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Community upgrade survey poll

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Vote: 2

3. is absolutely crazy if you've hit 170 weapon for example... what is your life if you have 200? 😂
(I mean shout out to anyone who has actually done that, you a wild one.)
I wouldn't even want to imagine the amount of time and material that must take.

1. just seems an awful idea if I'm understanding it correctly. Firstly you struggle to find the right sort of item worthy of upgrading and then your upgrades on the item could result in no benefit consecutively, up to +5? Wow. Just no.
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[quote="X"]Vote: 2 3. is absolutely crazy if you've hit 170 weapon for example... what is your life if you have 200? 😂 (I mean shout out to anyone who has actually done that, you a wild one.) I wouldn't even want to imagine the amount of time and material that must take. 1. just seems an awful idea if I'm understanding it correctly. Firstly you struggle to find the right sort of item worthy of upgrading and then your upgrades on the item could result in no benefit consecutively, up to +5? Wow. Just no.[/quote]
Too many ppl are moaning about how hard this game is. About the drop rates, about the update success rates, about unable to compete with capped players...

I agree with some the suggestion which can improve the game experience, but not only for making the game easier.

I am not a hardcore player like other players from my country, and I have to quit the game for a while because of the stress at work. But I do enjoy the process of lvling my char and when get some rare drops, and making new friends in the game. For me, the pure joy of soma is the moment I get 0.1 dex or str increased after a period of hunting, and also the moment I picked up a med ruby or other items, and the moment I get a upped weapon after many times failed.

Without the depression of failure, I dont think the fun of sucess will taste that wonderful. And if there is no difference between players, I believe noone will love soma anymore.

Lets' make an extreme assumption here, GMs accept all your suggestion and changed the game to whatever ppl wanted. Say, drop rates will be increased like 10x and upate success rate will be nearly 100%, everyone can get a capped player in a week with god like statues, and a set of +8 gears.

Then what is the fun of the game? Think about it.




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[quote="APM67"]Too many ppl are moaning about how hard this game is. About the drop rates, about the update success rates, about unable to compete with capped players... I agree with some the suggestion which can improve the game experience, but not only for making the game easier. I am not a hardcore player like other players from my country, and I have to quit the game for a while because of the stress at work. But I do enjoy the process of lvling my char and when get some rare drops, and making new friends in the game. For me, the pure joy of soma is the moment I get 0.1 dex or str increased after a period of hunting, and also the moment I picked up a med ruby or other items, and the moment I get a upped weapon after many times failed. Without the depression of failure, I dont think the fun of sucess will taste that wonderful. And if there is no difference between players, I believe noone will love soma anymore. Lets' make an extreme assumption here, GMs accept all your suggestion and changed the game to whatever ppl wanted. Say, drop rates will be increased like 10x and upate success rate will be nearly 100%, everyone can get a capped player in a week with god like statues, and a set of +8 gears. Then what is the fun of the game? Think about it. [/quote]
For me, number 1 is my first choice so long as it comes along with a disassemble feature that has a chance to recover mats from crappy +5 items with lower than +5 stats but also has a high chance to rip the item and return nothing.

I’d also prefer it that we lose combo in this circumstance so that tag actually means something on both h soma and d soma.

I have to add that I can't really understand the relevance of a +5 no-rip cap on items when an item could easily only be +2/+3 in stats at +5. Unless it can be added specifically to +5 items with +5 stats, I'm guessing most would risk ripping at disassemble (if that comes in) on a +5 with +2 stat item rather than risk ripping to go +6 for +3.

Second choice would be number 2; significantly more drops will likely keep people playing but tbh h soma already seems to have v high drops by d soma comparison even when accounting for the UC disparity.

#3 Boosting crafting - I can understand the frustration of the lower rewards for getting 200 that many are articulating, however crafting is a fundamentally boring, semi-afk/probably botted in many cases, massive off-putting grind imo and just means more of the people ‘online’ are afk in town with click-lock on not communicating or interacting with other players.

