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A few things:

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Author Content Date
Bow durability:
Bow dura goes down even when the target is missed, they also start at very low dura to start with, e.g thunder bow 1000 dura, along with the misses on average mob you're supposed to be hunting you might get 650 hits on the mob, 350 wasted dura. Have to carry a lot of them to hunt.

Suggestion: Up the dura on bows accross the board by 100%. Or change it so they do not lose dura on a miss, like all the other weapons AND slight raise in starting dura.

Dungeon map:
The dungeon is a popular hunting area and I see no reason they should not have a Ctrl+M option, other than the fact they were added later in the game on E-soma and E-soma game masters were lazy. Navigating them is done only with obtained knowledge or a print-out of the maps.

Suggestion: Add them.

Weapon skill:
The weapon skill speeds seem a bit off compaired with E-soma rates and a LOT off compared with dex/str/int requirements.

Suggestion: Lower the skill requirements on weapons to balance them with in-game gains.

Material Re-stocks:
Currently it is a HUGE fight to get materials, at time 1 restock it took less than 30 seconds for ALL the leather to dissapear. Same for most of the other materials. All this means is that you succeeded in making a popular server and have a high usercount. However the amount of people against the amount of materials re-stocked means that it takes far too long to purchase amounts necessary for significant skill gains.

Suggestions: Double the amount of materials re-stocked at time 1 and at the random restocks. Alternatively have it so all materials re-stock X amount on every time in-game (and/or remove shop closed hours).

Hunting:
Hunting at most hours of the day or night is extremely frustrating, unable to get a monster to hit due to the high usercount, The Myth of Soma is way too small to be playable with the amount of users all on the same monsters. Even the generally un-hunted monsters are over-crowded with players. Again this means you have succeeded in making a popular server. However not coming accross monsters for 10 minutes a time and having others waiting around to find one too makes the game far too frustrating.

Suggestions: Make the re-spawn time on monsters accross the board much faster. Alternatively create new maps to support the usercount, even if it was "Would you like to teleport to Mercenary Area 1/2/3" with exactly the same monsters. The popular monsters like raptors should also have a big increase to the amount of them that spawn. Utilizing the entire grass below merc, rather than having a few good areas within it.
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[quote="FLICKTHEBEAN"]Bow durability: Bow dura goes down even when the target is missed, they also start at very low dura to start with, e.g thunder bow 1000 dura, along with the misses on average mob you're supposed to be hunting you might get 650 hits on the mob, 350 wasted dura. Have to carry a lot of them to hunt. Suggestion: Up the dura on bows accross the board by 100%. Or change it so they do not lose dura on a miss, like all the other weapons AND slight raise in starting dura. Dungeon map: The dungeon is a popular hunting area and I see no reason they should not have a Ctrl+M option, other than the fact they were added later in the game on E-soma and E-soma game masters were lazy. Navigating them is done only with obtained knowledge or a print-out of the maps. Suggestion: Add them. Weapon skill: The weapon skill speeds seem a bit off compaired with E-soma rates and a LOT off compared with dex/str/int requirements. Suggestion: Lower the skill requirements on weapons to balance them with in-game gains. Material Re-stocks: Currently it is a HUGE fight to get materials, at time 1 restock it took less than 30 seconds for ALL the leather to dissapear. Same for most of the other materials. All this means is that you succeeded in making a popular server and have a high usercount. However the amount of people against the amount of materials re-stocked means that it takes far too long to purchase amounts necessary for significant skill gains. Suggestions: Double the amount of materials re-stocked at time 1 and at the random restocks. Alternatively have it so all materials re-stock X amount on every time in-game (and/or remove shop closed hours). Hunting: Hunting at most hours of the day or night is extremely frustrating, unable to get a monster to hit due to the high usercount, The Myth of Soma is way too small to be playable with the amount of users all on the same monsters. Even the generally un-hunted monsters are over-crowded with players. Again this means you have succeeded in making a popular server. However not coming accross monsters for 10 minutes a time and having others waiting around to find one too makes the game far too frustrating. Suggestions: Make the re-spawn time on monsters accross the board much faster. Alternatively create new maps to support the usercount, even if it was "Would you like to teleport to Mercenary Area 1/2/3" with exactly the same monsters. The popular monsters like raptors should also have a big increase to the amount of them that spawn. Utilizing the entire grass below merc, rather than having a few good areas within it. [/quote]
All of the above points are the things that make this game so damn good, why would you want to take away the hardcore feel and just make everything easier.

I disagree with everything except the weapon skill!

Bows Dura should reduce as intended to counter the fact you can pull in many adds without moving, which no other weapon can.

The dungeon doesn't have a map because it is a dungeon....

Material re-stocks to stop people buying skill. You can farm if you want it that badly??

There are many alternative mobs, I have been hunting Scales, Raps, Gazers and Trolls (mummys and orcs to start) and find even at peak times that there are plenty for everyone, despite the area bein packed.

New maps is a terrible idea in my opinion.
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[quote="STU"]All of the above points are the things that make this game so damn good, why would you want to take away the hardcore feel and just make everything easier. I disagree with everything except the weapon skill! Bows Dura should reduce as intended to counter the fact you can pull in many adds without moving, which no other weapon can. The dungeon doesn't have a map because it is a dungeon.... Material re-stocks to stop people buying skill. You can farm if you want it that badly?? There are many alternative mobs, I have been hunting Scales, Raps, Gazers and Trolls (mummys and orcs to start) and find even at peak times that there are plenty for everyone, despite the area bein packed. New maps is a terrible idea in my opinion.[/quote]
Sorry Flick but i agree with Stu
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[quote="RAZOR"]Sorry Flick but i agree with Stu[/quote]
I disagree as well. I would like as many things to stay close to the original game a possible.
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[quote="SHATTERSTAR"]I disagree as well. I would like as many things to stay close to the original game a possible.[/quote]
"STU"

The dungeon doesn't have a map because it is a dungeon....



Infernal Caves has a map and is a dungeon... VoD has a map and is a dungeon...

Since when does the fact that a map is a dungeon mean it can't have a map? O_o

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[quote="MELENECK"][quote="STU"] The dungeon doesn't have a map because it is a dungeon.... [/quote] Infernal Caves has a map and is a dungeon... VoD has a map and is a dungeon... Since when does the fact that a map is a dungeon mean it can't have a map? O_o [/quote]
I'm confused? VOD is a dungeon?

I'm pretty sure the original game makers didnt add a map to Dungeon to make it harder to navigate, on purpose, not because they're lazy.
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[quote="RAZOR"]I'm confused? VOD is a dungeon? I'm pretty sure the original game makers didnt add a map to Dungeon to make it harder to navigate, on purpose, not because they're lazy.[/quote]
Infernal caves is not a dungeon.
The dungeon inside the Infernal caves is a dungeon, and that doesn't have a map.
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[quote="PATHOLOGIST"]Infernal caves is not a dungeon. The dungeon inside the Infernal caves is a dungeon, and that doesn't have a map.[/quote]
Spawns have always needed to be upped ingame... and there are areas unused/spare of mobs in all maps
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[quote="KVOTHE"]Spawns have always needed to be upped ingame... and there are areas unused/spare of mobs in all maps[/quote]

 

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