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Soma Community Volunteer UPDATE: 15/10/19

Author Content Date
"SLAYER"
"CARNAGE"
"FOXOSAURUS"PK has and does at times create toxicity and has made people leave.


I genuinely feel sorry for those individuals if they ever attempt to move on from this game into something that's actually mainstream.

A small community can be nice at times but sometimes it just creates people that are straight up spoiled. Don't get what I want oh well I'm off.


Tbh mate you were always in big guilds with plenty of backup/alliance and were fairly neutral. You were never on the receiving end of it really. Things were also a bit different back when you played...there is essentially zero risk/loss for a person pking now when moral is grounded out. Can even TP around from npc to npc re stocking with basically no risk....too easy. It used to be risky/harder work being bottom moral on hsoma or dsoma.

I think it's more like "well this is annoying I'll go play something else or go back to more rl interests"...In the context of what we are talking about anyway.


Community isn't the same either. I've had fights against you, had fights with you but we often respected the fact we had to hunt in the same place and ended up having a chat.
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[quote="CARNAGE"][quote="SLAYER"][quote="CARNAGE"][quote="FOXOSAURUS"]PK has and does at times create toxicity and has made people leave.[/quote] I genuinely feel sorry for those individuals if they ever attempt to move on from this game into something that's actually mainstream. A small community can be nice at times but sometimes it just creates people that are straight up spoiled. Don't get what I want oh well I'm off. [/quote] Tbh mate you were always in big guilds with plenty of backup/alliance and were fairly neutral. You were never on the receiving end of it really. Things were also a bit different back when you played...there is essentially zero risk/loss for a person pking now when moral is grounded out. Can even TP around from npc to npc re stocking with basically no risk....too easy. It used to be risky/harder work being bottom moral on hsoma or dsoma. I think it's more like "well this is annoying I'll go play something else or go back to more rl interests"...In the context of what we are talking about anyway.[/quote] Community isn't the same either. I've had fights against you, had fights with you but we often respected the fact we had to hunt in the same place and ended up having a chat.[/quote]
"CARNAGE"
"SLAYER"
"CARNAGE"
"FOXOSAURUS"PK has and does at times create toxicity and has made people leave.


I genuinely feel sorry for those individuals if they ever attempt to move on from this game into something that's actually mainstream.

A small community can be nice at times but sometimes it just creates people that are straight up spoiled. Don't get what I want oh well I'm off.


Tbh mate you were always in big guilds with plenty of backup/alliance and were fairly neutral. You were never on the receiving end of it really. Things were also a bit different back when you played...there is essentially zero risk/loss for a person pking now when moral is grounded out. Can even TP around from npc to npc re stocking with basically no risk....too easy. It used to be risky/harder work being bottom moral on hsoma or dsoma.

I think it's more like "well this is annoying I'll go play something else or go back to more rl interests"...In the context of what we are talking about anyway.


Community isn't the same either. I've had fights against you, had fights with you but we often respected the fact we had to hunt in the same place and ended up having a chat.


Yeah you are spot on, we all (usually) used to settle any issues we had with someone in the end, just seems to be harder to resolve these days... I'm sure it's multifactorial.
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[quote="SLAYER"][quote="CARNAGE"][quote="SLAYER"][quote="CARNAGE"][quote="FOXOSAURUS"]PK has and does at times create toxicity and has made people leave.[/quote] I genuinely feel sorry for those individuals if they ever attempt to move on from this game into something that's actually mainstream. A small community can be nice at times but sometimes it just creates people that are straight up spoiled. Don't get what I want oh well I'm off. [/quote] Tbh mate you were always in big guilds with plenty of backup/alliance and were fairly neutral. You were never on the receiving end of it really. Things were also a bit different back when you played...there is essentially zero risk/loss for a person pking now when moral is grounded out. Can even TP around from npc to npc re stocking with basically no risk....too easy. It used to be risky/harder work being bottom moral on hsoma or dsoma. I think it's more like "well this is annoying I'll go play something else or go back to more rl interests"...In the context of what we are talking about anyway.[/quote] Community isn't the same either. I've had fights against you, had fights with you but we often respected the fact we had to hunt in the same place and ended up having a chat.[/quote] Yeah you are spot on, we all (usually) used to settle any issues we had with someone in the end, just seems to be harder to resolve these days... I'm sure it's multifactorial.[/quote]
I haven't read this whole entire thread but it seems the gist of it is about the whole pk immunity.

