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The PVP Patch - Making Soma PVP fun and without a large development cost

Author Content Date
"SAL3M"
"ISYLVER"Also in 20 levels time:
- if range balancing auras haven’t been introduced we’ve done a bad job


Seems like range balancing auras is clearly at least being considered so maybe my idea isn't as off as you seem to think?

I also don't think it is fair for you to say that i'm derailing the thread by directly replying to something isylver has addressed especially when i've clearly taken the time to read all of your posts and give detailed responses to them...


Ranged auras that hard CC is a very bad idea. You'll see if it is implemented.

It is fair because you are derailing the thread. Most of the discussion in the thread does not involve the topic and most of the people here don't even seem to understand the issue I'm talking about.
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[quote="162"][quote="SAL3M"][quote="ISYLVER"]Also in 20 levels time: - if range balancing auras haven’t been introduced we’ve done a bad job [/quote] Seems like range balancing auras is clearly at least being considered so maybe my idea isn't as off as you seem to think? I also don't think it is fair for you to say that i'm derailing the thread by directly replying to something isylver has addressed especially when i've clearly taken the time to read all of your posts and give detailed responses to them...[/quote] Ranged auras that hard CC is a very bad idea. You'll see if it is implemented. It is fair because you are derailing the thread. Most of the discussion in the thread does not involve the topic and most of the people here don't even seem to understand the issue I'm talking about.[/quote]
"162"

Ranged auras that hard CC is a very bad idea. You'll see if it is implemented.

It is fair because you are derailing the thread. Most of the discussion in the thread does not involve the topic and most of the people here don't even seem to understand the issue being addressed.


Okay that might be true - the only way to really tell who is right would be to run two test servers in parallel and observe the results.

In lieu of any actually experimental data I am just hypothesising about a potential solution that you happen to disagree with.

It isn't fair because I was directly responding to something Dan himself chose to address after reading the thread - why not include him on your list of derailers for addressing non-topic responses instead of your original post?

It is just flagrantly untrue that most of what i've written doesn't directly and even explicitly address your topic in the form of quotes.
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[quote="SAL3M"][quote="162"] Ranged auras that hard CC is a very bad idea. You'll see if it is implemented. It is fair because you are derailing the thread. Most of the discussion in the thread does not involve the topic and most of the people here don't even seem to understand the issue being addressed. [/quote] Okay that might be true - the only way to really tell who is right would be to run two test servers in parallel and observe the results. In lieu of any actually experimental data I am just hypothesising about a potential solution that you happen to disagree with. It isn't fair because I was directly responding to something Dan himself chose to address after reading the thread - why not include him on your list of derailers for addressing non-topic responses instead of your original post? It is just flagrantly untrue that most of what i've written doesn't directly and even explicitly address your topic in the form of quotes.[/quote]
Sal3m tbh your idea would probably kill soma, not trying to be harsh but I feel like it would address things on a way lower level and create many problems.

162’s ideas are a lot more functional and wouldn’t completely change a part of the game the large majority play for (PvP), it would just make it feasible for the non ranged classes.
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[quote="MUSASJI"]Sal3m tbh your idea would probably kill soma, not trying to be harsh but I feel like it would address things on a way lower level and create many problems. 162’s ideas are a lot more functional and wouldn’t completely change a part of the game the large majority play for (PvP), it would just make it feasible for the non ranged classes.[/quote]
"MUSASJI"Sal3m tbh your idea would probably kill soma, not trying to be harsh but I feel like it would address things on a way lower level and create many problems.

162’s ideas are a lot more functional and wouldn’t completely change a part of the game the large majority play for (PvP), it would just make it feasible for the non ranged classes.


I'm perfectly happy to accept that I could be wrong, I just feel like it is a bit unfair to claim i'm derailing the thread when i've read every post & taken the time to give my thoughts on the subject.

