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bye soma :(

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so long everyone.. yet again another dedicated loyal player of soma is quitting because of the terrible upgrade system n farming for months to lose everything (yes i have backups) but when u been slowly working on a weap for nearly a year n its gone instantly!!!!!!! all that investment for nothing...... games just not worth the effort anymore...

fix this iSylver


Rico
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[quote="RICO"]so long everyone.. yet again another dedicated loyal player of soma is quitting because of the terrible upgrade system n farming for months to lose everything (yes i have backups) but when u been slowly working on a weap for nearly a year n its gone instantly!!!!!!! all that investment for nothing...... games just not worth the effort anymore... fix this iSylver Rico[/quote]
Nothing to fix man, thats just soma lol ;/

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[quote="DEVILSEYES"]Nothing to fix man, thats just soma lol ;/ [/quote]
aye not going to happen .. we all been through this :(
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[quote="BRAVEN"]aye not going to happen .. we all been through this :([/quote]
it does need fixing
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[quote="MICKYC"]it does need fixing[/quote]
I think anvil is fine and now drop rates are up makes it easier

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[quote="SUBXERO"]I think anvil is fine and now drop rates are up makes it easier [/quote]
I’m pretty shocked to be saying this, but fair point Sub.

About a week ago I had 3/4 upgrades fail to go +1 and the +1 broke going +2 after that, a few days later I had like 6/6 success on higher level upgrades - you win some, you lose some.
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[quote="DR_EVIL"]I’m pretty shocked to be saying this, but fair point Sub. About a week ago I had 3/4 upgrades fail to go +1 and the +1 broke going +2 after that, a few days later I had like 6/6 success on higher level upgrades - you win some, you lose some.[/quote]
We all feel your pain.

The problem with this game that is that without gear your chances of competing at boss / PvP etc are significantly reduced.

Leveling a character in my opinion is a piece of cake compared to this and it is a shame we have have players leave because of frustration caused by the anvil.

Unfortunately I think this is something that is going to be hard to change as the server as is it is in a state where where any item that is not +5-8 is considered to be inferior and for some of us is what keeps us to continue playing.

The issue is that to get that +8 wep or that full acc/Eva/attack/proc/ma set takes an insane amount of work (yes I know some are eaiser than others to make).

A lot of players resist any change to the anvil but I would personally welcome any change to make the first few upgrade steps eaiser for everyone.
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[quote="SOMAWIZARD"]We all feel your pain. The problem with this game that is that without gear your chances of competing at boss / PvP etc are significantly reduced. Leveling a character in my opinion is a piece of cake compared to this and it is a shame we have have players leave because of frustration caused by the anvil. Unfortunately I think this is something that is going to be hard to change as the server as is it is in a state where where any item that is not +5-8 is considered to be inferior and for some of us is what keeps us to continue playing. The issue is that to get that +8 wep or that full acc/Eva/attack/proc/ma set takes an insane amount of work (yes I know some are eaiser than others to make). A lot of players resist any change to the anvil but I would personally welcome any change to make the first few upgrade steps eaiser for everyone.[/quote]
Would be nice if the exact percentage of success at going +1 to +8 were made known to this server, because the chart that is in circulation isn't correct.
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[quote="RAVENSOUL"]Would be nice if the exact percentage of success at going +1 to +8 were made known to this server, because the chart that is in circulation isn't correct.[/quote]
Just needs a sliding/ ascending scale of success rate linked to craft skill.
Making upgrades possible at 100 skill.. then 150 and 200 for supposed success rates, doesn't reflect the efforts put in for someones getting 130 skill or 160 or 170 skill etc.

A new sliding scale which rewards every 5.0 or 10.0 craft skill with some upgrade % success would be welcome.

And some confirmation of these success tables would at least make things understandable. Everything is rumour based on 15 year old info.

Infos and clarity would be welcome x

Note also .. people with bought and maxed out gear are the first to say '' the anvil is fine''
There's also a load of players.. some here..some not.. with nowhere near maxed gear.
Imo, this is a major issue that needs sorting asap.