I would sooner the rewards for higher crafting skill be the ability to craft up to t2 items, or whatever is most appropritate for that craft, as their reward. I foolishly picked armour craft for my main metal skill on h soma and i'm pretty sure the highest recipe you get for armour is bone? Compared to stinger this is pretty useless and it should be at least bitter bone imo.
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[quote="SALEM"]For me, number 1 is my first choice so long as it comes along with a disassemble feature that has a chance to recover mats from crappy +5 items with lower than +5 stats but also has a high chance to rip the item and return nothing. I’d also prefer it that we lose combo in this circumstance so that tag actually means something on both h soma and d soma. I have to add that I can't really understand the relevance of a +5 no-rip cap on items when an item could easily only be +2/+3 in stats at +5. Unless it can be added specifically to +5 items with +5 stats, I'm guessing most would risk ripping at disassemble (if that comes in) on a +5 with +2 stat item rather than risk ripping to go +6 for +3. Second choice would be number 2; significantly more drops will likely keep people playing but tbh h soma already seems to have v high drops by d soma comparison even when accounting for the UC disparity. #3 Boosting crafting - I can understand the frustration of the lower rewards for getting 200 that many are articulating, however crafting is a fundamentally boring, semi-afk/probably botted in many cases, massive off-putting grind imo and just means more of the people ‘online’ are afk in town with click-lock on not communicating or interacting with other players. I would sooner the rewards for higher crafting skill be the ability to craft up to t2 items, or whatever is most appropritate for that craft, as their reward. I foolishly picked armour craft for my main metal skill on h soma and i'm pretty sure the highest recipe you get for armour is bone? Compared to stinger this is pretty useless and it should be at least bitter bone imo. [/quote]
"APM67"Too many ppl are moaning about how hard this game is. About the drop rates, about the update success rates, about unable to compete with capped players...

I agree with some the suggestion which can improve the game experience, but not only for making the game easier.

I am not a hardcore player like other players from my country, and I have to quit the game for a while because of the stress at work. But I do enjoy the process of lvling my char and when get some rare drops, and making new friends in the game. For me, the pure joy of soma is the moment I get 0.1 dex or str increased after a period of hunting, and also the moment I picked up a med ruby or other items, and the moment I get a upped weapon after many times failed.

Without the depression of failure, I dont think the fun of sucess will taste that wonderful. And if there is no difference between players, I believe noone will love soma anymore.

Lets' make an extreme assumption here, GMs accept all your suggestion and changed the game to whatever ppl wanted. Say, drop rates will be increased like 10x and upate success rate will be nearly 100%, everyone can get a capped player in a week with god like statues, and a set of +8 gears.

Then what is the fun of the game? Think about it.






Can we also please stop having these ridiculous strawman attacks on making the game more accessible?

There is almost nobody who has asked for 10x rates or proposed any system that would allow for people to cap in a week with all +8 gear.

The vast majority are just aiming to get the game into a state whereby it is more forgiving for the casual player so that there isn't the risk of massive regression and that you don't need to spend two years to get to end game (where you can actually contribute to GVW, WoW, bosses etc) in order to try and boost the UC.

If we have farmable items to unlock level-specific 10 man party dungeons (WoW instance style), PvP maps with no immunity, mixed RvR hunting maps etc, some of which sounds like it is at least under consideration then there would also be a lot more for capped players to do aside from farm for better gear.

