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BRAINSTORM |
"TRAPKING"Il admit the ability for lv 100 to get hit by level 120 isn’t all bad bud least if the xp is some what faster they can gain stats And stand a better chance sooner iv been saying this for a while the PK gap should be 5 not 20 cos 100-120 thats a massive stat gain a 120 should only be able to attack 115 min
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[quote="BRAINSTORM"][quote="TRAPKING"]Il admit the ability for lv 100 to get hit by level 120 isn’t all bad bud least if the xp is some what faster they can gain stats And stand a better chance sooner [/quote]
iv been saying this for a while the PK gap should be 5 not 20 cos 100-120 thats a massive stat gain
a 120 should only be able to attack 115 min [/quote]
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#106 2019/08/09 16:17:06 |
TYROZET |
No matter what increase he does to the rate, that will then become the norm and people will want faster again
And so the cycle continues Just crack on and level, if some of you spent less time chatting rubbish here and more time grinding, you'd be capped for sure
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[quote="TYROZET"]No matter what increase he does to the rate, that will then become the norm and people will want faster again
And so the cycle continues
Just crack on and level, if some of you spent less time chatting rubbish here and more time grinding, you'd be capped for sure [/quote]
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#107 2019/08/09 18:25:51 |
CABBAGE |
drops are more important than % speed
id happily level at esoma rates if i knew i had a good chance at getting decent loot after a few hunts. Farming mobs/items needs looking at nevermind the rates, otherwise you will be sat at 120 moaning that you have no gear lvling is the easy part , trying to get good gear is the real slog.
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[quote="CABBAGE"]drops are more important than % speed
id happily level at esoma rates if i knew i had a good chance at getting decent loot after a few hunts.
Farming mobs/items needs looking at nevermind the rates, otherwise you will be sat at 120 moaning that you have no gear
lvling is the easy part , trying to get good gear is the real slog.[/quote]
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#108 2019/08/09 18:31:28 |
ROXANNE |
+1 to both the above
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#109 2019/08/09 18:49:36 |
KAZOKU |
I agree, drops higher priority to me then capping faster
in two months iv had 8 clean tabs, 3 darian hoops , first one managed +3 then failed, 2nd one manage +1 then failed, 3rd one managed +3 then failed that's two months with no progress with items :( |
#110 2019/08/09 19:21:58 |
TYROZET |
"KAZOKU"I agree, drops higher priority to me then capping faster Make back up items leap frog method, then you never without gear Dont rip your best or only gear then sit and say you have nothing
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[quote="TYROZET"][quote="KAZOKU"]I agree, drops higher priority to me then capping faster
in two months iv had 8 clean tabs, 3 darian hoops , first one managed +3 then failed, 2nd one manage +1 then failed, 3rd one managed +3 then failed
that's two months with no progress with items :([/quote]
Make back up items leap frog method, then you never without gear
Dont rip your best or only gear then sit and say you have nothing[/quote]
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#111 2019/08/09 20:24:35 |
X |
Unnecessary,
Simply offer more frequent XP and drop events. Events are healthy for community development and buzz. As they are confined to limited periods this means you get an influx of players and raised activity, people become more communicative and enthusiastic etc during these fixed periods. The problem lies within these events being spaced out too greatly, 3-4 months between these kinds of events is a very long time with regard to our community size. Increased frequency, by a large percentage on spontaneous Drop/XP events.
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[quote="X"]Unnecessary,
Simply offer more frequent XP and drop events. Events are healthy for community development and buzz. As they are confined to limited periods this means you get an influx of players and raised activity, people become more communicative and enthusiastic etc during these fixed periods.
The problem lies within these events being spaced out too greatly, 3-4 months between these kinds of events is a very long time with regard to our community size.
Increased frequency, by a large percentage on spontaneous Drop/XP events.[/quote]
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#112 2019/08/09 22:15:21 |
DR_EVIL |
+1 X
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#113 2019/08/09 22:33:52 |
RAVENSOUL |
Soma has always been about the amount of time a character spends in game.
