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Ideas - Constructive posts only

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***WARNING - Wall of Text***

Hi

Thought I'd make a thread of the ideas I had for the game, obviously you might not agree with some but if you have constructive ideas to improve them or change them then please post and perhaps the GMs might think its a good idea to implement etc.

I'm not a developer or have any experience with running a test server/private server so I have no idea whether these ideas can even be implemented or how long they could take etc.

General - both worlds

Damage on screen

* I personally would love to see the damage you hit people for, like the training dummy, but only on your screen, so it isn't littered etc. i.e. if I hit iSylver then it shows in yellow for 21, again like the training dummy, and max attacks in red perhaps? Similar to critical strikes in other games.

Upgrades

I think this game is too centered around tablet of evils, delight tablets (rare drops), evasion and accuracy so I think some things below might be useful? Trying to steer toward attack upgrades, 'effect' upgrades and things like this.

Weapon upgrades - Chance to fail but lose the upgrade not the item

* Poison (5% chance to poison target)
* Heal (Chance to heal for 2% of maximum hp)
* Protection (Chance to cast protection for +5 Def or +5 MD)
* Slow (2% chance to slow target)
* Bleed (Chance to get a bleed on a target causing X damage over time and/or causing a healing debuff)
* Precision (Chance to critically hit increased by 2%)

Armour upgrades - Chance to fail but lose the upgrade not the item

* Wards against poison, slow etc.
* 'Chance' or a small percentage gain i.e. shaman top has a stat for a 'chance' to gain 50 mana back.

New Auras

* 100 skill auras

Axe -
Bow -
Spear -
Staff -
Sword -
Knuckle -

* 180 skill -

Axe -
Bow -
Spear -
Staff -
Sword -
Knuckle -

Summons

Depending on your highest weapon skill is a different summon you can use, like a pet, I prefer the term Summon, sounds cooler. **Doesn't have to be highest weapon skill I just thought it'd keep people from chopping and changing summons quicker and provides thought into what weapon you choose etc. as popular choice is simply axe/bow atm**

Axe -
Bow -
Spear -
Staff -
Sword -
Knuckle -

Bosses - PvE

I heard mention that the GMs are working on mob AI, instead of having a tank and spank boss etc. it'd be nice to have a boss we all need teamwork to do, say 10 people minimum costing, purely example, 50 res scrolls teleported to a dungeon or something with a chance to drop weapons/small rested exp potions etc. but by no means easy, something like having to use cure at the right time within your group, a boss shout randomized resulting in an AoE that kills you instantly if you don't move out of range.. Taken from other mmo's etc but work really really well.

Player vs. Player

At the moment moral is too easy to gain back but at the same time being a devil or wicked morale has no benefits or there is no benefit to be the pker of the land so to speak so any ideas I think of will go here, not saying reward griefing as I think PKing could do with a look at.

* Hunting permit - bought at NPC for 100k, disables players attacking you and your pk mode also.
* Cooldown increase on dieing, i.e. can't keep reviving

Maps

Continental Map

I think conti is severely underused and could do with a bit of love, in that the last war I didn't go to the throne room because I was told we're letting devils win, which is fine but each race should fight tooth and nail to get this map and currently I don't think there's really any need to go there.

* Make drops specific or increase drop rate for conti (I know weapons drop here but other useful things, perhaps tie in with the wards at the start with the upgrades and such rather than the usual +dex/eva/accuracy items)

* Leiver beast change - make the conti mobs better stats like iSylver did for the leiver beasts but make the change for all so people want to hunt there, i.e. nightmare spawn in abias is packed (So I read from Takeshi) so put a large spawn in conti, improve stats a tiny bit or some other incentive, perhaps stats are too OP as int is fast already so please post anything constructive.

* Raiding - recently I went through lhurgoyf and there were absolute tons of raiding screenshots of humans vs devils at LB, chasing around the castle etc. so how about some incentives for raiding?

* King of the Hill - a base or a winding map with a king of the hill theme to it for both races, "Humans have taken control of the xxxxxxx" and each person leveling in conti at the time gets 10 pos an hour + a 1% exp gain or increased stats by 2% = faster leveling? Vice versa, if the other owns the map then they want it back for the pos/hour.

Spells

I really like that we have black/white mages so I thought we could make both appealing rather than 10-65 int black mage then switch to white for the rest of the game.

