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QoL updates and improvements to the server

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I would like to see the "flinch mechanic" remove. A lot of times i find that if someone is getting hit a lot that they are sent across the screen if they are being hit multiple times. If this could be removed and replaced by a .5second walk animation it would bring a whole new dimension to PVP. Bows could slow down players so that melee weapons could be used and overall it would make the game feel better.

Not my idea btw, I think it was Afro/Dare on Discord.
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[quote="CORLEONE"]I would like to see the "flinch mechanic" remove. A lot of times i find that if someone is getting hit a lot that they are sent across the screen if they are being hit multiple times. If this could be removed and replaced by a .5second walk animation it would bring a whole new dimension to PVP. Bows could slow down players so that melee weapons could be used and overall it would make the game feel better. Not my idea btw, I think it was Afro/Dare on Discord.[/quote]
Seems to be all about hsoma...>.<
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[quote="POISONOUS"]Seems to be all about hsoma...>.<[/quote]
"POISONOUS"Seems to be all about hsoma...>.<


Sorry but

"YOSHIMIKA"
I havn't worded the title correctly, my apologies. All of these updates are for hsoma and hsoma only. Everything here is the collective effort of multiple people across all guilds in hsoma, well as many as possible. Even our rival guilds have had input on this because it's what's best for hsoma. I'm not taking responsibility to do the same for dsoma when I have 0 knowledge on it.


"YOSHIMIKA"There's nothing stopping someone doing the same for dsoma and letting the GM's decide on what's more important


Updated original post with completed updates.

1.2. Guard armlet showing resist poison - Done
1.9. Make an intense combine possible for reroll - Done
1.13. Negamare kill - Done
1.17. Hoarde Shanis drops - Done
2.8. Sacred stone, possible bugs - Done

Updated idea's. These 3 would work for dsoma as well.

1.8. Moral rework.
Add in 2 new moral's. Heroic +100, Deviant/Sinful at -100.
The points taken to get from +74 to +100 should be 1.5/2x going from -74 to +50.
Similarly the points taken to get from -100 to -74 should be like going from -74 to +50.

At "Heroic" moral you have permenant immunity.
If you attack anyone who isn't grey, devil or sinful/deviant moral at "Heroic" moral you go to +50 regardless.
Allow them to attack grey people, but they lose their immunity like everyone else for an hour if they attack anyone grey.

This allows people who want to PVE the ability to PVE with permenant immunity but is a grind to get to

3.8 Stone change
Make it skill/str/dex based. Most people are level 125 now so there is no requirement for level based.

Change 3rd stone to walk, rather than stone

Give 5th diminishing returns. If you are stoned again within say, 3 seconds of being stoned the first time it only lasts 1/2 the duration. If stoned again within 3 seconds of being stoned the second time, it lasts 1/4 of the original duration etc.


4.1. GVW Rework.
Have GVW with 3 stones like SS.
Add in multiple GV entrances and ways into the GV hut. More respawn points making it harder for whoever is controlling the hut.
Each second on a stone contributes points towards a total score for that guild.
Players within the 3 guilds that have the highest points total are teleported to their own GV room, complete with a WH/GS and pot NPC.
You must be in the GVW area at the end of GVW to be teleported into the boss area's.

5 minutes later a set amount of bosses spawn for each of the top 3 guilds. The bosses despawn after 30/45 minutes and nobody can enter the guild hut until this time has expired or all of the bosses have been killed.

No crappy bosses like orc commander etc, a set list of bosses that can be useful for people who are approaching/at end game.

