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Couple of tweaks

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1) For too long, spear users have a spear skin (Rough spear) that uses the tspear skin. Can you please change the skin to the same as the training spear but maybe a much darker brown or even a oaky green colour?
Don't think any other weapons have this problem.

2) Can you remove the Guard from announcing the Orc General boss spawn in TYT forest, and make the boss wander all the way to the left of the forest and to the right (if you can do that). So that passing noobs may have be able to make more use of him and him not be just a high level kill most of the time.

3) Make Orc General boss spawn slightly more regularly.

4) Encourage / direct players more to the dungeons, no one ever, ever really goes to floor 1 or 2 anymore for anything other than to get to D3 for devil warriors or GDG in d4. Make D1/D2 more attractive in quests and for stats (Make them as attractive as Scaled Raptors/Raptors/Trolls)

5)Change the shout color of the birthday shout scrolls, they are incredibly hard to read in game and in F12. Just a change of shade would help.

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[quote="FOXO_STORE"]1) For too long, spear users have a spear skin (Rough spear) that uses the tspear skin. Can you please change the skin to the same as the training spear but maybe a much darker brown or even a oaky green colour? Don't think any other weapons have this problem. 2) Can you remove the Guard from announcing the Orc General boss spawn in TYT forest, and make the boss wander all the way to the left of the forest and to the right (if you can do that). So that passing noobs may have be able to make more use of him and him not be just a high level kill most of the time. 3) Make Orc General boss spawn slightly more regularly. 4) Encourage / direct players more to the dungeons, no one ever, ever really goes to floor 1 or 2 anymore for anything other than to get to D3 for devil warriors or GDG in d4. Make D1/D2 more attractive in quests and for stats (Make them as attractive as Scaled Raptors/Raptors/Trolls) 5)Change the shout color of the birthday shout scrolls, they are incredibly hard to read in game and in F12. Just a change of shade would help. [/quote]
1) a few staffs too, archmage/wisdom - dark/shaman

2/3) do it with all bosses except GM prompted ones IMO, or atleast randomise spawn spots so they can't be found easily. Remember being a noob on Legend of Mir and stumbling on an Oma Warrior for the first time was one of the most exciting things when you weren't expecting to come across it.

4) 100% agree, waste of 4 brilliant maps .... I remember going to D3 once to try and hunt Kobold for low skill m-tags and couldn't actually find any (after following a map through the whole thing) so was quickly short lived. I like the idea of making D3 mobs harder and with different drop files - but it doesn't seem worth it at the moment. There's a big hoarde of hard G. spiders that have no use... could even stick the G.Spider Queen there
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[quote="VALASI"]1) a few staffs too, archmage/wisdom - dark/shaman 2/3) do it with all bosses except GM prompted ones IMO, or atleast randomise spawn spots so they can't be found easily. Remember being a noob on Legend of Mir and stumbling on an Oma Warrior for the first time was one of the most exciting things when you weren't expecting to come across it. 4) 100% agree, waste of 4 brilliant maps .... I remember going to D3 once to try and hunt Kobold for low skill m-tags and couldn't actually find any (after following a map through the whole thing) so was quickly short lived. I like the idea of making D3 mobs harder and with different drop files - but it doesn't seem worth it at the moment. There's a big hoarde of hard G. spiders that have no use... could even stick the G.Spider Queen there[/quote]
1) a few staffs too, archmage/wisdom - dark/shaman

2/3) do it with all bosses except GM prompted ones IMO, or atleast randomise spawn spots so they can't be found easily. Remember being a noob on Legend of Mir and stumbling on an Oma Warrior for the first time was one of the most exciting things when you weren't expecting to come across it.

4) 100% agree, waste of 4 brilliant maps .... I remember going to D3 once to try and hunt Kobold for low skill m-tags and couldn't actually find any (after following a map through the whole thing) so was quickly short lived. I like the idea of making D3 mobs harder and with different drop files - but it doesn't seem worth it at the moment. There's a big hoarde of hard G. spiders that have no use... could even stick the G.Spider Queen there


1) Forgot about those, yep, again, just change the color of those as well. Better than nothing.

2/3) Yes, though for all of them, I dunno... But I quite agree, being a noob and finding a boss by yourself is awesome (I remember LOM2/3 very well too ^^). I think in particular that should be aimed specifically for the Orc Commander and General and one or two other bosses to encourage this. Merc boss shouts don't need to happen either for Troll, Gazer. Also suggest an alternative King Kobold boss is made, that doesn't drop a soul.

