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Solution to the multi issue.

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I think rested XP should be gained based upon your level (the rate decreasing linearly with levels). At low levels it makes zero difference (it may as well not be in for low levels). However, once you're level 40 the rate of rested XP gain actually helps and makes a difference.

So something like the current rate of rested XP gain for level 40+, but significantly faster rested XP for those below that level would, I think, be a great change.

EDIT: This wouldn't help the multi issue (tbh, I don't think multis are an issue anyway). But it would make rested XP more useful for lower levels.
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[quote="JARAGOONDOO"]I think rested XP should be gained based upon your level (the rate decreasing linearly with levels). At low levels it makes zero difference (it may as well not be in for low levels). However, once you're level 40 the rate of rested XP gain actually helps and makes a difference. So something like the current rate of rested XP gain for level 40+, but [b]significantly[/b] faster rested XP for those below that level would, I think, be a great change. EDIT: This wouldn't help the multi issue (tbh, I don't think multis are an issue anyway). But it would make rested XP more useful for lower levels.[/quote]
"JARAGOONDOO"I think rested XP should be gained based upon your level (the rate decreasing linearly with levels). At low levels it makes zero difference (it may as well not be in for low levels). However, once you're level 40 the rate of rested XP gain actually helps and makes a difference.

So something like the current rate of rested XP gain for level 40+, but significantly faster rested XP for those below that level would, I think, be a great change.

EDIT: This wouldn't help the multi issue (tbh, I don't think multis are an issue anyway). But it would make rested XP more useful for lower levels.


But then it might not be fair on the higher level players. If their rested is only worth 5min while low levels is worth an hour, we have the same problem (though preferable I guess, as it helps lower levels catch up).

It would help a bit with multis, but not cure it. A multi generally plays 24/7, so if they aren't getting any rested they are at a disadvantage. Really it's a matter of how big the bonus is. If resting for 16 hours gave triple exp for 8 hours, there would be no reason to multi (except for loot). Anyone playing 8 or more hours would gain the same stats. I still think it's morally wrong for any game dev to promote playing more than 8 hours a day on a game. IT just causes addictions to happen, which is probably the worst thing games can cause.
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[quote="AST"][quote="JARAGOONDOO"]I think rested XP should be gained based upon your level (the rate decreasing linearly with levels). At low levels it makes zero difference (it may as well not be in for low levels). However, once you're level 40 the rate of rested XP gain actually helps and makes a difference. So something like the current rate of rested XP gain for level 40+, but [b]significantly[/b] faster rested XP for those below that level would, I think, be a great change. EDIT: This wouldn't help the multi issue (tbh, I don't think multis are an issue anyway). But it would make rested XP more useful for lower levels.[/quote] But then it might not be fair on the higher level players. If their rested is only worth 5min while low levels is worth an hour, we have the same problem (though preferable I guess, as it helps lower levels catch up). It would help a bit with multis, but not cure it. A multi generally plays 24/7, so if they aren't getting any rested they are at a disadvantage. Really it's a matter of how big the bonus is. If resting for 16 hours gave triple exp for 8 hours, there would be no reason to multi (except for loot). Anyone playing 8 or more hours would gain the same stats. I still think it's morally wrong for any game dev to promote playing more than 8 hours a day on a game. IT just causes addictions to happen, which is probably the worst thing games can cause.[/quote]
Uh... I don't think you got my point. 10% rested XP at a high level can save you an hour. 10% rested XP at a low level will save you 5 minutes.

Low level gets 5 minutes of benefit.

High level gets 1 hour of benefit.

If a low level gets rested XP faster, they can benefit from it for longer (probably less than an hour, but more than 5 minutes at least!). That's the main issue I see with rested XP atm.
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[quote="JARAGOONDOO"]Uh... I don't think you got my point. 10% rested XP at a high level can save you an hour. 10% rested XP at a low level will save you 5 minutes. Low level gets 5 minutes of benefit. High level gets 1 hour of benefit. If a low level gets rested XP faster, they can benefit from it for longer (probably less than an hour, but more than 5 minutes at least!). That's the main issue I see with rested XP atm.[/quote]
"JARAGOONDOO"Uh... I don't think you got my point. 10% rested XP at a high level can save you an hour. 10% rested XP at a low level will save you 5 minutes.