This may require the reduction in the total number of people allowed in a guild. This may not neccessarily be a bad thing as only a handful of guilds have 20+ people, let alone 25/30 active members.
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[quote="YOSHIMIKA"][quote="POISONOUS"]Seems to be all about hsoma...>.<[/quote] Sorry but [quote="YOSHIMIKA"] I havn't worded the title correctly, my apologies. All of these updates are for hsoma and hsoma only. [b]Everything[/b] here is the collective effort of multiple people across all guilds in hsoma, well as many as possible. Even our rival guilds have had input on this because it's what's best for hsoma. I'm not taking responsibility to do the same for dsoma when I have 0 knowledge on it. [/quote] [quote="YOSHIMIKA"]There's nothing stopping someone doing the same for dsoma and letting the GM's decide on what's more important[/quote] Updated original post with completed updates. 1.2. Guard armlet showing resist poison - Done 1.9. Make an intense combine possible for reroll - Done 1.13. Negamare kill - Done 1.17. Hoarde Shanis drops - Done 2.8. Sacred stone, possible bugs - Done Updated idea's. These 3 would work for dsoma as well. [b]1.8. Moral rework.[/b] Add in 2 new moral's. Heroic +100, Deviant/Sinful at -100. The points taken to get from +74 to +100 should be 1.5/2x going from -74 to +50. Similarly the points taken to get from -100 to -74 should be like going from -74 to +50. At "Heroic" moral you have permenant immunity. If you attack anyone who isn't grey, devil or sinful/deviant moral at "Heroic" moral you go to +50 regardless. Allow them to attack grey people, but they lose their immunity like everyone else for an hour if they attack anyone grey. This allows people who want to PVE the ability to PVE with permenant immunity but is a grind to get to [b]3.8 [url=https://myth-of-soma.com/Forum/Thread.asp?ID=38327&title=Increase+skill+req+for+Nega+weapons%3A&Page=1]Stone change[/url] [/b] Make it skill/str/dex based. Most people are level 125 now so there is no requirement for level based. Change 3rd stone to walk, rather than stone Give 5th diminishing returns. If you are stoned again within say, 3 seconds of being stoned the first time it only lasts 1/2 the duration. If stoned again within 3 seconds of being stoned the second time, it lasts 1/4 of the original duration etc. [b]4.1. GVW Rework.[/b] Have GVW with 3 stones like SS. Add in multiple GV entrances and ways into the GV hut. More respawn points making it harder for whoever is controlling the hut. Each second on a stone contributes points towards a total score for that guild. Players within the 3 guilds that have the highest points total are teleported to their own GV room, complete with a WH/GS and pot NPC. You must be in the GVW area at the end of GVW to be teleported into the boss area's. 5 minutes later a set amount of bosses spawn for each of the top 3 guilds. The bosses despawn after 30/45 minutes and nobody can enter the guild hut until this time has expired or all of the bosses have been killed. No crappy bosses like orc commander etc, a set list of bosses that can be useful for people who are approaching/at end game. This may require the reduction in the total number of people allowed in a guild. This may not neccessarily be a bad thing as only a handful of guilds have 20+ people, let alone 25/30 active members. [/quote]
Imo it should be changed so that you have to select pvp mode to hit anyone, whether grey/devil moral anything
And if you're granting permanent immunity for pve it should be 1 hit against anyone you instantly lose it, they shouldn't be able to pick and choose if they want to hit grey folk and pk moral people
And whilst I agree 5th axe is op, I don't really think there isn't anything wrong with 3rd axe, if you change it to not holding people in place you're essentially nerfing all range one chars again.
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[quote="MERLIN"]Imo it should be changed so that you have to select pvp mode to hit anyone, whether grey/devil moral anything And if you're granting permanent immunity for pve it should be 1 hit against anyone you instantly lose it, they shouldn't be able to pick and choose if they want to hit grey folk and pk moral people And whilst I agree 5th axe is op, I don't really think there isn't anything wrong with 3rd axe, if you change it to not holding people in place you're essentially nerfing all range one chars again.[/quote]
I'd like to see gap closer aura for range 1 weapons in conjunction with flinch causing people to walk for .5 seconds (random number) from bow or spell. G birds would have to be reworked or they could be a long cooldown of 1/2 minutes but with no randomness. Adding skill to the game and making range 1 for viable.
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[quote="CORLEONE"]I'd like to see gap closer aura for range 1 weapons in conjunction with flinch causing people to walk for .5 seconds (random number) from bow or spell. G birds would have to be reworked or they could be a long cooldown of 1/2 minutes but with no randomness. Adding skill to the game and making range 1 for viable.[/quote]
please stop writing ideas like they are what the comunity has decided, there re a hundred better ways to make gv good
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[quote="ETHDTGSGSRG"]please stop writing ideas like they are what the comunity has decided, there re a hundred better ways to make gv good[/quote]
Devil Moral characters currently only go to one place when kicked out of WotW, Sacred Stone and GVW which is the Leo Circle. This means it is entirely possible for enemies to camp said area for a sneaky underhanded kill at the end of the war. Could we randomise this please?
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[quote="TIBI"]Devil Moral characters currently only go to one place when kicked out of WotW, Sacred Stone and GVW which is the Leo Circle. This means it is entirely possible for enemies to camp said area for a sneaky underhanded kill at the end of the war. Could we randomise this please? [/quote]
"MERLIN"Imo it should be changed so that you have to select pvp mode to hit anyone, whether grey/devil moral anything
And if you're granting permanent immunity for pve it should be 1 hit against anyone you instantly lose it, they shouldn't be able to pick and choose if they want to hit grey folk and pk moral people
And whilst I agree 5th axe is op, I don't really think there isn't anything wrong with 3rd axe, if you change it to not holding people in place you're essentially nerfing all range one chars again.


