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Creation of Community Volunteer Group

Author Content Date
"MORTY"
"NITE"@Carnage @Morty

Do you guys even play or have anything productive to offer or do yous just come on the forums to troll and stir shit up.

It's pretty obvious both of you have the slightlest clue about Soma and even on your best days yous would never have anything constructive to say.





you seriously need to get your lips off matty and toms arse hole, you are a nobody, and never will be a somebody, I actually said something constructive, you can carry on sucking mattys dick, all you like, and keep banning people from the soma discord for stupid reasons you pathetic scrub.


W0o0o0oW dude my feelings T_T
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[quote="NITE"][quote="MORTY"][quote="NITE"]@Carnage @Morty Do you guys even play or have anything productive to offer or do yous just come on the forums to troll and stir shit up. It's pretty obvious both of you have the slightlest clue about Soma and even on your best days yous would never have anything constructive to say. [/quote] you seriously need to get your lips off matty and toms arse hole, you are a nobody, and never will be a somebody, I actually said something constructive, you can carry on sucking mattys dick, all you like, and keep banning people from the soma discord for stupid reasons you pathetic scrub.[/quote] W0o0o0oW dude my feelings T_T [/quote]
Hi. FOXTRCK, I am a player from China, glad to see you guys working hard to make this game better.

I am kind of new here (joined in this server since August this year), and I am in touch with the other active Chinese players here.

As a member of soma family, many Chinese players have a strong will to join the game, but most of them are hampered by the lauguage problem (as you know, most of the palyers are around 30-50 years old, some of them are even over 60), they cannot read English. I have played soma for about 18 years and I hope the soma family will thrive again with more players around the world, especially from China, :).

Therefore, I hope GMs can help to prepare a Chinsese version with a patch, not for everything, but at least for NPC conversation, quests and etc. I can offer some help to do part of the translation jobs as well.

Another thing is that we hope that we can name our char in Chinese, which is allowe in the original soma in China.

Looking forward to your reply. Thank you very much. And please PM me if you are intrested.
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[quote="APM67"]Hi. FOXTRCK, I am a player from China, glad to see you guys working hard to make this game better. I am kind of new here (joined in this server since August this year), and I am in touch with the other active Chinese players here. As a member of soma family, many Chinese players have a strong will to join the game, but most of them are hampered by the lauguage problem (as you know, most of the palyers are around 30-50 years old, some of them are even over 60), they cannot read English. I have played soma for about 18 years and I hope the soma family will thrive again with more players around the world, especially from China, :). Therefore, I hope GMs can help to prepare a Chinsese version with a patch, not for everything, but at least for NPC conversation, quests and etc. I can offer some help to do part of the translation jobs as well. Another thing is that we hope that we can name our char in Chinese, which is allowe in the original soma in China. Looking forward to your reply. Thank you very much. And please PM me if you are intrested. [/quote]
You should be a council rep for China.
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[quote="CARNAGE"]You should be a council rep for China. [/quote]
naming your character in Chinese would mean the rest of us couldn't send u pms or do sr's with ya
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[quote="LUPISCUS"]naming your character in Chinese would mean the rest of us couldn't send u pms or do sr's with ya[/quote]
"LUPISCUS"naming your character in Chinese would mean the rest of us couldn't send u pms or do sr's with ya


This isnt even worth considering as a problem, if it will get them ingame lets go for it
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[quote="STINGERHH"][quote="LUPISCUS"]naming your character in Chinese would mean the rest of us couldn't send u pms or do sr's with ya[/quote] This isnt even worth considering as a problem, if it will get them ingame lets go for it[/quote]
"LUPISCUS"naming your character in Chinese would mean the rest of us couldn't send u pms or do sr's with ya


Maybe they can implement a right click drop down for repair. Saves typing it out
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[quote="SABREWOLF"][quote="LUPISCUS"]naming your character in Chinese would mean the rest of us couldn't send u pms or do sr's with ya[/quote] Maybe they can implement a right click drop down for repair. Saves typing it out[/quote]

"LUPISCUS"
naming your character in Chinese would mean the rest of us couldn't send u pms or do sr's with ya


This could be a problem...But I agree with SABREWOLF, if the GMs can make a right click drop down for repair, thats the best and will improve everyone's game experience, not only for the problem u mentioned. :)

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[quote="APM67"][quote=] "LUPISCUS" naming your character in Chinese would mean the rest of us couldn't send u pms or do sr's with ya This could be a problem...But I agree with SABREWOLF, if the GMs can make a right click drop down for repair, thats the best and will improve everyone's game experience, not only for the problem u mentioned. :) [/quote]
"SABREWOLF"
"LUPISCUS"naming your character in Chinese would mean the rest of us couldn't send u pms or do sr's with ya


