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A Few Hsoma ideas

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We all love soma, most of played esoma as kids it brings nostalgia and a love for the core mechanics of the game, however, it's an old game and definitely feels like it.

These are a few ideas i have to make the game feel more modern and responsive without breaking the core features of the gameplay we all know and love.

Thoughts and discussion on any of the points below is welcome and appreciated, good or bad but please keep it productive.

Controls:
In General soma is a little clunky which is to be expected from an old game, so here's a few ideas could improve the game play ability and make things a lot faster, smoother and more interactive

Auto Attack on mobs out of range continues auto attacking instead of attacking once then standing still
This feels like it's almost there and it should be there. Currently it's just a tad tedious and clunky to either have to run in range manually before attacking (and judge distance) or have to click twice which more often than not requires shift clicking or results in running around randomly

Auto Follow target being attacked
would add a little more fluidity to pvp and when hunting in groups

Left Click move, Right click attack, aura casts on hotkeys
Would add more fidelity to player actions allowing them to be more precise and allow for players individual skill to influence pvp more than currently.

General:

HP / MP Values on / next to bars
This change should make it overall easier to manage pot usage

Armor Dyes
would give a little variety and customization to characters and stop everyone looking the same.

Passive Aura's on a Toggle
Passive Aura's are always kept up, having to recast them every other mob is unnecessary.

Animation Speed with upgraded weapons
Make them actually speed up to match high speed weapons correctly

Equipment Drop Tables
Up until Enraged Boar / Valks equipment drops are always way below the mob level.
Dsoma end game weapons drop as early as Tarks yet on hsoma we have to hunt mags / boars & bosses for equipment that can be used from around level 75-80.
The only regular mobs on Hsoma I can think of with any sort of useful equipment drop tables relative to their level are Lb's and Drazils.

More Low - Mid level Upgrades
Lower roll range upgrade items available from much earlier levels will allow low - mid levels to play around with the upgrade system, making them relatively cheap and accessible so there isn't a feel of dependancy on sr's at these early levels would make them more appealing and give them a leg up into full upgrades.
These could also be made / applied by crafters with lower skill to give pre 100 skill crafters more things to do than craft basic items for skill.
Limiting these to equipments up to a certain skill / stat requirement would prevent higher levels from gaining an advantage using lower level equipment upgraded higher with these cheaper upgrades.
i.e. str / dex + 0.5, eva/acc + 0~1% etc..

Repairs and Sr's:
I think overall humans are too dependent on sr's. To realistically do anything you need to be able to Sr gear.
Upgraded items must be Sr'd, it just doesn't make sense to put in the effort to upgrade items only to slowly destroy them at the blacksmith.
With 10 item slots and only a handful of srs every 4 hours, sooner or later srs are going to be playing catch up to gear and there comes a point where you simply have to stop hunting until you can get the required Srs to continue.
Even leveling in the later stages of the game realistically requires upgraded gear which then immediately ties you into 100% dependency on Sr availability to level, at this point our options become buying them which aren't always easy to come by because the people with them also have dependencies on srs or levelling 8 alts as crafters only for sr which I can't think of anything more boring.

Blacksmith repairs to full dura but still has a chance to break low dura items
Dsoma already has this, i think Hsoma should too.
Not to mention Dsoma now has crafting and upgrades too so this would bring the systems more inline and help to reduce our heavy dependency on Sr.
This would also give more room for earlier upgrades to be worth doing.

Items don't break on 0 dura but instead become unusable - Required SR to repair
Sometimes people make mistakes and break items completely unintentionally through simply not noticing, or dc and have items break.
Items aren't exactly hard to come by but the punishment for these circumstances is too severe when upgrades are involved.
Also would reduce the need to constantly open inventory to check item dura while hunting.
Ties into above suggestion to keep Srs relevant for those that have already spent time earning them, making them a nice addition not a requirement.

Crafting:
The current crafting systems is overall boring and tedious but is a necessary evil for upgrades, here's a couple of ideas i have to make crafting a more bearable experience.