General

* Polymorph
* Damage over time spells (Maybe more PvP focused)

White Mage

* Cure poison cooldown on the target your casting on (2-3 seconds) + not have it cure everything on you

Black Mage
* Mana burn
* Silence/some kind of interupt

Guild Village War

Teamwork required, this is lacking in the wars I've been to and unfortunately I'm not high enough contribute much unless its a slow, cure or a heal. I liked seeing Equilibrium, and credit to them, hold a wall it reminded me of the old Soma days seeing Genesis do it but at the moment its a smash and grab stone then cure/heal whoever is on it.. Which is fine, just some ideas below to spice things up!

* Debuff - Increase damage received by the player on the stone by X per minute
* Another entrance to the guild village during the war but increase gate HP/have some stones melee def oriented and some magic.
* Or keep one gate but have points around the wall where it can be breached by players using 'explosives' or simply go round the wall seeing when it turns to a dagger and attack it, have it randomized every war, promotes defending guild teamwork.
* NPC upgrades - change the NPCs within the guild village to offer lower prices than standard NPCs for serums etc. and res scrolls.

Moral

Abilities or Perks for different stages, at the moment its used for better prices at the NPC and spells.

*

There are blanks here which I'll fill in when people suggest things or I think of more things to add or categories to add.

Post away, constructively! :)

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[quote="QUELTHALAS"]***WARNING - Wall of Text*** Hi Thought I'd make a thread of the ideas I had for the game, obviously you might not agree with some but if you have constructive ideas to improve them or change them then please post and perhaps the GMs might think its a good idea to implement etc. I'm not a developer or have any experience with running a test server/private server so I have no idea whether these ideas can even be implemented or how long they could take etc. [b]General - both worlds[/b] Damage on screen * I personally would love to see the damage you hit people for, like the training dummy, but only on your screen, so it isn't littered etc. i.e. if I hit iSylver then it shows in yellow for 21, again like the training dummy, and max attacks in red perhaps? Similar to critical strikes in other games. Upgrades I think this game is too centered around tablet of evils, delight tablets (rare drops), evasion and accuracy so I think some things below might be useful? Trying to steer toward attack upgrades, 'effect' upgrades and things like this. Weapon upgrades - Chance to fail but lose the upgrade not the item * Poison (5% chance to poison target) * Heal (Chance to heal for 2% of maximum hp) * Protection (Chance to cast protection for +5 Def or +5 MD) * Slow (2% chance to slow target) * Bleed (Chance to get a bleed on a target causing X damage over time and/or causing a healing debuff) * Precision (Chance to critically hit increased by 2%) Armour upgrades - Chance to fail but lose the upgrade not the item * Wards against poison, slow etc. * 'Chance' or a small percentage gain i.e. shaman top has a stat for a 'chance' to gain 50 mana back. New Auras * 100 skill auras Axe - Bow - Spear - Staff - Sword - Knuckle - * 180 skill - Axe - Bow - Spear - Staff - Sword - Knuckle - Summons Depending on your highest weapon skill is a different summon you can use, like a pet, I prefer the term Summon, sounds cooler. **Doesn't have to be highest weapon skill I just thought it'd keep people from chopping and changing summons quicker and provides thought into what weapon you choose etc. as popular choice is simply axe/bow atm** Axe - Bow - Spear - Staff - Sword - Knuckle - Bosses - PvE I heard mention that the GMs are working on mob AI, instead of having a tank and spank boss etc. it'd be nice to have a boss we all need teamwork to do, say 10 people minimum costing, purely example, 50 res scrolls teleported to a dungeon or something with a