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[quote="SAM0"]. [/quote]
"DEVASTATION"I still don't understand not changing PK immunity to 2 hours - it's the reason I cba playing, all excited for the new patch only to be harassed daily? No fun taking screenies and reporting to the GM, would much rather play the game.

I hope you trial the 2 hour immunity in your weekend tweaks, just do it for a week or 2 and see! Even trial it just on DSoma.

Really looked forward to the patch too! Levelling % etc is fine in DSoma just nothing was done to solve the sheer harassment and stalking!


-1 to this
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[quote="SHARPI"][quote="DEVASTATION"]I still don't understand not changing PK immunity to 2 hours - it's the reason I cba playing, all excited for the new patch only to be harassed daily? No fun taking screenies and reporting to the GM, would much rather play the game. I hope you trial the 2 hour immunity in your weekend tweaks, just do it for a week or 2 and see! Even trial it just on DSoma. Really looked forward to the patch too! Levelling % etc is fine in DSoma just nothing was done to solve the sheer harassment and stalking![/quote] -1 to this [/quote]
Generally good comments in subxero video
All I will say is I'd be uber happy and shocked if I managed to get that much from 2 hunts lol, then again that's dsoma for ya

And dsoma is the same re the flame ear 3 is dropped by mellee mobs and the neck by magic mobs, maybe to force trade between people
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[quote="MERLIN"]Generally good comments in subxero video All I will say is I'd be uber happy and shocked if I managed to get that much from 2 hunts lol, then again that's dsoma for ya And dsoma is the same re the flame ear 3 is dropped by mellee mobs and the neck by magic mobs, maybe to force trade between people[/quote]
I’m not sure what kind of fix could be installed to stop the rot so to speak.

Having a fair punishment system for people who abuse other players would be a great start.

Possibly a small up in drop rates to try and kick start the economy again - trying to buy anything at the moment is a nightmare.

Levelling rates up to 100 imo need to be increased by i would say double- there are a lot of players leaving / left due to feeling left behind. Having them hit boats sooner will really help / valk shamans too for mages.

Negamare I think is fine as it is at the moment, albeit because of the terribly low UC it’s nust not viable to attempt it. Maybe with a few tweaks and people returning people will start to farm nega.

As Sub mentioned alts to drop items - I would suggest stinger tier weaps / small gems (not diamonds / emeralds / jades) possibly even the odd tab or new accessories.

Maybe an increase in crafting up to 100 (possibly 130 for 2 c SR) purely for the lower levels who can’t afford SR’s and thus stopping them hunting - yes I know there are SR tokens on the donation page but as mentioned previously people can sometimes wait weeks for these items and they get fed up.

By all means I’m not saying these are the best ideas or the only ideas we should consider but I think they can be fine tuned and made into really bonuses for the game.
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[quote="TYRESE"]I’m not sure what kind of fix could be installed to stop the rot so to speak. Having a fair punishment system for people who abuse other players would be a great start. Possibly a small up in drop rates to try and kick start the economy again - trying to buy anything at the moment is a nightmare. Levelling rates up to 100 imo need to be increased by i would say double- there are a lot of players leaving / left due to feeling left behind. Having them hit boats sooner will really help / valk shamans too for mages. Negamare I think is fine as it is at the moment, albeit because of the terribly low UC it’s nust not viable to attempt it. Maybe with a few tweaks and people returning people will start to farm nega. As Sub mentioned alts to drop items - I would suggest stinger tier weaps / small gems (not diamonds / emeralds / jades) possibly even the odd tab or new accessories. Maybe an increase in crafting up to 100 (possibly 130 for 2 c SR) purely for the lower levels who can’t afford SR’s and thus stopping them hunting - yes I know there are SR tokens on the donation page but as mentioned previously people can sometimes wait weeks for these items and they get fed up. By all means I’m not saying these are the best ideas or the only ideas we should consider but I think they can be fine tuned and made into really bonuses for the game. [/quote]
for crafting - speeds need to be doubled throughout imo

100 craft skill gives the "150 upgrade success chance" (this is a biggy)
115 craft skill gives 2X SR per soma day
140 craft skill gives 3X SR per soma day

at double craft rates people can then commit to this and sustain their own SR's for there +5 weapons and armours

i know people have already done the hard work, but the same can be said about stat gains and leveling which also should be upped, we can't spend 10+ hours per day on soma anymore, half that if you are lucky and this should be reflected by the rates being doubled.

