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Dsoma improvements

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"DEIMOS"Maybe each mob could be level capped rather than str capped? Or return an extra stat point per level up if you hunt highest level mobs


Sure I read somthing about mobs lvl was getting added to stop ppl nerfing

Guess it got overlooked
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[quote="KAZOKU"][quote="DEIMOS"]Maybe each mob could be level capped rather than str capped? Or return an extra stat point per level up if you hunt highest level mobs[/quote] Sure I read somthing about mobs lvl was getting added to stop ppl nerfing Guess it got overlooked [/quote]
problem on dsoma is too much effort for 7 stat gains and also locks us out of how to customize our build let me put the points how i feel its better not because system dictates me.

Character Progressiion is dead with a combination of 0 drop rates made ppl quit Dsoma for Hsoma (those who decided to stick to the game) others switched to different games.
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[quote="SYONIDE"]problem on dsoma is too much effort for 7 stat gains and also locks us out of how to customize our build let me put the points how i feel its better not because system dictates me. Character Progressiion is dead with a combination of 0 drop rates made ppl quit Dsoma for Hsoma (those who decided to stick to the game) others switched to different games.[/quote]
The new current stat system is boring as fuck, pretty much everyone will agree with this. But it is an necessary evil. After 100 stats soma goes to complete crap and anyone who says otherwise needs to uninstall, and one of the few ways to fix this problem is to control how many stats per level chars get. After all, if it was left alone, people would be gaining 10+ and then 15+ stats per level leading to catastrophic balancing issues. Only problem is, it feels like it is too controlling giving little freedom of what you want to actually do with your character and feels especially damn unrewarding, and then you compare these complain to the Human side and it can lead to thoughs like why bother?

The current complaints of Dsoma as i see it are valid. With the new nerfed stat gains per level and abyssmal drop rates, leveling can feel completely pointless and unrewarding. Atm you cap for Wotw and Gvw and from what i've seen of them, they are in need of all the help they can get. People need to put their differences aside and come up with ideas in all honestly.

Everyone can throw their dummies out and offer nothing to the current situation, but the technical server sided stuff to make this all possible is insane and nothing short of a damn miracle, and i feel this isn't getting enough appreciation After all this work, all there is, is complaints and little constructive feedback? Damn.

Maybe people need to starting thnking outside the box for ideas to improve the situtation.

Well enough of this. Is it not possible to give everyone that is around a boss an item, and after say 10 or a 100 boss kills you can trade this item, you can trade it for an upgrade? At least participation this way is rewarded and the final blow get some extra loot. Of course this can be changed depending on the diffuculty of the boss. Along with this, revamping old unused bosses could go a long way, even making them have nerfed drop rates for high levels or even making them debuff the drop rates for high level chars which kill them to prevent abuse and farming allowing lower levels to gear up.

As others have mentioned before, one of the ideas i'm a huge fan of, is dynamic drop adjustments. Adding a drop rates increase dependant on the current usercount could go a long way, but would have to take into consideration weekly/monthly uc.

Reducing the rewards for daily marks may help a lot as well, turning them from weekly rewards to every other day.

Will adding pos to conti mobs ever be considered? Upgrade what the King offers along with pos per mob kill in conti could help a lot with the server. Making Wotw and Conti a lot more competitive.

How about adding minor upgrades to the majority of monsters? 100 Inguits could average you a +1 def upgrade, killing 300 Necronis and you might be able to get an upgrade that gives +2 matk. Anything small to make levelng more exciting.

As with the suggestion above, is it possble to limit upgrades to a speficic level only? If the upgrades offered by low level monsters only worked to a maximum of level 50, then it would prevent high level characters farming them and ruining the game experience while providing something exciting for lower level characters. Of course these would need near 100% success or a failure returns the item back.

PvP only item effects. With the introduction of Dsoma negamare weapons i feel like they're aimed more towards PvP focused events but fail at actually doing that. What good is sacrificing 10+ Str/Dex for Wis when you're completely nerfed outside PvP. Therefore having stats like +20~40Mdef and -10~20 Atk and so on for Negamare weapons as an example for PvP only. What this will achieve is different PvP tactics while leaving the PvE elements unaffected. I believe trying this could go a long way, under the assumption stats can be removed server sided without reboots / item removal.

