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Community upgrade survey poll

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After speaking with Finito reference upgrading items in game, the group, Finito and everyone is aware there is room to improve the upgrading process.

The road ahead, however, is yet to be decided.

If presented with the following three options, having to choose one, what would be your preference?

1) A revised anvil system, i.e. failing adds +1 to a maximum of +5 (item breaks after +5).

2) Increased drop rate, with a larger increase for Devil Soma, (as devils drops are admittedly subpar).

3) An increase to the success rate % for 100, 150 and 200 skill crafters.

Please just state what your choice would be, no crazy alt names please, as we will assume someone is using multiple accounts.

Many thanks,

the Volunteers.
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[quote="THECHOJINE"]After speaking with Finito reference upgrading items in game, the group, Finito and everyone is aware there is room to improve the upgrading process. The road ahead, however, is yet to be decided. If presented with the following three options, having to choose one, what would be your preference? 1) A revised anvil system, i.e. failing adds +1 to a maximum of +5 (item breaks after +5). 2) Increased drop rate, with a larger increase for Devil Soma, (as devils drops are admittedly subpar). 3) An increase to the success rate % for 100, 150 and 200 skill crafters. Please just state what your choice would be, no crazy alt names please, as we will assume someone is using multiple accounts. Many thanks, the Volunteers.[/quote]
2
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[quote="CRAZYEYES"]2[/quote]
2 then 3 then 1
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[quote="MAVERICK"]2 then 3 then 1[/quote]
2 1 3
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[quote="P3RF3CT"]2 1 3[/quote]
Honestly, this raises a few more questions for me, if with option 1, for example, you "failed" yet it still added +1 would you or would you not see the benefits of said item being +1?

Could we not have half the proposed benefits of options 2 and 3 together?

If I had to pick just one, I'd go for option 2 unless better options come to light.
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[quote="SHRO"]Honestly, this raises a few more questions for me, if with option 1, for example, you "failed" yet it still added +1 would you or would you not see the benefits of said item being +1? Could we not have half the proposed benefits of options 2 and 3 together? If I had to pick just one, I'd go for option 2 unless better options come to light.[/quote]
Mixing options together would create other issues, and no, a failed +1 would add an upgrade attempt but no benefit, apart from keeping your item.
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[quote="THECHOJINE"]Mixing options together would create other issues, and no, a failed +1 would add an upgrade attempt but no benefit, apart from keeping your item.[/quote]
2.
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[quote="ASHTAROTH"]2.[/quote]
#2 For me sounds good .
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[quote="SEVENTH_SON"]#2 For me sounds good .[/quote]
Them 3 options.

Add number 2 first.

If doesn't work try adding number 3.

If both of them dont help. Look at number 1.
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[quote="MAVERICK"]Them 3 options. Add number 2 first. If doesn't work try adding number 3. If both of them dont help. Look at number 1. [/quote]
Okay I think 1 is best option if its one of three however i do think it should be 1 and 3.

The reason I support option 3 out of other the most is because 1) it is a grind based game and if they up the drop rate it will be stupid everyone will have the same, right now there doesn't seem to be many legendary items in the game. I have seen people trade accy sets/eva sets just to try and make a good weapon fail and given the time put in by the players i dont think thats fair, and from the GMS point of view, if they increased the drop rate after grinding out levels it will be boring and i think in the long run people will be making demands to gms for new stuff again. think it would be more beneficial to keep the grind for the items hard, as people may get +7 on a rare sword but what are the chances of getting a legendary and +7- right now i say impossible. its ahrd enough to get a good weapon after apus and get it upgraded. i also feel this will be beneficial to new potential players. We had 2 in our guild who have now quit sadly.

I also feel making the current stats a soft cap and still make it impossible to get all stats but ithink this will level out the playing field as that could open the door for new weapons etc, but i find it so hard to get any luck from the anvil. right now.

In any other games you play usually when you got your weapon you got your weapon, and do stuff to upgrade it.

increasing drop rates means everyone will get the same in my opinio.
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[quote="DAENAERYS"]Okay I think 1 is best option if its one of three however i do think it should be 1 and 3. The reason I support option 3 out of other the most is because 1) it is a grind based game and if they up the drop rate it will be stupid everyone will have the same, right now there doesn't seem to be many legendary items in the game. I have seen people trade accy sets/eva sets just to try and make a good weapon fail and given the time put in by the players i dont think thats fair, and from the GMS point of view, if they increased the drop rate after grinding out levels it will be boring and i think in the long run people will be making demands to gms for new stuff again. think it would be more beneficial to keep the grind for the items hard, as people may get +7 on a rare sword but what are the chances of getting a legendary and +7- right now i say impossible. its ahrd enough to get a good weapon after apus and get it upgraded. i also feel this will be beneficial to new potential players. We had 2 in our guild who have now quit sadly. I also feel making the current stats a soft cap and still make it impossible to get all stats but ithink this will level out the playing field as that could open the door for new weapons etc, but i find it so hard to get any luck from the anvil. right now. In any other games you play usually when you got your weapon you got your weapon, and do stuff to upgrade it. increasing drop rates means everyone will get the same in my opinio. [/quote]
3 - for both worlds

And upping drop rates in Devil soma in general as a separate item (when they have more items :p) at a later point.
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[quote="FOXOSAURUS"]3 - for both worlds And upping drop rates in Devil soma in general as a separate item (when they have more items :p) at a later point. [/quote]
Drops deffo, so 2

In regards to ghosting, could toes and ss' be split into success % and fail %

an example, if a toe is 1-15% (do not know actual values) the could a 'fail' be between 1-5% and success be between 5-15% so technically nothing fails till over +5

Then in regards to Armour and trinkets +2 100% then break risk? With drops being on the cards being upped think its a no brainer.

Finally, not to annoy anyone would dsoma just need drop files looked at and then increase? The uc for dsoma is less then hsoma (and thats not much) so the drops are not going to be there anyway.

/Meth

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[quote="METHUSELAH"]Drops deffo, so 2 In regards to ghosting, could toes and ss' be split into success % and fail % an example, if a toe is 1-15% (do not know actual values) the could a 'fail' be between 1-5% and success be between 5-15% so technically nothing fails till over +5 Then in regards to Armour and trinkets +2 100% then break risk? With drops being on the cards being upped think its a no brainer. Finally, not to annoy anyone would dsoma just need drop files looked at and then increase? The uc for dsoma is less then hsoma (and thats not much) so the drops are not going to be there anyway. /Meth [/quote]
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.
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[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]
"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.


100%
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[quote="DAENAERYS"][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] 100%[/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.


Spot on.
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[quote="FOXOSAURUS"][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] Spot on.[/quote]

 

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