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PvP/PvE Immunity Rework

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A variation of Afro's idea from here: https://myth-of-soma.com/Forum/Thread.asp?ID=40790&title=PK%2FPVE+maps&Page=1

As GM said they prefer the idea of adjusting drop-rates of those without immunity, I'll propose this idea:

- Remove the take 2 deaths for immunity
- Immunity pots are readily buyable from reagent vendor and lamatra. Make them accessible and don't gate them behind a high price or quests.
- Immunity pots can be consumed only in town to give you 2 hours of immunity (non-stackable). Does not work for Wicked/Devil players (or Virt/Angel for DSoma)
- While immune, you CANNOT enter PvP mode. You've locked yourself out of attacking anyone for 2 hours (except RvR)
- Players that DO NOT have immunity receive a % boost to their drop rates for all mobs they last hit (including bosses) - the key here is to give reward to those that take the risk, not reduce the drops of those that want to take immunity
- With the above system, PK mode should never turned off globally for the entire server (except maybe for GM events?, but should turn back on immediately after)

The question is should the 20 level gap stay with the above system or not? Not too sure, myself.

I think above system should alleviate some of the problems with current system, while reducing player frustration (and in the 10 minutes I took the think it up I can't think of any ways to exploit/abuse it).
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[quote="RAMZO"]A variation of Afro's idea from here: https://myth-of-soma.com/Forum/Thread.asp?ID=40790&title=PK%2FPVE+maps&Page=1 As GM said they prefer the idea of adjusting drop-rates of those without immunity, I'll propose this idea: - Remove the take 2 deaths for immunity - Immunity pots are readily buyable from reagent vendor and lamatra. Make them accessible and don't gate them behind a high price or quests. - Immunity pots can be consumed only in town to give you 2 hours of immunity (non-stackable). Does not work for Wicked/Devil players (or Virt/Angel for DSoma) - While immune, you CANNOT enter PvP mode. You've locked yourself out of attacking anyone for 2 hours (except RvR) - Players that DO NOT have immunity receive a % boost to their drop rates for all mobs they last hit (including bosses) - the key here is to give reward to those that take the risk, not reduce the drops of those that want to take immunity - With the above system, PK mode should never turned off globally for the entire server (except maybe for GM events?, but should turn back on immediately after) The question is should the 20 level gap stay with the above system or not? Not too sure, myself. I think above system should alleviate some of the problems with current system, while reducing player frustration (and in the 10 minutes I took the think it up I can't think of any ways to exploit/abuse it).[/quote]
+1 this would be a great addition and solves a lot of issues.
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[quote="AFRO"]+1 this would be a great addition and solves a lot of issues. [/quote]
what vendor sells immunity pots?
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[quote="WOLF8"]what vendor sells immunity pots?[/quote]
"WOLF8"what vendor sells immunity pots?


Reagent Vendor and Lamatra. Make them accessible.
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[quote="RAMZO"][quote="WOLF8"]what vendor sells immunity pots?[/quote] Reagent Vendor and Lamatra. Make them accessible.[/quote]
oh.. u said 'they are readily available'

well if they were .. that would solve any problems ..and ye.. give a 10-20 % drop boost to those not using them..

maybe throw in some 150 hp pots at the vendor and we can call it xmas
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[quote="WOLF8"]oh.. u said 'they are readily available' well if they were .. that would solve any problems ..and ye.. give a 10-20 % drop boost to those not using them.. maybe throw in some 150 hp pots at the vendor and we can call it xmas[/quote]
He also said 'I'll propose this idea:' before that.
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[quote="MIKELOWREY"]He also said 'I'll propose this idea:' before that.[/quote]
ye
just asked to make sure.. there's been a few posts on various threads saying immunity pots are available... and several players asking where and how they get them...
anyway.. all cleared up now .. all is good
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[quote="WOLF8"]ye just asked to make sure.. there's been a few posts on various threads saying immunity pots are available... and several players asking where and how they get them... anyway.. all cleared up now .. all is good[/quote]
why not make 1 daily = 2 immunity pots so 2 dailes per day 4hours of hunting for people who really like it
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[quote="MANTICORE"]why not make 1 daily = 2 immunity pots so 2 dailes per day 4hours of hunting for people who really like it [/quote]
"RAMZO"A variation of Afro's idea from here: https://myth-of-soma.com/Forum/Thread.asp?ID=40790&title=PK%2FPVE+maps&Page=1

