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How to Improve Soma - GVW follow up

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Hey all,

I wanted to follow up from the GVW thread.

I'd put this in the Idea's/Suggestions forum but it will get buried, post it this way will get the attention it needs I hope.

TLDR;

- Equi haven't lost in weeks
- Most of players have lost interest and left for Dsoma or other games.
- UC has dropped and players are close to capping.

First I want to give props to Dan and Fin on an awesome job they've done with the server. Soma would be 100% dead if it wasn't for these guys and I don't want them to think I'm being unappreciative with this post but I feel it has to be said.

In the first week of release back in August the server had a large amount of accounts made from some of the marketing which was done on Facebook. A large chunk of these people were people between the ages of 13 - 20 that were looking for a game with a similar PVP system as Diablo 2 and Runescape. From the data Dan has, a lot of them logged in for a short while and logged back out. To me this said that the game was either too outdated for them or they didn't understand how to play and use the game mechanics properly. Most MMORPG players between the ages of 13-20 need to be spoon fed how to play, not dropped in at the deep end with a poor looking help file in the hopes that they will just work it out themselves (think WoW, ESO, LOTRO e.t.c.).

With this data I went ahead and emailed some of the players from day 1 to ask why they didn't continue playing and what they didn't like. Funnily enough, the most common thing that was said was that its 'TOO COMPLICATED' & "THE LAUNCHER DIDN'T WORK". Now i believe the launcher issue is fixed which put off a lot of people but the game is still stupidly complicated for an MMORPG in 2014.

I've put together a few suggestions below on how we could make the game better as a whole & maybe some directions the GAME should take if people want a balanced, fun and thriving server.


1. Help Tool tips on login:



Sorry for the unaesthetic image but something like this get straight to the point on the basics of the game and what everything does.


2. Ctrl + H = Web based Help & Armory.



The help window could be completely re-designed to support the armory in-game. This would include guides, FAQ's, Items & monsters.

3. Advanced map with Hot spots & quest.



Players could highlight areas of the map & find out what level the area was, the map could also display quest nodes & where to hand in said quests.

4. Quests

Perhaps introduce more quests? Collection quests, Kill quests, everything to aid the player & the rewards could be rested experience, armor, weapons e.t.c.

5. Hsoma/Dsoma Balance

Dsoma was introduced after Hsoma was fully established which is why their stat system & items are the way they are. Why not re-vamp their stats to be like hsoma except they get their stats upon level up? Surely this would fix the balancing issues we have between Hsoma & Dsoma?

6. GIve POS a proper use

Introduce armor/weps/access/potions that can be purchased with POS and perhaps even make PKing give pos? If done correctly with level limits this shouldnt be abused i.e. you can only gain pos from pking after level 30.

7. Create more magic spells

There are lots of spells in Soma that seem like they have been added just to fill the game out a little. Lots of animations are wasted that could be put to good use & used for higher level spells.

8. MONETIZATION

Now this is probably the biggest point, without money none of the above will happen. Dan & Fin do this stuff off their own back as a hobby, Soma has the potential to make $ if done correctly which will push it to other areas of the market that we've never seen. People play games like Wartune & other shoddy 2D MMORPGS all the time, the only reason they don't play this is because its so difficult to understand. Go play a recent MMORPG and see how easy it is to get started, the game teaches you as you play. Dan & Fin desperately need to add some form of monetization to the game to generate a revenue stream which not only motivates them to work, but it also helps support the server. I'm not saying make the game play to win but perhaps add some of the features below.

- Chests that drop off monsters randomly, buy keys to open these: 99p a key, £3.99 for 5 keys. These chests drop Coin pouches, Fireworks, Small ammounts of pos in a pouch, Small rested exp potions and a tier of material that guarantees hardened - rare quality when crafted with.
- Ingame Pets.
- Colored Shout scrolls
- Various Craft robes
- Bonus Magic attack potions
- Bonus Melee attack potions
- Ingame title (which is displayed under forum name)
- Repair stones
- Pos

Finally, I think they should use this last year as a final closed beta test to fix bugs and implement the above features. Then go ahead and open a second server. I have no problems putting forward money again to market it, but on the condition that beginners are taken care of and correctly phased into the game.