Crafting from warehouse
is running back and forth thousands of times between the warehouse and your crafting implement of choice fun? nope
it takes hundreds of thousands of attempts to be able to perform upgrades and we can carry maybe a few hundred attempts at once at most before requiring a pointless tedious run to warehouse and back?!?!?!?!?!?

Multiple crafting attempts
As already mentioned it takes hundreds of thousands of attempts to be able to perform upgrades and we have to make 1 crafting attempt at a time which feels to me like an overly obnoxious time sink.

Remove restocks and make all material npcs have infinite materials
At this point in time there's enough high skill crafters with enough stored up materials for the restocks to be doing nothing more than stopping low skill crafters from being able to skill up as they are in constant competition for mats.
On top of this buying the materials still requires money and skilling up still requires a huge time sink, so is this type of time gating really still necessary?
Alternatively maybe substantially increase drop quantities of basic materials so hunting mats instead of buying them for skilling is actually a viable option.

Better 1-100 Balance between Hsoma & Dsoma:
My philosophy on this subject is fix the balance with everything we've got now and work from there as a base going forward instead of trying to sort balance out over a long period of time with god knows how many level cap increases.

Currently HSoma and Dsoma are more comparable to two completely differencet games stuck together with tape rather than being 2 sides of the same coin which you'd expect and see from any modern cross world pvp based game. Here's a few ideas i have to fix that.

Hsoma Increased stat rate Removal
Remove all increased stat rates from the game entirely.
One time stat reallocation to give us a "fixed" amount of stats based on our levels from 1-100
For those above 100 any stats gained on the new fixed rates remain and do not get reallocated.
This gives us the same reallocation that devils got with the change to their stat system but keeps our system the same going forward.
Sure some people may lose some stats but others may gain some, devils already had to deal with this. I personally lost but it was a welcome change nontheless.

Stat amounts 1-100
I have no idea how this would actually play out it would need extensive testing.
1-100 there is no balance at all between worlds, Humans are no threat to any devil up to roughly 30 levels above until level 100+ with a major % of our overall stats being gained in the 95-100 range.
Assuming the xp system is cumulative, spread the xp of 95-100 out across a much larger level range (or even the whole range) and increase relative mob xp to compensate for the increased stat gains per level and the extra xp required per level to keep total levelling times across the whole 1-100 range roughly similar.
With increased stats at lower levels I believe this would also give humans more incentive to pvp & invade IC before being capped.
Devils will still be stronger if our stats are shifted to be more even because of their equipment so it won't ruin the idea of a devil requiring a couple of humans to take down infact if anything it will improve upon that idea cause at the minute level 80 humans getting 2 shot and doing 1 dmg with anything other than magic to level 60 devils is gna take more than a handful of humans to kill.
Give us the option of fighting rather than warping at time 6!

Devil Wisdom
Just going to throw this one here as it seems relevant after the above points.
Devils across the board don't have enough MD now humans can get more int.
Giving them more stats to allocate into wis without changing the current caps per level on str/dex/con should sort this.

Gear
This ties into the above, Melee devils have too much attk & def for human melee and human mages have too much MA for devils full stop.
Rebalance this with gear rather than upgrades, bring human attk & def up or devils down and the reverse for ma & md and adjust mobs hp/attk/ma to compensate and keep our hunting times consistant.
This would also allow RvR % splits to be used to actually give the side who hasn't had conti for awhile a flat advantage and higher chance to take it back rather than using them as a balancing attempt at the same time.