Agree with the 1 hit thing, just makes total sense. I'll change that now

3rd axe is just as OP as 5th axe IMO. The key is rooting you in place for everyone to pile into you whilst you stand there. The only difference is that 5th axe helps mages get more casts off. Melee it doesn't really matter if you have 3rd or 5th. I don't know what others think?


"ETHDTGSGSRG"please stop writing ideas like they are what the comunity has decided, there re a hundred better ways to make gv good


Zoldier, is that you? This isn't a definitive list of everyone wants this. It's what people i've spoken to have gravitated towards. It's a combined list of a lot of people who play this game. Your own guild and Korea contributed towards this list! This is a thread for everyone to discuss the pro's and con's of what's been put forward. How else are the GM's supposed to make decisions on what the player base wants if nobody is going to try and have constructive discussions?

This thread isn't what I myself want, nor is it what would be best for my character. It's to improve the server for everyone. Instead of just throwing negativity saying there's a hundred better ways to improve GV, why not make some suggestions yourself?

Please be more constructive with your posts

"TIBI"Devil Moral characters currently only go to one place when kicked out of WotW, Sacred Stone and GVW which is the Leo Circle. This means it is entirely possible for enemies to camp said area for a sneaky underhanded kill at the end of the war. Could we randomise this please?


Don't agree with the randomness of it. I do agree that the spawn points of Leo Circle should be larger like when you TP into Gypo town so it is a lot harder to be camped.
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[quote="YOSHIMIKA"][quote="MERLIN"]Imo it should be changed so that you have to select pvp mode to hit anyone, whether grey/devil moral anything And if you're granting permanent immunity for pve it should be 1 hit against anyone you instantly lose it, they shouldn't be able to pick and choose if they want to hit grey folk and pk moral people And whilst I agree 5th axe is op, I don't really think there isn't anything wrong with 3rd axe, if you change it to not holding people in place you're essentially nerfing all range one chars again.[/quote] Agree with the 1 hit thing, just makes total sense. I'll change that now 3rd axe is just as OP as 5th axe IMO. The key is rooting you in place for everyone to pile into you whilst you stand there. The only difference is that 5th axe helps mages get more casts off. Melee it doesn't really matter if you have 3rd or 5th. I don't know what others think? [quote="ETHDTGSGSRG"]please stop writing ideas like they are what the comunity has decided, there re a hundred better ways to make gv good[/quote] Zoldier, is that you? This isn't a definitive list of everyone wants this. It's what people i've spoken to have gravitated towards. It's a combined list of a lot of people who play this game. Your own guild and Korea contributed towards this list! This is a thread for everyone to discuss the pro's and con's of what's been put forward. How else are the GM's supposed to make decisions on what the player base wants if nobody is going to try and have constructive discussions? This thread isn't what I myself want, nor is it what would be best for my character. It's to improve the server for everyone. Instead of just throwing negativity saying there's a hundred better ways to improve GV, why not make some suggestions yourself? Please be more constructive with your posts [quote="TIBI"]Devil Moral characters currently only go to one place when kicked out of WotW, Sacred Stone and GVW which is the Leo Circle. This means it is entirely possible for enemies to camp said area for a sneaky underhanded kill at the end of the war. Could we randomise this please? [/quote] Don't agree with the randomness of it. I do agree that the spawn points of Leo Circle should be larger like when you TP into Gypo town so it is a lot harder to be camped. [/quote]
the immune chars at 'heroic' or whatever need a far bigger penalty for hitting grey or anyone to stop them just running about stoning/weakening ppl, would be op for every support char