Low level gets 5 minutes of benefit.

High level gets 1 hour of benefit.

If a low level gets rested XP faster, they can benefit from it for longer (probably less than an hour, but more than 5 minutes at least!). That's the main issue I see with rested XP atm.


A % based system is fundamentally flawed, I've already state this. Changing the % income based on level would be very challenging to balance, a gm would have to do 1-100 and record how long it took per level. I suppose just doing 1% would work, but tbh it then is very subjective with gear etc. 1% for a fully epic geared player is shorter than a lesser geared player, but trying to balance that with lower levels at different gear levels, messy.

Like I said, a time based system which grants a multiplier on everything based on how long you were offline, up to a lowish limit, would be best.
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[quote="AST"][quote="JARAGOONDOO"]Uh... I don't think you got my point. 10% rested XP at a high level can save you an hour. 10% rested XP at a low level will save you 5 minutes. Low level gets 5 minutes of benefit. High level gets 1 hour of benefit. If a low level gets rested XP faster, they can benefit from it for longer (probably less than an hour, but more than 5 minutes at least!). That's the main issue I see with rested XP atm.[/quote] A % based system is fundamentally flawed, I've already state this. Changing the % income based on level would be very challenging to balance, a gm would have to do 1-100 and record how long it took per level. I suppose just doing 1% would work, but tbh it then is very subjective with gear etc. 1% for a fully epic geared player is shorter than a lesser geared player, but trying to balance that with lower levels at different gear levels, messy. Like I said, a time based system which grants a multiplier on everything based on how long you were offline, up to a lowish limit, would be best.[/quote]
I agree with jaragoondoo.
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[quote="ARROW"]I agree with jaragoondoo.[/quote]
"ISYLVER"That's almost exactly how it works now it's simple. The more rested exp you have/the more you are offline the quicker the rested exp bar fills up.


Adding an extra multiple on rates is not a viable solution and will cause a variety of problems.

i.e the first 10 hours you get 0.75 exp per hour

10-15 it goes up to 1.5exp etc.


But it is no where near enough, casual players who just log on for 2 or 3 hours a day will be miles behind even with the rested exp. Casual players will have rested exp of 7% roughly lets say if they only play 2-3 hours a day. So they will gain 7% of rested exp which means nothing, nothing at all whatsoever, it will be gained in 15 minutes, while the hardcore players have gained levels ahead in that 6 days all they got is a tiny 7% rested exp help.

To get a 100% rested exp you need to be offline for 6 days plus, in those 6 days everyone in the server is going to gain 4 to 7 levels, while you only gain a few hours of double exp, hardly does anything to help casual players at least keep up, not even in the tiniest amount. The rested exp just isn't cutting it to keep casual players in this game. Casual players are at least 20 levels behind the multis right NOW - Soon the hardcore multi's will all be 20-40 levels ahead of all the solo players in the long run.

Rested exp needs serious revision. It needs to help a little bit at least. What about new players? They may as well not bother playing. New players should be given a boost to get started off easier.