That's all i have for now, let me hear your thoughts and any ideas for alternatives to things I've suggested above are also welcome.
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[quote="VORSS"]We all love soma, most of played esoma as kids it brings nostalgia and a love for the core mechanics of the game, however, it's an old game and definitely feels like it. These are a few ideas i have to make the game feel more modern and responsive without breaking the core features of the gameplay we all know and love. Thoughts and discussion on any of the points below is welcome and appreciated, good or bad but please keep it productive. [b]Controls:[/b] In General soma is a little clunky which is to be expected from an old game, so here's a few ideas could improve the game play ability and make things a lot faster, smoother and more interactive [b]Auto Attack on mobs out of range continues auto attacking instead of attacking once then standing still[/b] This feels like it's almost there and it should be there. Currently it's just a tad tedious and clunky to either have to run in range manually before attacking (and judge distance) or have to click twice which more often than not requires shift clicking or results in running around randomly [b]Auto Follow target being attacked[/b] would add a little more fluidity to pvp and when hunting in groups [b]Left Click move, Right click attack, aura casts on hotkeys[/b] Would add more fidelity to player actions allowing them to be more precise and allow for players individual skill to influence pvp more than currently. [b]General:[/b] [b]HP / MP Values on / next to bars[/b] This change should make it overall easier to manage pot usage [b]Armor Dyes[/b] would give a little variety and customization to characters and stop everyone looking the same. [b]Passive Aura's on a Toggle[/b] Passive Aura's are always kept up, having to recast them every other mob is unnecessary. [b]Animation Speed with upgraded weapons[/b] Make them actually speed up to match high speed weapons correctly [b]Equipment Drop Tables[/b] Up until Enraged Boar / Valks equipment drops are always way below the mob level. Dsoma end game weapons drop as early as Tarks yet on hsoma we have to hunt mags / boars & bosses for equipment that can be used from around level 75-80. The only regular mobs on Hsoma I can think of with any sort of useful equipment drop tables relative to their level are Lb's and Drazils. [b]More Low - Mid level Upgrades[/b] Lower roll range upgrade items available from much earlier levels will allow low - mid levels to play around with the upgrade system, making them relatively cheap and accessible so there isn't a feel of dependancy on sr's at these early levels would make them more appealing and give them a leg up into full upgrades. These could also be made / applied by crafters with lower skill to give pre 100 skill crafters more things to do than craft basic items for skill. Limiting these to equipments up to a certain skill / stat requirement would prevent higher levels from gaining an advantage using lower level equipment upgraded higher with these cheaper upgrades. i.e. str / dex + 0.5, eva/acc + 0~1% etc.. [b]Repairs and Sr's:[/b] I think overall humans are too dependent on sr's. To realistically do anything you need to be able to Sr gear. Upgraded items must be Sr'd, it just doesn't make sense to put in the effort to upgrade items only to slowly destroy them at the blacksmith. With 10 item slots and only a handful of srs every 4 hours, sooner or later srs are going to be playing catch up to gear and there comes a point where you simply have to stop hunting until you can get the required Srs to continue. Even leveling in the later stages of the game realistically requires upgraded gear which then immediately ties you into 100% dependency on Sr availability to level, at this point our options become buying them which aren't always easy to come by because the people with them also have dependencies on srs or levelling 8 alts as crafters only for sr which I can't think of anything more boring. [b]Blacksmith repairs to full dura but still has a chance to break low dura items[/b] Dsoma already has this, i think Hsoma should too. Not to mention Dsoma now has crafting and upgrades too so this would bring the systems more inline and help to reduce our heavy dependency on Sr. This would also give more room for earlier upgrades to be worth doing. [b]Items don't break on 0 dura but instead become unusable - Required SR to repair[/b] Sometimes people make mistakes and break items completely unintentionally through simply not noticing, or dc and have items break. Items aren't exactly hard to come by but the punishment for these circumstances is too severe when upgrades are involved. Also would reduce the need to constantly open inventory to check item dura while hunting. Ties into above suggestion to keep Srs relevant for those that have already spent time earning them, making them a nice addition not a requirement. [b]Crafting:[/b] The current crafting systems is overall boring and tedious but is a necessary evil for upgrades, here's a couple of ideas i have to make crafting a more bearable experience. [b]Crafting from warehouse[/b] is