Let us no forget about such things as Seasons or Leagues, 1~6 month durations with random effects, ran on another server. Monsters drop x2 barr but npcs cost x10 more and buy things for 1/10 current price and so on, as i feel a lot of people enjoy the earlier stages of the servers life span and a fresh start but wouldn't want to lose their current progress on the actual server. But if it was no different from normal, then what'd be the fun?

Will add more if i think of anything, but all this complaining will get nowhere.

Level 4 Magic spells for devils please, Exp-X? Reeeee. Also remove all procs and or limit them to 100 max dmg Reeeeeeeeee. Free Sr's at Hsoma black smith when? Reeee.
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[quote="THTRGRT"]The new current stat system is boring as fuck, pretty much everyone will agree with this. But it is an necessary evil. After 100 stats soma goes to complete crap and anyone who says otherwise needs to uninstall, and one of the few ways to fix this problem is to control how many stats per level chars get. After all, if it was left alone, people would be gaining 10+ and then 15+ stats per level leading to catastrophic balancing issues. Only problem is, it feels like it is too controlling giving little freedom of what you want to actually do with your character and feels especially damn unrewarding, and then you compare these complain to the Human side and it can lead to thoughs like why bother? The current complaints of Dsoma as i see it are valid. With the new nerfed stat gains per level and abyssmal drop rates, leveling can feel completely pointless and unrewarding. Atm you cap for Wotw and Gvw and from what i've seen of them, they are in need of all the help they can get. People need to put their differences aside and come up with ideas in all honestly. Everyone can throw their dummies out and offer nothing to the current situation, but the technical server sided stuff to make this all possible is insane and nothing short of a damn miracle, and i feel this isn't getting enough appreciation After all this work, all there is, is complaints and little constructive feedback? Damn. Maybe people need to starting thnking outside the box for ideas to improve the situtation. Well enough of this. Is it not possible to give everyone that is around a boss an item, and after say 10 or a 100 boss kills you can trade this item, you can trade it for an upgrade? At least participation this way is rewarded and the final blow get some extra loot. Of course this can be changed depending on the diffuculty of the boss. Along with this, revamping old unused bosses could go a long way, even making them have nerfed drop rates for high levels or even making them debuff the drop rates for high level chars which kill them to prevent abuse and farming allowing lower levels to gear up. As others have mentioned before, one of the ideas i'm a huge fan of, is dynamic drop adjustments. Adding a drop rates increase dependant on the current usercount could go a long way, but would have to take into consideration weekly/monthly uc. Reducing the rewards for daily marks may help a lot as well, turning them from weekly rewards to every other day. Will adding pos to conti mobs ever be considered? Upgrade what the King offers along with pos per mob kill in conti could help a lot with the server. Making Wotw and Conti a lot more competitive. How about adding minor upgrades to the majority of monsters? 100 Inguits could average you a +1 def upgrade, killing 300 Necronis and you might be able to get an upgrade that gives +2 matk. Anything small to make levelng more exciting. As with the suggestion above, is it possble to limit upgrades to a speficic level only? If the upgrades offered by low level monsters only worked to a maximum of level 50, then it would prevent high level characters farming them and ruining the game experience while providing something exciting for lower level characters. Of course these would need near 100% success or a failure returns the item back. PvP only item effects. With the introduction of Dsoma negamare weapons i feel like they're aimed more towards PvP focused events but fail at actually doing that. What good is sacrificing 10+ Str/Dex for Wis when you're completely nerfed outside PvP. Therefore having stats like +20~40Mdef and -10~20 Atk and so on for Negamare weapons as an example for PvP only. What this will achieve is different PvP tactics while leaving the PvE elements unaffected. I believe trying this could go a long way, under the assumption stats can be removed server sided without reboots / item removal. Let us no forget about such things as Seasons or Leagues, 1~6 month durations with random effects, ran on another server. Monsters drop x2 barr but npcs cost x10 more and buy things for 1/10 current price and so on, as i feel a lot of people enjoy the earlier stages of the servers life span and a fresh start but wouldn't want to lose their current progress on the actual server. But if it was no different from normal, then what'd be the fun? Will add more if i think of anything, but all this complaining will get nowhere. Level 4 Magic spells for devils please, Exp-X? Reeeee. Also remove all procs and or limit them to 100 max dmg Reeeeeeeeee. Free Sr's at Hsoma black smith when? Reeee.[/quote]
Makes sense to me , tho dont see why you felt you need to hide behind a newb char