As GM said they prefer the idea of adjusting drop-rates of those without immunity, I'll propose this idea:

- Remove the take 2 deaths for immunity
- Immunity pots are readily buyable from reagent vendor and lamatra. Make them accessible and don't gate them behind a high price or quests.
- Immunity pots can be consumed only in town to give you 2 hours of immunity (non-stackable). Does not work for Wicked/Devil players (or Virt/Angel for DSoma)
- While immune, you CANNOT enter PvP mode. You've locked yourself out of attacking anyone for 2 hours (except RvR)
- Players that DO NOT have immunity receive a % boost to their drop rates for all mobs they last hit (including bosses) - the key here is to give reward to those that take the risk, not reduce the drops of those that want to take immunity
- With the above system, PK mode should never turned off globally for the entire server (except maybe for GM events?, but should turn back on immediately after)

The question is should the 20 level gap stay with the above system or not? Not too sure, myself.

I think above system should alleviate some of the problems with current system, while reducing player frustration (and in the 10 minutes I took the think it up I can't think of any ways to exploit/abuse it).


Really like this idea. +1

EDIT: Maybe a map could become a no immunity zone? Valley of Death? Cannot enter if immune. Potential issue to this would be VOD bosses but this could be an "unlucky you used an immunity pot" type of thing?
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[quote="GRIMPIRATE"][quote="RAMZO"]A variation of Afro's idea from here: https://myth-of-soma.com/Forum/Thread.asp?ID=40790&title=PK%2FPVE+maps&Page=1 As GM said they prefer the idea of adjusting drop-rates of those without immunity, I'll propose this idea: - Remove the take 2 deaths for immunity - Immunity pots are readily buyable from reagent vendor and lamatra. Make them accessible and don't gate them behind a high price or quests. - Immunity pots can be consumed only in town to give you 2 hours of immunity (non-stackable). Does not work for Wicked/Devil players (or Virt/Angel for DSoma) - While immune, you CANNOT enter PvP mode. You've locked yourself out of attacking anyone for 2 hours (except RvR) - Players that DO NOT have immunity receive a % boost to their drop rates for all mobs they last hit (including bosses) - the key here is to give reward to those that take the risk, not reduce the drops of those that want to take immunity - With the above system, PK mode should never turned off globally for the entire server (except maybe for GM events?, but should turn back on immediately after) The question is should the 20 level gap stay with the above system or not? Not too sure, myself. I think above system should alleviate some of the problems with current system, while reducing player frustration (and in the 10 minutes I took the think it up I can't think of any ways to exploit/abuse it).[/quote] Really like this idea. +1 EDIT: Maybe a map could become a no immunity zone? Valley of Death? Cannot enter if immune. Potential issue to this would be VOD bosses but this could be an "unlucky you used an immunity pot" type of thing? [/quote]
Changing the level range to 10 will help more than bringing in immunity pots.
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[quote="HITME123"]Changing the level range to 10 will help more than bringing in immunity pots. [/quote]
- While immune, you CANNOT enter PvP mode. You've locked yourself out of attacking anyone for 2 hours (except RvR)


this, will stop abusers using it and standing there then using 5th stone
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[quote="BRAINSTORM"][quote=]- While immune, you CANNOT enter PvP mode. You've locked yourself out of attacking anyone for 2 hours (except RvR)[/quote] this, will stop abusers using it and standing there then using 5th stone[/quote]
There's a reason you didn't suggest the inverse.

There's also the fact that every single player who would use it in the inverse scenario is a more committed player.