Imo any incentives added to attend gv would be welcome. think if its top 3 guilds on the stone it might just be the same guilds every time so people wouldnt bother coming still. Maybe even just bosses spawning in the hall throughout the war would be enough ahah

also having 3 stones with different rewards definitely will make it more interesting + way harder to defend all 3
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[quote="LUTHER"]the immune chars at 'heroic' or whatever need a far bigger penalty for hitting grey or anyone to stop them just running about stoning/weakening ppl, would be op for every support char Imo any incentives added to attend gv would be welcome. think if its top 3 guilds on the stone it might just be the same guilds every time so people wouldnt bother coming still. Maybe even just bosses spawning in the hall throughout the war would be enough ahah also having 3 stones with different rewards definitely will make it more interesting + way harder to defend all 3[/quote]
"LUTHER"the immune chars at 'heroic' or whatever need a far bigger penalty for hitting grey or anyone to stop them just running about stoning/weakening ppl, would be op for every support char


Very good point I didn't think of that. Reworded

1.8. Moral rework.
Add in 2 new moral's. Heroic +100, Deviant/Sinful at -100.
The points taken to get from +74 to +100 should be 1.5/2x going from -74 to +50.
Similarly the points taken to get from -100 to -74 should be like going from -74 to +50.
Holy waters will not give moral points from -74 to -100. Make it so you have to grind to get back to moral, not just use 100's of stockpiled holy waters.

At "Heroic" moral you have permenant immunity. Possibly disabling PK mode and if it was disabled. Enabling PK mode takes you right back down to +50 moral.
If you attack anyone who isn't grey, devil or sinful/deviant moral at "Heroic" moral you go to +50 regardless.
Allow them to attack grey people, but they lose their immunity like everyone else for 24/48 hours.

This allows people who want to PVE the ability to PVE with permanent immunity but is a grind to get to

"LUTHER"
also having 3 stones with different rewards definitely will make it more interesting + way harder to defend all 3

The GV hut would also need increasing in size, maybe slightly smaller than castle room on conti?



Added in
1.24. PK mode only to hit players
Make it so you can ONLY hit people in PK mode. Even if they are grey, you cannot hit anyone unless you are in PK mode. This would stop people from trying to get people to lose immunity by using AOE spells/2nd spear etc
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[quote="YOSHIMIKA"][quote="LUTHER"]the immune chars at 'heroic' or whatever need a far bigger penalty for hitting grey or anyone to stop them just running about stoning/weakening ppl, would be op for every support char[/quote] Very good point I didn't think of that. Reworded [b]1.8. Moral rework.[/b] Add in 2 new moral's. Heroic +100, Deviant/Sinful at -100. The points taken to get from +74 to +100 should be 1.5/2x going from -74 to +50. Similarly the points taken to get from -100 to -74 should be like going from -74 to +50. Holy waters will not give moral points from -74 to -100. Make it so you have to grind to get back to moral, not just use 100's of stockpiled holy waters. At "Heroic" moral you have permenant immunity. Possibly disabling PK mode and if it was disabled. Enabling PK mode takes you right back down to +50 moral. If you attack anyone who isn't grey, devil or sinful/deviant moral at "Heroic" moral you go to +50 regardless. Allow them to attack grey people, but they lose their immunity like everyone else for 24/48 hours. This allows people who want to PVE the ability to PVE with permanent immunity but is a grind to get to [quote="LUTHER"] also having 3 stones with different rewards definitely will make it more interesting + way harder to defend all 3[/quote] The GV hut would also need increasing in size, maybe slightly smaller than castle room on conti? Added in [b]1.24. PK mode only to hit players [/b] Make it so you can [b]ONLY[/b] hit people in PK mode. Even if they are grey, you cannot hit anyone unless you are in PK mode. This would stop people from trying to get people to lose immunity by using AOE spells/2nd spear etc[/quote]
Not found of the moral rework idea.
Agree on making it harder and the new morals