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[quote="SAL3M"][quote="MUSASJI"]Sal3m tbh your idea would probably kill soma, not trying to be harsh but I feel like it would address things on a way lower level and create many problems. 162’s ideas are a lot more functional and wouldn’t completely change a part of the game the large majority play for (PvP), it would just make it feasible for the non ranged classes.[/quote] I'm perfectly happy to accept that I could be wrong, I just feel like it is a bit unfair to claim i'm derailing the thread when i've read every post & taken the time to give my thoughts on the subject. [/quote]
Need more status/crowd control effects

Cripple / slow physical and magic buffs/rebuffs
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[quote="LISA_ARLENE"]Need more status/crowd control effects Cripple / slow physical and magic buffs/rebuffs [/quote]
What’s PK?
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[quote="FLAWLESS"]What’s PK? [/quote]
I like some of the recommendations here and I hope they can be taking into consideration.

Devils melee in particular are having the biggest issue in PVP as we are locked into 1 weapon and we just need a way to engage our target.

Looking at the hall of honors, most of devils are rangers or those who had so much magic defense (ITF) and this is a small indication of the fact no matter how much we chase our prey it is near impossible to catch.

It's late in the night, this suggestion might have multiple issues but what do people think of...

If a character that attacks another (during pk/pvp) is also attacked then their stamina is reduced for every hit whilst they have the run mode on, during this time you should not be able to use pots like beef jerky and maybe also feathers (for a cool down of 60 second after you stopped attacking)

In theory what this should mean - characters that engage in pk fight will need to slow down and eventually stop - archers rely on dex and melee rely on defense.
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[quote="AFRO"]I like some of the recommendations here and I hope they can be taking into consideration. Devils melee in particular are having the biggest issue in PVP as we are locked into 1 weapon and we just need a way to engage our target. Looking at the hall of honors, most of devils are rangers or those who had so much magic defense (ITF) and this is a small indication of the fact no matter how much we chase our prey it is near impossible to catch. It's late in the night, this suggestion might have multiple issues but what do people think of... If a character that attacks another (during pk/pvp) is also attacked then their stamina is reduced for every hit whilst they have the run mode on, during this time you should not be able to use pots like beef jerky and maybe also feathers (for a cool down of 60 second after you stopped attacking) In theory what this should mean - characters that engage in pk fight will need to slow down and eventually stop - archers rely on dex and melee rely on defense.[/quote]
@finito @isylver do you have any feedback on this?
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[quote="162"]@finito @isylver do you have any feedback on this?[/quote]
"162"A lot of suggestions from players about changes to PVP do not take into account the limitations and constraints of the way Soma is coded and built.


It is a good thing that such suggestions are made though. It is our job to come up with the solutions that will make them work if decide to implement. Things that seem simple usually end up not being so.


"162"1) When hit by a melee player, remove the ability to walk when flinched(Root them for half a second)


I like this idea and think it is worth trying. Server side it can be easily implemented. For the client side there are a few things I need to find and work out how can patch the code to prevent the movement (this might take a while and not doing this would result in your character being snapped back into previous position etc).


"162"2) Feathers now flash to pointer cursor direction(with cooldown and capped range)

Interesting idea.

Not sure about the cooldown though because this has been done before for feathers (was only 5 seconds) and was hugely unpopular.

There isn't a way to just detect cliffs (it just checks if a tile is passable so other things other than cliffs will block).

Not sure about unlimited use feather.

"162"3) Buff potions which add flinching proc on hit

Yeah this is something we do want to expand upon (more and different effects on these potions).

"162"4) Change all melee to range 2(Like spear)

Not sure about changing this (it looking odd does actually put me off a bit :P).

I think spear should still have a range advantage so would increase to 3.

Perhaps attacking using the extra range can only happen if the target is moving and also maybe reduce the damage as well?

Below is a link to a PDF (done this to keep the formatting) of some ideas that have been gathered from the forum or are my own that are related (its actually from our ideas list on Trello from nearly a year ago lol):
Ideas for General Combat, PvP and RvR.