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[quote="SALEM"][quote="APM67"]Too many ppl are moaning about how hard this game is. About the drop rates, about the update success rates, about unable to compete with capped players... I agree with some the suggestion which can improve the game experience, but not only for making the game easier. I am not a hardcore player like other players from my country, and I have to quit the game for a while because of the stress at work. But I do enjoy the process of lvling my char and when get some rare drops, and making new friends in the game. For me, the pure joy of soma is the moment I get 0.1 dex or str increased after a period of hunting, and also the moment I picked up a med ruby or other items, and the moment I get a upped weapon after many times failed. Without the depression of failure, I dont think the fun of sucess will taste that wonderful. And if there is no difference between players, I believe noone will love soma anymore. Lets' make an extreme assumption here, GMs accept all your suggestion and changed the game to whatever ppl wanted. Say, drop rates will be increased like 10x and upate success rate will be nearly 100%, everyone can get a capped player in a week with god like statues, and a set of +8 gears. Then what is the fun of the game? Think about it. [/quote] Can we also [b]please[/b] stop having these ridiculous strawman attacks on making the game more accessible? There is almost nobody who has asked for 10x rates or proposed any system that would allow for people to cap in a week with all +8 gear. The vast majority are just aiming to get the game into a state whereby it is more forgiving for the casual player so that there isn't the risk of massive regression and that you don't need to spend two years to get to end game (where you can actually contribute to GVW, WoW, bosses etc) in order to try and boost the UC. If we have farmable items to unlock level-specific 10 man party dungeons (WoW instance style), PvP maps with no immunity, mixed RvR hunting maps etc, some of which sounds like it is at least under consideration then there would also be a lot more for capped players to do aside from farm for better gear. [/quote]
Personally I'd like to see a mix of 3 and 2.

I would like to add an additional idea to the table.

How about a change to the RNG algorithm from C rand?

We have a new anvil or just another option at the anvil.
e.g anvil (legacy), anvil (new). We keep the old RNG system in place for people who still want to use it but we give people an alternative option to try their luck. I've had a quick look and perhaps the following could be looked into?

1. Mersenne Twister (fin talked about this one before)
2. WELL (newer alternative to mersenne)
2. Shuffle Bag (controls randomness for a more fairer result)
3. Progressive RNG (to avoid stupid situations where you fail 10+ times in a row)
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[quote="SOMAWIZARD"]Personally I'd like to see a mix of 3 and 2. I would like to add an additional idea to the table. How about a change to the RNG algorithm from C rand? We have a new anvil or just another option at the anvil. e.g anvil (legacy), anvil (new). We keep the old RNG system in place for people who still want to use it but we give people an alternative option to try their luck. I've had a quick look and perhaps the following could be looked into? 1. Mersenne Twister (fin talked about this one before) 2. WELL (newer alternative to mersenne) 2. Shuffle Bag (controls randomness for a more fairer result) 3. Progressive RNG (to avoid stupid situations where you fail 10+ times in a row)[/quote]
2.

noones ever complained about the anvil on past pservers when drops where upped...

the Game was Great and alot of fun @3x rates, games more fun now due to the increase in lvling and crafting.. but now feels like a grind again cuz the drops are back to 1x
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[quote="CHOPTIMUS"]2. noones ever complained about the anvil on past pservers when drops where upped... the Game was Great and alot of fun @3x rates, games more fun now due to the increase in lvling and crafting.. but now feels like a grind again cuz the drops are back to 1x[/quote]
Which of those systems wiz would be able to take into consideration a crafters skill the most to work out if an upgrade is a success or dare I say it a fail.

It’s all I’ve been asking for since after beta on esoma is an upgrading system that is worked off a crafters skill, the more skill you acquire the better your success rate and rewards the time and effort a crafter spent getting the highest skill possible.

I’m not and never have been after an upgrade system that is 100% success, there should always be a risk of losing your items, it’s just this rng we have can be brutal where you can burn through 20 items and still come away with nothing. Months of farming gone in seconds and for what, there’s only so many times a player will try again at farming and taking them to anvil before they start to come to conclusion you know what feck this game I’m done.

