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An upgrade system that doesnt punish players or make them lose months of work

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In other words upgrades never break items they just fail a lot more with each fail increasing success rate very slightly.

Think success chance should be lowered to 15% chance of success (15% at +1, 10% chance at plus 5 onwards), upgrades should never break items just fail. Each fail add 1% chance of success next time (0.5% increase for each fail for plus 5 onwards.) This way the grind for upgrades is still high and never ending but you don't regress. This stops RNG dictating best geared characters, hard work is equally rewarded... and never punished.

So you will always feel like you are making progress and it can take a player 20-40 tries to get to +8, for a whole +8 gear set will easily take over a year, so game will still remain never ending, if new items are released means more playing and grinding again.

Progress regression is a huge flop in 2019 and is an outdated system. It punishes players with chance systems making them lose months of hard work. this stops players playing, makes some players quit when item breaks and end game stale due it not rewarding grinds. At least with the system i mentioned above you still got to grind a lot. If new gear comes out grind starts all over again. Makes intense/legendary items more valuable too as no one will want to upgrade inferior rare items no more too. (rare items will still retain value for the combine system).

As i near capping i feel like playing less as i hate this games upgrade system and think it needs to be updated.
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[quote="HAKZ"]In other words upgrades never break items they just fail a lot more with each fail increasing success rate very slightly. Think success chance should be lowered to 15% chance of success (15% at +1, 10% chance at plus 5 onwards), upgrades should never break items just fail. Each fail add 1% chance of success next time (0.5% increase for each fail for plus 5 onwards.) This way the grind for upgrades is still high and never ending but you don't regress. This stops RNG dictating best geared characters, hard work is equally rewarded... and never punished. So you will always feel like you are making progress and it can take a player 20-40 tries to get to +8, for a whole +8 gear set will easily take over a year, so game will still remain never ending, if new items are released means more playing and grinding again. Progress regression is a huge flop in 2019 and is an outdated system. It punishes players with chance systems making them lose months of hard work. this stops players playing, makes some players quit when item breaks and end game stale due it not rewarding grinds. At least with the system i mentioned above you still got to grind a lot. If new gear comes out grind starts all over again. Makes intense/legendary items more valuable too as no one will want to upgrade inferior rare items no more too. (rare items will still retain value for the combine system). As i near capping i feel like playing less as i hate this games upgrade system and think it needs to be updated. [/quote]
I actually quite like this idea, although 15% would be way too low, you could easily fail 10+ in a row with that. But I like the general idea, the current system is far too brutal.
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[quote="NUCLEAR"]I actually quite like this idea, although 15% would be way too low, you could easily fail 10+ in a row with that. But I like the general idea, the current system is far too brutal. [/quote]
+1

Good idea tho I would start at higher % for maybe 1 to 3. 15% 4 and 5 and like 5% 6 to 8

It let new players get going a little quicker but still lucky to actually get up to +8
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[quote="WIIDEVLAR"]+1 Good idea tho I would start at higher % for maybe 1 to 3. 15% 4 and 5 and like 5% 6 to 8 It let new players get going a little quicker but still lucky to actually get up to +8[/quote]
Good idea and would add longevity along with a item / char wipe.
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[quote="FOXTRCK"]Good idea and would add longevity along with a item / char wipe.[/quote]
Obviously 15% default can start at 20% from +1 to +3 however GMs see it fair.

So it goes like this... (items never break just can fail)

15% success rate to start
Upgrade on boot fails
Success rates goes to 16% (on boots due to failure, the increased chance show up when hovering over item)
Upgrade on boots fails again
Success rate goes to 17%
Upgrade succeeds
Boots become +1
Success rate goes back to default 15%
Upgrade on boots fails
Success rate goes to 16%
Upgrade succeeds
Boots become +2
Success rate goes back down to 15%
And onwards...
After +5 default success rate start at 12% instead of 15%

Games like Tera and sort of black desert used similar methods of upgrade. Some of us just don't like to gamble with our hard work. I don't think a wipe is needed as players who gambled deserve to keep their gear but this method can be implemented from here onward.