Maybe they can implement a right click drop down for repair. Saves typing it out


+1 Very good idea
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[quote="FEEBLE"][quote="SABREWOLF"][quote="LUPISCUS"]naming your character in Chinese would mean the rest of us couldn't send u pms or do sr's with ya[/quote] Maybe they can implement a right click drop down for repair. Saves typing it out[/quote] +1 Very good idea[/quote]
I agree with 200 crafting skill having a bonus just feel that certain chars that have multied to achieve it don't deserve the bonus. However nothing we can do about that.
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[quote="SABREWOLF"]I agree with 200 crafting skill having a bonus just feel that certain chars that have multied to achieve it don't deserve the bonus. However nothing we can do about that.[/quote]
"SABREWOLF"I agree with 200 crafting skill having a bonus just feel that certain chars that have multied to achieve it don't deserve the bonus. However nothing we can do about that.


maybe make a special bonus that only works on one, or perhaps two accounts?
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[quote="MICKYC"][quote="SABREWOLF"]I agree with 200 crafting skill having a bonus just feel that certain chars that have multied to achieve it don't deserve the bonus. However nothing we can do about that.[/quote] maybe make a special bonus that only works on one, or perhaps two accounts?[/quote]
"DARE"
"FINITO"The decision on the Anvil change in my mind is still on-going, personally I would like to do fail keeps item with no stat change but still adds +1.


If we are doing any anvil change then I would +1 to this idea.

Anything after +5 should still break if you risk, imo.


+1 with Afro on this.
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[quote="SLAYER"][quote="DARE"][quote="FINITO"]The decision on the Anvil change in my mind is still on-going, personally I would like to do fail keeps item with no stat change but still adds +1.[/quote] If we are doing any anvil change then I would +1 to this idea. Anything after +5 should still break if you risk, imo.[/quote] +1 with Afro on this.[/quote]
"SLAYER"
"DARE"
"FINITO"The decision on the Anvil change in my mind is still on-going, personally I would like to do fail keeps item with no stat change but still adds +1.


If we are doing any anvil change then I would +1 to this idea.

Anything after +5 should still break if you risk, imo.


+1 with Afro on this.


I disagree with you guys because the fake +1 already means that +5 is not some sort of tipping point in quality.

Why make a risk of snapping a +5 that has +2 stats going +6?

It would be better if possible to simply rachet the % success based on the current +stats or if that isn't possible just the overall +x of the item if you wanted to slow things down.

It would be nice also if ratcheting % success is something that is possible that crafting skill was gradually brought into the equation so that every 10 skill or so over the min maybe gave you x% chance increase as opposed to the supposed hard cutoffs that supposedly exist now.
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[quote="BEACHSHORTS"][quote="SLAYER"][quote="DARE"][quote="FINITO"]The decision on the Anvil change in my mind is still on-going, personally I would like to do fail keeps item with no stat change but still adds +1.[/quote] If we are doing any anvil change then I would +1 to this idea. Anything after +5 should still break if you risk, imo.[/quote] +1 with Afro on this.[/quote] I disagree with you guys because the fake +1 already means that +5 is not some sort of tipping point in quality. Why make a risk of snapping a +5 that has +2 stats going +6? It would be better if possible to simply rachet the % success based on the current +stats or if that isn't possible just the overall +x of the item if you wanted to slow things down. It would be nice also if ratcheting % success is something that is possible that crafting skill was gradually brought into the equation so that every 10 skill or so over the min maybe gave you x% chance increase as opposed to the supposed hard cutoffs that supposedly exist now.[/quote]
"BEACHSHORTS"
"SLAYER"
"DARE"
"FINITO"The decision on the Anvil change in my mind is still on-going, personally I would like to do fail keeps item with no stat change but still adds +1.


If we are doing any anvil change then I would +1 to this idea.

Anything after +5 should still break if you risk, imo.


+1 with Afro on this.


I disagree with you guys because the fake +1 already means that +5 is not some sort of tipping point in quality.

Why make a risk of snapping a +5 that has +2 stats going +6?

It would be better if possible to simply rachet the % success based on the current +stats or if that isn't possible just the overall +x of the item if you wanted to slow things down.

It would be nice also if ratcheting % success is something that is possible that crafting skill was gradually brought into the equation so that every 10 skill or so over the min maybe gave you x% chance increase as opposed to the supposed hard cutoffs that supposedly exist now.


