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I was just wondering depending on the success of that Dev Allocation points stat change, would it be possible to try it out on the humans side too? So you're saying you're doing the stat allocation to balance devs and etc, would it work for the humans too? Then that why people wouldn't need to "worry" what to kill, being a new member and searching all the information up when all you wanna do is just play the game. I understand some people may have done all the correct stuff to get the most stats possible whilst levelling as a human. However wouldn't this make it fair on other players just like it is with changing the way you gain stats on a devil as well?

As for con as humans, do it so you can only get so much con depending on your level so people do not max con by level 10-15. Hope I made sense for you to understand what I am trying to get at :)

Just a suggestion don't bite my head off pl0x xD
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[quote="CCHRONE"]I was just wondering depending on the success of that Dev Allocation points stat change, would it be possible to try it out on the humans side too? So you're saying you're doing the stat allocation to balance devs and etc, would it work for the humans too? Then that why people wouldn't need to "worry" what to kill, being a new member and searching all the information up when all you wanna do is just play the game. I understand some people may have done all the correct stuff to get the most stats possible whilst levelling as a human. However wouldn't this make it fair on other players just like it is with changing the way you gain stats on a devil as well? As for con as humans, do it so you can only get so much con depending on your level so people do not max con by level 10-15. Hope I made sense for you to understand what I am trying to get at :) Just a suggestion don't bite my head off pl0x xD[/quote]
Would also mean not 90% of people use axe/bow could bring in the other weps more ;p
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[quote="DEIMOS"]Would also mean not 90% of people use axe/bow could bring in the other weps more ;p[/quote]
One of the reasons for this change (on top of many others) is that the bonus range for mobs does not work as well on DSoma as on HSoma. This is mainly because attack and defence are higher as well as the fact that you don't get instant feedback on what you hunt. This is of course because you get your stats after you lvl on DSoma.

I don't see a problem with doing con early. There's only a slight advantage for it. What is the reason?
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[quote="GHOSTLORD"]One of the reasons for this change (on top of many others) is that the bonus range for mobs does not work as well on DSoma as on HSoma. This is mainly because attack and defence are higher as well as the fact that you don't get instant feedback on what you hunt. This is of course because you get your stats after you lvl on DSoma. I don't see a problem with doing con early. There's only a slight advantage for it. What is the reason?[/quote]
"GHOSTLORD"I don't see a problem with doing con early. There's only a slight advantage for it. What is the reason?


I didn't mean that doing con early is a bad thing, I meant if the human stats change to what the dev stats would be aka allocation, then everyone putting everything in to con would mean everyone would get a HP boost right away in early levels, I didn't say it is a bad thing if people did put all points into con straight away was just an idea that is all.

But also as Demios said as well, not everyone would be going for BowAxe to maximise their str/dex it would encourage people to go spear, sword and knuckle early levels too.

Edit: As for the bonus range, I honestly think that is broken, to kill mobs with 50+ stats ahead of you is impossible unless you have a high level tanking the mobs for you, now which high level is gonna volunteer to tank high level mobs for a new player? I just thought of it as a way to also balance out the human side too so people who are able to, to focus on higher level mobs all the time so then it doesn't matter what you kill as long as you're just getting experience to level.

