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Community upgrade survey poll

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2+3
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[quote="DEAMOND"]2+3[/quote]
number 1, an idea i said to charles like 2 years ago
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[quote="FRINGE"]number 1, an idea i said to charles like 2 years ago[/quote]
cud have number 1 to +3 ... a little bit of number.2 ..and some number 3 for every1 x
( a little bit of what u fancy does u good kinda thing)
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[quote="LUPISCUS"]cud have number 1 to +3 ... a little bit of number.2 ..and some number 3 for every1 x ( a little bit of what u fancy does u good kinda thing) [/quote]
3 and 2 will do. Delete number 1.
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[quote="TONGSKIE"]3 and 2 will do. Delete number 1.[/quote]
"LUPISCUS"
"SUBXERO"Drops rates need a huge boost. Since event how many capped players are hunting daily for loot?

There needs to be a big incentive for people who are capped to hunt for a few hours a day. Atm there isnt one.


well china guild hunt all day..even if its just to pop on for their bosses.. plenty of other capped ppl play..but the majority that don't.. are ppl pissed with not being able to get decent gear to compete.. hence the proposed/ maybe anvil changes.
If the anvil gets some kind of boost..then i think there's plenty of drops for humans.


there must be 300+ capped chars not playing, hsoma and dsoma. There needs to be a huge incentive get them to log on and play a few hours a day.

Weekday something for the events in an evening and weekends for drops/ctf etc.

I been playing a lot of other games lately a few hours a day and they cater very well for casual players.

BL3 for example has a great mode where you team up with 3 other and do a dung run with a boss at end. I.e for loot.
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[quote="SUBXERO"][quote="LUPISCUS"][quote="SUBXERO"]Drops rates need a huge boost. Since event how many capped players are hunting daily for loot? There needs to be a big incentive for people who are capped to hunt for a few hours a day. Atm there isnt one. [/quote] well china guild hunt all day..even if its just to pop on for their bosses.. plenty of other capped ppl play..but the majority that don't.. are ppl pissed with not being able to get decent gear to compete.. hence the proposed/ maybe anvil changes. If the anvil gets some kind of boost..then i think there's plenty of drops for humans.[/quote] there must be 300+ capped chars not playing, hsoma and dsoma. There needs to be a huge incentive get them to log on and play a few hours a day. Weekday something for the events in an evening and weekends for drops/ctf etc. I been playing a lot of other games lately a few hours a day and they cater very well for casual players. BL3 for example has a great mode where you team up with 3 other and do a dung run with a boss at end. I.e for loot. [/quote]
I’d like option 2 along with an increase in success for crafters with higher skill.

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[quote="TYRESE"]I’d like option 2 along with an increase in success for crafters with higher skill. [/quote]
2+3 tbh

Items should fail.. there should be a chance of losing an item

But if option 2 and 3 was added then people wouldnt mind as much
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[quote="AURELIAN"]2+3 tbh Items should fail.. there should be a chance of losing an item But if option 2 and 3 was added then people wouldnt mind as much [/quote]
2 + 3
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[quote="XAVIER"]2 + 3 [/quote]
2 and 3 sound good

1 would ruin the economy IMO and result in certain lucky individuals succeeding 8 SS on a single item as the risk will be so much less.
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[quote="RAMYREZ"]2 and 3 sound good 1 would ruin the economy IMO and result in certain lucky individuals succeeding 8 SS on a single item as the risk will be so much less.[/quote]
Defo #2

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[quote="APOTHEOSIS"]Defo #2 [/quote]
2
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[quote="TEMEROSO"]2[/quote]
1 then maybe 3 depending on the % increase if not then 2
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[quote="ADONYIIX"]1 then maybe 3 depending on the % increase if not then 2 [/quote]
"NITE"3

I think that giving people the incentive to craft to 100 / 150 / 200 for a greater chance of success would greatly increase.

And with this option I think you'd have to buff the materials re-stock to re-stock per soma hour instead of the current system with also a higher material count.

But yeah for me its 3 > 2 > 1.


this
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[quote="ROCH"][quote="NITE"]3 I think that giving people the incentive to craft to 100 / 150 / 200 for a greater chance of success would greatly increase. And with this option I think you'd have to buff the materials re-stock to re-stock per soma hour instead of the current system with also a higher material count. But yeah for me its 3 > 2 > 1.[/quote] this[/quote]
3.

I feel the increase in success has to be a good amount for 200 to be worth it.
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[quote="KALM"]3. I feel the increase in success has to be a good amount for 200 to be worth it.[/quote]
2, personally think that drops could be increased by about 50-75% for hsoma

Also in favour of 3, as long as the increase benefit 100, 150, and 200 skills equally.
If 200 skill received a greater increase than 100/150, then we would need a SR-like upgrade interface so that anyone can make use of high-skilled crafters without having to trust a potential stranger with their items, for an optional cost during the upgrade process, like with SR.
Otherwise it seems like it would benefit those who are well-connected and/or have more time, leaving casual players even more disadvantaged.
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[quote="SOUL"]2, personally think that drops could be increased by about 50-75% for hsoma Also in favour of 3, as long as the increase benefit 100, 150, and 200 skills equally. If 200 skill received a greater increase than 100/150, then we would need a SR-like upgrade interface so that anyone can make use of high-skilled crafters without having to trust a potential stranger with their items, for an optional cost during the upgrade process, like with SR. Otherwise it seems like it would benefit those who are well-connected and/or have more time, leaving casual players even more disadvantaged.[/quote]

 

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