Back to Home

Myth of Soma Account Management

By clicking GO to login you are agreeing to the terms and conditions and privacy policy. > Register an Account > Forgot your password?

The Forum

Ideas for the casuals...

1
Author Content Date
Ok we have a thread for ideas for end game. Great, hopefully us casuals will get there one day.

Soma always has been a time intensive game and the highest levels always reap the rewards. Game content is heavily sided with the higher levels, such as bosses etc.

I don't have a problem with this at all and I continue to play and have fun.

However, it would be nice to introduce some small changes to gives us mid lvls who still put an incredible amount of time into the game something to do outside of hunting or to work towards.

Lvl restricted dungeons:
I was thinking you could have dungeons with their own bosses which were tiered in levels and restricted to entering once a day. We could keep it simple such as one level full of mobs and the boss spawns at a random location.
These should be designed in no way for end game items or upgrades. Tiers I would recommend could be;
20-40
40-60
60-80

Dungeon keys- these keys could randomly drop from your day to day mobs. Although it could be interesting to have a higher drop rate from mobs that are not used as much. I.e lvl 40-60 keys could drop from wraiths at a very rare rate but could be a lot more common say from Desert Scorps and Sand Crawlers.

There is also scope to have differed tagged keys such as a rare key opening up a dungeon where drops are of much more value. But this may be over complicating the idea.

Once you have your dungeon key it is traded in to enter the dungeon with your party. You are limited to one dungeon a day to avoid farming these.

It would be good if these dungeons also have you a nice boost to xp if you clear out the entire dungeon. It could be used as a way of helping to give the casuals an extra boost to lvling. I'm not talking OP xp or anything.

Now we come on to drops. As it could be done daily. We don't want certain items flooding the market. Imo the following is a nice balance;
- A bonus to xp whilst killing trash mobs plus boss drops consisting of rare or greater mid to high lvl weaps. Such as 5* spears/swords, t bolt spears, KoDs etc. I use this as an example of lvl 40-60 tier dungeons.

Lvl 60 to 80 tier would be harder to achieve a balanced drop file.

I have woffled on and only really spitballing. But It would be nice to see if anyone has any ideas for mid lvl characters.

I have no idea how hard it would be the implement something such as the above and appreciate the GMs do not have a great deal of time to devote. I think we have a great server as it is. Maybe there are more simple ideas for us.
PM Reply Quote
[quote="CYROX"]Ok we have a thread for ideas for end game. Great, hopefully us casuals will get there one day. Soma always has been a time intensive game and the highest levels always reap the rewards. Game content is heavily sided with the higher levels, such as bosses etc. I don't have a problem with this at all and I continue to play and have fun. However, it would be nice to introduce some small changes to gives us mid lvls who still put an incredible amount of time into the game something to do outside of hunting or to work towards. Lvl restricted dungeons: I was thinking you could have dungeons with their own bosses which were tiered in levels and restricted to entering once a day. We could keep it simple such as one level full of mobs and the boss spawns at a random location. These should be designed in no way for end game items or upgrades. Tiers I would recommend could be; 20-40 40-60 60-80 Dungeon keys- these keys could randomly drop from your day to day mobs. Although it could be interesting to have a higher drop rate from mobs that are not used as much. I.e lvl 40-60 keys could drop from wraiths at a very rare rate but could be a lot more common say from Desert Scorps and Sand Crawlers. There is also scope to have differed tagged keys such as a rare key opening up a dungeon where drops are of much more value. But this may be over complicating the idea. Once you have your dungeon key it is traded in to enter the dungeon with your party. You are limited to one dungeon a day to avoid farming these. It would be good if these dungeons also have you a nice boost to xp if you clear out the entire dungeon. It could be used as a way of helping to give the casuals an extra boost to lvling. I'm not talking OP xp or anything. Now we come on to drops. As it could be done daily. We don't want certain items flooding the market. Imo the following is a nice balance; - A bonus to xp whilst killing trash mobs plus boss drops consisting of rare or greater mid to high lvl weaps. Such as 5* spears/swords, t bolt spears, KoDs etc. I use this as an example of lvl 40-60 tier dungeons. Lvl 60 to 80 tier would be harder to achieve a balanced drop file. I have woffled on and only really spitballing. But It would be nice to see if anyone has any ideas for mid lvl characters. I have no idea how hard it would be the implement something such as the above and appreciate the GMs do not have a great deal of time to devote. I think we have a great server as it is. Maybe there are more simple ideas for us. [/quote]
To keep it simple, simply set of level restricted maps / dungeons which have a boss with decent drops. I like the idea of Keys, so could add them to everyday mobs, or to unused ones.

Maps would be like GDG. A boss spawns at time 3 everyday. You can only enter via NPC if you are in certain level.
Keys non-tradeable.

Sorted

boom!
PM Reply Quote
[quote="TRICEPTIMOUS"]To keep it simple, simply set of level restricted maps / dungeons which have a boss with decent drops. I like the idea of Keys, so could add them to everyday mobs, or to unused ones. Maps would be like GDG. A boss spawns at time 3 everyday. You can only enter via NPC if you are in certain level. Keys non-tradeable. Sorted boom![/quote]
Very nice idea. +1 from me.