Let the flaming begin...

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[quote="HAUX"]Hey all, I wanted to follow up from the GVW thread. I'd put this in the Idea's/Suggestions forum but it will get buried, post it this way will get the attention it needs I hope. TLDR; - Equi haven't lost in weeks - Most of players have lost interest and left for Dsoma or other games. - UC has dropped and players are close to capping. First I want to give props to Dan and Fin on an awesome job they've done with the server. Soma would be 100% dead if it wasn't for these guys and I don't want them to think I'm being unappreciative with this post but I feel it has to be said. In the first week of release back in August the server had a large amount of accounts made from some of the marketing which was done on Facebook. A large chunk of these people were people between the ages of 13 - 20 that were looking for a game with a similar PVP system as Diablo 2 and Runescape. From the data Dan has, a lot of them logged in for a short while and logged back out. To me this said that the game was either too outdated for them or they didn't understand how to play and use the game mechanics properly. Most MMORPG players between the ages of 13-20 need to be spoon fed how to play, not dropped in at the deep end with a poor looking help file in the hopes that they will just work it out themselves (think WoW, ESO, LOTRO e.t.c.). With this data I went ahead and emailed some of the players from day 1 to ask why they didn't continue playing and what they didn't like. Funnily enough, the most common thing that was said was that its 'TOO COMPLICATED' & "THE LAUNCHER DIDN'T WORK". Now i believe the launcher issue is fixed which put off a lot of people but the game is still stupidly complicated for an MMORPG in 2014. I've put together a few suggestions below on how we could make the game better as a whole & maybe some directions the GAME should take if people want a balanced, fun and thriving server. 1. Help Tool tips on login: [IMG]http://i.imgur.com/aUkl6Vm.png[/IMG] Sorry for the unaesthetic image but something like this get straight to the point on the basics of the game and what everything does. 2. Ctrl + H = Web based Help & Armory. [IMG]http://i.imgur.com/92g8suP.png[/IMG] The help window could be completely re-designed to support the armory in-game. This would include guides, FAQ's, Items & monsters. 3. Advanced map with Hot spots & quest. [IMG]http://i.imgur.com/x7qiJAG.jpg[/IMG] Players could highlight areas of the map & find out what level the area was, the map could also display quest nodes & where to hand in said quests. 4. Quests Perhaps introduce more quests? Collection quests, Kill quests, everything to aid the player & the rewards could be rested experience, armor, weapons e.t.c. 5. Hsoma/Dsoma Balance Dsoma was introduced after Hsoma was fully established which is why their stat system & items are the way they are. Why not re-vamp their stats to be like hsoma except they get their stats upon level up? Surely this would fix the balancing issues we have between Hsoma & Dsoma? 6. GIve POS a proper use Introduce armor/weps/access/potions that can be purchased with POS and perhaps even make PKing give pos? If done correctly with level limits this shouldnt be abused i.e. you can only gain pos from pking after level 30. 7. Create more magic spells There are lots of spells in Soma that seem like they have been added just to fill the game out a little. Lots of animations are wasted that could be put to good use & used for higher level spells. 8. MONETIZATION Now this is probably the biggest point, without money none of the above will happen. Dan & Fin do this stuff off their own back as a hobby, Soma has the potential to make $ if done correctly which will push it to other areas of the market that we've never seen. People play games like Wartune & other shoddy 2D MMORPGS all the time, the only reason they don't play this is because its so difficult to understand. Go play a recent MMORPG and see how easy it is to get started, the game teaches you as you play. Dan & Fin desperately need to add some form of monetization to the game to generate a revenue stream which not only motivates them to work, but it also helps support the server. I'm not saying make the game play to win but perhaps add some of the features below. - Chests that drop off monsters randomly, buy keys to open these: 99p a key, £3.99 for 5 keys. These chests drop Coin pouches, Fireworks, Small ammounts of pos in a pouch, Small rested exp potions and a tier of material that guarantees hardened - rare quality when crafted with. - Ingame Pets. - Colored Shout scrolls - Various Craft robes - Bonus Magic attack potions - Bonus Melee attack potions - Ingame title (which is displayed under forum name) - Repair stones - Pos Finally, I think they should use this last year as a final closed beta test to fix bugs and implement the above features. Then go ahead and open a second server. I have no problems putting forward money again to market it, but on the condition that beginners are taken care of and correctly phased into the game. Let the flaming begin... [/quote]
Good thread with a lot of good ideas and points.
I don't think the future of the game is so bleak though with lower users etc. People will come, go and come again I think.
Most of the players currently playing are only doing so for nostalgic reasons which led to the old SomaAddiction coming back. Soma is very dated - fun but dated. I doubt there are many new players who would have the interest or patience to sit through it.

