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MANTICORE |
SpoilerShow Maybe it would be better to just give all classes the highest cap for each stat then all classes could put points into stats up to 290 Str, 210 Dex, 240 Int, 240 Wis, 290 Con. - Would obviously still have limited points to spend. - Not restricted to a class specific maximum limit (this seems to be the main issue and downside of how the system is currently implemented). So your Warrior can sacrifice some str and get their Int higher than 100. - Might have to tweak how many stat points are given per level though (initially would keep it the same which is 7). - Difference between classes is then handled by what weapon they use as they would be looking to put more points into the stat that is required. For Warrior it naturally means they would get higher Str armors because it is also their stat requirement for weapon and same thing for Wizard and Int armors (at least it would work like this if those classes want to actually use the higher stat requriement weapons as they could if wanted skip higher weapons and spend points in another stat instead). this i would love to test that on server with a free respec npc SpoilerShow Why? Invul has 199 Str req. It was just an example and to be honest with you we havent had anything no new weps/armors just a new int gear which in fact cant really compete with diab set cause the chances to get a decent tag with good stats is extremely rare. SpoilerShow Why can it not be done? Is it because would feel forced into getting the 199 str needed to wear invul? exactly
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[quote="MANTICORE"][spoiler]Maybe it would be better to just give all classes the highest cap for each stat then all classes could put points into stats up to 290 Str, 210 Dex, 240 Int, 240 Wis, 290 Con.
- Would obviously still have limited points to spend.
- Not restricted to a class specific maximum limit (this seems to be the main issue and downside of how the system is currently implemented). So your Warrior can sacrifice some str and get their Int higher than 100.
- Might have to tweak how many stat points are given per level though (initially would keep it the same which is 7).
- Difference between classes is then handled by what weapon they use as they would be looking to put more points into the stat that is required. For Warrior it naturally means they would get higher Str armors because it is also their stat requirement for weapon and same thing for Wizard and Int armors (at least it would work like this if those classes want to actually use the higher stat requriement weapons as they could if wanted skip higher weapons and spend points in another stat instead). [/spoiler]
this i would love to test that on server with a free respec npc
[spoiler]Why? Invul has 199 Str req.[/spoiler]
It was just an example and to be honest with you we havent had anything no new weps/armors just a new int gear which in fact cant really compete with diab set cause the chances to get a decent tag with good stats is extremely rare.
[spoiler]Why can it not be done? Is it because would feel forced into getting the 199 str needed to wear invul? [/spoiler]
exactly
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#91 2017/06/22 20:37:56 |
GHOSTLORD |
You can use /respec on the test server to change your build.
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#92 2017/06/22 20:55:04 |
MANTICORE |
"GHOSTLORD"You can use /respec on the test server to change your build. well i didnt know that thanks for the tip |
#93 2017/06/24 00:06:24 |
HEADSHOT |
If you're redoing the whole stat system, why are classes still sticking with the old cap stat values on the live server? Would it not be easier to balance Dsoma and RvR events in the long run if lower caps are applied? Has anything been tested where for example, classes have a max amount of stats vartying between 150~200 str and say 100~150 dex at level 100? As it currently stands i do not see a reason for stats to exceed so highly, as down the line will lead to a harder time balancing varius aspects of the game.
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[quote="HEADSHOT"]If you're redoing the whole stat system, why are classes still sticking with the old cap stat values on the live server? Would it not be easier to balance Dsoma and RvR events in the long run if lower caps are applied? Has anything been tested where for example, classes have a max amount of stats vartying between 150~200 str and say 100~150 dex at level 100? As it currently stands i do not see a reason for stats to exceed so highly, as down the line will lead to a harder time balancing varius aspects of the game.[/quote]
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#94 2017/08/25 11:45:57 |
DEIMOS |
A big thing is the amount of 'wasted' str points mages have to use up to get into armours when that stat has no other use, maybe diab can be adjusted to int that only mages can wear but give the defence a considerable bump to its defence so that it has a use, at this rate I can see the robes being redundant
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[quote="DEIMOS"]A big thing is the amount of 'wasted' str points mages have to use up to get into armours when that stat has no other use, maybe diab can be adjusted to int that only mages can wear but give the defence a considerable bump to its defence so that it has a use, at this rate I can see the robes being redundant[/quote]
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#95 2017/08/25 12:26:34 |
BALLER |
We knew this would happen from test server surly?
Would should of happen at launch was devils would gain the same amount per level as a human. All monsters should of been in level with humans monsters and armours + weapons should of been rework to line up with humans then we wouldn't have this crazy differences in stats between classes not race.
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[quote="BALLER"]We knew this would happen from test server surly?
Would should of happen at launch was devils would gain the same amount per level as a human. All monsters should of been in level with humans monsters and armours + weapons should of been rework to line up with humans then we wouldn't have this crazy differences in stats between classes not race.[/quote]
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#96 2017/08/25 18:17:22 |
ISYLVER [Staff] |
Just a caveat on this as people are acting if this is irreversible.
Say this implementation doesn't work for whatever reason (I strongly think this is the only way to go for dsoma). We could easily wipe stats and give everyone insane levelling rates until they hit the level they were at previously. If we continue to listen to every bit of negativity (which occurs on absolutely everything we implement) then there will be no patches.