4) Don't have much more to add here with what you said, maybe they should actually randomise the spawn spots of Toxic Raro whilst they review it- its constantly camped.

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[quote="FOXO_STORE"][quote=]1) a few staffs too, archmage/wisdom - dark/shaman 2/3) do it with all bosses except GM prompted ones IMO, or atleast randomise spawn spots so they can't be found easily. Remember being a noob on Legend of Mir and stumbling on an Oma Warrior for the first time was one of the most exciting things when you weren't expecting to come across it. 4) 100% agree, waste of 4 brilliant maps .... I remember going to D3 once to try and hunt Kobold for low skill m-tags and couldn't actually find any (after following a map through the whole thing) so was quickly short lived. I like the idea of making D3 mobs harder and with different drop files - but it doesn't seem worth it at the moment. There's a big hoarde of hard G. spiders that have no use... could even stick the G.Spider Queen there [/quote] 1) Forgot about those, yep, again, just change the color of those as well. Better than nothing. 2/3) Yes, though for all of them, I dunno... But I quite agree, being a noob and finding a boss by yourself is awesome (I remember LOM2/3 very well too ^^). I think in particular that should be aimed specifically for the Orc Commander and General and one or two other bosses to encourage this. Merc boss shouts don't need to happen either for Troll, Gazer. Also suggest an alternative King Kobold boss is made, that doesn't drop a soul. 4) Don't have much more to add here with what you said, maybe they should actually randomise the spawn spots of Toxic Raro whilst they review it- its constantly camped. [/quote]
Yeh definitely. Agree on all... and regarding 4, the bosses in d4 also camped. They should be randomised too... might encourage guilds/groups of people to actually split up and look for it
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[quote="VALASI"]Yeh definitely. Agree on all... and regarding 4, the bosses in d4 also camped. They should be randomised too... might encourage guilds/groups of people to actually split up and look for it[/quote]
1) Dsoma Sword of Madness same skin as tear directly below it (sword of deceit) SoM could be gold tinted?
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[quote="GRAVIJA"]1) Dsoma Sword of Madness same skin as tear directly below it (sword of deceit) SoM could be gold tinted? [/quote]
1) Dsoma Sword of Madness same skin as tear directly below it (sword of deceit) SoM could be gold tinted?


Yep. Simple changes really. Makes sense.
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[quote="FOXO_STORE"][quote=]1) Dsoma Sword of Madness same skin as tear directly below it (sword of deceit) SoM could be gold tinted?[/quote] Yep. Simple changes really. Makes sense.[/quote]
There are probably quite a few items sharing same skins or having a skin that doesn't match item icon like Fire Bow. I too would like to see these skins changed.

Sorting out the bosses is one of the many tasks on todo list.
- Announcing prior to the spawn instead of when they actually spawn to give players time to get there.
- I think each boss should be targetted at specific groups of players so some bosses may be targetted at the whole server being able to attend, others may be targetted at players who need or are within stat range of the boss. Then we might only announce those bosses who are targetted at all players or guilds/large groups of players.

- Change/Add/Randomise spawn spots. Depending on the boss we will decide what is best with how and where it will spawn. So perhaps with Toxic Raro it might make sense to make it randomly spawn anywhere on the map where as for another boss it would not make sense to do that.

- Larger and random drop area for items dropped by Bosses.
- This might only be applied to specific bosses that have huge numbers attend and the idea is to have more players have a chance of getting an item.

- Make changes to boss drops where needed.

For the dungeon maps I like the idea of moving some boss spawns there to lure more people into the maps and need to do a review of the spawns and drops available in there. I assume you are saying that players who are within stat range of mobs available there don't even bother using the maps.