As an example, people say to me kill wraiths at 45 int till 55 then do lich lords till 75 for best stats, but what if I stay on wraiths to level? Does that mean I am not as good as players who do optimal kills? Does that mean I am losing out on stats because I can't killing the correct mobs at the correct int? I just find the system broken in general imo. How others think about that I have no idea.
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[quote="CCHRONE"][quote="GHOSTLORD"]I don't see a problem with doing con early. There's only a slight advantage for it. What is the reason?[/quote] I didn't mean that doing con early is a bad thing, I meant if the human stats change to what the dev stats would be aka allocation, then everyone putting everything in to con would mean everyone would get a HP boost right away in early levels, I didn't say it is a bad thing if people did put all points into con straight away was just an idea that is all. But also as Demios said as well, not everyone would be going for BowAxe to maximise their str/dex it would encourage people to go spear, sword and knuckle early levels too. Edit: As for the bonus range, I honestly think that is broken, to kill mobs with 50+ stats ahead of you is impossible unless you have a high level tanking the mobs for you, now which high level is gonna volunteer to tank high level mobs for a new player? I just thought of it as a way to also balance out the human side too so people who are able to, to focus on higher level mobs all the time so then it doesn't matter what you kill as long as you're just getting experience to level. As an example, people say to me kill wraiths at 45 int till 55 then do lich lords till 75 for best stats, but what if I stay on wraiths to level? Does that mean I am not as good as players who do optimal kills? Does that mean I am losing out on stats because I can't killing the correct mobs at the correct int? I just find the system broken in general imo. How others think about that I have no idea.[/quote]
The bonus system in operation from lev 1-100 is one of the selling points of Soma. By levelling on stronger mobs..which takes more time, more pots, more barr etc gives stats at less % .
If you can take the xtra time to do this, then ur character hopefully will have better stats than someone who doesnt or hasnt.
Any1 can do this, either by making urself a healer.. or a tank or by simply joining in with a party with higher levels.
The system isn't broken.
Just a little more time and effort.
Atm it's no massive deal anyway.The biggest differences come from having good gear.
Maybe when we got more levels and the cap+'s come along regularly, then stats will play more of a part.
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[quote="ACVX"]The bonus system in operation from lev 1-100 is one of the selling points of Soma. By levelling on stronger mobs..which takes more time, more pots, more barr etc gives stats at less % . If you can take the xtra time to do this, then ur character hopefully will have better stats than someone who doesnt or hasnt. Any1 can do this, either by making urself a healer.. or a tank or by simply joining in with a party with higher levels. The system isn't broken. Just a little more time and effort. Atm it's no massive deal anyway.The biggest differences come from having good gear. Maybe when we got more levels and the cap+'s come along regularly, then stats will play more of a part.[/quote]
Another problem for implementing this to hsoma would be what would be the end stats?
200 across the board?
As devs are only allowed to have 1 class and are unable to switch, this makes lvl 100 characters completely different between playing classes.
So if this was the case and implemented to hsoma could is not create a class at end as if used axe from level one but actually uses a bow.

I thought the revision of dsoma was to assist in balancing and allow for a more specific build.
As a archer I think I can go either tank (high wis/con/dex) balance (str/dex/int/con/wis) or glass hammer (int/str/dex)

I think it's a good move for hsoma but would break the beauty of hsoma being able to train in more then one class.
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[quote="SH1VS"]Another problem for implementing this to hsoma would be what would be the end stats? 200 across the board? As devs are only allowed to have 1 class and are unable to switch, this makes lvl 100 characters completely different between playing classes. So if this was the case and implemented to hsoma could is not create a class at end as if used axe from level one but actually uses a bow. I thought the revision of dsoma was to assist in balancing and allow for a more specific build. As a archer I think I can go either tank (high wis/con/dex) balance (str/dex/int/con/wis) or glass hammer (int/str/dex) I think it's a good move for hsoma but would break the beauty of hsoma being able to train in more then one class.[/quote]
"CCHRONE"Edit: As for the bonus range, I honestly think that is broken, to kill mobs with 50+ stats ahead of you is impossible unless you have a high level tanking the mobs for you


This is the attitude that kills games like Soma.

Someone who has invested time into this game to create a high level character will create awesome gear (again, takes loads of time to do so) will then create a new character and kit it out or tank for it so they can hunt monsters that are ahead of them (+30 or +50).

Why would a new player expect to be able to level in the same way that someone's twink can?

It's like Luxy in the other thread claiming the GVW % thing is the best thing to have happened yet he's invested 300-ish hours into the game and wants to go head to head with people who have played 4,000+ hours.

Just hunt what you can hunt.
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[quote="S0RCERER"][quote="CCHRONE"]Edit: As for the bonus range, I honestly think that is broken, to kill mobs with 50+ stats ahead of you is impossible unless you have a high level tanking the mobs for you[/quote] This is the attitude that kills games like Soma. Someone who has invested time into this game to create a high level character will create awesome gear (again, takes loads of time to do so) will then create a new character and kit it out or tank for it so they can hunt monsters that are ahead of them (+30 or +50). Why would a new player expect to be able to level in the same way that someone's twink can? It's like Luxy in the other thread claiming the GVW % thing is the best thing to have happened yet he's invested 300-ish hours into the game and wants to go head to head with people who have played 4,000+ hours. Just hunt what you can hunt.[/quote]
"S0RCERER"
"CCHRONE"Edit: As for the bonus range, I honestly think that is broken, to kill mobs with 50+ stats ahead of you is impossible unless you have a high level tanking the mobs for you


This is the attitude that kills games like Soma.