I love this game, I knew from m the first day it has huge potential, but at present there’s only so many times you can force yourself to repeat the last 2-4 months investing time in to still walk away with sweet f.a.
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[quote="RAVENSOUL"]Which of those systems wiz would be able to take into consideration a crafters skill the most to work out if an upgrade is a success or dare I say it a fail. It’s all I’ve been asking for since after beta on esoma is an upgrading system that is worked off a crafters skill, the more skill you acquire the better your success rate and rewards the time and effort a crafter spent getting the highest skill possible. I’m not and never have been after an upgrade system that is 100% success, there should always be a risk of losing your items, it’s just this rng we have can be brutal where you can burn through 20 items and still come away with nothing. Months of farming gone in seconds and for what, there’s only so many times a player will try again at farming and taking them to anvil before they start to come to conclusion you know what feck this game I’m done. I love this game, I knew from m the first day it has huge potential, but at present there’s only so many times you can force yourself to repeat the last 2-4 months investing time in to still walk away with sweet f.a.[/quote]
"SOMAWIZARD"Personally I'd like to see a mix of 3 and 2.

I would like to add an additional idea to the table.

How about a change to the RNG algorithm from C rand?

We have a new anvil or just another option at the anvil.
e.g anvil (legacy), anvil (new). We keep the old RNG system in place for people who still want to use it but we give people an alternative option to try their luck. I've had a quick look and perhaps the following could be looked into?

1. Mersenne Twister (fin talked about this one before)
2. WELL (newer alternative to mersenne)
2. Shuffle Bag (controls randomness for a more fairer result)
3. Progressive RNG (to avoid stupid situations where you fail 10+ times in a row)



I guess in reality it comes down to how far the GM's want to go and if this is something that's accessible to be altered (is it in the client source?). Lets also not forgot that this server is 6+ years old now and its scraped by some how.

The below post pretty well explains that c rand() is predictable without a random seed. Perhaps just need a mod to the current method - again in this post.

https://stackoverflow.com/questions/1108780/why-do-i-always-get-the-same-sequence-of-random-numbers-with-rand

May just be easier to just look at % success rates than fixing the above.
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[quote="FOXOSAURUS"][quote="SOMAWIZARD"]Personally I'd like to see a mix of 3 and 2. I would like to add an additional idea to the table. How about a change to the RNG algorithm from C rand? We have a new anvil or just another option at the anvil. e.g anvil (legacy), anvil (new). We keep the old RNG system in place for people who still want to use it but we give people an alternative option to try their luck. I've had a quick look and perhaps the following could be looked into? 1. Mersenne Twister (fin talked about this one before) 2. WELL (newer alternative to mersenne) 2. Shuffle Bag (controls randomness for a more fairer result) 3. Progressive RNG (to avoid stupid situations where you fail 10+ times in a row)[/quote] I guess in reality it comes down to how far the GM's want to go and if this is something that's accessible to be altered (is it in the client source?). Lets also not forgot that this server is 6+ years old now and its scraped by some how. The below post pretty well explains that c rand() is predictable without a random seed. Perhaps just need a mod to the current method - again in this post. https://stackoverflow.com/questions/1108780/why-do-i-always-get-the-same-sequence-of-random-numbers-with-rand May just be easier to just look at % success rates than fixing the above.[/quote]
"SALEM"For me, number 1 is my first choice so long as it comes along with a disassemble feature that has a chance to recover mats from crappy +5 items with lower than +5 stats but also has a high chance to rip the item and return nothing.

I’d also prefer it that we lose combo in this circumstance so that tag actually means something on both h soma and d soma.

I have to add that I can't really understand the relevance of a +5 no-rip cap on items when an item could easily only be +2/+3 in stats at +5. Unless it can be added specifically to +5 items with +5 stats, I'm guessing most would risk ripping at disassemble (if that comes in) on a +5 with +2 stat item rather than risk ripping to go +6 for +3.

Second choice would be number 2; significantly more drops will likely keep people playing but tbh h soma already seems to have v high drops by d soma comparison even when accounting for the UC disparity.