chance to drop weapons/small rested exp potions etc. but by no means easy, something like having to use cure at the right time within your group, a boss shout randomized resulting in an AoE that kills you instantly if you don't move out of range.. Taken from other mmo's etc but work really really well. [b]Player vs. Player[/b] At the moment moral is too easy to gain back but at the same time being a devil or wicked morale has no benefits or there is no benefit to be the pker of the land so to speak so any ideas I think of will go here, not saying reward griefing as I think PKing could do with a look at. * Hunting permit - bought at NPC for 100k, disables players attacking you and your pk mode also. * Cooldown increase on dieing, i.e. can't keep reviving [b]Maps[/b] Continental Map I think conti is severely underused and could do with a bit of love, in that the last war I didn't go to the throne room because I was told we're letting devils win, which is fine but each race should fight tooth and nail to get this map and currently I don't think there's really any need to go there. * Make drops specific or increase drop rate for conti (I know weapons drop here but other useful things, perhaps tie in with the wards at the start with the upgrades and such rather than the usual +dex/eva/accuracy items) * Leiver beast change - make the conti mobs better stats like iSylver did for the leiver beasts but make the change for all so people want to hunt there, i.e. nightmare spawn in abias is packed (So I read from Takeshi) so put a large spawn in conti, improve stats a tiny bit or some other incentive, perhaps stats are too OP as int is fast already so please post anything constructive. * Raiding - recently I went through lhurgoyf and there were absolute tons of raiding screenshots of humans vs devils at LB, chasing around the castle etc. so how about some incentives for raiding? * King of the Hill - a base or a winding map with a king of the hill theme to it for both races, "Humans have taken control of the xxxxxxx" and each person leveling in conti at the time gets 10 pos an hour + a 1% exp gain or increased stats by 2% = faster leveling? Vice versa, if the other owns the map then they want it back for the pos/hour. [b]Spells[/b] I really like that we have black/white mages so I thought we could make both appealing rather than 10-65 int black mage then switch to white for the rest of the game. General * Polymorph * Damage over time spells (Maybe more PvP focused) White Mage * Cure poison cooldown on the target your casting on (2-3 seconds) + not have it cure everything on you Black Mage * Mana burn * Silence/some kind of interupt [b] Guild Village War [/b] Teamwork required, this is lacking in the wars I've been to and unfortunately I'm not high enough contribute much unless its a slow, cure or a heal. I liked seeing Equilibrium, and credit to them, hold a wall it reminded me of the old Soma days seeing Genesis do it but at the moment its a smash and grab stone then cure/heal whoever is on it.. Which is fine, just some ideas below to spice things up! * Debuff - Increase damage received by the player on the stone by X per minute * Another entrance to the guild village during the war but increase gate HP/have some stones melee def oriented and some magic. * Or keep one gate but have points around the wall where it can be breached by players using 'explosives' or simply go round the wall seeing when it turns to a dagger and attack it, have it randomized every war, promotes defending guild teamwork. * NPC upgrades - change the NPCs within the guild village to offer lower prices than standard NPCs for serums etc. and res scrolls. [b] Moral [/b] Abilities or Perks for different stages, at the moment its used for better prices at the NPC and spells. * There are blanks here which I'll fill in when people suggest things or I think of more things to add or categories to add. Post away, constructively! :) [/quote]
Nice post, however, the only part I think needs changing in the near future is moral gains.