A second server with the hours people have spent on the current server under the illusion that this is the final chance you will have to play soma is the only point I really disagree with along with the hsoma/dsoma balance section.
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[quote="IPHIOS"]Good thread with a lot of good ideas and points. I don't think the future of the game is so bleak though with lower users etc. People will come, go and come again I think. Most of the players currently playing are only doing so for nostalgic reasons which led to the old SomaAddiction coming back. Soma is very dated - fun but dated. I doubt there are many new players who would have the interest or patience to sit through it. A second server with the hours people have spent on the current server under the illusion that this is the final chance you will have to play soma is the only point I really disagree with along with the hsoma/dsoma balance section.[/quote]
Carnt see anything wrong just disagree with a re-wipe after all the hours.
Could the team not launch another server in tandem?
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[quote="ACAELUS"]Carnt see anything wrong just disagree with a re-wipe after all the hours. Could the team not launch another server in tandem?[/quote]
I agree with the hotspots, maybe even have colour coded area's to which mobs are where and to what str/dex/int they are good from and until. Wouldn't take long, a lot of the community will help out when it comes to stuff like this.
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[quote="YOSHIMITSU"]I agree with the hotspots, maybe even have colour coded area's to which mobs are where and to what str/dex/int they are good from and until. Wouldn't take long, a lot of the community will help out when it comes to stuff like this. [/quote]
Ideas+Suggestions section.
Above all suggestions i really liked the pay for the keys with real money..
Maybe some might just stop paying for multi's and help contribute with this towards the server.
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[quote="THUNDERCAT"]Ideas+Suggestions section. Above all suggestions i really liked the pay for the keys with real money.. Maybe [b]some[/b] might just stop paying for multi's and help contribute with this towards the server.[/quote]
"THUNDERCAT"Ideas+Suggestions section.
Above all suggestions i really liked the pay for the keys with real money..
Maybe some might just stop paying for multi's and help contribute with this towards the server.


I was going to post there but not enough people read the Ideas & Suggestions section and as far as im aware the people who are paying for multis have all donated to the server multiple times.

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[quote="HAUX"][quote="THUNDERCAT"]Ideas+Suggestions section. Above all suggestions i really liked the pay for the keys with real money.. Maybe [b]some[/b] might just stop paying for multi's and help contribute with this towards the server.[/quote] I was going to post there but not enough people read the Ideas & Suggestions section and as far as im aware the people who are paying for multis have all donated to the server multiple times. [/quote]
Every PServer in the history of Soma has ran towards the end game content, when it's that same end game content where the game completely breaks down. Would be a lot more fun if you took the opposite approach, though I doubt that's ever going to happen.
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[quote="SILENCE"]Every PServer in the history of Soma has ran towards the end game content, when it's that same end game content where the game completely breaks down. Would be a lot more fun if you took the opposite approach, though I doubt that's ever going to happen.[/quote]
"SILENCE"Every PServer in the history of Soma has ran towards the end game content, when it's that same end game content where the game completely breaks down. Would be a lot more fun if you took the opposite approach, though I doubt that's ever going to happen.