drop rates for certain items like gorshak weapons need to be doubled on boars and trolls
This way we will see much more people hunting and an economy back to the world of soma without it being easy mode

we will also see people crafting, and people being able to do their own upgrades as they can do their own upgrades at 100 skill
people will actually use the armours they have spent months and years making when hunting because they can sustain their own SR's

This would make soma fun without making it too easy imo (is it ever too easy anyway, if everyone is on the same level playingfield?)
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[quote="VISKAH"]for crafting - speeds need to be doubled throughout imo 100 craft skill gives the "150 upgrade success chance" (this is a biggy) 115 craft skill gives 2X SR per soma day 140 craft skill gives 3X SR per soma day at double craft rates people can then commit to this and sustain their own SR's for there +5 weapons and armours i know people have already done the hard work, but the same can be said about stat gains and leveling which also should be upped, we can't spend 10+ hours per day on soma anymore, half that if you are lucky and this should be reflected by the rates being doubled. drop rates for certain items like gorshak weapons need to be doubled on boars and trolls This way we will see much more people hunting and an economy back to the world of soma without it being easy mode we will also see people crafting, and people being able to do their own upgrades as they can do their own upgrades at 100 skill people will actually use the armours they have spent months and years making when hunting because they can sustain their own SR's This would make soma fun without making it too easy imo (is it ever too easy anyway, if everyone is on the same level playingfield?)[/quote]
Negamare - has anybody considered that blue means mage attsck and red means mellee attacks? Maybe each does more damage during its phase? Complete guess, working on subxero comments on his vid
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[quote="MERLIN"]Negamare - has anybody considered that blue means mage attsck and red means mellee attacks? Maybe each does more damage during its phase? Complete guess, working on subxero comments on his vid[/quote]
+1 visk ..

more accessibility shud see players having some incentive and va va voom to play..

more players .. more trade... more donations..and good for every1
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[quote="LUPISCUS"]+1 visk .. more accessibility shud see players having some incentive and va va voom to play.. more players .. more trade... more donations..and good for every1[/quote]
"VISKAH"for crafting - speeds need to be doubled throughout imo

100 craft skill gives the "150 upgrade success chance" (this is a biggy)
115 craft skill gives 2X SR per soma day
140 craft skill gives 3X SR per soma day

at double craft rates people can then commit to this and sustain their own SR's for there +5 weapons and armours

i know people have already done the hard work, but the same can be said about stat gains and leveling which also should be upped, we can't spend 10+ hours per day on soma anymore, half that if you are lucky and this should be reflected by the rates being doubled.

drop rates for certain items like gorshak weapons need to be doubled on boars and trolls
This way we will see much more people hunting and an economy back to the world of soma without it being easy mode

we will also see people crafting, and people being able to do their own upgrades as they can do their own upgrades at 100 skill
people will actually use the armours they have spent months and years making when hunting because they can sustain their own SR's

This would make soma fun without making it too easy imo (is it ever too easy anyway, if everyone is on the same level playingfield?)


I agree with the crafting points 100% it does need to be x2 all the way to 200 maybe x1.5 to 100 as imo it's not that much of a slog.

I think the main reason the user count is low is not because people want it easy. Easy is the wrong word. We just want the game to be more accessible to causal players with limited free time. We all want to be able to enjoy the game and its features without a 1000+ hour investment. The game just isn't varied and engaging enough to warrant putting that amount of grind in to especially with the amount of superior alternatives in the market.

Little things like x2 crafting, alternative mobs and drop files, quest requirement tweaks and some general drop file tweaks would be a massive improvement. I'm no expert but I'm assuming that's a lot less work for the GMs than the last patch.