If people think everyone will have plus 8 gear in a few months they won't. GMs can just release new armours and weps meaning we will do it again on new gear and default % can be tweaked to start at 10% if they worried as a trial. Plus everyone will spend first few weeks combining to make intense items first. as it will be worth it as items won't break anymore. Its a game model many new modern mmorpgs use to keep their game going.

Current upgrade system is like working 9am-5pm to save up money to buy a gaming PC, the weeks over and you go off to buy the gaming pc, but first to get the gaming PC they have to roll a dice, if dice roll succeeds they can buy the gaming PC if the dice roll fails they lose their whole weeks worth of wages and no gaming PC. Current upgrade system is too brutal.
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[quote="HAKZ"]Obviously 15% default can start at 20% from +1 to +3 however GMs see it fair. So it goes like this... (items never break just can fail) 15% success rate to start Upgrade on boot fails Success rates goes to 16% (on boots due to failure, the increased chance show up when hovering over item) Upgrade on boots fails again Success rate goes to 17% Upgrade succeeds [b]Boots become +1[/b] Success rate goes back to default 15% Upgrade on boots fails Success rate goes to 16% Upgrade succeeds [b]Boots become +2[/b] Success rate goes back down to 15% And onwards... After +5 default success rate start at 12% instead of 15% Games like Tera and sort of black desert used similar methods of upgrade. Some of us just don't like to gamble with our hard work. I don't think a wipe is needed as players who gambled deserve to keep their gear but this method can be implemented from here onward. If people think everyone will have plus 8 gear in a few months they won't. GMs can just release new armours and weps meaning we will do it again on new gear and default % can be tweaked to start at 10% if they worried as a trial. Plus everyone will spend first few weeks combining to make intense items first. as it will be worth it as items won't break anymore. Its a game model many new modern mmorpgs use to keep their game going. Current upgrade system is like working 9am-5pm to save up money to buy a gaming PC, the weeks over and you go off to buy the gaming pc, but first to get the gaming PC they have to roll a dice, if dice roll succeeds they can buy the gaming PC if the dice roll fails they lose their whole weeks worth of wages and no gaming PC. Current upgrade system is too brutal.[/quote]
I like the idea and do think somthing needs doing

What I dont like about that system is once a player has a top tag/attack weapon then all weapons lose there value and become a trash drop that ppl wont bother picking up

(Human mags for example, theres rare tags laying about on the floor cos the current player hunting mags has past that weapon)

Take dsoma for example, weapon trades ain't happening anymore, cos the caped players have and the new players starting up dont have anything to trade with

(Used weapon as a example, but includes everything)

Also I understand one of the ways to refresh upgrades is by adding new gear, but I cant see the gms wanting to keep adding new gear every few months

Increasing drops also comes with issues, as you increase for the casual players but then the hardcore players have +8 everything.

To achieve anything there needs to be a scaling drop rate/ anvil rate based on real players play time (not chars) how realistic that is to add is somthing I duno about
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[quote="KAZOKU"]I like the idea and do think somthing needs doing What I dont like about that system is once a player has a top tag/attack weapon then all weapons lose there value and become a trash drop that ppl wont bother picking up (Human mags for example, theres rare tags laying about on the floor cos the current player hunting mags has past that weapon) Take dsoma for example, weapon trades ain't happening anymore, cos the caped players have and the new players starting up dont have anything to trade with (Used weapon as a example, but includes everything) Also I understand one of the ways to refresh upgrades is by adding new gear, but I cant see the gms wanting to keep adding new gear every few months Increasing drops also comes with issues, as you increase for the casual players but then the hardcore players have +8 everything. To achieve anything there needs to be a scaling drop rate/ anvil rate based on real players play time (not chars) how realistic that is to add is somthing I duno about[/quote]
I did mean with ur sliding up %

Only reason I do say 1-3 at much higher is I am living in hope we get new players n not just ppl marking new chars.
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[quote="WIIDEVLAR"]I did mean with ur sliding up % Only reason I do say 1-3 at much higher is I am living in hope we get new players n not just ppl marking new chars. [/quote]
I do think a change to the anvil, even a complete overhaul would bring a lot of players back.