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[quote="FINITO"][quote="162"]A lot of suggestions from players about changes to PVP do not take into account the limitations and constraints of the way Soma is coded and built.[/quote] It is a good thing that such suggestions are made though. It is our job to come up with the solutions that will make them work if decide to implement. Things that seem simple usually end up not being so. [quote="162"][b]1) When hit by a melee player, remove the ability to walk when flinched(Root them for half a second)[/b][/quote] I like this idea and think it is worth trying. Server side it can be easily implemented. For the client side there are a few things I need to find and work out how can patch the code to prevent the movement (this might take a while and not doing this would result in your character being snapped back into previous position etc). [quote="162"][b]2) Feathers now flash to pointer cursor direction(with cooldown and capped range)[/b][/quote] Interesting idea. Not sure about the cooldown though because this has been done before for feathers (was only 5 seconds) and was hugely unpopular. There isn't a way to just detect cliffs (it just checks if a tile is passable so other things other than cliffs will block). Not sure about unlimited use feather. [quote="162"][b]3) Buff potions which add flinching proc on hit[/b][/quote] Yeah this is something we do want to expand upon (more and different effects on these potions). [quote="162"][b]4) Change all melee to range 2(Like spear)[/b][/quote] Not sure about changing this (it looking odd does actually put me off a bit :P). I think spear should still have a range advantage so would increase to 3. Perhaps attacking using the extra range can only happen if the target is moving and also maybe reduce the damage as well? [b]Below is a link to a PDF (done this to keep the formatting) of some ideas that have been gathered from the forum or are my own that are related (its actually from our ideas list on Trello from nearly a year ago lol)[/b]: [url=http://docdro.id/MjOyz4e]Ideas for General Combat, PvP and RvR.[/url] [/quote]
"FINITO"
"162"A lot of suggestions from players about changes to PVP do not take into account the limitations and constraints of the way Soma is coded and built.


It is a good thing that such suggestions are made though. It is our job to come up with the solutions that will make them work if decide to implement. Things that seem simple usually end up not being so.


"162"1) When hit by a melee player, remove the ability to walk when flinched(Root them for half a second)


I like this idea and think it is worth trying. Server side it can be easily implemented. For the client side there are a few things I need to find and work out how can patch the code to prevent the movement (this might take a while and not doing this would result in your character being snapped back into previous position etc).


"162"2) Feathers now flash to pointer cursor direction(with cooldown and capped range)

Interesting idea.

Not sure about the cooldown though because this has been done before for feathers (was only 5 seconds) and was hugely unpopular.

There isn't a way to just detect cliffs (it just checks if a tile is passable so other things other than cliffs will block).

Not sure about unlimited use feather.

"162"3) Buff potions which add flinching proc on hit

Yeah this is something we do want to expand upon (more and different effects on these potions).

"162"4) Change all melee to range 2(Like spear)

Not sure about changing this (it looking odd does actually put me off a bit :P).

I think spear should still have a range advantage so would increase to 3.

Perhaps attacking using the extra range can only happen if the target is moving and also maybe reduce the damage as well?

Below is a link to a PDF (done this to keep the formatting) of some ideas that have been gathered from the forum or are my own that are related (its actually from our ideas list on Trello from nearly a year ago lol):
Ideas for General Combat, PvP and RvR.