I was talking about this earlier.
A server with .5 or even lower rates of Esoma would be 100 times better. The top players would be like level 50, and most people would be damaging each other, and EVERYONE would have a lot to aim for/look forward to. There would never be a need to increase level cap, all attention could be focused on increasing and improving content relevent to all levels. Too late :D
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[quote="MONTEL"][quote="SILENCE"]Every PServer in the history of Soma has ran towards the end game content, when it's that same end game content where the game completely breaks down. Would be a lot more fun if you took the opposite approach, though I doubt that's ever going to happen.[/quote] I was talking about this earlier. A server with .5 or even lower rates of Esoma would be 100 times better. The top players would be like level 50, and most people would be damaging each other, and EVERYONE would have a lot to aim for/look forward to. There would never be a need to increase level cap, all attention could be focused on increasing and improving content relevent to all levels. Too late :D[/quote]
"ACAELUS"Carnt see anything wrong just disagree with a re-wipe after all the hours.
Could the team not launch another server in tandem?


A faster rates server would be great. Or even a PVP server!! :D

Normal soma has always been about who can put the most hours into the game and who has the most members in their guilds.

Would love to see a PvP server made by you guys (finito and isylver)

Ive played a bunch of other pvp servers but they never get many players as they arent as popular.
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[quote="NITE"][quote="ACAELUS"]Carnt see anything wrong just disagree with a re-wipe after all the hours. Could the team not launch another server in tandem?[/quote] A faster rates server would be great. Or even a PVP server!! :D Normal soma has always been about who can put the most hours into the game and who has the most members in their guilds. Would love to see a PvP server made by you guys (finito and isylver) Ive played a bunch of other pvp servers but they never get many players as they arent as popular. [/quote]
First thing is that there are a lot of things that we want to get done client side but are not able to due to the lack of development happening with the client extension (got to keep doing other things aswell). It means that it is currently difficult to make changes especially the user interface.

Now a few comments:

1. Help Tool tips on login.

Maybe also with random tips shown as system chat while playing (obviously with option to disable). If anyone wants to help with writing some tips up that would be much appreciated.

2. Ctrl + H = Web based Help & Armory.

I like it and would be interesting to try get that into the client :P

3. Advanced map with Hot spots & quest.

Areas in Soma do not have a level though as which area you might go to will be based on current stats.

Possibly could also have a zoomed in map of the town you are in and can then add icons for various NPCs e.g. Blacksmith.

Members of party shown on the map is also another thing that still not got into client yet.

4. Quests

There was a new quest system made for the purpose of being able to implement quests fast that currently is not being utilised. Just not found the time to write up the quests and get them coded. Maybe the community could help as the new system is just an Lua script per quest and can just be dropped in.

5. Hsoma/Dsoma Balance

Devil world will be having physical defence stat changed to STR and magic defence stat changed to INT to match Human world in the next update.

6. GIve POS a proper use

Got no comments on this at this time.