#3 Boosting crafting - I can understand the frustration of the lower rewards for getting 200 that many are articulating, however crafting is a fundamentally boring, semi-afk/probably botted in many cases, massive off-putting grind imo and just means more of the people ‘online’ are afk in town with click-lock on not communicating or interacting with other players.

I would sooner the rewards for higher crafting skill be the ability to craft up to t2 items, or whatever is most appropritate for that craft, as their reward. I foolishly picked armour craft for my main metal skill on h soma and i'm pretty sure the highest recipe you get for armour is bone? Compared to stinger this is pretty useless and it should be at least bitter bone imo.


100% agree
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[quote="MICKYC"][quote="SALEM"]For me, number 1 is my first choice so long as it comes along with a disassemble feature that has a chance to recover mats from crappy +5 items with lower than +5 stats but also has a high chance to rip the item and return nothing. I’d also prefer it that we lose combo in this circumstance so that tag actually means something on both h soma and d soma. I have to add that I can't really understand the relevance of a +5 no-rip cap on items when an item could easily only be +2/+3 in stats at +5. Unless it can be added specifically to +5 items with +5 stats, I'm guessing most would risk ripping at disassemble (if that comes in) on a +5 with +2 stat item rather than risk ripping to go +6 for +3. Second choice would be number 2; significantly more drops will likely keep people playing but tbh h soma already seems to have v high drops by d soma comparison even when accounting for the UC disparity. #3 Boosting crafting - I can understand the frustration of the lower rewards for getting 200 that many are articulating, however crafting is a fundamentally boring, semi-afk/probably botted in many cases, massive off-putting grind imo and just means more of the people ‘online’ are afk in town with click-lock on not communicating or interacting with other players. I would sooner the rewards for higher crafting skill be the ability to craft up to t2 items, or whatever is most appropritate for that craft, as their reward. I foolishly picked armour craft for my main metal skill on h soma and i'm pretty sure the highest recipe you get for armour is bone? Compared to stinger this is pretty useless and it should be at least bitter bone imo. [/quote] 100% agree[/quote]
Always thought it was crazy that you can do upgrades at 150 skill with 0 skill. Surely this should be removed completely or at least 100 skill.

We have had numerous levelling rates increases, the most simple an methodical thing to do is just to up the drop rates inline with levelling increases.
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[quote="SABREWOLF"]Always thought it was crazy that you can do upgrades at 150 skill with 0 skill. Surely this should be removed completely or at least 100 skill. We have had numerous levelling rates increases, the most simple an methodical thing to do is just to up the drop rates inline with levelling increases.[/quote]
"SABREWOLF"Always thought it was crazy that you can do upgrades at 150 skill with 0 skill. Surely this should be removed completely or at least 100 skill.

We have had numerous levelling rates increases, the most simple an methodical thing to do is just to up the drop rates inline with levelling increases.


+1

Drop rates increased for both worlds..

At present being a capped player all I can do is log in for:
- Wotw / Gv
- PK dosent happen anymore
- Craft to 200 (150 IMO was enough of a grind which was done lvling another char)
- Log in for seasonal events (Route I am taking)

Think most capped players, hardcore/multis/casual etc have all done farming break and repeat..

You get to a point where you can't YOLO gear incase it RIP and to make a backup takes months to farm again and potential to RIP again to do again..