Edit: Birthday single shout scroll colour has been adjusted. I will take a look at the shout scroll colour of Birthday Shout Scrolls and get it adjusted.
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[quote="FINITO"]There are probably quite a few items sharing same skins or having a skin that doesn't match item icon like Fire Bow. I too would like to see these skins changed. Sorting out the bosses is one of the many tasks on todo list. - Announcing prior to the spawn instead of when they actually spawn to give players time to get there. - I think each boss should be targetted at specific groups of players so some bosses may be targetted at the whole server being able to attend, others may be targetted at players who need or are within stat range of the boss. Then we might only announce those bosses who are targetted at all players or guilds/large groups of players. - Change/Add/Randomise spawn spots. Depending on the boss we will decide what is best with how and where it will spawn. So perhaps with Toxic Raro it might make sense to make it randomly spawn anywhere on the map where as for another boss it would not make sense to do that. - Larger and random drop area for items dropped by Bosses. - This might only be applied to specific bosses that have huge numbers attend and the idea is to have more players have a chance of getting an item. - Make changes to boss drops where needed. For the dungeon maps I like the idea of moving some boss spawns there to lure more people into the maps and need to do a review of the spawns and drops available in there. I assume you are saying that players who are within stat range of mobs available there don't even bother using the maps. [b]Edit: Birthday single shout scroll colour has been adjusted.[/b] I will take a look at the shout scroll colour of Birthday Shout Scrolls and get it adjusted.[/quote]
The dungeon is a lot like devils infernal caves unfortantally, soma has grown and people now know what the best monsters are to hunt. Maybe make dungeon monsters identical gains as some other more used mobs but define them with different drops. Maybe increase the value of dungeon materials where they're worth more then basic matrerials? So where people may hunt trolls for weapons they could go down and hunt skeletons and gain some bones or something.
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[quote="LOTSO"]The dungeon is a lot like devils infernal caves unfortantally, soma has grown and people now know what the best monsters are to hunt. Maybe make dungeon monsters identical gains as some other more used mobs but define them with different drops. Maybe increase the value of dungeon materials where they're worth more then basic matrerials? So where people may hunt trolls for weapons they could go down and hunt skeletons and gain some bones or something. [/quote]
One thing I wanted to add without making a whole new thread. Can we have an increased amount of characters when naming a crafted item as you cannot even duplicate the original name of alot of items as they're too long.
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[quote="GRAVIJA"]One thing I wanted to add without making a whole new thread. Can we have an increased amount of characters when naming a crafted item as you cannot even duplicate the original name of alot of items as they're too long.[/quote]
"GRAVIJA"One thing I wanted to add without making a whole new thread. Can we have an increased amount of characters when naming a crafted item as you cannot even duplicate the original name of alot of items as they're too long.


To just increase the limit would be a lot of work (we have to modify large portions of the server and some changes to the client) and it would dramatically increase the storage size required for items in the database.

There might be another option where by we can re-use the current 16 bytes available for the name and have it instead do a lookup into a separate custom item name table that way also items with the same name can share the same row in the custom item name table and it might also give us more bytes to re-use for other things in the future (would only need to use 4-8 bytes of the 16 bytes to implement the lookup).
- The storage space requried in database wouldn't increase as much
Not all items would have a custom name and the custom name can be stored with variable length.
Item logs can omit the custom name (but still have a way to do lookup).
With current character count in the database if all characters had all their items with a unique custom name lengh of 50 it would only require 178MB of storage space (though there will be space required by indexes on top of that).

- Assuming it can be made to work it should take a lot less time to implement.

- The server would have to spend some more time when fetching item data as would also need to fetch custom item names.
Can keep a cache of in-use (loading the whole table would be overkill) custom item names in server memory to speed this up.
Could just load the whole table into server memory because the amount of memory it would use would currently only be <= 178MB. Though if it ever got really high we would have to change the implementation.

- There would only be a slight increase to server memory usage.
If the server was at capacity (2,000 characters in-game) and each of those characters all had 128 items (inventory + storage) and all those items had a custom name of length 50 (assuming 50 characters is the max and would be most likely as that is current name length in the item table) and each custom name was unique then that would only be a maximum increase of 12.8MB of memory.
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[quote="FINITO"][quote="GRAVIJA"]One thing I wanted to add without making a whole new thread. Can we have an increased amount of characters when naming a crafted item as you cannot even duplicate the original name of alot of items as they're too long.[/quote] To just increase the limit would be a lot of work (we have to modify large portions of the server and some changes to the client) and it would dramatically increase the storage size required for items in the database. There might be another option where by we can re-use the current 16 bytes available for the name and have it instead do a lookup into a separate custom item name table that way also items with the same name can share the same row in the custom item name table and it might also give us more bytes to re-use for other things in the future (would only need to use 4-8 bytes of the 16 bytes to implement the lookup). - The storage space requried in database wouldn't increase as much Not all items would have a custom name and the custom name can be stored with variable length. Item logs can omit the custom name (but still have a way to do lookup). With current character count in the database if all characters had all their items with a unique custom name lengh of 50 it would only require 178MB of storage space (though there will be space required by indexes on top of that). - Assuming it can be made to work it should take a lot less time to implement. - The server would have to spend some more time when fetching item data as would also need to fetch custom item names. Can keep a cache of in-use (loading the whole table would be overkill) custom item names in server memory to speed this up. Could just load the whole table into server memory because the amount of memory it would use would currently only be <= 178MB. Though if it ever got really high we would have to change the implementation. - There would only be a slight increase to server memory usage. If the server was at capacity (2,000 characters in-game) and each of those characters all had 128 items (inventory + storage) and all those items had a custom name of length 50 (assuming 50 characters is the max and would be most likely as that is current name length in the item table) and each custom name was unique then that would only be a maximum increase of 12.8MB of memory.[/quote]
There are probably quite a few items sharing same skins or having a skin that doesn't match item icon like Fire Bow. I too would like to see these skins changed.