Tbh i don't think it should have been increased to an hour, instead the level gap should have been reduced to 5 levels rather than 10.

I understand that some people come home from work and want to level in peace, but if pk bothers you that much just accept the two deaths for peaceful hunting and don't instigate the pker.

Just my thoughts.
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[quote="DEAMOND"]I haven't read this whole entire thread but it seems the gist of it is about the whole pk immunity. Tbh i don't think it should have been increased to an hour, instead the level gap should have been reduced to 5 levels rather than 10. I understand that some people come home from work and want to level in peace, but if pk bothers you that much just accept the two deaths for peaceful hunting and don't instigate the pker. Just my thoughts.[/quote]
I like the idea of making it so you can hit back and if you die twice you still get your immunity. The issue at the moment is no one wants to engage in pvp with a grey player as doing so removes their immunity, so they instead just take their deaths.
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[quote="THECHOJINE"]I like the idea of making it so you can hit back and if you die twice you still get your immunity. The issue at the moment is no one wants to engage in pvp with a grey player as doing so removes their immunity, so they instead just take their deaths. [/quote]
"THECHOJINE"I like the idea of making it so you can hit back and if you die twice you still get your immunity. The issue at the moment is no one wants to engage in pvp with a grey player as doing so removes their immunity, so they instead just take their deaths.


yes..just standing there to take 2 deaths is a crazy way to get immunity.. fighting back should be possible... and still gain the immunity if you die...
imo... can fight back....but if u die.. you still get the immunity.. 1 death = 15 mins immunity

summin like that anyway
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[quote="WOLF8"][quote="THECHOJINE"]I like the idea of making it so you can hit back and if you die twice you still get your immunity. The issue at the moment is no one wants to engage in pvp with a grey player as doing so removes their immunity, so they instead just take their deaths. [/quote] yes..just standing there to take 2 deaths is a crazy way to get immunity.. fighting back should be possible... and still gain the immunity if you die... imo... can fight back....but if u die.. you still get the immunity.. 1 death = 15 mins immunity summin like that anyway[/quote]

is dsnt work as in pvp fights if someone dies twice they are them immune and can run right up the other team and get a free stone off without any issues. It would ruin big pvp fights.
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[quote="SUBXERO"] is dsnt work as in pvp fights if someone dies twice they are them immune and can run right up the other team and get a free stone off without any issues. It would ruin big pvp fights. [/quote]
Keep rates fast, remove combo, fake+1 anvil, keep 1 map free from all pvp but with lower drop rate for people who just want to farm, keep level range and lose immunity altogether.

Add POS for PvP that can buy useful stuff with and same with RvR POS for that matter.
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[quote="BEACHSHORTS"]Keep rates fast, remove combo, fake+1 anvil, keep 1 map free from all pvp but with lower drop rate for people who just want to farm, keep level range and lose immunity altogether. Add POS for PvP that can buy useful stuff with and same with RvR POS for that matter.[/quote]
dont make this game a dull space. what majority proposes is making this game in some char test environment, where you can cap in no time and just craft unlimited items, where differences diminishes because everyone is the same char with same items, biggest difference wil lbe if you have +7 or +8.

thats called neutering of the game, rather than tweaking. Sad that so many ppl have so many ideas yet all of them are so far from what they (and the game ) really needs
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[quote="ROMELIS"]dont make this game a dull space. what majority proposes is making this game in some char test environment, where you can cap in no time and just craft unlimited items, where differences diminishes because everyone is the same char with same items, biggest difference wil lbe if you have +7 or +8. thats called neutering of the game, rather than tweaking. Sad that so many ppl have so many ideas yet all of them are so far from what they (and the game ) really needs [/quote]
"ROMELIS"dont make this game a dull space. what majority proposes is making this game in some char test environment, where you can cap in no time and just craft unlimited items, where differences diminishes because everyone is the same char with same items, biggest difference wil lbe if you have +7 or +8.

thats called neutering of the game, rather than tweaking. Sad that so many ppl have so many ideas yet all of them are so far from what they (and the game ) really needs


Don't read any malice into this post please Rom as you're a nice a guy, always enjoy seeing you at BLG, but you are pretty off-base on this issue imo.

1. There is no 'testing' to be done anymore - that has already been accomplished. Everybody knows that there is 1 of two set builds: either you do bow, axe, bow or axe then mage. The ONLY variant is that you can respec melee wep based on the flavour of the patch at cap.