Someone who has invested time into this game to create a high level character will create awesome gear (again, takes loads of time to do so) will then create a new character and kit it out or tank for it so they can hunt monsters that are ahead of them (+30 or +50).

Why would a new player expect to be able to level in the same way that someone's twink can?

It's like Luxy in the other thread claiming the GVW % thing is the best thing to have happened yet he's invested 300-ish hours into the game and wants to go head to head with people who have played 4,000+ hours.

Just hunt what you can hunt.


Was just a suggested that is all, just wanting to hear opinions of other high level players, gonna ask some of the high level DL players who have played for a few years what their opinions are and hopefully they are willing to respond :) I understand what you have said and took it into consideration and agree with what you said, but as you said people who has spent more time on the game will have better gear and that will give them the advantage. I am not gonna be asking to make gear get easier to get because now that would be too boring and make the game too easy, just thought it would help balance the game a little more. ^_^
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[quote="CCHRONE"][quote="S0RCERER"][quote="CCHRONE"]Edit: As for the bonus range, I honestly think that is broken, to kill mobs with 50+ stats ahead of you is impossible unless you have a high level tanking the mobs for you[/quote] This is the attitude that kills games like Soma. Someone who has invested time into this game to create a high level character will create awesome gear (again, takes loads of time to do so) will then create a new character and kit it out or tank for it so they can hunt monsters that are ahead of them (+30 or +50). Why would a new player expect to be able to level in the same way that someone's twink can? It's like Luxy in the other thread claiming the GVW % thing is the best thing to have happened yet he's invested 300-ish hours into the game and wants to go head to head with people who have played 4,000+ hours. Just hunt what you can hunt.[/quote] Was just a suggested that is all, just wanting to hear opinions of other high level players, gonna ask some of the high level DL players who have played for a few years what their opinions are and hopefully they are willing to respond :) I understand what you have said and took it into consideration and agree with what you said, but as you said people who has spent more time on the game will have better gear and that will give them the advantage. I am not gonna be asking to make gear get easier to get because now that would be too boring and make the game too easy, just thought it would help balance the game a little more. ^_^[/quote]
"SH1VS"Another problem for implementing this to hsoma would be what would be the end stats?
200 across the board?
As devs are only allowed to have 1 class and are unable to switch, this makes lvl 100 characters completely different between playing classes.
So if this was the case and implemented to hsoma could is not create a class at end as if used axe from level one but actually uses a bow.

I thought the revision of dsoma was to assist in balancing and allow for a more specific build.
As a archer I think I can go either tank (high wis/con/dex) balance (str/dex/int/con/wis) or glass hammer (int/str/dex)

I think it's a good move for hsoma but would break the beauty of hsoma being able to train in more then one class.


Yes I understand but once you reach level 100, what stats you have atm is what you have to keep. So maybe opening up a test server and see what people think? See if it helps the gameplay and if not, simply don't implement it. Obviously with the devils, humans would have caps on int/dex/str, however the cap on the int/dex/str on humans would be equal.

That way people can still make a character that wants to go either full dex or str with no int or create a balanced character, there are still ways to have multiple classes as a hsoma, there would be a possibility of having different builds.
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[quote="CCHRONE"][quote="SH1VS"]Another problem for implementing this to hsoma would be what would be the end stats? 200 across the board? As devs are only allowed to have 1 class and are unable to switch, this makes lvl 100 characters completely different between playing classes. So if this was the case and implemented to hsoma could is not create a class at end as if used axe from level one but actually uses a bow. I thought the revision of dsoma was to assist in balancing and allow for a more specific build. As a archer I think I can go either tank (high wis/con/dex) balance (str/dex/int/con/wis) or glass hammer (int/str/dex) I think it's a good move for hsoma but would break the beauty of hsoma being able to train in more then one class.[/quote] Yes I understand but once you reach level 100, what stats you have atm is what you have to keep. So maybe opening up a test server and see what people think? See if it helps the gameplay and if not, simply don't implement it. Obviously with the devils, humans would have caps on int/dex/str, however the cap on the int/dex/str on humans would be equal. That way people can still make a character that wants to go either full dex or str with no int or create a balanced character, there are still ways to have multiple classes as a hsoma, there would be a possibility of having different builds.[/quote]
"ACVX"
Atm it's no massive deal anyway.The biggest differences come from having good gear.
Maybe when we got more levels and the cap+'s come along regularly, then stats will play more of a part.