I would even be up for a wipe if upgrades system wasnt so grindy
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[quote="SUBXERO"]I do think a change to the anvil, even a complete overhaul would bring a lot of players back. I would even be up for a wipe if upgrades system wasnt so grindy [/quote]
I'm all in favour of improving the upgrade system in soma and It's a nice idea but I still feel there should be an element of risk to the item your trying to upgrade, maybe something along the same chance of a fail as is with the prepare done at the oven. It's not 100% success and it's rare when it does fail but it can still fail.

I still believe the crafters skill should be considered with any success rate.
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[quote="RAVENSOUL"]I'm all in favour of improving the upgrade system in soma and It's a nice idea but I still feel there should be an element of risk to the item your trying to upgrade, maybe something along the same chance of a fail as is with the prepare done at the oven. It's not 100% success and it's rare when it does fail but it can still fail. I still believe the crafters skill should be considered with any success rate.[/quote]
I agree there should be maybe a little change. But like raven said there should still be a small risk and crafters like raven who have gone all the way to 200 should have some sort of reward.

It's hard for the gms to do big changes to the anvil as if they do they will upset half the server and if they don't do anything they will upset half the server
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[quote="AJ"]I agree there should be maybe a little change. But like raven said there should still be a small risk and crafters like raven who have gone all the way to 200 should have some sort of reward. It's hard for the gms to do big changes to the anvil as if they do they will upset half the server and if they don't do anything they will upset half the server[/quote]
+1

But we'd need to think about what we do with all the extra low end tagged items if this were to happen.

Maybe make it so a rare tag item can be eaten for success% increase?

E.g. upgrading a intense stinger. You can smash ToEs into it and evvery fail increases success chance by 1%, or you could feed it tagged stingers to increase success chance:

Hard 0.5%
Rare 1.5%
Epic 3%
Intense 9%

Something like that.
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[quote="RAMYREZ"]+1 But we'd need to think about what we do with all the extra low end tagged items if this were to happen. Maybe make it so a rare tag item can be eaten for success% increase? E.g. upgrading a intense stinger. You can smash ToEs into it and evvery fail increases success chance by 1%, or you could feed it tagged stingers to increase success chance: Hard 0.5% Rare 1.5% Epic 3% Intense 9% Something like that.[/quote]
why not every fail makes the next upgrade a little weaker than normal? say you upgrade a toe on a recently failed weapon it only adds 90% of the recoil? obviously not sure how to balance this using dex/str upgrades ect

this way all those rare+ weapons dropping will still be picked up because your +8 is not the best it could of been
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[quote="OZAIII"]why not every fail makes the next upgrade a little weaker than normal? say you upgrade a toe on a recently failed weapon it only adds 90% of the recoil? obviously not sure how to balance this using dex/str upgrades ect this way all those rare+ weapons dropping will still be picked up because your +8 is not the best it could of been[/quote]
Items going +1 but no stats (maybe alongside a reduction in success rates) on fail is still the best idea by far and away imo.

It would mean that you don't lose your existing item on fail but retains the element of risk that Raven mentioned by capping the viability of the item.

A lot more people would be rocking +8 items perhaps with +3 or +4 worth of stats on them and hardcore people could still aim to get a set of true +8 items.

This also seems as though it would be much easier to implement than all these sliding scale ideas.
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[quote="SAL3M"]Items going +1 but no stats (maybe alongside a reduction in success rates) on fail is still the best idea by far and away imo. It would mean that you don't lose your existing item on fail but retains the element of risk that Raven mentioned by capping the viability of the item. A lot more people would be rocking +8 items perhaps with +3 or +4 worth of stats on them and hardcore people could still aim to get a set of true +8 items. This also seems as though it would be much easier to implement than all these sliding scale ideas. [/quote]
"SAL3M"Items going +1 but no stats (maybe alongside a reduction in success rates) on fail is still the best idea by far and away imo.

It would mean that you don't lose your existing item on fail but retains the element of risk that Raven mentioned by capping the viability of the item.

A lot more people would be rocking +8 items perhaps with +3 or +4 worth of stats on them and hardcore people could still aim to get a set of true +8 items.

This also seems as though it would be much easier to implement than all these sliding scale ideas


This is the best idea I have seen, but on that note I think it would ruin the economy. There would be no weps or accessories for sale as everyone would keep to combine and then try to get intense, then stockpile on ups and just go all in one to +8. If your a knux user and get an intense nega spear, you won't trade it, you will up it to +8 without fail and if it's a true +8 you'll keep and change wep. If it's a +3/+4 etc then you'd sell. But youd want a lot for it as you've put 5 toes and 3 ss on it and its intense. But no one would buy as they can't up it anymore?