Hi fin, have you considered giving running speed advantages to 1 range weps? In most games i find it's easier to close the distance with a 1 range wep usually because ranged classes run slower.
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[quote="TRILL"][quote="FINITO"][quote="162"]A lot of suggestions from players about changes to PVP do not take into account the limitations and constraints of the way Soma is coded and built.[/quote] It is a good thing that such suggestions are made though. It is our job to come up with the solutions that will make them work if decide to implement. Things that seem simple usually end up not being so. [quote="162"][b]1) When hit by a melee player, remove the ability to walk when flinched(Root them for half a second)[/b][/quote] I like this idea and think it is worth trying. Server side it can be easily implemented. For the client side there are a few things I need to find and work out how can patch the code to prevent the movement (this might take a while and not doing this would result in your character being snapped back into previous position etc). [quote="162"][b]2) Feathers now flash to pointer cursor direction(with cooldown and capped range)[/b][/quote] Interesting idea. Not sure about the cooldown though because this has been done before for feathers (was only 5 seconds) and was hugely unpopular. There isn't a way to just detect cliffs (it just checks if a tile is passable so other things other than cliffs will block). Not sure about unlimited use feather. [quote="162"][b]3) Buff potions which add flinching proc on hit[/b][/quote] Yeah this is something we do want to expand upon (more and different effects on these potions). [quote="162"][b]4) Change all melee to range 2(Like spear)[/b][/quote] Not sure about changing this (it looking odd does actually put me off a bit :P). I think spear should still have a range advantage so would increase to 3. Perhaps attacking using the extra range can only happen if the target is moving and also maybe reduce the damage as well? [b]Below is a link to a PDF (done this to keep the formatting) of some ideas that have been gathered from the forum or are my own that are related (its actually from our ideas list on Trello from nearly a year ago lol)[/b]: [url=http://docdro.id/MjOyz4e]Ideas for General Combat, PvP and RvR.[/url] [/quote] Hi fin, have you considered giving running speed advantages to 1 range weps? In most games i find it's easier to close the distance with a 1 range wep usually because ranged classes run slower.[/quote]
maybe two-handed weapons - which are physically larger - could go range 2?
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[quote="MICKYC"]maybe two-handed weapons - which are physically larger - could go range 2?[/quote]
I love the idea about range 2 when the person is running, that is the perfect balance. Thanks for replying Fin, I am super excited about the test server now
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[quote="162"]I love the idea about range 2 when the person is running, that is the perfect balance. Thanks for replying Fin, I am super excited about the test server now[/quote]
I know a lot of other games use a gap closer for melee, charge etc. i know the limitations for this game probably make a charge like move impossible to implement (and ive given it about 12 seconds thought so don't hold me to the balance of this idea) but maybe for melee there could be some form of blink strike implemented? 2-3 range, blinks to target and hits (devs choice on dmg)

Whats everyone else's opinion on this? broken? potential?
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[quote="FISTY"]I know a lot of other games use a gap closer for melee, charge etc. i know the limitations for this game probably make a charge like move impossible to implement (and ive given it about 12 seconds thought so don't hold me to the balance of this idea) but maybe for melee there could be some form of blink strike implemented? 2-3 range, blinks to target and hits (devs choice on dmg) Whats everyone else's opinion on this? broken? potential?[/quote]
The worst part of pvp if when someone wants to take you on a run. Very hard to stone someone when running so a range 2 would be cool and i like the idea of bow having a root aura maybe 1-2 seconds not 5

Spear range 3 i like

Range 2 for all other weps ans new auras that make sword/knux/spear usefull in pvp

I still think the biggest issue is you can only have 2 weps, you need axe and biw is best atm. But if we coukd skill a 3rd wep i would 100% be using 5th sword in pvp when someone is stoned, but as it stands i cant affors to drop bow or axe
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[quote="SUBXERO"]The worst part of pvp if when someone wants to take you on a run. Very hard to stone someone when running so a range 2 would be cool and i like the idea of bow having a root aura maybe 1-2 seconds not 5 Spear range 3 i like Range 2 for all other weps ans new auras that make sword/knux/spear usefull in pvp I still think the biggest issue is you can only have 2 weps, you need axe and biw is best atm. But if we coukd skill a 3rd wep i would 100% be using 5th sword in pvp when someone is stoned, but as it stands i cant affors to drop bow or axe[/quote]
i like the idea of 2handers getting range advantage over 1hander (tho what about knuckle) also depends what it looks like ingame

Id love range 3 on my spears :D


also a idea , because archers tend to go for bow over xbow (the faster weapon), could drop bow down 1 range and leave xbow as is





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[quote="JAHEIRA"]i like the idea of 2handers getting range advantage over 1hander (tho what about knuckle) also depends what it looks like ingame Id love range 3 on my spears :D also a idea , because archers tend to go for bow over xbow (the faster weapon), could drop bow down 1 range and leave xbow as is [/quote]

 

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