In my opinion moral gains and losses on this server need a drastic overhaul. I personally would like to see a PK decrease your moral well above what is does now. The gap between Devil/wicked/evil should be huge and it should take some serious effort/play time to get this back.

I appreciate some spells need a certain moral well in that case maybe push this to evil moral.

Either way when you PK it should have some meaning, not just 'ok I will kill 5 people today, get the moral back and do the same tomorrow'.
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[quote="SHATTERSTAR"]Nice post, however, the only part I think needs changing in the near future is moral gains. In my opinion moral gains and losses on this server need a drastic overhaul. I personally would like to see a PK decrease your moral well above what is does now. The gap between Devil/wicked/evil should be huge and it should take some serious effort/play time to get this back. I appreciate some spells need a certain moral well in that case maybe push this to evil moral. Either way when you PK it should have some meaning, not just 'ok I will kill 5 people today, get the moral back and do the same tomorrow'.[/quote]
You can overhaul the upgrade system all you want, but there will always be a "best" upgrade and thats what people will always use. eg If you can have a +3 toe apus bow, nobody is going to risk putting poison or slow or whatever on it because the risk / reward ratio is already extremely low, that it just wont be worth doing.

On the topic of moral, i went Devil moral to learn the 110 int spell and was moral moral like 2 days later without even being rested (Later on in the game everyone will only level on rested [2x moral gains, which most people arent even doing atm and still dont have to worry about moral]
Moral gain is way too fast. Would suggest it needs more than halving just to counter the double moral gain on rested
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[quote="FUJITORA"]You can overhaul the upgrade system all you want, but there will always be a "best" upgrade and thats what people will always use. eg If you can have a +3 toe apus bow, nobody is going to risk putting poison or slow or whatever on it because the risk / reward ratio is already extremely low, that it just wont be worth doing. On the topic of moral, i went Devil moral to learn the 110 int spell and was moral moral like 2 days later without even being rested (Later on in the game everyone will only level on rested [2x moral gains, which most people arent even doing atm and still dont have to worry about moral] Moral gain is way too fast. Would suggest it needs more than halving just to counter the double moral gain on rested[/quote]
Agreed Fuji, how about make these a chance to fail but destroy the upgrade and not the armour instead perhaps? That way it still has a chance to fail and you have an array of uses for leveling or pvp.. poison touch for the healing debuff it provides now or heal etc.
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[quote="QUELTHALAS"]Agreed Fuji, how about make these a chance to fail but destroy the upgrade and not the armour instead perhaps? That way it still has a chance to fail and you have an array of uses for leveling or pvp.. poison touch for the healing debuff it provides now or heal etc.[/quote]
Some nice ideas. But I strongly suggest all ideas are prioritised and number 1 priority should be moral gains. Moral gains should be as esoma rates imo.
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[quote="CYROX"]Some nice ideas. But I strongly suggest all ideas are prioritised and number 1 priority should be moral gains. Moral gains should be as esoma rates imo. [/quote]
Devil soma gain devil at lvl 44, so easily set moral to esoma rates

Dont think dmg you do to someone else should ever be shown

Would like all auras to have levels with 5th being 3rds upgrade, spreading skill out more and maybe adding new 200 skill aura(or 4th's upgrade), or categorizing auras into defensive and attacking auras where u can use 1 of each at same time (some may need tweaking tho)
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[quote="REHLINA"]Devil soma gain devil at lvl 44, so easily set moral to esoma rates Dont think dmg you do to someone else should ever be shown Would like all auras to have levels with 5th being 3rds upgrade, spreading skill out more and maybe adding new 200 skill aura(or 4th's upgrade), or categorizing auras into defensive and attacking auras where u can use 1 of each at same time (some may need tweaking tho)[/quote]
i think damage counters in RVR is actually extremely valuable and would help in future for isylver seeing how hard we really do have it at wotw.

i'm level 73 and have 314-358 attack. i used 3rd which is a 100% hit and returns 75% as hp and when i hit lordcoos it returned 34 hp, which means i hit him for around 45 max? baring in mind these humans who are around lvl 77-80 have upwards of 500 hp this means i need over 10 hits to kill a human only a few levels higher than myself. contrastingly with 203 min defence i am hit for around 40% of my hp with a 4th from leo, who has around 10 strength more than me.

in conti map at the moment plum can weaken and hit me for 40% of my hp, and i do no more than 25% damage a hit. this is 100% devil vs 87.5% human.

i truly believe damage counters will alert everyone to how incredibly unfair it is when humans recieve 40 damage and output 200+ damage.
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[quote="NEOXIAN"]i think damage counters in RVR is actually extremely valuable and would help in future for isylver seeing how hard we really do have it at wotw. i'm level 73 and have 314-358 attack. i used 3rd which is a 100% hit and returns 75% as hp and when i hit lordcoos it returned 34 hp, which means i hit him for around 45 max? baring in mind these humans who are around lvl 77-80 have upwards of 500 hp this means i need over 10 hits to kill a human only a few levels higher than myself. contrastingly with 203 min defence i am hit for around 40% of my hp with a 4th from leo, who has around 10 strength more than me. in conti map at the moment plum can weaken and hit me for 40% of my hp, and i do no more than 25% damage a hit. this is 100% devil vs 87.5% human. i truly believe damage counters will alert everyone to how incredibly unfair it is when humans recieve 40 damage and output 200+ damage.[/quote]
Move the Devil Fish from the gate in VOD so a Mage can get in without dieing 15 times..
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[quote="ASHBURN"]Move the Devil Fish from the gate in VOD so a Mage can get in without dieing 15 times..[/quote]
"ASHBURN"Move the Devil Fish from the gate in VOD so a Mage can get in without dieing 15 times..


This :) - Quick fix
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[quote="RAZOR"][quote="ASHBURN"]Move the Devil Fish from the gate in VOD so a Mage can get in without dieing 15 times..[/quote] This :) - Quick fix[/quote]

 

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