2. Nobody is asking that everybody has +8 items at all - most people are specifically trying to pitch ideas that would allow most people to get to cap (where all of the action happens) and to a medium level of gear in a shortish time whilst keeping an impetus to keep farming by making it difficult to make better gear.

For e.g. I think Matty's idea of an endgame mob that drops everything is a pretty bad one. Much better would be to let people cap relatively quickly then use a diverse array of mobs for a specific type of mob per drop.

Using different maps, different mobs breaks up the monotony of farming rather than just 1 mob, 1 skin, all drops.

Get rid of combo so that the tag you get dropped is the tag that you either upgrade or you farm for another, better and rarer tag.

If anvil doesn't snap gear but instead just +1 with no stats then everybody who ends up with less than true +8 doesn't regress and think 'oh fuck it i'm back to square one' but instead 'Ah, i'm at this power level now - if I want to improve I gtg farm a wep of better tag/mats to do a new upgrade' etc.

Some will say that people will just hoard upgrades which, even if true, is irrelevant since upped items will just be traded in place of upgrade materials.

The game is essentially gear based anyway given that everybody knows the 'right' builds so why not just take a big hump of grinding for stats/levels out and let people farm for gear on diverse mobs targeted for certain drops?

Can have no immunity but a map that has no PvP with less rewards for those that just prefer to chill whilst keeping the PvP crowd happy.

It really depends on what you want out of Soma - if you want it to be the game that you played 18 years ago where you slowly grind,socialize and tinker you don't have that option because you only have the grind half with no playerbase to socialise with and too much information about the way to make the perfect build.

If it was adjusted in the direction that i'm proposing I think many more people would be likely to pick it up and think 'yeah this is a nice little pvp farming game I can sink a bit of free time into every day' as opposed to now being a hardcore 'I USED 2 PLAY SOMA m8!!!' exclusive experience.


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[quote="BEACHSHORTS"][quote="ROMELIS"]dont make this game a dull space. what majority proposes is making this game in some char test environment, where you can cap in no time and just craft unlimited items, where differences diminishes because everyone is the same char with same items, biggest difference wil lbe if you have +7 or +8. thats called neutering of the game, rather than tweaking. Sad that so many ppl have so many ideas yet all of them are so far from what they (and the game ) really needs [/quote] Don't read any malice into this post please Rom as you're a nice a guy, always enjoy seeing you at BLG, but you are pretty off-base on this issue imo. 1. There is no 'testing' to be done anymore - that has already been accomplished. Everybody knows that there is 1 of two set builds: either you do bow, axe, bow or axe then mage. The ONLY variant is that you can respec melee wep based on the flavour of the patch at cap. 2. Nobody is asking that everybody has +8 items at all - most people are specifically trying to pitch ideas that would allow most people to get to cap (where all of the action happens) and to a medium level of gear in a shortish time whilst keeping an impetus to keep farming by making it difficult to make better gear. For e.g. I think Matty's idea of an endgame mob that drops everything is a pretty bad one. Much better would be to let people cap relatively quickly then use a diverse array of mobs for a specific type of mob per drop. Using different maps, different mobs breaks up the monotony of farming rather than just 1 mob, 1 skin, all drops. Get rid of combo so that the tag you get dropped is the tag that you either upgrade or you farm for another, better and rarer tag. If anvil doesn't snap gear but instead just +1 with no stats then everybody who ends up with less than true +8 doesn't regress and think 'oh fuck it i'm back to square one' but instead 'Ah, i'm at this power level now - if I want to improve I gtg farm a wep of better tag/mats to do a new upgrade' etc. Some will say that people will just hoard upgrades which, even if true, is irrelevant since upped items will just be traded in place of upgrade materials. The game is essentially gear based anyway given that everybody knows the 'right' builds so why not just take a big hump of grinding for stats/levels out and let people farm for gear on diverse mobs targeted for certain drops? Can have no immunity but a map that has no PvP with less rewards for those that just prefer to chill whilst keeping the PvP crowd happy. It really depends on what you want out of Soma - if you want it to be the game that you played 18 years ago where you slowly grind,socialize and tinker you don't have that option because you only have the grind half with no playerbase to socialise with and too much information about the way to make the perfect build. If it was adjusted in the direction that i'm proposing I think many more people would be likely to pick it up and think 'yeah this is a nice little pvp farming game I can sink a bit of free time into every day' as opposed to now being a hardcore 'I USED 2 PLAY SOMA m8!!!' exclusive experience. [/quote]
i get your point. and i understand that soma when launched as private server had changed, but tbh if there was a esoma server now with same rates same lvling speed etc if play it. you know why ? because its balanced.