More time would result in being able to level more, get more drops, collecting more mats, craft longer etc etc I remember the esoma rates like it was yesterday, lucky to get 10% a day or 0.2 craft skill a day. But there lays the problem these days, most of you are now grown up, with work, families, responsibility etc and are unable to invest that time on this server, I'm sure most would love the ability to play 6,8,10 or 12 hours per day but the real world takes priority. Now that we have had 2 cap rises it now stands at level 120, any player taking a look at this game might be put off straight away from that level cap, so we need to allow them to at least catch up more quickly to level 100 otherwise the only new characters you will see are the hardcore players knocking out newer characters. It's why I'm against anymore cap raises for awhile because it will make it harder and harder to bring new players to give this game a try. Focus on the 0-100, improve drop files, maybe drop rates could be slightly increased and end game features need looking at/improving/adding.
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[quote="RAVENSOUL"]Soma has always been about the amount of time a character spends in game.
More time would result in being able to level more, get more drops, collecting more mats, craft longer etc etc
I remember the esoma rates like it was yesterday, lucky to get 10% a day or 0.2 craft skill a day.
But there lays the problem these days, most of you are now grown up, with work, families, responsibility etc and are unable to invest that time on this server, I'm sure most would love the ability to play 6,8,10 or 12 hours per day but the real world takes priority.
Now that we have had 2 cap rises it now stands at level 120, any player taking a look at this game might be put off straight away from that level cap, so we need to allow them to at least catch up more quickly to level 100 otherwise the only new characters you will see are the hardcore players knocking out newer characters. It's why I'm against anymore cap raises for awhile because it will make it harder and harder to bring new players to give this game a try. Focus on the 0-100, improve drop files, maybe drop rates could be slightly increased and end game features need looking at/improving/adding.
[/quote]
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#114 2019/08/09 22:37:11 |
RENOWN |
Soma is a game..I will say it for the 15th time, we game to enjoy the time spent.
Being able to ‘handle’ a stat route isn’t my point here, my point is that myself and many included enjoy the game at certain stages. I enjoy farming at mags, I want to be able to do so on my own character, I would enjoy my time spent ingame farming items, upgrading, killing bosses etc. The casual player (I’m talking a few hours a night if you’re lucky) will not cap any time soon, meaning farming/upgrading etc is a locked aspect of the game for 2 years. People always compare this to Esoma... but quite frankly put, this server has half the usercount if not less, the numbers aren’t there to make this fun anymore. The only way to increase the numbers is to make it worth people’s time. I would put money on the fact everyone that’s up and gone are the ones that lose hope in capping and playing end game content because they have a few hours to play and get disheartened with one level a week if they are lucky. I think people are thinking very narrow minded here, factual evidence shows that the usercount increases at an exp boost event. As for the new rates being the norm after a while, it wouldn’t matter if the cap wasn’t raised and end game content was added.
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[quote="RENOWN"]Soma is a game..I will say it for the 15th time, we game to enjoy the time spent.
Being able to ‘handle’ a stat route isn’t my point here, my point is that myself and many included enjoy the game at certain stages.
I enjoy farming at mags, I want to be able to do so on my own character, I would enjoy my time spent ingame farming items, upgrading, killing bosses etc. The casual player (I’m talking a few hours a night if you’re lucky) will not cap any time soon, meaning farming/upgrading etc is a locked aspect of the game for 2 years.
People always compare this to Esoma... but quite frankly put, this server has half the usercount if not less, the numbers aren’t there to make this fun anymore. The only way to increase the numbers is to make it worth people’s time. I would put money on the fact everyone that’s up and gone are the ones that lose hope in capping and playing end game content because they have a few hours to play and get disheartened with one level a week if they are lucky.
I think people are thinking very narrow minded here, factual evidence shows that the usercount increases at an exp boost event. As for the new rates being the norm after a while, it wouldn’t matter if the cap wasn’t raised and end game content was added.[/quote]
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#115 2019/08/10 00:03:11 |
DOUAVACADO |
"RENOWN"Soma is a game..I will say it for the 15th time, we game to enjoy the time spent. If you havnt got time to lvl then where are you going to get the time to farm items? You are not using your brain Only reason UC increases on an xp event or drop is because its higher than USUAL once you make those xp or drop events permanent that becomes the 'usual' and the cycle goes on, people will soon think it's too slow again.. Just put more time in if you want what you say you want or if you dont have TIME then share a char with another part timer Edit: i do think a weekend event once a month would help and people would possibly play more to prepare for them if they knew they were definitely happening, such as fast xp or drops etc
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[quote="DOUAVACADO"][quote="RENOWN"]Soma is a game..I will say it for the 15th time, we game to enjoy the time spent.