Tho dont agree in the permanent immunity, id much rather add in a new grey state, so if your devil moral you dont realy need to go grey anymore as your free to kill (hp bar could be always up for everyone to see) , anyone who hits another player should go grey to represent your taged for pvp and attackable aswell as no moral loss for killing a grey char, just like theres no moral loss for killing a devil char

Would mean pvp battles could go ahead with no worrys about moral

Then make it slighty harder being devil moral as if your devil at this point you basicly just been killing ppl not fighting back
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[quote="KAZOKU"]Not found of the moral rework idea. Agree on making it harder and the new morals Tho dont agree in the permanent immunity, id much rather add in a new grey state, so if your devil moral you dont realy need to go grey anymore as your free to kill (hp bar could be always up for everyone to see) , anyone who hits another player should go grey to represent your taged for pvp and attackable aswell as no moral loss for killing a grey char, just like theres no moral loss for killing a devil char Would mean pvp battles could go ahead with no worrys about moral Then make it slighty harder being devil moral as if your devil at this point you basicly just been killing ppl not fighting back[/quote]
"YOSHIMIKA"

1.8. Moral rework.
Add in 2 new moral's. Heroic +100, Deviant/Sinful at -100.
The points taken to get from +74 to +100 should be 1.5/2x going from -74 to +50.
Similarly the points taken to get from -100 to -74 should be like going from -74 to +50.

At "Heroic" moral you have permenant immunity.
If you attack anyone who isn't grey, devil or sinful/deviant moral at "Heroic" moral you go to +50 regardless.
Allow them to attack grey people, but they lose their immunity like everyone else for an hour if they attack anyone grey.

This allows people who want to PVE the ability to PVE with permenant immunity but is a grind to get to



I sort of like the idea. I think moral needs to be much harder though. moral from -74 to neutral is a couple of hours at mess / ban for a capped player. I also think you should only be able to hit people (including grey's) if you are in pk mode to avoid accidental hits e.g. if you are using an aoe spell and someone who is grey stands beside the mob you are hitting.

If you are giving heroic moral immunity then every moral point needs to be at least as hard as it is between 45-49 moral and if you hit anyone while heroic you go back to the start of angel which is 50 (Another reason for not being able to hit greys unless in pk mode). For anyone that doesn't know moral from 45-49 is slow and once you hit 49 its uber quick to 74 (which needs to change if heroic is to come in).

I feel though it will only be am matter of time until everyone has a heroic char for farming and another char for pk which means the only pk will be arranged pk because everyone hunting will be heroic.

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[quote="SAPPER"][quote="YOSHIMIKA"] [b]1.8. Moral rework.[/b] Add in 2 new moral's. Heroic +100, Deviant/Sinful at -100. The points taken to get from +74 to +100 should be 1.5/2x going from -74 to +50. Similarly the points taken to get from -100 to -74 should be like going from -74 to +50. At "Heroic" moral you have permenant immunity. If you attack anyone who isn't grey, devil or sinful/deviant moral at "Heroic" moral you go to +50 regardless. Allow them to attack grey people, but they lose their immunity like everyone else for an hour if they attack anyone grey. This allows people who want to PVE the ability to PVE with permenant immunity but is a grind to get to [/quote] I sort of like the idea. I think moral needs to be much harder though. moral from -74 to neutral is a couple of hours at mess / ban for a capped player. I also think you should only be able to hit people (including grey's) if you are in pk mode to avoid accidental hits e.g. if you are using an aoe spell and someone who is grey stands beside the mob you are hitting. If you are giving heroic moral immunity then every moral point needs to be at least as hard as it is between 45-49 moral and if you hit anyone while heroic you go back to the start of angel which is 50 (Another reason for not being able to hit greys unless in pk mode). For anyone that doesn't know moral from 45-49 is slow and once you hit 49 its uber quick to 74 (which needs to change if heroic is to come in). I feel though it will only be am matter of time until everyone has a heroic char for farming and another char for pk which means the only pk will be arranged pk because everyone hunting will be heroic. [/quote]
"CORLEONE"I would like to see the "flinch mechanic" remove. A lot of times i find that if someone is getting hit a lot that they are sent across the screen if they are being hit multiple times. If this could be removed and replaced by a .5second walk animation it would bring a whole new dimension to PVP. Bows could slow down players so that melee weapons could be used and overall it would make the game feel better.