Given that, here's my suggestion:

Each PK pot lasts a Soma month (5 real days)
In exchange for using you get a 50% boost in drops
All members of guild that won the previous GVW are available to PK
Same applies for guilds allied to the previous winner
Wicked/Devil players are permanently available to PK
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[quote="DEVONNE"]There's a reason you didn't suggest the inverse. There's also the fact that every single player who would use it in the inverse scenario is a more committed player. Given that, here's my suggestion: Each PK pot lasts a Soma month (5 real days) In exchange for using you get a 50% boost in drops All members of guild that won the previous GVW are available to PK Same applies for guilds allied to the previous winner Wicked/Devil players are permanently available to PK [/quote]
This idea has a lot of merit to it in my opinion, you shouldn’t be stopped enjoying a part of the game if you don’t wish to be pk’d.

The idea of rewarding someone if they choose to involve them self in pk is good but needs to ensure it’s not grossly so - 10% feels right, anything over that I think is unwise, otherwise this lends to big alliances dominating through sheer numbers vs. Say a guildless who doesn’t want to therefore at a loss all the time.

-1 to the maps where only if your pk you can enter.
+1 to “bad” moral players cannot use immunity. You are actually rewarded for being “good”.
+1 for pots being readily available, don’t like the idea of having to use dailies for them, already at said disadvantage because drops are lower.

Also think some changes in mechanics to stop moral gains from Heaven/Unholy waters if you are worst moral that means you have to hunt to remove worst moral which puts you at a disadvantage and you have to always watch your back.
Maybe to counter this untradeable +150pots available at Cess/Gypsy vendor - need to be restricted from use in GVW/WOTW and can only be used if your devil moral - stops stockpiling.

Also reduce PK level gap to 5, means more meaningful pk for those hunting. May see some pk of 105vs105 not 105s standing getting killed by 125s cause no point in fighting back.

Sure there’s some finer detail but makes sense and seems good compromise across all bits.

Additional edit:
New moral levels which drive rewards for good and bad players.
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[quote="AXOM"]This idea has a lot of merit to it in my opinion, you shouldn’t be stopped enjoying a part of the game if you don’t wish to be pk’d. The idea of rewarding someone if they choose to involve them self in pk is good but needs to ensure it’s not grossly so - 10% feels right, anything over that I think is unwise, otherwise this lends to big alliances dominating through sheer numbers vs. Say a guildless who doesn’t want to therefore at a loss all the time. -1 to the maps where only if your pk you can enter. +1 to “bad” moral players cannot use immunity. You are actually rewarded for being “good”. +1 for pots being readily available, don’t like the idea of having to use dailies for them, already at said disadvantage because drops are lower. Also think some changes in mechanics to stop moral gains from Heaven/Unholy waters if you are worst moral that means you have to hunt to remove worst moral which puts you at a disadvantage and you have to always watch your back. Maybe to counter this untradeable +150pots available at Cess/Gypsy vendor - need to be restricted from use in GVW/WOTW and can only be used if your devil moral - stops stockpiling. Also reduce PK level gap to 5, means more meaningful pk for those hunting. May see some pk of 105vs105 not 105s standing getting killed by 125s cause no point in fighting back. Sure there’s some finer detail but makes sense and seems good compromise across all bits. Additional edit: New moral levels which drive rewards for good and bad players. [/quote]
Unfortunately new moral levels would require ALOT of work. However, what we can do is look at slowing down in different stages. E.g. the deeper deivly ou go the harder it is to get back.
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[quote="ISYLVER"]Unfortunately new moral levels would require ALOT of work. However, what we can do is look at slowing down in different stages. E.g. the deeper deivly ou go the harder it is to get back. [/quote]
"ISYLVER"Unfortunately new moral levels would require ALOT of work. However, what we can do is look at slowing down in different stages. E.g. the deeper deivly ou go the harder it is to get back.


makes it less rewarding to pk, -1
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[quote="JPOT"][quote="ISYLVER"]Unfortunately new moral levels would require ALOT of work. However, what we can do is look at slowing down in different stages. E.g. the deeper deivly ou go the harder it is to get back. [/quote] makes it less rewarding to pk, -1[/quote]

 

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