/mav
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[quote="MAVERICK"][quote="SAL3M"]Items going +1 but no stats (maybe alongside a reduction in success rates) on fail is still the best idea by far and away imo. It would mean that you don't lose your existing item on fail but retains the element of risk that Raven mentioned by capping the viability of the item. A lot more people would be rocking +8 items perhaps with +3 or +4 worth of stats on them and hardcore people could still aim to get a set of true +8 items. This also seems as though it would be much easier to implement than all these sliding scale ideas [/quote] This is the best idea I have seen, but on that note I think it would ruin the economy. There would be no weps or accessories for sale as everyone would keep to combine and then try to get intense, then stockpile on ups and just go all in one to +8. If your a knux user and get an intense nega spear, you won't trade it, you will up it to +8 without fail and if it's a true +8 you'll keep and change wep. If it's a +3/+4 etc then you'd sell. But youd want a lot for it as you've put 5 toes and 3 ss on it and its intense. But no one would buy as they can't up it anymore? /mav[/quote]
"MAVERICK"
"SAL3M"Items going +1 but no stats (maybe alongside a reduction in success rates) on fail is still the best idea by far and away imo.

It would mean that you don't lose your existing item on fail but retains the element of risk that Raven mentioned by capping the viability of the item.

A lot more people would be rocking +8 items perhaps with +3 or +4 worth of stats on them and hardcore people could still aim to get a set of true +8 items.

This also seems as though it would be much easier to implement than all these sliding scale ideas


This is the best idea I have seen, but on that note I think it would ruin the economy. There would be no weps or accessories for sale as everyone would keep to combine and then try to get intense, then stockpile on ups and just go all in one to +8. If your a knux user and get an intense nega spear, you won't trade it, you will up it to +8 without fail and if it's a true +8 you'll keep and change wep. If it's a +3/+4 etc then you'd sell. But youd want a lot for it as you've put 5 toes and 3 ss on it and its intense. But no one would buy as they can't up it anymore?

/mav


I'm not sure people would insist on charging more for +8 stuff that is only +4 in stats on the pretence that they have put more mats into it since it is the quality of the item that dictates the price not the effort it took you to produce it - don't forget that the price of something is what somebody is willing to pay for it.

On switching weps, you may be right but in that case you'd presuably put your old wep up for sale so there would still be velocity of items through the economy.

On the saving up for combo you may be right although the combo rate is pretty dismal in my experience, maybe combo could go altogether if we got this system?
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[quote="SAL3M"][quote="MAVERICK"][quote="SAL3M"]Items going +1 but no stats (maybe alongside a reduction in success rates) on fail is still the best idea by far and away imo. It would mean that you don't lose your existing item on fail but retains the element of risk that Raven mentioned by capping the viability of the item. A lot more people would be rocking +8 items perhaps with +3 or +4 worth of stats on them and hardcore people could still aim to get a set of true +8 items. This also seems as though it would be much easier to implement than all these sliding scale ideas [/quote] This is the best idea I have seen, but on that note I think it would ruin the economy. There would be no weps or accessories for sale as everyone would keep to combine and then try to get intense, then stockpile on ups and just go all in one to +8. If your a knux user and get an intense nega spear, you won't trade it, you will up it to +8 without fail and if it's a true +8 you'll keep and change wep. If it's a +3/+4 etc then you'd sell. But youd want a lot for it as you've put 5 toes and 3 ss on it and its intense. But no one would buy as they can't up it anymore? /mav[/quote] I'm not sure people would insist on charging more for +8 stuff that is only +4 in stats on the pretence that they have put more mats into it since it is the quality of the item that dictates the price not the effort it took you to produce it - don't forget that the price of something is what somebody is willing to pay for it. On switching weps, you may be right but in that case you'd presuably put your old wep up for sale so there would still be velocity of items through the economy. On the saving up for combo you may be right although the combo rate is pretty dismal in my experience, maybe combo could go altogether if we got this system?[/quote]

 

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