Becomes very repetitive not in a fun way!!
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[quote="YAGUDO"][quote="SABREWOLF"]Always thought it was crazy that you can do upgrades at 150 skill with 0 skill. Surely this should be removed completely or at least 100 skill. We have had numerous levelling rates increases, the most simple an methodical thing to do is just to up the drop rates inline with levelling increases.[/quote] +1 Drop rates increased for both worlds.. At present being a capped player all I can do is log in for: - Wotw / Gv - PK dosent happen anymore - Craft to 200 (150 IMO was enough of a grind which was done lvling another char) - Log in for seasonal events (Route I am taking) Think most capped players, hardcore/multis/casual etc have all done farming break and repeat.. You get to a point where you can't YOLO gear incase it RIP and to make a backup takes months to farm again and potential to RIP again to do again.. Becomes very repetitive not in a fun way!![/quote]
#2 for sure in 24 hrs I made 4 +5 weps cause I had drops from event without drops from event I'd probably wouldnt have made any even with better upgrade rates
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[quote="AENUS"]#2 for sure in 24 hrs I made 4 +5 weps cause I had drops from event without drops from event I'd probably wouldnt have made any even with better upgrade rates[/quote]
2.
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[quote="OXANA"]2.[/quote]
"SALEM"For me, number 1 is my first choice so long as it comes along with a disassemble feature that has a chance to recover mats from crappy +5 items with lower than +5 stats but also has a high chance to rip the item and return nothing.

I’d also prefer it that we lose combo in this circumstance so that tag actually means something on both h soma and d soma.

I have to add that I can't really understand the relevance of a +5 no-rip cap on items when an item could easily only be +2/+3 in stats at +5. Unless it can be added specifically to +5 items with +5 stats, I'm guessing most would risk ripping at disassemble (if that comes in) on a +5 with +2 stat item rather than risk ripping to go +6 for +3.

Second choice would be number 2; significantly more drops will likely keep people playing but tbh h soma already seems to have v high drops by d soma comparison even when accounting for the UC disparity.

#3 Boosting crafting - I can understand the frustration of the lower rewards for getting 200 that many are articulating, however crafting is a fundamentally boring, semi-afk/probably botted in many cases, massive off-putting grind imo and just means more of the people ‘online’ are afk in town with click-lock on not communicating or interacting with other players.

I would sooner the rewards for higher crafting skill be the ability to craft up to t2 items, or whatever is most appropritate for that craft, as their reward. I foolishly picked armour craft for my main metal skill on h soma and i'm pretty sure the highest recipe you get for armour is bone? Compared to stinger this is pretty useless and it should be at least bitter bone imo.


I foolishly picked accessory crafting to go to 200 with and there has been no love for accessory crafters since I probably started this server. We still can only use copper to craft and it's a nightmare

Maverick
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[quote="NITE"][quote="SALEM"]For me, number 1 is my first choice so long as it comes along with a disassemble feature that has a chance to recover mats from crappy +5 items with lower than +5 stats but also has a high chance to rip the item and return nothing. I’d also prefer it that we lose combo in this circumstance so that tag actually means something on both h soma and d soma. I have to add that I can't really understand the relevance of a +5 no-rip cap on items when an item could easily only be +2/+3 in stats at +5. Unless it can be added specifically to +5 items with +5 stats, I'm guessing most would risk ripping at disassemble (if that comes in) on a +5 with +2 stat item rather than risk ripping to go +6 for +3. Second choice would be number 2; significantly more drops will likely keep people playing but tbh h soma already seems to have v high drops by d soma comparison even when accounting for the UC disparity. #3 Boosting crafting - I can understand the frustration of the lower rewards for getting 200 that many are articulating, however crafting is a fundamentally boring, semi-afk/probably botted in many cases, massive off-putting grind imo and just means more of the people ‘online’ are afk in town with click-lock on not communicating or interacting with other players. I would sooner the rewards for higher crafting skill be the ability to craft up to t2 items, or whatever is most appropritate for that craft, as their reward. I foolishly picked armour craft for my main metal skill on h soma and i'm pretty sure the highest recipe you get for armour is bone? Compared to stinger this is pretty useless and it should be at least bitter bone imo. [/quote] I foolishly picked accessory crafting to go to 200 with and there has been no love for accessory crafters since I probably started this server. We still can only use copper to craft and it's a nightmare Maverick[/quote]
You can use Iron too but again that’s a pain in the arse to get!
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[quote="TYRESE"]You can use Iron too but again that’s a pain in the arse to get![/quote]

 

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