To be honest you should only get 0.20% exp for first 7 hours. (multi's never stay logged off for longer than 6 hours this way they won't get too much of the benefits of rested exp) Then after 8 hours players should get 0.25% every hour, after 24 hours go up 0.35% an hour. Do a soft cap at 40% rested exp slowing down again so players don't abuse it. Or something and jaragoondoo makes very good points. lvl 1-40 should get much more rested exp.
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[quote="BOW"][quote="ISYLVER"]That's almost exactly how it works now it's simple. The more rested exp you have/the more you are offline the quicker the rested exp bar fills up. Adding an extra multiple on rates is not a viable solution and will cause a variety of problems. i.e the first 10 hours you get 0.75 exp per hour 10-15 it goes up to 1.5exp etc.[/quote] But it is no where near enough, casual players who just log on for 2 or 3 hours a day will be miles behind even with the rested exp. Casual players will have rested exp of 7% roughly lets say if they only play 2-3 hours a day. So they will gain 7% of rested exp which means nothing, nothing at all whatsoever, it will be gained in 15 minutes, while the hardcore players have gained levels ahead in that 6 days all they got is a tiny 7% rested exp help. To get a 100% rested exp you need to be offline for 6 days plus, in those 6 days everyone in the server is going to gain 4 to 7 levels, while you only gain a few hours of double exp, hardly does anything to help casual players at least keep up, not even in the tiniest amount. The rested exp just isn't cutting it to keep casual players in this game. Casual players are at least 20 levels behind the multis right NOW - Soon the hardcore multi's will all be 20-40 levels ahead of all the solo players in the long run. Rested exp needs serious revision. It needs to help a little bit at least. What about new players? They may as well not bother playing. New players should be given a boost to get started off easier. To be honest you should only get 0.20% exp for first 7 hours. (multi's never stay logged off for longer than 6 hours this way they won't get too much of the benefits of rested exp) Then after 8 hours players should get 0.25% every hour, after 24 hours go up 0.35% an hour. Do a soft cap at 40% rested exp slowing down again so players don't abuse it. Or something and jaragoondoo makes very good points. lvl 1-40 should get much more rested exp.[/quote]
"AST"
"JARAGOONDOO"Uh... I don't think you got my point. 10% rested XP at a high level can save you an hour. 10% rested XP at a low level will save you 5 minutes.

Low level gets 5 minutes of benefit.

High level gets 1 hour of benefit.

If a low level gets rested XP faster, they can benefit from it for longer (probably less than an hour, but more than 5 minutes at least!). That's the main issue I see with rested XP atm.


A % based system is fundamentally flawed, I've already state this. Changing the % income based on level would be very challenging to balance, a gm would have to do 1-100 and record how long it took per level. I suppose just doing 1% would work, but tbh it then is very subjective with gear etc. 1% for a fully epic geared player is shorter than a lesser geared player, but trying to balance that with lower levels at different gear levels, messy.

Like I said, a time based system which grants a multiplier on everything based on how long you were offline, up to a lowish limit, would be best.


Or... you know... the GMs could use their knowledge of the exact amount of XP needed per level and use this thing called "maths" to figure out the rest.
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[quote="JARAGOONDOO"][quote="AST"][quote="JARAGOONDOO"]Uh... I don't think you got my point. 10% rested XP at a high level can save you an hour. 10% rested XP at a low level will save you 5 minutes. Low level gets 5 minutes of benefit. High level gets 1 hour of benefit. If a low level gets rested XP faster, they can benefit from it for longer (probably less than an hour, but more than 5 minutes at least!). That's the main issue I see with rested XP atm.[/quote] A % based system is fundamentally flawed, I've already state this. Changing the % income based on level would be very challenging to balance, a gm would have to do 1-100 and record how long it took per level. I suppose just doing 1% would work, but tbh it then is very subjective with gear etc. 1% for a fully epic geared player is shorter than a lesser geared player, but trying to balance that with lower levels at different gear levels, messy. Like I said, a time based system which grants a multiplier on everything based on how long you were offline, up to a lowish limit, would be best.[/quote] Or... you know... the GMs could use their knowledge of the exact amount of XP needed per level and use this thing called "maths" to figure out the rest.[/quote]
Seriously another post. ffs Jesus give it a rest! im not arsed if somone wants to multi and get ahead of me. I have a life.
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[quote="CAPPILIO"]Seriously another post. ffs Jesus give it a rest! im not arsed if somone wants to multi and get ahead of me. I have a life.[/quote]
The truth is without a reasonable level cap there will always be people hugely ahead of the others. Rested exp is a minor detail I know it will take me over a year to cap if not two at the rate I can play. This is why modern mmorpgs all have caps. But this is soma we know it and love it and you knew this would be the case when you started playing again.
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[quote="KHASAV"]The truth is without a reasonable level cap there will always be people hugely ahead of the others. Rested exp is a minor detail I know it will take me over a year to cap if not two at the rate I can play. This is why modern mmorpgs all have caps. But this is soma we know it and love it and you knew this would be the case when you started playing again. [/quote]
"KHASAV"The truth is without a reasonable level cap there will always be people hugely ahead of the others. Rested exp is a minor detail I know it will take me over a year to cap if not two at the rate I can play. This is why modern mmorpgs all have caps. But this is soma we know it and love it and you knew this would be the case when you started playing again.