Not my idea btw, I think it was Afro/Dare on Discord.


this should of been just for PVE tbh and not PVP, just seems bow has got another nerf again

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[quote="BRAINSTORM"][quote="CORLEONE"]I would like to see the "flinch mechanic" remove. A lot of times i find that if someone is getting hit a lot that they are sent across the screen if they are being hit multiple times. If this could be removed and replaced by a .5second walk animation it would bring a whole new dimension to PVP. Bows could slow down players so that melee weapons could be used and overall it would make the game feel better. Not my idea btw, I think it was Afro/Dare on Discord.[/quote] this should of been just for PVE tbh and not PVP, just seems bow has got another nerf again [/quote]
"BRAINSTORM"
"CORLEONE"I would like to see the "flinch mechanic" remove. A lot of times i find that if someone is getting hit a lot that they are sent across the screen if they are being hit multiple times. If this could be removed and replaced by a .5second walk animation it would bring a whole new dimension to PVP. Bows could slow down players so that melee weapons could be used and overall it would make the game feel better.

Not my idea btw, I think it was Afro/Dare on Discord.


this should of been just for PVE tbh and not PVP, just seems bow has got another nerf again



I believe there is a replacement coming. People will walk when hit or something similar to this.

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[quote="CORLEONE"][quote="BRAINSTORM"][quote="CORLEONE"]I would like to see the "flinch mechanic" remove. A lot of times i find that if someone is getting hit a lot that they are sent across the screen if they are being hit multiple times. If this could be removed and replaced by a .5second walk animation it would bring a whole new dimension to PVP. Bows could slow down players so that melee weapons could be used and overall it would make the game feel better. Not my idea btw, I think it was Afro/Dare on Discord.[/quote] this should of been just for PVE tbh and not PVP, just seems bow has got another nerf again [/quote] I believe there is a replacement coming. People will walk when hit or something similar to this. [/quote]
"CORLEONE"
"BRAINSTORM"
"CORLEONE"I would like to see the "flinch mechanic" remove. A lot of times i find that if someone is getting hit a lot that they are sent across the screen if they are being hit multiple times. If this could be removed and replaced by a .5second walk animation it would bring a whole new dimension to PVP. Bows could slow down players so that melee weapons could be used and overall it would make the game feel better.

Not my idea btw, I think it was Afro/Dare on Discord.


this should of been just for PVE tbh and not PVP, just seems bow has got another nerf again



I believe there is a replacement coming. People will walk when hit or something similar to this.



yeah i just double checked its a temp atm so hopefully we get the flinching back
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[quote="BRAINSTORM"][quote="CORLEONE"][quote="BRAINSTORM"][quote="CORLEONE"]I would like to see the "flinch mechanic" remove. A lot of times i find that if someone is getting hit a lot that they are sent across the screen if they are being hit multiple times. If this could be removed and replaced by a .5second walk animation it would bring a whole new dimension to PVP. Bows could slow down players so that melee weapons could be used and overall it would make the game feel better. Not my idea btw, I think it was Afro/Dare on Discord.[/quote] this should of been just for PVE tbh and not PVP, just seems bow has got another nerf again [/quote] I believe there is a replacement coming. People will walk when hit or something similar to this. [/quote] yeah i just double checked its a temp atm so hopefully we get the flinching back [/quote]

 

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