No1 wants a failproof anvil, that would be crazy. Just some clear infos and a skill related chance of doing the ups.
( the severity of the anvil is proly a major contributory factor as to why some ppl ..are buying and selling stuff )

GM's done a great job of adding/adapting/tweaking aspects of the game to make it more user-friendly. Maybe if they have time, it's something to do if possible x
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[quote="WOLF8"]Just needs a sliding/ ascending scale of success rate linked to craft skill. Making upgrades possible at 100 skill.. then 150 and 200 for supposed success rates, doesn't reflect the efforts put in for someones getting 130 skill or 160 or 170 skill etc. A new sliding scale which rewards every 5.0 or 10.0 craft skill with some upgrade % success would be welcome. And some confirmation of these success tables would at least make things understandable. Everything is rumour based on 15 year old info. Infos and clarity would be welcome x Note also .. people with bought and maxed out gear are the first to say '' the anvil is fine'' There's also a load of players.. some here..some not.. with nowhere near maxed gear. Imo, this is a major issue that needs sorting asap. No1 wants a failproof anvil, that would be crazy. Just some clear infos and a skill related chance of doing the ups. ( the severity of the anvil is proly a major contributory factor as to why some ppl ..are buying and selling stuff ) GM's done a great job of adding/adapting/tweaking aspects of the game to make it more user-friendly. Maybe if they have time, it's something to do if possible x[/quote]
@Rico same here :)
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[quote="TYRAXOR"]@Rico same here :)[/quote]
In my opinion there should be a drastic shift away from grinding.

Make it so that it is trivial to cap & trivial to get at least medium level gear then just harder to get say above +5 and focus everything on open world PvP.

Revamp pos so that when you're capped killing another capped player outside of your guild gives you some pos (capped amount per any one player per day) with pos being non-zero sum i.e. one guy gaining pos doesn' take it from another. Then set up a shop where you can buy the upgrades for +6/7/8 level stuff with pos.

I think UC would shoot back up if this were implemented but just one man's opinion - don't hate.

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[quote="SAL3M"]In my opinion there should be a drastic shift away from grinding. Make it so that it is trivial to cap & trivial to get at least medium level gear then just harder to get say above +5 and focus everything on open world PvP. Revamp pos so that when you're capped killing another capped player outside of your guild gives you some pos (capped amount per any one player per day) with pos being non-zero sum i.e. one guy gaining pos doesn' take it from another. Then set up a shop where you can buy the upgrades for +6/7/8 level stuff with pos. I think UC would shoot back up if this were implemented but just one man's opinion - don't hate. [/quote]
Upgrades shouldnt break items when they fail - They should just add +1 with no stat gain

It would mean that everyone would end up with +8 items but maybe only +4 or +5 of them would add stats. This would mean that the hardcore can still keep farming to make +8 which have +7 or +8 successes to gain advantage over casuals whilst the more casual players can still enjoy the game without breaking items
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[quote="KETO"]Upgrades shouldnt break items when they fail - They should just add +1 with no stat gain It would mean that everyone would end up with +8 items but maybe only +4 or +5 of them would add stats. This would mean that the hardcore can still keep farming to make +8 which have +7 or +8 successes to gain advantage over casuals whilst the more casual players can still enjoy the game without breaking items[/quote]
Said it many times now. Just make upgrades possible up to +25 but the effectiveness a lot less per +1. That way we can all have more drops... more success and there is a infinite goal that no one will probably get too.... (Just like no how less than 1% of Soma get to level 100 in Esoma)
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[quote="FOXTRCK"]Said it many times now. Just make upgrades possible up to +25 but the effectiveness a lot less per +1. That way we can all have more drops... more success and there is a infinite goal that no one will probably get too.... (Just like no how less than 1% of Soma get to level 100 in Esoma)[/quote]
Steady on there Mr Fox with your +25 suggestion.... I have all on getting anything to +2 at mo and if I'm stupid enough to be greedy and try my luck at +3 we'll you can guess that b'tard anvil laughs it's head off and eats it up.

Said it before it's less painful just standing in tyt and just drop everything on the floor than walking that green mile to anvil......
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[quote="RAVENSOUL"]Steady on there Mr Fox with your +25 suggestion.... I have all on getting anything to +2 at mo and if I'm stupid enough to be greedy and try my luck at +3 we'll you can guess that b'tard anvil laughs it's head off and eats it up. Said it before it's less painful just standing in tyt and just drop everything on the floor than walking that green mile to anvil...... [/quote]
I think it's mostly fine as is.

But more benefit for high level crafters would be nice, though.

Maybe make 150 skill +1 100% success
And 200 skill +1 and +2 100% success.

Leave +3~8 as is.
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[quote="RAMYREZ"]I think it's mostly fine as is. But more benefit for high level crafters would be nice, though. Maybe make 150 skill +1 100% success And 200 skill +1 and +2 100% success. Leave +3~8 as is.[/quote]

 

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