i also agree that we dont have that much of a player base here,but you piss with a dick you have. so we can adapt. the rates are increased, lvling speed increased. all this is made to compensate lack of player base.

anvil is more or less ok, because major increase its chances would be same as increasing rates (more mats would be used to generate items, rather then be siphoned away from game economy)

what considers ghost upping, if im going for a +5, anything less would be unusable for me and its same as disintegrated, since there will be plethora of such failed items because everyone wil lbe in the same situation. a +3/+3 stinger will be worth a lot more than +5/+8 stinger.

what will happen there, you will increase lower margin of what nub players own, meaning not even maxed out players have similar gear but nubs will also be equiped with same stuff.

also about fast capping. now harcore players have capped 3-5 chars during game time. its like 1 char per year. if you make option to be able to cap in 3-4 months there wil lbe dozens of capped chars. that will give that there wil lbe no mobs to hunt :) eveyrone wil lbe at trolls boars or wasps. because when you capped you just hunt for items. now player base with nubs is divided amongst other mobs as well.

also, if we go this way we can erase 80 percent of soma mobs since they dont have items nor stats to offer, since you can get to a lvl 40 in two days.

what i would like to see, is that simple mobs would be overhauled or made usefull again. Like killing mummies gives you bandages and 500 of those makes you an item that makes a +3/+4 a +3/+3 and you can upp again (if we go this way of anvil)

cheers shorts:)
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[quote="ROMELIS"]i get your point. and i understand that soma when launched as private server had changed, but tbh if there was a esoma server now with same rates same lvling speed etc if play it. you know why ? because its balanced. i also agree that we dont have that much of a player base here,but you piss with a dick you have. so we can adapt. the rates are increased, lvling speed increased. all this is made to compensate lack of player base. anvil is more or less ok, because major increase its chances would be same as increasing rates (more mats would be used to generate items, rather then be siphoned away from game economy) what considers ghost upping, if im going for a +5, anything less would be unusable for me and its same as disintegrated, since there will be plethora of such failed items because everyone wil lbe in the same situation. a +3/+3 stinger will be worth a lot more than +5/+8 stinger. what will happen there, you will increase lower margin of what nub players own, meaning not even maxed out players have similar gear but nubs will also be equiped with same stuff. also about fast capping. now harcore players have capped 3-5 chars during game time. its like 1 char per year. if you make option to be able to cap in 3-4 months there wil lbe dozens of capped chars. that will give that there wil lbe no mobs to hunt :) eveyrone wil lbe at trolls boars or wasps. because when you capped you just hunt for items. now player base with nubs is divided amongst other mobs as well. also, if we go this way we can erase 80 percent of soma mobs since they dont have items nor stats to offer, since you can get to a lvl 40 in two days. what i would like to see, is that simple mobs would be overhauled or made usefull again. Like killing mummies gives you bandages and 500 of those makes you an item that makes a +3/+4 a +3/+3 and you can upp again (if we go this way of anvil) cheers shorts:)[/quote]
"ROMELIS"i get your point. and i understand that soma when launched as private server had changed, but tbh if there was a esoma server now with same rates same lvling speed etc if play it. you know why ? because its balanced.

i also agree that we dont have that much of a player base here,but you piss with a dick you have. so we can adapt. the rates are increased, lvling speed increased. all this is made to compensate lack of player base.

anvil is more or less ok, because major increase its chances would be same as increasing rates (more mats would be used to generate items, rather then be siphoned away from game economy)

what considers ghost upping, if im going for a +5, anything less would be unusable for me and its same as disintegrated, since there will be plethora of such failed items because everyone wil lbe in the same situation. a +3/+3 stinger will be worth a lot more than +5/+8 stinger.

what will happen there, you will increase lower margin of what nub players own, meaning not even maxed out players have similar gear but nubs will also be equiped with same stuff.

also about fast capping. now harcore players have capped 3-5 chars during game time. its like 1 char per year. if you make option to be able to cap in 3-4 months there wil lbe dozens of capped chars. that will give that there wil lbe no mobs to hunt :) eveyrone wil lbe at trolls boars or wasps. because when you capped you just hunt for items. now player base with nubs is divided amongst other mobs as well.

also, if we go this way we can erase 80 percent of soma mobs since they dont have items nor stats to offer, since you can get to a lvl 40 in two days.

what i would like to see, is that simple mobs would be overhauled or made usefull again. Like killing mummies gives you bandages and 500 of those makes you an item that makes a +3/+4 a +3/+3 and you can upp again (if we go this way of anvil)

cheers shorts:)


A comprehensive and considered reply which is much appreciated!