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[quote="ISYLVER"]Just a caveat on this as people are acting if this is irreversible.
Say this implementation doesn't work for whatever reason (I strongly think this is the only way to go for dsoma).
We could easily wipe stats and give everyone insane levelling rates until they hit the level they were at previously.
If we continue to listen to every bit of negativity (which occurs on absolutely everything we implement) then there will be no patches.[/quote]
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#97 2017/08/28 18:16:24 |
BALLER |
Can we bite the bullet and make it happen soon?
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#98 2017/08/30 16:36:43 |
GHOSTLORD |
"BALLER"Can we bite the bullet and make it happen soon? It's not done yet. :( |
#99 2017/09/01 09:05:23 |
TYROZET |
Are we talking weeks or months until this is ready?
If it happens and does not work, would it be possible to revert back to where we are now or would we have to start again? |
#100 2017/09/02 12:55:45 |
JAHEIRA |
"ISYLVER"Right, a little update from me on this as unfortunately my input is lacking of late due to illness/work and family bits. Islyver answered already tyrozet Patch sounds like its incoming ghostlord, so whats not finished?
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[quote="JAHEIRA"][quote="ISYLVER"]Right, a little update from me on this as unfortunately my input is lacking of late due to illness/work and family bits.
We generally do care about the community and their feedback in fact sometimes too much as its always conflicting. This causes us decision paralysis which means nothing ever changes. We have a test server where we can attempt to be agile and test things (Build, measure learn). However, we're never going to have the right amout of test subjects without putting the changes live.
In the past we'd make a change see how it went and made a judgement call on it and that worked much better than what is currently happening. We will now start to action based on our thoughts and insights we will listen to the community but it will also be taken with a pinch of salt at times.
It's sad to see intheface go, he generally is a nice guy and had played soma for sometime.. However, he is one player at the end of the day.
As for the test server I've fedback on what i want changed - lower str/reqs on gear and dsoma being able to use tbows etc and also experimenting with no class specific guides.
Ultimately if the dsoma stat change is an [url=https://myth-of-soma.com/Armory/Monster.asp?id=4287]absolute nightmare[/url] it's easily reversible with insane rates up until your current level (heck it'd allow people to re engineer their characters somewhat).
Now the above may be a bitter pill to swallow for some but generally we have to realise that the reason this game has got to where it has today is because of our teams input and ability to work for nothing - our motivation was always creating something great (not to be a middle man between dudes arguing on the internet).
TLDR: We either start to implement now or watch it rot from the outside due to decision paralysis.
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Islyver answered already tyrozet
Patch sounds like its incoming ghostlord, so whats not finished? [/quote]
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#101 2017/09/02 14:39:26 |
LOTSO |
Yeah from dans last post i was under the impression it was coming very soon?
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#102 2017/09/03 06:18:38 |
GHOSTLORD |
Some things here and there. I personally haven't had any time at all with the content stuff lately.
It shouldn't take too long, but it's not ready either. |
#103 2017/09/04 09:21:25 |
BL00D_SHOT |
iSylver also said soma was nearly ready for release in like 2010 and actually released in 2013 (I think?), so you could be waiting a week or waiting 2 more years.
Good things take time and the amount of ball ache shit Finito/iSylver have to deal with in regards to the variables, balancing, maintaining, testing, databases, servers, retro tool etc is long as hell and guarantee none of you could be fucked to do it. Oh and they most likely have lives irl as well. Best thing to do if you're stuck for ideas is get a job or start an alt, that will make time pass. Peace SpoilerShow Whatever you do, don't quit please, be strong, hold out, enjoy life & be at one with reality. May peace be with you
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[quote="BL00D_SHOT"]iSylver also said soma was nearly ready for release in like 2010 and actually released in 2013 (I think?), so you could be waiting a week or waiting 2 more years.
Good things take time and the amount of ball ache shit Finito/iSylver have to deal with in regards to the variables, balancing, maintaining, testing, databases, servers, retro tool etc is long as hell and guarantee none of you could be fucked to do it. Oh and they most likely have lives irl as well.
Best thing to do if you're stuck for ideas is get a job or start an alt, that will make time pass.
Peace
[spoiler]Whatever you do, don't quit please, be strong, hold out, enjoy life & be at one with reality.
May peace be with you[/spoiler][/quote]
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#104 2017/09/05 14:31:32 |
FINITO [Staff] |
"TYROZET"Are we talking weeks or months until this is ready? It is a one way conversion to the new system there is no going back (at least not easily and without having to migrate what stats hsoma players gained (the way stat values are stored and gained has been changed) and restoring dsoma players to before the release, also would have to stop hsoma being able to gain any more level exp and stats because gaining them past a specific point relies upon new values for the stat gain which cannot be represented in the original database and code).
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[quote="FINITO"][quote="TYROZET"]Are we talking weeks or months until this is ready?
If it happens and does not work, would it be possible to revert back to where we are now or would we have to start again?
[/quote]
It is a one way conversion to the new system there is no going back (at least not easily and without having to migrate what stats hsoma players gained (the way stat values are stored and gained has been changed) and restoring dsoma players to before the release, also would have to stop hsoma being able to gain any more level exp and stats because gaining them past a specific point relies upon new values for the stat gain which cannot be represented in the original database and code).[/quote]
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#105 2017/10/31 13:28:31 |
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