running back and forth thousands of times between the warehouse and your crafting implement of choice fun? nope it takes hundreds of thousands of attempts to be able to perform upgrades and we can carry maybe a few hundred attempts at once at most before requiring a pointless tedious run to warehouse and back?!?!?!?!?!? [b]Multiple crafting attempts[/b] As already mentioned it takes hundreds of thousands of attempts to be able to perform upgrades and we have to make 1 crafting attempt at a time which feels to me like an overly obnoxious time sink. [b]Remove restocks and make all material npcs have infinite materials[/b] At this point in time there's enough high skill crafters with enough stored up materials for the restocks to be doing nothing more than stopping low skill crafters from being able to skill up as they are in constant competition for mats. On top of this buying the materials still requires money and skilling up still requires a huge time sink, so is this type of time gating really still necessary? Alternatively maybe substantially increase drop quantities of basic materials so hunting mats instead of buying them for skilling is actually a viable option. [b]Better 1-100 Balance between Hsoma & Dsoma:[/b] My philosophy on this subject is fix the balance with everything we've got now and work from there as a base going forward instead of trying to sort balance out over a long period of time with god knows how many level cap increases. Currently HSoma and Dsoma are more comparable to two completely differencet games stuck together with tape rather than being 2 sides of the same coin which you'd expect and see from any modern cross world pvp based game. Here's a few ideas i have to fix that. [b]Hsoma Increased stat rate Removal[/b] Remove all increased stat rates from the game entirely. One time stat reallocation to give us a "fixed" amount of stats based on our levels from 1-100 For those above 100 any stats gained on the new fixed rates remain and do not get reallocated. This gives us the same reallocation that devils got with the change to their stat system but keeps our system the same going forward. Sure some people may lose some stats but others may gain some, devils already had to deal with this. I personally lost but it was a welcome change nontheless. [b]Stat amounts 1-100[/b] I have no idea how this would actually play out it would need extensive testing. 1-100 there is no balance at all between worlds, Humans are no threat to any devil up to roughly 30 levels above until level 100+ with a major % of our overall stats being gained in the 95-100 range. Assuming the xp system is cumulative, spread the xp of 95-100 out across a much larger level range (or even the whole range) and increase relative mob xp to compensate for the increased stat gains per level and the extra xp required per level to keep total levelling times across the whole 1-100 range roughly similar. With increased stats at lower levels I believe this would also give humans more incentive to pvp & invade IC before being capped. Devils will still be stronger if our stats are shifted to be more even because of their equipment so it won't ruin the idea of a devil requiring a couple of humans to take down infact if anything it will improve upon that idea cause at the minute level 80 humans getting 2 shot and doing 1 dmg with anything other than magic to level 60 devils is gna take more than a handful of humans to kill. Give us the option of fighting rather than warping at time 6! [b]Devil Wisdom[/b] Just going to throw this one here as it seems relevant after the above points. Devils across the board don't have enough MD now humans can get more int. Giving them more stats to allocate into wis without changing the current caps per level on str/dex/con should sort this. [b]Gear[/b] This ties into the above, Melee devils have too much attk & def for human melee and human mages have too much MA for devils full stop. Rebalance this with gear rather than upgrades, bring human attk & def up or devils down and the reverse for ma & md and adjust mobs hp/attk/ma to compensate and keep our hunting times consistant. This would also allow RvR % splits to be used to actually give the side who hasn't had conti for awhile a flat advantage and higher chance to take it back rather than using them as a balancing attempt at the same time. That's all i have for now, let me hear your thoughts and any ideas for alternatives to things I've suggested above are also welcome.[/quote]
Item dyes and items not breaking at 0 dura sound good .
Controls seem fine.... hotkeys? mant ppl jus like to sit back with 1 hand and use the mouse to click their spells..
Crafting easier? Its had a couple of tweaks in last 12 mnths ..its a little easier now than b4...but unlimited stocks etc... pfff
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[quote="THE7THSEAL"]Item dyes and items not breaking at 0 dura sound good . Controls seem fine.... hotkeys? mant ppl jus like to sit back with 1 hand and use the mouse to click their spells.. Crafting easier? Its had a couple of tweaks in last 12 mnths ..its a little easier now than b4...but unlimited stocks etc... pfff [/quote]
The controls are fine, dosnt need any more automating