There you go, there is no massive deal as you said, it is all about having good gear which will take time to get which is understandable and shouldn't be changed. So maybe the change would help for future patches for when it does start to make a difference on what you kill?
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[quote="CCHRONE"][quote="ACVX"] Atm it's no massive deal anyway.The biggest differences come from having good gear. Maybe when we got more levels and the cap+'s come along regularly, then stats will play more of a part.[/quote] There you go, there is no massive deal as you said, it is all about having good gear which will take time to get which is understandable and shouldn't be changed. So maybe the change would help for future patches for when it does start to make a difference on what you kill?[/quote]
"CCHRONE"
"ACVX"
Atm it's no massive deal anyway.The biggest differences come from having good gear.
Maybe when we got more levels and the cap+'s come along regularly, then stats will play more of a part.


There you go, there is no massive deal as you said, it is all about having good gear which will take time to get which is understandable and shouldn't be changed. So maybe the change would help for future patches for when it does start to make a difference on what you kill?


If u give every human 200 stat points.. or whatever to allocate.. it will blow away any effort put in previously to obtain bonus stats from stronger mobs.
No bonuses after lev 100 i believe.. so make the most of 1-100
With server now 2x quicker, weapon combining and more drops, it really isnt too difficult to make a decent lev 100 with a bit of time invested. Then if ur happy..all well and good, or u may chose to use ur guy as a tank for ur new twink.
Soma not designed to be a 'qwik fix ' game.... its been made considerably more user friendly for newer guys.
Dont screw the old timers of all their previous efforts. Those same efforts are there for everyone still..and 2 x easier .. so gogogo x
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[quote="ACVX"][quote="CCHRONE"][quote="ACVX"] Atm it's no massive deal anyway.The biggest differences come from having good gear. Maybe when we got more levels and the cap+'s come along regularly, then stats will play more of a part.[/quote] There you go, there is no massive deal as you said, it is all about having good gear which will take time to get which is understandable and shouldn't be changed. So maybe the change would help for future patches for when it does start to make a difference on what you kill?[/quote] If u give every human 200 stat points.. or whatever to allocate.. it will blow away any effort put in previously to obtain bonus stats from stronger mobs. No bonuses after lev 100 i believe.. so make the most of 1-100 With server now 2x quicker, weapon combining and more drops, it really isnt too difficult to make a decent lev 100 with a bit of time invested. Then if ur happy..all well and good, or u may chose to use ur guy as a tank for ur new twink. Soma not designed to be a 'qwik fix ' game.... its been made considerably more user friendly for newer guys. Dont screw the old timers of all their previous efforts. Those same efforts are there for everyone still..and 2 x easier .. so gogogo x[/quote]
"ACVX"
If u give every human 200 stat points.. or whatever to allocate.. it will blow away any effort put in previously to obtain bonus stats from stronger mobs.
No bonuses after lev 100 i believe.. so make the most of 1-100


You could say the same thing which people are with dsoma lol. Why not just create a test server and see what people think? But let's see what other people think as well ^_^
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[quote="CCHRONE"][quote="ACVX"] If u give every human 200 stat points.. or whatever to allocate.. it will blow away any effort put in previously to obtain bonus stats from stronger mobs. No bonuses after lev 100 i believe.. so make the most of 1-100 [/quote] You could say the same thing which people are with dsoma lol. Why not just create a test server and see what people think? But let's see what other people think as well ^_^[/quote]
"CCHRONE"I was just wondering depending on the success of that Dev Allocation points stat change, would it be possible to try it out on the humans side too?


No.
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[quote="NOTMAT"][quote="CCHRONE"]I was just wondering depending on the success of that Dev Allocation points stat change, would it be possible to try it out on the humans side too?[/quote] No.[/quote]
"NOTMAT"
"CCHRONE"I was just wondering depending on the success of that Dev Allocation points stat change, would it be possible to try it out on the humans side too?


No.


+1.. All the pure dexterity characters will be shattered... what kind of an idea is this rofl
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[quote="ASDADASD"][quote="NOTMAT"][quote="CCHRONE"]I was just wondering depending on the success of that Dev Allocation points stat change, would it be possible to try it out on the humans side too?[/quote] No.[/quote] +1.. All the pure dexterity characters will be shattered... what kind of an idea is this rofl[/quote]

 

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