I still think it needs to be quicker to lvl 110 as well..... And if the usercount goes back up we need an advisor/community mod.
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[quote="HOGAN"][quote="VISKAH"]for crafting - speeds need to be doubled throughout imo 100 craft skill gives the "150 upgrade success chance" (this is a biggy) 115 craft skill gives 2X SR per soma day 140 craft skill gives 3X SR per soma day at double craft rates people can then commit to this and sustain their own SR's for there +5 weapons and armours i know people have already done the hard work, but the same can be said about stat gains and leveling which also should be upped, we can't spend 10+ hours per day on soma anymore, half that if you are lucky and this should be reflected by the rates being doubled. drop rates for certain items like gorshak weapons need to be doubled on boars and trolls This way we will see much more people hunting and an economy back to the world of soma without it being easy mode we will also see people crafting, and people being able to do their own upgrades as they can do their own upgrades at 100 skill people will actually use the armours they have spent months and years making when hunting because they can sustain their own SR's This would make soma fun without making it too easy imo (is it ever too easy anyway, if everyone is on the same level playingfield?)[/quote] I agree with the crafting points 100% it does need to be x2 all the way to 200 maybe x1.5 to 100 as imo it's not that much of a slog. I think the main reason the user count is low is not because people want it easy. Easy is the wrong word. We just want the game to be more accessible to causal players with limited free time. We all want to be able to enjoy the game and its features without a 1000+ hour investment. The game just isn't varied and engaging enough to warrant putting that amount of grind in to especially with the amount of superior alternatives in the market. Little things like x2 crafting, alternative mobs and drop files, quest requirement tweaks and some general drop file tweaks would be a massive improvement. I'm no expert but I'm assuming that's a lot less work for the GMs than the last patch. I still think it needs to be quicker to lvl 110 as well..... And if the usercount goes back up we need an advisor/community mod. [/quote]
The snag is... In relation to what Fox said in this/another thread: if the strategy is in order for things to be implemented we all have to come together as one to agree on it, why isn't anything being done about it? It seems to me that everyone IS in agreement about making certain things made more accessible for the casual player with the points being made.

I think everyone would feel better if a GM had their opinion displayed on here as to why they will or will not implement things - people lose their mind in being left in the lurch. At least if a blue comment popped up, we'll all at least have some indication into the future of the game and GM intentions.

There must be a reason why certain things haven't changed.

Even a "We don't think it needs changing, this is why..." would bring closure and understanding.


With all due respect, I only ever see them on random bits in threads telling people off.
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[quote="VALASI"]The snag is... In relation to what Fox said in this/another thread: if the strategy is in order for things to be implemented we all have to come together as one to agree on it, why isn't anything being done about it? It seems to me that everyone IS in agreement about making certain things made more accessible for the casual player with the points being made. I think everyone would feel better if a GM had their opinion displayed on here as to why they will or will not implement things - people lose their mind in being left in the lurch. At least if a blue comment popped up, we'll all at least have some indication into the future of the game and GM intentions. There must be a reason why certain things haven't changed. Even a "We don't think it needs changing, this is why..." would bring closure and understanding. With all due respect, I only ever see them on random bits in threads telling people off.[/quote]
As a crafter I would like it so all players can take part in this section of this great game and not turn players away from enjoying crafting.

I think the skill for gaining the special repairs are fine as they are, 100 - 1sr, 130 - 2sr, 170 - 3sr, 200 - 4sr, its the slowdowns that are turning players off this aspect of the game and I do understand why, the slowdowns are after 100 skill, 120, 140, 160, 180, 190 each slowdown results in the amount of attempts to double and without putting anyone of from starting I will say at the190 skill slowdown it's around 16,500 attempts per 0.1 skill which is around 8 hours solid crafting, not to mention the time it takes collecting the mats required just for the 0.1 skill.

Maybe the slowdowns can be tweaked for newer players or less of them, and maybe make the npc's in abias sell the mats to each player i.e. 4 players can each buy the 3,000 Orc metal that are for sale when they restock instead of how it is now, this will help the casual player who can only play a few hours a day etc.
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[quote="RAVENSOUL"]As a crafter I would like it so all players can take part in this section of this great game and not turn players away from enjoying crafting. I think the skill for gaining the special repairs are fine as they are, 100 - 1sr, 130 - 2sr, 170 - 3sr, 200 - 4sr, its the slowdowns that are turning players off this aspect of the game and I do understand why, the slowdowns are after 100 skill, 120, 140, 160, 180, 190 each slowdown results in the amount of attempts to double and without putting anyone of from starting I will say at the190 skill slowdown it's around 16,500 attempts per 0.1 skill which is around 8 hours solid crafting, not to mention the time it takes collecting the mats required just for the 0.1 skill. Maybe the slowdowns can be tweaked for newer players or less of them, and maybe make the npc's in abias sell the mats to each player i.e. 4 players can each buy the 3,000 Orc metal that are for sale when they restock instead of how it is now, this will help the casual player who can only play a few hours a day etc.[/quote]
About drops for dsoma

I don't think there to far off

Wbm eggs drop could be uped, the ruby drop rate isn't to bad, tho the drop range kills this