Only thing to realy disagree with would be a new server as I dont think the usercount could support having 2 servers up

You could fully wipe for me persnoly, long as the main issue are fixed for the wipe and it's for the good of the server, always enjoyed it more when everyone's lower lvl and theres that rivalry to level (tho theres always some that ruining it by multiing)
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[quote="KAZOKU"]Makes sense to me , tho dont see why you felt you need to hide behind a newb char Only thing to realy disagree with would be a new server as I dont think the usercount could support having 2 servers up You could fully wipe for me persnoly, long as the main issue are fixed for the wipe and it's for the good of the server, always enjoyed it more when everyone's lower lvl and theres that rivalry to level (tho theres always some that ruining it by multiing)[/quote]
I forgot my "Main" password and cba doing the resending emails, sorry.

The way i see multing is that, the faster the rates, the more benefit you see from it. If the server was between x1~3 rates, sure someone could be on all day, every day. But due to the speed of the server, their character growth would be minimal. If min damage was tweeked, the more characters their were, the better for PvP events and such, making it more quantity over quality. After all you could have 5~10 str more than everyone else, but why would that matter when you take 5+ min damage anyway?
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[quote="THTRGRT"]I forgot my "Main" password and cba doing the resending emails, sorry. The way i see multing is that, the faster the rates, the more benefit you see from it. If the server was between x1~3 rates, sure someone could be on all day, every day. But due to the speed of the server, their character growth would be minimal. If min damage was tweeked, the more characters their were, the better for PvP events and such, making it more quantity over quality. After all you could have 5~10 str more than everyone else, but why would that matter when you take 5+ min damage anyway?[/quote]
Bump "where is the love?"
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[quote="NITEFALL"]Bump "where is the love?"[/quote]
I feel for a start all that is needed is a mob with drastically higher drop rate of all end game tabs/armor/weps etc.

As it stands only mages and archers can hunt mags effectively...

Create a new mob to farm and up the drop rate, this will help the economy for those who do still want to play as things are.

As for other ideas, plenty of them in here are valid to.

The stat system doesn't bother me, as it's all relative to what everyone else gets. Yes it is predictable, but it would be by now with the old system anyway, as we know how to hunt for max gains and what we got the previous level/what others got etc. We would know what to expect.
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[quote="SLAYER"]I feel for a start all that is needed is a mob with drastically higher drop rate of all end game tabs/armor/weps etc. As it stands only mages and archers can hunt mags effectively... Create a new mob to farm and up the drop rate, this will help the economy for those who do still want to play as things are. As for other ideas, plenty of them in here are valid to. The stat system doesn't bother me, as it's all relative to what everyone else gets. Yes it is predictable, but it would be by now with the old system anyway, as we know how to hunt for max gains and what we got the previous level/what others got etc. We would know what to expect.[/quote]
"SLAYER"I feel for a start all that is needed is a mob with drastically higher drop rate of all end game tabs/armor/weps etc.

As it stands only mages and archers can hunt mags effectively...


+1 Definitely.

As if ranged classes don't have enough advantages already (problem is exaggerated massively in d soma where there are no weapon switch outs) the only mob with a decent drop rate and pretty much the only mob that drops armour at all not only has whelps which are impossible to deal with unless you are archer or mage (switching to bow is just completely impractical esp if you are using a shield) but they also have ranged stone so you have to stand being stoned unable to fight taking it up the ass from MA every 2 mins where as archers and mages can fight back.

Drops need upping drastically in d soma in general and invul and omni need to drop from the end game mobs as well as medium rubies.

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[quote="SAL3M"][quote="SLAYER"]I feel for a start all that is needed is a mob with drastically higher drop rate of all end game tabs/armor/weps etc. As it stands only mages and archers can hunt mags effectively... [/quote] +1 Definitely. As if ranged classes don't have enough advantages already (problem is exaggerated massively in d soma where there are no weapon switch outs) the only mob with a decent drop rate and pretty much the only mob that drops armour at all not only has whelps which are impossible to deal with unless you are archer or mage (switching to bow is just completely impractical esp if you are using a shield) but they also have ranged stone so you have to stand being stoned unable to fight taking it up the ass from MA every 2 mins where as archers and mages can fight back. Drops need upping drastically in d soma in general and invul and omni need to drop from the end game mobs as well as medium rubies. [/quote]
+1 sal but we are still waiting
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[quote="NITEFALL"]+1 sal but we are still waiting[/quote]
We recently got a new Axer join our guild hes lvl 70 is in Invun and AoO I havnt got the heart to tell him his next new wep is in 50 levels if he can get one Intense and is willing to sacrifice str for wis to use.
He'll also be in his current armor always. 😅 no wonder Pandi is a ghost town.
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[quote="NITEFALL"]We recently got a new Axer join our guild hes lvl 70 is in Invun and AoO I havnt got the heart to tell him his next new wep is in 50 levels if he can get one Intense and is willing to sacrifice str for wis to use. He'll also be in his current armor always. 😅 no wonder Pandi is a ghost town.[/quote]
In comparison I am 96 (got bitter bone around 5 levels ago) and still a few levels from Titus and then theres still another armour after that.

