which prevents saving up a lot of points from early levels and dumping into a single stat, you will have to gain the levels first to achieve those higher stat values. And again I will say that the content is getting re-balanced from level 1-100 [quote="EVIL_JR"]skill will be all over the place..[/quote] Maybe, skill is annoying because it is hit based. [quote="EVIL_JR"]mages will get 1 hit... 120str vs 300str axer..[/quote]Axers will have the lowest available Int and Wisdom, Mages have more Dex available and their con which will be defensive stat is higher than 120 possible maximum of 160 (level 100). So the axer is just as likely to get 1 hit by the mage. [quote="EVIL_JR"]loosing over 170stats points from the change..[/quote] The maximum stat values you can gain are roughly the same (ignoring changes to mage and int and wis for other classes because punching is removed and those maximum values will be new). It is just you have less points to spend in total so there can be variety in stat builds and also to help maintain balance. It also keeps the stat values toned down a bit because they got way too high and way above most of the equipment content. The equipment content has had its stat requirements adjusted to better place the equipment throughout level 1-100 and to balance what equipment can be available to classes. [quote="EVIL_JR"]not being able to kill any boss's without a team of non existent players[/quote] You are assuming that they are not going to be changed. [quote="EVIL_JR"]race vs race (already been "fixed" for correct int damage.) lvl 100 vs 100 with 170 stat points less..[/quote] We are aware of this and appropriate changes will be made. Though we will probably be relying upon the beta test to get that right. [quote="EVIL_JR"]the list keeps going ......[/quote]Where is the rest of the list :P [quote="EVIL_JR"]The 95% i speak off is from talking to the players left and a few who had temp quit.. you have to remember the main thread about the stat change had 2 people saying it was a good idea and 5/6 saying it wasn't and about 10 not wanting to talk in case a ban was thrown at them.. The main issue with a cap raise on dsoma is making sure axe/spear str doesn't creap uncontrollably ahead... this would be fixed with the idea s0rc suggested 6 months ago.. cap dex at level 101 and have set gains/ point system from there on.. the balance at the moment is not that bad.. if people disagree then you could always give an extra xx start up points to that class upon level 101..[/quote] The problem with that is we just keep adding band-aids everywhere make the system ever more complicated and daunting to want to go through the process of leveling up. So yes we are taking the approach of rebuilding it from the ground up so it is a better experience for everyone. [quote="EVIL_JR"]The work invested into an update like this would be better spent on new armour/ weapons/ boss and magma nerfs and most importantly the drop rates..[/quote] The work we have done in the update is to change things so we can easily add new armour, weapons, bosses, balance changes, and drop rates. [quote="EVIL_JR"]Please dont take offense to this as im only trying to give feedback from myself and other players that have discussed ingame.. [/quote] I don't. [/quote]
Just to clarify, archers attack after the change is based on what stat ?
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[quote="JAHEIRA"]Just to clarify, archers attack after the change is based on what stat ? [/quote]
"JAHEIRA"Just to clarify, archers attack after the change is based on what stat ?

Strength.
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[quote="FINITO"][quote="JAHEIRA"]Just to clarify, archers attack after the change is based on what stat ? [/quote] Strength.[/quote]
"FINITO"
"JAHEIRA"Just to clarify, archers attack after the change is based on what stat ?

Strength.


What I though, just with evils last post made it sound like I'd missed somthing
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[quote="JAHEIRA"][quote="FINITO"][quote="JAHEIRA"]Just to clarify, archers attack after the change is based on what stat ? [/quote] Strength.[/quote] What I though, just with evils last post made it sound like I'd missed somthing[/quote]
I think evil is forgetting that any major imbalances can easily be rectified with changing each classes amount of stats points / stat caps to achieve some sort of balance.

You're the man fin, will work at great in the end
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[quote="JAMAL"] I think evil is forgetting that any major imbalances can easily be rectified with changing each classes amount of stats points / stat caps to achieve some sort of balance. You're the man fin, will work at great in the end[/quote]
He is just still salty he doesn't have his 100 rdt armour set to balance him out still
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[quote="OPENTHEDOOR"]He is just still salty he doesn't have his 100 rdt armour set to balance him out still[/quote]
"OPENTHEDOOR"He is just still salty he doesn't have his 100 rdt armour set to balance him out still


He has every right to be salty with the amount of hours put in to punching for it then to be removed

But if u need peace of mind that all them upgrades are gone then wipe the entire server, I don't mind starting over
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[quote="JAHEIRA"][quote="OPENTHEDOOR"]He is just still salty he doesn't have his 100 rdt armour set to balance him out still[/quote] He has every right to be salty with the amount of hours put in to punching for it then to be removed But if u need peace of mind that all them upgrades are gone then wipe the entire server, I don't mind starting over[/quote]
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[quote="EVIL_JR"] [/quote]
In reality I think all evil jr and everyone else done was abuse a bug and have reaped a huge benefit out of it. It was never intended by the developers to punch for all those levels and end up with an over powered character. So cry all you like really I'm just glad it's finally getting fixed
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[quote="JAMAL"]In reality I think all evil jr and everyone else done was abuse a bug and have reaped a huge benefit out of it. It was never intended by the developers to punch for all those levels and end up with an over powered character. So cry all you like really I'm just glad it's finally getting fixed [/quote]
I quit originally because punching wasn't for me and I was faced with the choice of start punching or be shite.
Hey look end of the day these guys punched solid hours for their stats and yes they've benefited from them since they got them, it's been an advantage a long time.
I'm hoping the change effects them less than they think. We're all in the same boat; at least some of the boats are well equipped to deal with icebergs - I'm the titanic - I'll always be shit regardless.

It annoys me that currently I can hunt a 'better' mob in the hope of a decent drop and get even shitter stats than normal. Completed a pretty slow level not long ago and was the worst gains I've had in about 10 levels.
It shouldn't work like that. That's all I know.

Let's hope the update gives these players something to do, they've waited long enough.
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[quote="THEHOOD"]I quit originally because punching wasn't for me and I was faced with the choice of start punching or be shite. Hey look end of the day these guys punched solid hours for their stats and yes they've benefited from them since they got them, it's been an advantage a long time. I'm hoping the change effects them less than they think. We're all in the same boat; at least some of the boats are well equipped to deal with icebergs - I'm the titanic - I'll always be shit regardless. It annoys me that currently I can hunt a 'better' mob in the hope of a decent drop and get even shitter stats than normal. Completed a pretty slow level not long ago and was the worst gains I've had in about 10 levels. It shouldn't work like that. That's all I know. Let's hope the update gives these players something to do, they've waited long enough.[/quote]

 

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