The fact u can get 1/2 rubys in a hunt then go a week with none

Same with almost every mob

Hog drop rate was just bad wilst I was there, had nothing

Apai can get 2 pods within 3 hours, then go 2 weeks with none, could do with somthing else as pod the only decent drop (possible ruby)

Tark knights drop files to big, can't target what upgrades u want, possible split it up between ic and hwan (increase barr or the untag weapon value as still make no barr profit here

Deity need somthing that tarks dont have (possible a upgraded devil fiend/allie or invul *tho this could possible make mags no longer hunted) also barr loss hunting here

Also if you do agree to a uped devil fiend/allie, make them slightly random stats and make the tag effect them

Could start at 5 5 5 for the untaged ( hardened + 1 in a stat ect, rare another 1 + stats, so it could end up 7 6 6 (intense) or even 8 5 6 ect (would mean once u have 2 its not the end of looking for a better one)

Make the hardened tag drop rate equal to untags drop rate, would increase hardened value to ppl and not just somthing to npc

Negamare (world boss's) need some kinda of reward for attending, the time it takes to kill to just keep getting nothing because your not quite strong enough puts ppl off attending

The other thing that needs somthing, the dsoma pvp can be fun when there's a balance of class's , because of this ppl keep trying to start up the big pvp fights, and this hounding is what ruins dsoma
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[quote="JAHEIRA"]About drops for dsoma I don't think there to far off Wbm eggs drop could be uped, the ruby drop rate isn't to bad, tho the drop range kills this The fact u can get 1/2 rubys in a hunt then go a week with none Same with almost every mob Hog drop rate was just bad wilst I was there, had nothing Apai can get 2 pods within 3 hours, then go 2 weeks with none, could do with somthing else as pod the only decent drop (possible ruby) Tark knights drop files to big, can't target what upgrades u want, possible split it up between ic and hwan (increase barr or the untag weapon value as still make no barr profit here Deity need somthing that tarks dont have (possible a upgraded devil fiend/allie or invul *tho this could possible make mags no longer hunted) also barr loss hunting here Also if you do agree to a uped devil fiend/allie, make them slightly random stats and make the tag effect them Could start at 5 5 5 for the untaged ( hardened + 1 in a stat ect, rare another 1 + stats, so it could end up 7 6 6 (intense) or even 8 5 6 ect (would mean once u have 2 its not the end of looking for a better one) Make the hardened tag drop rate equal to untags drop rate, would increase hardened value to ppl and not just somthing to npc Negamare (world boss's) need some kinda of reward for attending, the time it takes to kill to just keep getting nothing because your not quite strong enough puts ppl off attending The other thing that needs somthing, the dsoma pvp can be fun when there's a balance of class's , because of this ppl keep trying to start up the big pvp fights, and this hounding is what ruins dsoma[/quote]
I think leveling speed up to 110 is fine as is.. however it would be good to increase the rate from 110-120 (at least change back the rested % rate).

What I think could improve community instantly is improving the drop rate to x2 for upper mobs (DD, Tarks, Boars, Troll, mags, etc), after people cap they don't bother with mags much (at least in dsoma) because you can spend an entire day and find only couple of eggs.

In addition to this you can probably introduce a luck pot as a donation item where you can get x1.5 lucky drop for an hour or so. I would buy couple ever pay day to farm mags on :)

Crafting rate should also increase x2.

People are willing to put the hours but we need rates to improve.
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[quote="AFRO"]I think leveling speed up to 110 is fine as is.. however it would be good to increase the rate from 110-120 (at least change back the rested % rate). What I think could improve community instantly is improving the drop rate to x2 for upper mobs (DD, Tarks, Boars, Troll, mags, etc), after people cap they don't bother with mags much (at least in dsoma) because you can spend an entire day and find only couple of eggs. In addition to this you can probably introduce a luck pot as a donation item where you can get x1.5 lucky drop for an hour or so. I would buy couple ever pay day to farm mags on :) Crafting rate should also increase x2. People are willing to put the hours but we need rates to improve.[/quote]
Human Soma

- Upping drop rates of things other than upgrade items by reasonable % sure- Sure
- Upping drop rates of upgrade items significantly - not without making it harder to make +5 or going beyond +5. (Like I said, make ToEs/SSs etc less effective and let people go up to +25)

Remember HSoma is now spoilt for choice for weapons. Not many had +5 P Bow / Gore / Pans that were actually good. So literally getting a Rare tag Negamare weapon will 100% be an upgrade if it rolls even just 'OK' to +5.