I see your points but I think the problem with the 'useless' +8 with +3 stats stuff is totally solved by making disassemble a bigger part of the game where you disassemble a +8 with +3 stats for x% chance of return of mats on success but it has to RIP both the item and the mats x% of the time.

On the mobs being congested - I believe that would be sorted by just having a chain of mobs that you level up fast on then using the plethora of unused skins (and bear in mind Cho is making new skins also) to make several end game mobs across several maps all with a unique endgame drop profile so you have impetus to move around based on what you need to farm.

The point you raise about congestion is part of the reason why it is such a terrible idea to just add a new version of mags that drops everything useful in one place that people just log in to farm without even the fear of whelps as Matty is advocating.

I am not making any accusations, as many others seem to have, but that does just sound like a very boring, poor solution that is custom designed for botting tbh.

Obviously this debate could go on indefinitely and i'm not dismissing the merit of what you're saying, only backing up my argument.

We won't be able to please everybody but with these kind of healthy and constructive debates (as opposed to the normal 'you're a fucking retard m7' on disagreement) hopefully we can find some compromise that improves the game and gets the UC up which is what we all want :)

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[quote="BEACHSHORTS"][quote="ROMELIS"]i get your point. and i understand that soma when launched as private server had changed, but tbh if there was a esoma server now with same rates same lvling speed etc if play it. you know why ? because its balanced. i also agree that we dont have that much of a player base here,but you piss with a dick you have. so we can adapt. the rates are increased, lvling speed increased. all this is made to compensate lack of player base. anvil is more or less ok, because major increase its chances would be same as increasing rates (more mats would be used to generate items, rather then be siphoned away from game economy) what considers ghost upping, if im going for a +5, anything less would be unusable for me and its same as disintegrated, since there will be plethora of such failed items because everyone wil lbe in the same situation. a +3/+3 stinger will be worth a lot more than +5/+8 stinger. what will happen there, you will increase lower margin of what nub players own, meaning not even maxed out players have similar gear but nubs will also be equiped with same stuff. also about fast capping. now harcore players have capped 3-5 chars during game time. its like 1 char per year. if you make option to be able to cap in 3-4 months there wil lbe dozens of capped chars. that will give that there wil lbe no mobs to hunt :) eveyrone wil lbe at trolls boars or wasps. because when you capped you just hunt for items. now player base with nubs is divided amongst other mobs as well. also, if we go this way we can erase 80 percent of soma mobs since they dont have items nor stats to offer, since you can get to a lvl 40 in two days. what i would like to see, is that simple mobs would be overhauled or made usefull again. Like killing mummies gives you bandages and 500 of those makes you an item that makes a +3/+4 a +3/+3 and you can upp again (if we go this way of anvil) cheers shorts:)[/quote] A comprehensive and considered reply which is much appreciated! I see your points but I think the problem with the 'useless' +8 with +3 stats stuff is totally solved by making disassemble a bigger part of the game where you disassemble a +8 with +3 stats for x% chance of return of mats on success but it [b]has to[/b] RIP both the item and the mats x% of the time. On the mobs being congested - I believe that would be sorted by just having a chain of mobs that you level up fast on then using the plethora of unused skins (and bear in mind Cho is making new skins also) to make several end game mobs across several maps all with a unique endgame drop profile so you have impetus to move around based on what you need to farm. The point you raise about congestion is part of the reason why it is such a terrible idea to just add a new version of mags that drops everything useful in one place that people just log in to farm without even the fear of whelps as Matty is advocating. I am not making any accusations, as many others seem to have, but that does just sound like a very boring, poor solution that is custom designed for botting tbh. Obviously this debate could go on indefinitely and i'm not dismissing the merit of what you're saying, only backing up my argument. We won't be able to please everybody but with these kind of healthy and constructive debates (as opposed to the normal 'you're a fucking retard m7' on disagreement) hopefully we can find some compromise that improves the game and gets the UC up which is what we all want :) [/quote]
agreed.

must discuss.

