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Game improvements

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Ok simple reason for this post is so GMs can look here and do some well-being edits that can make our time more enjoyable...

This can be about drops / hunting / bosses / new items...

Personally drops is my biggest issue...

So boars need to drop stinger tier weapons at a rate it’s noticeable no one uses vials for anything since new upgrades have been introduced... boars seem the slowest mob and the drop rate is terrible ...

Hellish trolls need psycho bow tier weapons to be boosted.... capped 2 players there and can count on two hands the rares I had... troll rings are non existent...

Mags remove stinger tiers remove bone remove bitter, increase xbow tier massively again I’ve done mag quest twice and have had 3 weapons on that tier... add Titus on a nice rate...
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[quote="TEMEROSO"]Ok simple reason for this post is so GMs can look here and do some well-being edits that can make our time more enjoyable... This can be about drops / hunting / bosses / new items... Personally drops is my biggest issue... So boars need to drop stinger tier weapons at a rate it’s noticeable no one uses vials for anything since new upgrades have been introduced... boars seem the slowest mob and the drop rate is terrible ... Hellish trolls need psycho bow tier weapons to be boosted.... capped 2 players there and can count on two hands the rares I had... troll rings are non existent... Mags remove stinger tiers remove bone remove bitter, increase xbow tier massively again I’ve done mag quest twice and have had 3 weapons on that tier... add Titus on a nice rate...[/quote]
Keep rates drops x 2 perma

Increase healing for int massivly so gives everyone a big incentive to make new chars

Lift crafting limit and more incentive for 200 skill (great for end game)

New elder mag mob with lot better drop rate and file but high hp

Reset kdr quartly to encourage more pvp

Make gvw area outside bottom tyt map pk free zone bit like a huge arena but u lose nothing for revive

Auction house as discussion with fin

New items to work towards that are fully rng to keep it addictive for example weps are all diff recoil cus of rng,
But arm is all same

Add something like a random tab that can add 0-3 stats per tab so u can roll for big upgrades for arm and access

Or like add 0-2% acc, 0-2 % eva, etc so again more to work towards instead of standard +5 arm/access

Make +1 and +6 upgrades much greater chance.

New pvp events

Delete dsoma - make everyone play hsoma lol
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[quote="SUBXERO"]Keep rates drops x 2 perma Increase healing for int massivly so gives everyone a big incentive to make new chars Lift crafting limit and more incentive for 200 skill (great for end game) New elder mag mob with lot better drop rate and file but high hp Reset kdr quartly to encourage more pvp Make gvw area outside bottom tyt map pk free zone bit like a huge arena but u lose nothing for revive Auction house as discussion with fin New items to work towards that are fully rng to keep it addictive for example weps are all diff recoil cus of rng, But arm is all same Add something like a random tab that can add 0-3 stats per tab so u can roll for big upgrades for arm and access Or like add 0-2% acc, 0-2 % eva, etc so again more to work towards instead of standard +5 arm/access Make +1 and +6 upgrades much greater chance. New pvp events Delete dsoma - make everyone play hsoma lol[/quote]
The trouble with a lot of the drops is that a large amount of mobs have too big a drop file list and most of the items on a mobs drop list are pointless at the stage your character hunts them, so it's harder to run through the dreaded rng on drops.

Addressing the drop files would help generate more useful drops on the market.

Have a maximum amount of items a mob can drop i.e. 15 items that way it will allow players to run through the rng especially at times when it's quiet.

Making all armour unisex would save on the amount on a mobs drop list for a start i.e. Instead of having say 2 helms 2 tops 2 pads 2 boots for Titus at hellish trolls for male and female you would have 4 less items to start with on this mobs drop list.
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[quote="RAVENSOUL"]The trouble with a lot of the drops is that a large amount of mobs have too big a drop file list and most of the items on a mobs drop list are pointless at the stage your character hunts them, so it's harder to run through the dreaded rng on drops. Addressing the drop files would help generate more useful drops on the market. Have a maximum amount of items a mob can drop i.e. 15 items that way it will allow players to run through the rng especially at times when it's quiet. Making all armour unisex would save on the amount on a mobs drop list for a start i.e. Instead of having say 2 helms 2 tops 2 pads 2 boots for Titus at hellish trolls for male and female you would have 4 less items to start with on this mobs drop list. [/quote]
Magmas are the most unbalanced mob in game. Asking for more is utterly ridiculous.
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[quote="PROWLER"]Magmas are the most unbalanced mob in game. Asking for more is utterly ridiculous.[/quote]
I think there should be a lot more endgame repeatable quest to kill mobs that n4ever get touched anymore for something usefull like 1000 earth elemental for 5 ep 1000 mongman for a tab of ur choice 1000 warban for med gem of ur choice 1000 wraith for 10 frog Spawns would need increased as this would bring alot more ppl to those.mobs