Devil Soma

- I haven't seen anyone with +3 or above armor sets. I think that says something.
- +5 weapons are common for long standing players but they had no recent new tier of weapon. So there is a underlying frustration that the Negamare tier weapons need to be a reasonable 'Intense' to be usable. That in combo of the WIS requirements (which I like), its still killed a lot of Devil Soma enthusiasm. Again, need a weapon tier between Negamare and Grim now to make things better and a very minor attack increase on the Nega weapons so they are 'useable' plus will make people sink into the new WIS requirements more readily.
- There needs to be more mid / low level weapon drops across the board, some are exceptionally rare
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[quote="EVIL_FOX"]Human Soma - Upping drop rates of things other than upgrade items by reasonable % sure- Sure - Upping drop rates of upgrade items significantly - not without making it harder to make +5 or going beyond +5. (Like I said, make ToEs/SSs etc less effective and let people go up to +25) Remember HSoma is now spoilt for choice for weapons. Not many had +5 P Bow / Gore / Pans that were actually good. So literally getting a Rare tag Negamare weapon will 100% be an upgrade if it rolls even just 'OK' to +5. Devil Soma - I haven't seen anyone with +3 or above armor sets. I think that says something. - +5 weapons are common for long standing players but they had no recent new tier of weapon. So there is a underlying frustration that the Negamare tier weapons need to be a reasonable 'Intense' to be usable. That in combo of the WIS requirements (which I like), its still killed a lot of Devil Soma enthusiasm. Again, need a weapon tier between Negamare and Grim now to make things better and a very minor attack increase on the Nega weapons so they are 'useable' plus will make people sink into the new WIS requirements more readily. - There needs to be more mid / low level weapon drops across the board, some are exceptionally rare [/quote]
this is a great thread with some excellent ideas!

- my two pennies worth:

1/ biggest hate is the anvil - would be nice if a fail just did nothing to your item and returned it to you unchanged but with +1 added to item total - this would lead to more upgraded items in game and your +7 bow still available as a failed +8 for example
2/ more relevant drops and at a bit better drop rate
3/ maybe extend combine to encompass untagged items too...……..
4/ crafting is too time consuming.
5/ make con attainable some other more entertaining way - quests / tasks / the simple act of running around the maps could add con as you run to mobs and carry out quests

and a few ideas:
bring in SR tokens made by crafters?
could we run a bit faster around the maps?
a wardrobe system where you can done your armour / weapon and then superimpose some other item over it to have the main items' stats but look like ur wearing something else

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[quote="MICKYC"]this is a great thread with some excellent ideas! - my two pennies worth: 1/ biggest hate is the anvil - would be nice if a fail just did nothing to your item and returned it to you unchanged but with +1 added to item total - this would lead to more upgraded items in game and your +7 bow still available as a failed +8 for example 2/ more relevant drops and at a bit better drop rate 3/ maybe extend combine to encompass untagged items too...…….. 4/ crafting is too time consuming. 5/ make con attainable some other more entertaining way - quests / tasks / the simple act of running around the maps could add con as you run to mobs and carry out quests and a few ideas: bring in SR tokens made by crafters? could we run a bit faster around the maps? a wardrobe system where you can done your armour / weapon and then superimpose some other item over it to have the main items' stats but look like ur wearing something else [/quote]
Grim Crossbow[Intense] Grim Crossbow+5
Attack : 93~120
Weight : 38
Durability : 1876
Speed : B(885)

Req. Dex : 119
Req. Skill : 135
Corrupted Crossbow[Epic] Corrupted Crossbow
Attack : 90~113
Weight : 71
Durability : 2108
Speed : D(1092)

Req. Wis : 151
Req. Dex : 194
Req. Skill : 190


Maybe this needs to be checked lol.. it might be a bad roll epic xbow but still I can only imagine how an intense average roll is.. and having a wis requirement on a melee weap - please change this. I can only imagine that it is a bug?
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[quote="INFLUENCE"][item post=161893 index=0][item post=161893 index=1] Maybe this needs to be checked lol.. it might be a bad roll epic xbow but still I can only imagine how an intense average roll is.. and having a wis requirement on a melee weap - please change this. I can only imagine that it is a bug?[/quote]

 

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