problem is that i have a hunch that when community starts running game it might influence devs in to pleasing community, and then somehow it will give opposite effect, where community starts to dwindle, because game starts suddenly feel monotonous, boring and dull. it has to have challenges, it has to have grinding, it has to have some failed items to make them desirable and rare, it has to reward/punish pvp to make it desirable or undesirable, etc this and small imbalances makes the game playable.

i dont know much about game design, and it all revolves about me watching 10-20h of youtube on game design, but there is plenty in "extra credits" on it and other similar channels. we have to pay attention to that knowledge and make soma better, not only cater to needs of small margin of people. very dedicated and hardcore players, but still a small margin,
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[quote="ROMELIS"]agreed. must discuss. problem is that i have a hunch that when community starts running game it might influence devs in to pleasing community, and then somehow it will give opposite effect, where community starts to dwindle, because game starts suddenly feel monotonous, boring and dull. it has to have challenges, it has to have grinding, it has to have some failed items to make them desirable and rare, it has to reward/punish pvp to make it desirable or undesirable, etc this and small imbalances makes the game playable. i dont know much about game design, and it all revolves about me watching 10-20h of youtube on game design, but there is plenty in "extra credits" on it and other similar channels. we have to pay attention to that knowledge and make soma better, not only cater to needs of small margin of people. very dedicated and hardcore players, but still a small margin,[/quote]
"ROMELIS"agreed.

must discuss.

problem is that i have a hunch that when community starts running game it might influence devs in to pleasing community, and then somehow it will give opposite effect, where community starts to dwindle, because game starts suddenly feel monotonous, boring and dull. it has to have challenges, it has to have grinding, it has to have some failed items to make them desirable and rare, it has to reward/punish pvp to make it desirable or undesirable, etc this and small imbalances makes the game playable.

i dont know much about game design, and it all revolves about me watching 10-20h of youtube on game design, but there is plenty in "extra credits" on it and other similar channels. we have to pay attention to that knowledge and make soma better, not only cater to needs of small margin of people. very dedicated and hardcore players, but still a small margin,


I'd rather have the monotony of levelling quick from 1-120 than the monotony of spending 3 months at BLG and 3 months at boars / trolls like we do now. As you say, we'd all play soma regardless of the state it is in so why not make it less of a grind than more of a grind?

I agree that pvp should be more rewarding and items should still. Be rare and I'm sure they would be. As you say, a +8 that is really a +4 would be useless to you, so you would still continue to pursue the real +8 which gives an incentive to hunt.

I don't think any of these changes make it easier for the hardcore players but it definitely makes it easier for those with limited time to play. This is only a good thing in my eyes.
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[quote="DANOT"][quote="ROMELIS"]agreed. must discuss. problem is that i have a hunch that when community starts running game it might influence devs in to pleasing community, and then somehow it will give opposite effect, where community starts to dwindle, because game starts suddenly feel monotonous, boring and dull. it has to have challenges, it has to have grinding, it has to have some failed items to make them desirable and rare, it has to reward/punish pvp to make it desirable or undesirable, etc this and small imbalances makes the game playable. i dont know much about game design, and it all revolves about me watching 10-20h of youtube on game design, but there is plenty in "extra credits" on it and other similar channels. we have to pay attention to that knowledge and make soma better, not only cater to needs of small margin of people. very dedicated and hardcore players, but still a small margin,[/quote] I'd rather have the monotony of levelling quick from 1-120 than the monotony of spending 3 months at BLG and 3 months at boars / trolls like we do now. As you say, we'd all play soma regardless of the state it is in so why not make it less of a grind than more of a grind? I agree that pvp should be more rewarding and items should still. Be rare and I'm sure they would be. As you say, a +8 that is really a +4 would be useless to you, so you would still continue to pursue the real +8 which gives an incentive to hunt. I don't think any of these changes make it easier for the hardcore players but it definitely makes it easier for those with limited time to play. This is only a good thing in my eyes. [/quote]
comments plz : https://myth-of-soma.fandom.com/wiki/Myth_Of_Soma_Wiki
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[quote="MICKYC"]comments plz : [url]https://myth-of-soma.fandom.com/wiki/Myth_Of_Soma_Wiki[/url][/quote]
"MICKYC"comments plz : https://myth-of-soma.fandom.com/wiki/Myth_Of_Soma_Wiki


Awesome Micky .. great stuff !
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[quote="LUPISCUS"][quote="MICKYC"]comments plz : [url]https://myth-of-soma.fandom.com/wiki/Myth_Of_Soma_Wiki[/url][/quote] Awesome Micky .. great stuff ![/quote]

 

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