The biggest turn off to this game for 99% of ppl is the feeling of investing time and getting nothing in return repeatable quests solve that a bit if u want the guarantee of some sort of loot at the end of ur hunt u go do repeatable quest if I wanna gamble for.more loot u go mags or something else
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[quote="AOUMIE"]I think there should be a lot more endgame repeatable quest to kill mobs that n4ever get touched anymore for something usefull like 1000 earth elemental for 5 ep 1000 mongman for a tab of ur choice 1000 warban for med gem of ur choice 1000 wraith for 10 frog Spawns would need increased as this would bring alot more ppl to those.mobs The biggest turn off to this game for 99% of ppl is the feeling of investing time and getting nothing in return repeatable quests solve that a bit if u want the guarantee of some sort of loot at the end of ur hunt u go do repeatable quest if I wanna gamble for.more loot u go mags or something else[/quote]
+1 no fail system
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[quote="TEMEROSO"]+1 no fail system [/quote]
A little boost in skill to fall online with leveling speeds especially 1-110 skill
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[quote="TEMEROSO"]A little boost in skill to fall online with leveling speeds especially 1-110 skill[/quote]
Increase rates to 4x what they are now and ditch rested xp as mentioned in other post.

Get rid of con grind in favor of a multi-stage quest-based system for attaining con that introduces you to key aspects/areas of the game.

Add drops like 'Cookbook' +x cooking skill depending on tag and equivalent for all other crafting to get rid of mindless afk crafting grind at least in part.

Delete d soma and double maps and skins as mentioned above - make WoW a massive version of gvw and winning guild gets conti or pk immunity/upped drop rates on that map whilst holding - something along those lines.

Get rid of heal for int and +50 (make all mobs +50) and set them at str/dex/int to encourage a natural progression through many of the mobs, perhaps also incentivise via quests for those mobs with genuinely useful rewards like large amounts of barr, untradeable armour/wep with +eva/accu/upped recoil on them that is level appropriate.

Any left-over mobs just make them end-game farming mobs but have various different mobs for different types of drops.

Find some way to balance the classes so that every character doesn't take one of two paths then maybe reskill @ cap for the flavor of the month weapon - best way to do this imo is have set classes with points as in d soma but with far more flexibility to design different builds i.e. have way less points to spend in every area than what is available as max, plus since attk/df are not split into str and con would also work better in h soma anyway. Let every class use bow as a 2nd but cap their skill at 100 skill so you can't have max attk bows as in d soma but let there be a bit more leniency toward archer for every class (including auras to this skill). Make the equiv axe for mage and archer.

+1 no stat at anvil on fail rather than break to cap the items potential whilst not completely regressing your character. Has to be done in conjunction with the total removal of the combo system.

I know some of these are mega-controversial esp the stat allocation one but just putting it out there.
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[quote="SAL3M"]Increase rates to 4x what they are now and ditch rested xp as mentioned in other post. Get rid of con grind in favor of a multi-stage quest-based system for attaining con that introduces you to key aspects/areas of the game. Add drops like 'Cookbook' +x cooking skill depending on tag and equivalent for all other crafting to get rid of mindless afk crafting grind at least in part. Delete d soma and double maps and skins as mentioned above - make WoW a massive version of gvw and winning guild gets conti or pk immunity/upped drop rates on that map whilst holding - something along those lines. Get rid of heal for int and +50 (make all mobs +50) and set them at str/dex/int to encourage a natural progression through many of the mobs, perhaps also incentivise via quests for those mobs with genuinely useful rewards like large amounts of barr, untradeable armour/wep with +eva/accu/upped recoil on them that is level appropriate. Any left-over mobs just make them end-game farming mobs but have various different mobs for different types of drops. Find some way to balance the classes so that every character doesn't take one of two paths then maybe reskill @ cap for the flavor of the month weapon - best way to do this imo is have set classes with points as in d soma but with far more flexibility to design different builds i.e. have way less points to spend in every area than what is available as max, plus since attk/df are not split into str and con would also work better in h soma anyway. Let every class use bow as a 2nd but cap their skill at 100 skill so you can't have max attk bows as in d soma but let there be a bit more leniency toward archer for every class (including auras to this skill). Make the equiv axe for mage and archer. +1 no stat at anvil on fail rather than break to cap the items potential whilst not completely regressing your character. Has to be done in conjunction with the total removal of the combo system. I know some of these are mega-controversial esp the stat allocation one but just putting it out there. [/quote]
Add more distributive stat points at char creation screen (in keeping with capped figures). Change it from 3 to maybe 7 or 9
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[quote="FOXTRCK"]Add more distributive stat points at char creation screen (in keeping with capped figures). Change it from 3 to maybe 7 or 9[/quote]

 

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