Being able to ‘handle’ a stat route isn’t my point here, my point is that myself and many included enjoy the game at certain stages.
I enjoy farming at mags, I want to be able to do so on my own character, I would enjoy my time spent ingame farming items, upgrading, killing bosses etc. The casual player (I’m talking a few hours a night if you’re lucky) will not cap any time soon, meaning farming/upgrading etc is a locked aspect of the game for 2 years.
People always compare this to Esoma... but quite frankly put, this server has half the usercount if not less, the numbers aren’t there to make this fun anymore. The only way to increase the numbers is to make it worth people’s time. I would put money on the fact everyone that’s up and gone are the ones that lose hope in capping and playing end game content because they have a few hours to play and get disheartened with one level a week if they are lucky.
I think people are thinking very narrow minded here, factual evidence shows that the usercount increases at an exp boost event. As for the new rates being the norm after a while, it wouldn’t matter if the cap wasn’t raised and end game content was added.[/quote]
If you havnt got time to lvl then where are you going to get the time to farm items?
You are not using your brain
Only reason UC increases on an xp event or drop is because its higher than USUAL once you make those xp or drop events permanent that becomes the 'usual' and the cycle goes on, people will soon think it's too slow again..
Just put more time in if you want what you say you want or if you dont have TIME then share a char with another part timer
Edit: i do think a weekend event once a month would help and people would possibly play more to prepare for them if they knew they were definitely happening, such as fast xp or drops etc[/quote]
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#116 2019/08/10 11:26:20 |
CARNAGE |
"RENOWN"I would put money on the fact everyone that’s up and gone are the ones that lose hope in capping and playing end game content Not necessarily true there, a lot has changed over the years and not everyone always agrees with these changes. A fair amount simply found something better to play.
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[quote="CARNAGE"][quote="RENOWN"]I would put money on the fact everyone that’s up and gone are the ones that lose hope in capping and playing end game content[/quote]
Not necessarily true there, a lot has changed over the years and not everyone always agrees with these changes. A fair amount simply found something better to play.[/quote]
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#117 2019/08/10 17:23:24 |
CHOJINE |
I sternly believe that only a few will ever truly stay long term soma players, as it takes an addictive personality mixed with the ability to repeat the same tasks day in day out to get to the peak of vp / pve. Most people leave because they get bored, not because they can’t cap, let’s not paint lemons gold people.
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[quote="CHOJINE"]I sternly believe that only a few will ever truly stay long term soma players, as it takes an addictive personality mixed with the ability to repeat the same tasks day in day out to get to the peak of vp / pve. Most people leave because they get bored, not because they can’t cap, let’s not paint lemons gold people.[/quote]
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#118 2019/08/10 17:56:36 |
RENOWN |
If the cap remained the same, people would cap in less than half the time they do now.
You are missing the point, maybe if you used your brain as much as you do when recalling PayPal payments you’d understand. I play games to enjoy them, levelling on a game with 50 user count, that will take a causal gamer 2 years to cap and get to the bit that’s enjoyed isn’t fun. The people I know keep me here, not the game.
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[quote="RENOWN"]If the cap remained the same, people would cap in less than half the time they do now.
You are missing the point, maybe if you used your brain as much as you do when recalling PayPal payments you’d understand. I play games to enjoy them, levelling on a game with 50 user count, that will take a causal gamer 2 years to cap and get to the bit that’s enjoyed isn’t fun.
The people I know keep me here, not the game. [/quote]
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#119 2019/08/10 18:01:08 |
CHOJINE |
imo and it is only my opinion, soma needs a raiding system that transports a party to an instance to fight very hard bosses for loot. A raiding system akin to ff14’s would be perfect, up to 12 levels, each level containing 1 very hard boss. Raiding at all levels would break the monotony, add a goal to reach, inspire the use of tactics and healing / tanking as well as rewarding with guaranteed loot.
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[quote="CHOJINE"]imo and it is only my opinion, soma needs a raiding system that transports a party to an instance to fight very hard bosses for loot. A raiding system akin to ff14’s would be perfect, up to 12 levels, each level containing 1 very hard boss. Raiding at all levels would break the monotony, add a goal to reach, inspire the use of tactics and healing / tanking as well as rewarding with guaranteed loot.[/quote]
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#120 2019/08/10 19:58:23 |
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