7. Create more magic spells

Again its finding the time to actually go through everything thoroughly and propose and implement changes.
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[quote="FINITO"]First thing is that there are a lot of things that we want to get done client side but are not able to due to the lack of development happening with the client extension (got to keep doing other things aswell). It means that it is currently difficult to make changes especially the user interface. Now a few comments: [b]1. Help Tool tips on login.[/b] Maybe also with random tips shown as system chat while playing (obviously with option to disable). If anyone wants to help with writing some tips up that would be much appreciated. [b]2. Ctrl + H = Web based Help & Armory.[/b] I like it and would be interesting to try get that into the client :P [b]3. Advanced map with Hot spots & quest.[/b] Areas in Soma do not have a level though as which area you might go to will be based on current stats. Possibly could also have a zoomed in map of the town you are in and can then add icons for various NPCs e.g. Blacksmith. Members of party shown on the map is also another thing that still not got into client yet. [b]4. Quests[/b] There was a new quest system made for the purpose of being able to implement quests fast that currently is not being utilised. Just not found the time to write up the quests and get them coded. Maybe the community could help as the new system is just an Lua script per quest and can just be dropped in. [b]5. Hsoma/Dsoma Balance[/b] Devil world will be having physical defence stat changed to STR and magic defence stat changed to INT to match Human world in the next update. [b]6. GIve POS a proper use[/b] Got no comments on this at this time. [b]7. Create more magic spells[/b] Again its finding the time to actually go through everything thoroughly and propose and implement changes. [/quote]
Would it be possible to change the colour of a mobs name depending on your chars stats? I.e If a lvl 25 makes their way to Abias and comes across a WB, the mobs name is in red so the player knows it will bring them a whole World of pain? Or following on from Isylver's posts in another thread, if a mobs Str is, say, wihin 40 of the chars then the mobs name is green to show it will be something good to hunt? Could just apply for mobs in TYT and Merc, as once they move past that they can ask people what to hunt and should start to get to grips with the game.
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[quote="SATAN2"]Would it be possible to change the colour of a mobs name depending on your chars stats? I.e If a lvl 25 makes their way to Abias and comes across a WB, the mobs name is in red so the player knows it will bring them a whole World of pain? Or following on from Isylver's posts in another thread, if a mobs Str is, say, wihin 40 of the chars then the mobs name is green to show it will be something good to hunt? Could just apply for mobs in TYT and Merc, as once they move past that they can ask people what to hunt and should start to get to grips with the game.[/quote]
"SATAN2"Would it be possible to change the colour of a mobs name depending on your chars stats? I.e If a lvl 25 makes their way to Abias and comes across a WB, the mobs name is in red so the player knows it will bring them a whole World of pain? Or following on from Isylver's posts in another thread, if a mobs Str is, say, wihin 40 of the chars then the mobs name is green to show it will be something good to hunt? Could just apply for mobs in TYT and Merc, as once they move past that they can ask people what to hunt and should start to get to grips with the game.


I like this.
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[quote="GHOSTLORD"][quote="SATAN2"]Would it be possible to change the colour of a mobs name depending on your chars stats? I.e If a lvl 25 makes their way to Abias and comes across a WB, the mobs name is in red so the player knows it will bring them a whole World of pain? Or following on from Isylver's posts in another thread, if a mobs Str is, say, wihin 40 of the chars then the mobs name is green to show it will be something good to hunt? Could just apply for mobs in TYT and Merc, as once they move past that they can ask people what to hunt and should start to get to grips with the game.[/quote] I like this.[/quote]
"SATAN2"Would it be possible to change the colour of a mobs name depending on your chars stats? I.e If a lvl 25 makes their way to Abias and comes across a WB, the mobs name is in red so the player knows it will bring them a whole World of pain? Or following on from Isylver's posts in another thread, if a mobs Str is, say, wihin 40 of the chars then the mobs name is green to show it will be something good to hunt? Could just apply for mobs in TYT and Merc, as once they move past that they can ask people what to hunt and should start to get to grips with the game.


Problem is would it be dependent on int or str ;o.

Some players have low str and high int etc.
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[quote="ISYLVER"][quote="SATAN2"]Would it be possible to change the colour of a mobs name depending on your chars stats? I.e If a lvl 25 makes their way to Abias and comes across a WB, the mobs name is in red so the player knows it will bring them a whole World of pain? Or following on from Isylver's posts in another thread, if a mobs Str is, say, wihin 40 of the chars then the mobs name is green to show it will be something good to hunt? Could just apply for mobs in TYT and Merc, as once they move past that they can ask people what to hunt and should start to get to grips with the game.[/quote] Problem is would it be dependent on int or str ;o. Some players have low str and high int etc.[/quote]
Couldn't it highlight the mobs within your range similar to what the armoury shows?
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[quote="IPHIOS"]Couldn't it highlight the mobs within your range similar to what the armoury shows?[/quote]
Quests are no longer written in Evts??

Could I see a lua script quest??
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[quote="BASIL"]Quests are no longer written in Evts?? Could I see a lua script quest?? [/quote]

 

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