The reason why I think the fake +1 idea works is because it benefits those who don't have lots of time to farm mats, whilst keeping true +8 items very rare.

Those of us with very few upped items will be more likely to risk using upgrades rather than keeping them stockpiled until we have multiple items to upgrade and risk.

It also then leaves it up to the individual to decide whether to push past +5. Do you go at 800 recoil or 650 recoil? It adds another element of risk, which I think is good as it shouldn't be made easier, just more fair.
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[quote="DANOT"][quote="BEACHSHORTS"][quote="SLAYER"][quote="DARE"][quote="FINITO"]The decision on the Anvil change in my mind is still on-going, personally I would like to do fail keeps item with no stat change but still adds +1.[/quote] If we are doing any anvil change then I would +1 to this idea. Anything after +5 should still break if you risk, imo.[/quote] +1 with Afro on this.[/quote] I disagree with you guys because the fake +1 already means that +5 is not some sort of tipping point in quality. Why make a risk of snapping a +5 that has +2 stats going +6? It would be better if possible to simply rachet the % success based on the current +stats or if that isn't possible just the overall +x of the item if you wanted to slow things down. It would be nice also if ratcheting % success is something that is possible that crafting skill was gradually brought into the equation so that every 10 skill or so over the min maybe gave you x% chance increase as opposed to the supposed hard cutoffs that supposedly exist now.[/quote] The reason why I think the fake +1 idea works is because it benefits those who don't have lots of time to farm mats, whilst keeping true +8 items very rare. Those of us with very few upped items will be more likely to risk using upgrades rather than keeping them stockpiled until we have multiple items to upgrade and risk. It also then leaves it up to the individual to decide whether to push past +5. Do you go at 800 recoil or 650 recoil? It adds another element of risk, which I think is good as it shouldn't be made easier, just more fair. [/quote]
"DANOT"
"BEACHSHORTS"
"SLAYER"
"DARE"
"FINITO"The decision on the Anvil change in my mind is still on-going, personally I would like to do fail keeps item with no stat change but still adds +1.


If we are doing any anvil change then I would +1 to this idea.

Anything after +5 should still break if you risk, imo.


+1 with Afro on this.


I disagree with you guys because the fake +1 already means that +5 is not some sort of tipping point in quality.

Why make a risk of snapping a +5 that has +2 stats going +6?

It would be better if possible to simply rachet the % success based on the current +stats or if that isn't possible just the overall +x of the item if you wanted to slow things down.

It would be nice also if ratcheting % success is something that is possible that crafting skill was gradually brought into the equation so that every 10 skill or so over the min maybe gave you x% chance increase as opposed to the supposed hard cutoffs that supposedly exist now.


The reason why I think the fake +1 idea works is because it benefits those who don't have lots of time to farm mats, whilst keeping true +8 items very rare.

Those of us with very few upped items will be more likely to risk using upgrades rather than keeping them stockpiled until we have multiple items to upgrade and risk.

It also then leaves it up to the individual to decide whether to push past +5. Do you got at 800 recoil or 650 recoil? It adds another element of risk, which I think is good as it shouldn't be made easier, just more fair.


Totally Agree Danot :P
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[quote="MICKYC"][quote="DANOT"][quote="BEACHSHORTS"][quote="SLAYER"][quote="DARE"][quote="FINITO"]The decision on the Anvil change in my mind is still on-going, personally I would like to do fail keeps item with no stat change but still adds +1.[/quote] If we are doing any anvil change then I would +1 to this idea. Anything after +5 should still break if you risk, imo.[/quote] +1 with Afro on this.[/quote] I disagree with you guys because the fake +1 already means that +5 is not some sort of tipping point in quality. Why make a risk of snapping a +5 that has +2 stats going +6? It would be better if possible to simply rachet the % success based on the current +stats or if that isn't possible just the overall +x of the item if you wanted to slow things down. It would be nice also if ratcheting % success is something that is possible that crafting skill was gradually brought into the equation so that every 10 skill or so over the min maybe gave you x% chance increase as opposed to the supposed hard cutoffs that supposedly exist now.[/quote] The reason why I think the fake +1 idea works is because it benefits those who don't have lots of time to farm mats, whilst keeping true +8 items very rare. Those of us with very few upped items will be more likely to risk using upgrades rather than keeping them stockpiled until we have multiple items to upgrade and risk. It also then leaves it up to the individual to decide whether to push past +5. Do you got at 800 recoil or 650 recoil? It adds another element of risk, which I think is good as it shouldn't be made easier, just more fair. [/quote] Totally Agree Danot :P[/quote]
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[quote="MICKYC"].[/quote]

 

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