The daily grind for lower levels is bareable, but they do not have the chance to have as much fun at wars as high levels do. Therefore, I might be good to have the dungeons have an increased chance to drop epic/intense weapons and armor of the level up to shadow for armors and original kod/moon sword for weapons with rare common.

Perhaps to combat the flood the items could have a level required, for instance the boss drops an intense KoD which is account bound and only useable below say level 60. This would boost the players ability to complete levelling wise and also perhaps do some extra damage to high levels at wars without being on par with them.

Just my 2 cents



PM Reply Quote
[quote="SHATTERSTAR"]Very nice idea. +1 from me. The daily grind for lower levels is bareable, but they do not have the chance to have as much fun at wars as high levels do. Therefore, I might be good to have the dungeons have an increased chance to drop epic/intense weapons and armor of the level up to shadow for armors and original kod/moon sword for weapons with rare common. Perhaps to combat the flood the items could have a level required, for instance the boss drops an intense KoD which is account bound and only useable below say level 60. This would boost the players ability to complete levelling wise and also perhaps do some extra damage to high levels at wars without being on par with them. Just my 2 cents [/quote]
+1

Excellent idea, would love to see this implemented asap.
PM Reply Quote
[quote="URAHARA"]+1 Excellent idea, would love to see this implemented asap.[/quote]
yeah i like the idea +1
PM Reply Quote
[quote="CAPPILIO"]yeah i like the idea +1[/quote]
Great idea. It would definitely make me want to play more.
PM Reply Quote
[quote="IMCON"]Great idea. It would definitely make me want to play more.[/quote]
Thanks for feedback all

Yes i forgot to add the 'keys' should be account bound to avoid these turning into a currency. Thanks for picking it up!

Making the drops account bound could also be a nice addition.

I think it would also improve the interaction with other people, as you could implement that all members of party need a key, and therefore you may start to group up with new people etc.

It kind of reminds me of the days where gdg was farmed consistently, every day, back when the drops were end game items. It used to be so much fun and thought soma needed more daily events like the gdg as it got outdated.

PM Reply Quote
[quote="CYROX"]Thanks for feedback all Yes i forgot to add the 'keys' should be account bound to avoid these turning into a currency. Thanks for picking it up! Making the drops account bound could also be a nice addition. I think it would also improve the interaction with other people, as you could implement that all members of party need a key, and therefore you may start to group up with new people etc. It kind of reminds me of the days where gdg was farmed consistently, every day, back when the drops were end game items. It used to be so much fun and thought soma needed more daily events like the gdg as it got outdated. [/quote]
Sounds a bit like CABAL Online :D good idea, though.
PM Reply Quote
[quote="FLICKTHEBEAN"]Sounds a bit like CABAL Online :D good idea, though.[/quote]

If these casual gamer dungeons, bosses were added. A possible drop that could be added to these boss', mobs would be a RESTED EXP pot. Which when used adds +10% rested exp, or any other amount.

Thought it would be a nice idea to prevent farming of the boss'. They could be untradeable, and of about 50 bagweight. So the most a low level casual will hold will be 8, so someone couldnt stack up on 100 in the map then go uber lvl for 20 days.
PM Reply Quote
[quote="TRICEPTIMOUS"] If these casual gamer dungeons, bosses were added. A possible drop that could be added to these boss', mobs would be a RESTED EXP pot. Which when used adds +10% rested exp, or any other amount. Thought it would be a nice idea to prevent farming of the boss'. They could be untradeable, and of about 50 bagweight. So the most a low level casual will hold will be 8, so someone couldnt stack up on 100 in the map then go uber lvl for 20 days. [/quote]
or to save from any exploitation issues give the casual dungeon mobs slightly elevated exp/stats and make it so you can only do it once a day with a limited number of mobs/bosses
PM Reply Quote
[quote="URAHARA"]or to save from any exploitation issues give the casual dungeon mobs slightly elevated exp/stats and make it so you can only do it once a day with a limited number of mobs/bosses[/quote]
And make the rested exp a level restricted item, max of level 60 (An example)
PM Reply Quote
[quote="YOSHIMITSU"]And make the rested exp a level restricted item, max of level 60 (An example)[/quote]
you cant stop people logging off on the map and logging back in to kill. (as far as im aware) hence the high bagweight / lvl req / untradeable concept
PM Reply Quote
[quote="TRICEPTIMOUS"]you cant stop people logging off on the map and logging back in to kill. (as far as im aware) hence the high bagweight / lvl req / untradeable concept[/quote]
Really like the idea of Soma Instances. Very similar to Cabal's key system, would work well on here I think.

Maybe make it time based, with an auto kick from the instance after an hour.
PM Reply Quote
[quote="ZAO"]Really like the idea of Soma Instances. Very similar to Cabal's key system, would work well on here I think. Maybe make it time based, with an auto kick from the instance after an hour. [/quote]

 

Please sign in with one of your characters to reply

 

1