If time is a problem in terms of time needed to creating, even, modifying, existing weapon skins. Could we do a guide on how to make/change a weapon skin, maybe even a competition?


For the dungeon maps I like the idea of moving some boss spawns there to lure more people into the maps and need to do a review of the spawns and drops available in there. I assume you are saying that players who are within stat range of mobs available there don't even bother using the maps.



No one hunts there, the only time I can tell you they do is when people are a bit stuck between SC/Trolls and Devil Warriors (which people tend to go to Wraiths but even than, that's boring) but they are far from ideal mobs.

My advice, move some of the low level m tag drops to D2, and not just D3/D4. Keep mid tier M tags where they are. As well as boosting the stat xp, maybe even spawns of the mobs in D1/D2.

D3, with how much open space there is should be still used for devil warriors, likewise make mongman and Earth Elementals there more appealing somehow. Also make the blind debuff in D3 a lot shorter, same for confuse.

In fact you could do with a spawn of a int mob in D2 as well, again, an alternative to everything else. The Dungeon mobs are all very melee heavy.

As there's no short cut to the dungeon, I think moving the Giant Spider boss would be good, as well as de-announcing it. Would be better to have a Mutant Swamp Beast boss in the swamp. Again though, no one really goes to the swamp, either.

Literally, players will go to Leos/Mummys -> Ghouls or Orc Infantry -> Kobs or Zombie village (rarely), then Scaled Raptors, Raptors, Trolls. In doing so practically removes most of the TYT mobs. Granted new players will explore a little more but they'll quickly join a guild and get told to go to the above.

Thanks for your replies Finito, good to see your responses.
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[quote="FOXO_STORE"][quote=]There are probably quite a few items sharing same skins or having a skin that doesn't match item icon like Fire Bow. I too would like to see these skins changed. [/quote] If time is a problem in terms of time needed to creating, even, modifying, existing weapon skins. Could we do a guide on how to make/change a weapon skin, maybe even a competition? [quote=] For the dungeon maps I like the idea of moving some boss spawns there to lure more people into the maps and need to do a review of the spawns and drops available in there. I assume you are saying that players who are within stat range of mobs available there don't even bother using the maps. [/quote] No one hunts there, the only time I can tell you they do is when people are a bit stuck between SC/Trolls and Devil Warriors (which people tend to go to Wraiths but even than, that's boring) but they are far from ideal mobs. My advice, move some of the low level m tag drops to D2, and not just D3/D4. Keep mid tier M tags where they are. As well as boosting the stat xp, maybe even spawns of the mobs in D1/D2. D3, with how much open space there is should be still used for devil warriors, likewise make mongman and Earth Elementals there more appealing somehow. Also make the blind debuff in D3 a lot shorter, same for confuse. In fact you could do with a spawn of a int mob in D2 as well, again, an alternative to everything else. The Dungeon mobs are all very melee heavy. As there's no short cut to the dungeon, I think moving the Giant Spider boss would be good, as well as de-announcing it. Would be better to have a Mutant Swamp Beast boss in the swamp. Again though, no one really goes to the swamp, either. Literally, players will go to Leos/Mummys -> Ghouls or Orc Infantry -> Kobs or Zombie village (rarely), then Scaled Raptors, Raptors, Trolls. In doing so practically removes most of the TYT mobs. Granted new players will explore a little more but they'll quickly join a guild and get told to go to the above. Thanks for your replies Finito, good to see your responses.[/quote]

 

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