Armor dyes isn't somthing that would work with soma, each piece of armor has multiple sprites for each direction and attacking

Iv always said hsoma SR numbers are to low, and is the biggest reason I play dsoma, I'd like to see each SR craft have its own SR and not share the amount with other craft's SR, so would still be 4 max for armor and then if u had 70 skill in another craft u would have 4 for armor and 1 for the other craft daily

I do personally think crafting needs a little spd boost, not fond of crafting myself

I dont think mats need to be unlimited, there's plenty there if everyone just got some mats they need to craft instead of stock8ng up the next 50 skill worth of mats
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[quote="JAHEIRA"]The controls are fine, dosnt need any more automating Armor dyes isn't somthing that would work with soma, each piece of armor has multiple sprites for each direction and attacking Iv always said hsoma SR numbers are to low, and is the biggest reason I play dsoma, I'd like to see each SR craft have its own SR and not share the amount with other craft's SR, so would still be 4 max for armor and then if u had 70 skill in another craft u would have 4 for armor and 1 for the other craft daily I do personally think crafting needs a little spd boost, not fond of crafting myself I dont think mats need to be unlimited, there's plenty there if everyone just got some mats they need to craft instead of stock8ng up the next 50 skill worth of mats[/quote]
"JAHEIRA"I dont think mats need to be unlimited, there's plenty there if everyone just got some mats they need to craft instead of stock8ng up the next 50 skill worth of mats


This.

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[quote="CHOJINE"][quote="JAHEIRA"]I dont think mats need to be unlimited, there's plenty there if everyone just got some mats they need to craft instead of stock8ng up the next 50 skill worth of mats[/quote] This. [/quote]
"JAHEIRA"
I dont think mats need to be unlimited, there's plenty there if everyone just got some mats they need to craft instead of stock8ng up the next 50 skill worth of mats


I agree but i don't think that's ever going to happen. The restock system encourages people to grab as many as possible while they are available. if they need them at that current point in time or not.

I'm fairly certain there will be multiple crafters with enough stocked mats to do 0-100 over again while new crafters struggle to get hold of enough.

I'd be happy farming them but even at the farm it would take a ridiculously long time to gather up enough mats to skill up.

Competition over basic materials i think is something that just not necessary anymore especially when we take a new player into consideration that may be competing with other people\s 3rd/4th sr crafter for mats.

I think in the grand scheme of things this would actually only turn out to be a minor catch up mechanics for newer players and make crafting nicer for those that want to push 150+ skill for upgrades
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[quote="VORSS"][quote="JAHEIRA"] I dont think mats need to be unlimited, there's plenty there if everyone just got some mats they need to craft instead of stock8ng up the next 50 skill worth of mats [/quote] I agree but i don't think that's ever going to happen. The restock system encourages people to grab as many as possible while they are available. if they need them at that current point in time or not. I'm fairly certain there will be multiple crafters with enough stocked mats to do 0-100 over again while new crafters struggle to get hold of enough. I'd be happy farming them but even at the farm it would take a ridiculously long time to gather up enough mats to skill up. Competition over basic materials i think is something that just not necessary anymore especially when we take a new player into consideration that may be competing with other people\s 3rd/4th sr crafter for mats. I think in the grand scheme of things this would actually only turn out to be a minor catch up mechanics for newer players and make crafting nicer for those that want to push 150+ skill for upgrades[/quote]
Edit: added a few more ideas
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[quote="VORSS"]Edit: added a few more ideas[/quote]
Edit: Added a few more ideas & a whole new section on balance between worlds
PM Reply Quote
[quote="VORSS"]Edit: Added a few more ideas & a whole new section on balance between worlds[/quote]

 

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