Does make Dsoma look sad :(
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[quote="RAZOR"]In comparison I am 96 (got bitter bone around 5 levels ago) and still a few levels from Titus and then theres still another armour after that. Does make Dsoma look sad :([/quote]
Serpent shields ONLY dropping from Shiro is also a joke - another drop that could be added to end game mobs in place of scarlet bar/devil health and all of the other completely pointless drops.

I think the flimsy justification for all this is meant to be to balance RvR i.e don't want devils in OP gear vs humans but this doesn't really fly given the % system.

If devils have to go down to a constant 60% or even 50% at WoW to have an active d soma with PvP then what is the problem with that?
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[quote="SAL3M"]Serpent shields ONLY dropping from Shiro is also a joke - another drop that could be added to end game mobs in place of scarlet bar/devil health and all of the other completely pointless drops. I think the flimsy justification for all this is meant to be to balance RvR i.e don't want devils in OP gear vs humans but this doesn't really fly given the % system. If devils have to go down to a constant 60% or even 50% at WoW to have an active d soma with PvP then what is the problem with that?[/quote]
"SAL3M"

I think the flimsy justification for all this is meant to be to balance RvR i.e don't want devils in OP gear vs humans but this doesn't really fly given the % system.

If devils have to go down to a constant 60% or even 50% at WoW to have an active d soma with PvP then what is the problem with that?


Yeah I never saw that as a decent justification for lack of drops/upgrades/weps etc...that must be the reason for it though, or simply a lack of understanding om how dsoma operates.

The percentage system always worked imo, if the RVR on rival maps is a problem (as numbers may be altered, i.e. it may be 1:1 in vod in some situations vs 1:4 (in favour of humans) ratio at wotw) then make the other maps even worse for raiding devils.
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[quote="SLAYER"][quote="SAL3M"] I think the flimsy justification for all this is meant to be to balance RvR i.e don't want devils in OP gear vs humans but this doesn't really fly given the % system. If devils have to go down to a constant 60% or even 50% at WoW to have an active d soma with PvP then what is the problem with that?[/quote] Yeah I never saw that as a decent justification for lack of drops/upgrades/weps etc...that must be the reason for it though, or simply a lack of understanding om how dsoma operates. The percentage system always worked imo, if the RVR on rival maps is a problem (as numbers may be altered, i.e. it may be 1:1 in vod in some situations vs 1:4 (in favour of humans) ratio at wotw) then make the other maps even worse for raiding devils. [/quote]
i love the new stats system!!
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[quote="SEVRIN"]i love the new stats system!![/quote]
Just read back through this and saw Afro's post & I don't mean this to be personally disrespectful but that attitude is ridiculous in my opinion.

The whole 'just pick the best class and get on with it' attitude is exactly what is ruining the game.

The game thrives on many players and personal relationships imo otherwise why not just play an objectively much better single person RPG game like Skyrim etc?

Problem is nobody is going to play a game like this where there is functionally only one class - sure maybe you can balance via gear but if gear is impossible to make as drops are SO low and almost nobody plays it (so no economy) makes it a totally moot point.
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[quote="SAL3M"]Just read back through this and saw Afro's post & I don't mean this to be personally disrespectful but that attitude is ridiculous in my opinion. The whole 'just pick the best class and get on with it' attitude is exactly what is ruining the game. The game thrives on many players and personal relationships imo otherwise why not just play an objectively much better single person RPG game like Skyrim etc? Problem is nobody is going to play a game like this where there is functionally only one class - sure maybe you can balance via gear but if gear is impossible to make as drops are SO low and almost nobody plays it (so no economy) makes it a totally moot point. [/quote]

 

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