The current cap is at 100 and won't be raised untill a certain point (after people have hit it). The server has been up nearly a month. So let's say you guys hit the cap in 1-3 months, would we be much different than these modern MMO's if the lvl cap is raised after let's say 3-5 months?

Please note that these numbers are made up and don't reflect any plans you might think we have.
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[quote="GHOSTLORD"][quote="KHASAV"]The truth is without a reasonable level cap there will always be people hugely ahead of the others. Rested exp is a minor detail I know it will take me over a year to cap if not two at the rate I can play. This is why modern mmorpgs all have caps. But this is soma we know it and love it and you knew this would be the case when you started playing again. [/quote] The current cap is at 100 and won't be raised untill a certain point (after people have hit it). The server has been up nearly a month. So let's say you guys hit the cap in 1-3 months, would we be much different than these modern MMO's if the lvl cap is raised after let's say 3-5 months? Please note that these numbers are made up and don't reflect any plans you might think we have.[/quote]
"GHOSTLORD"
"KHASAV"The truth is without a reasonable level cap there will always be people hugely ahead of the others. Rested exp is a minor detail I know it will take me over a year to cap if not two at the rate I can play. This is why modern mmorpgs all have caps. But this is soma we know it and love it and you knew this would be the case when you started playing again.


The current cap is at 100 and won't be raised untill a certain point (after people have hit it). The server has been up nearly a month. So let's say you guys hit the cap in 1-3 months, would we be much different than these modern MMO's if the lvl cap is raised after let's say 3-5 months?

Please note that these numbers are made up and don't reflect any plans you might think we have.


So a casual will hit 100 in 1-3 months? Then I'd say it's fine. I do however seriously question if casual's will hit 100 in under a year. I'm fairly casual, and I hit level cap in new mmos in around a month. I doubt I will get much past 30 on here in a month. This is just my estimation, but after 3 months I doubt casuals will be past 40-50 tbh.

If you were planning on having a relatively easy cap that the majority of the player base reaches, including casuals, then either 100 is far too high or the server rates are far too low.
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[quote="AST"][quote="GHOSTLORD"][quote="KHASAV"]The truth is without a reasonable level cap there will always be people hugely ahead of the others. Rested exp is a minor detail I know it will take me over a year to cap if not two at the rate I can play. This is why modern mmorpgs all have caps. But this is soma we know it and love it and you knew this would be the case when you started playing again. [/quote] The current cap is at 100 and won't be raised untill a certain point (after people have hit it). The server has been up nearly a month. So let's say you guys hit the cap in 1-3 months, would we be much different than these modern MMO's if the lvl cap is raised after let's say 3-5 months? Please note that these numbers are made up and don't reflect any plans you might think we have.[/quote] So a casual will hit 100 in 1-3 months? Then I'd say it's fine. I do however seriously question if casual's will hit 100 in under a year. I'm fairly casual, and I hit level cap in new mmos in around a month. I doubt I will get much past 30 on here in a month. This is just my estimation, but after 3 months I doubt casuals will be past 40-50 tbh. If you were planning on having a relatively easy cap that the majority of the player base reaches, including casuals, then either 100 is far too high or the server rates are far too low.[/quote]
Things are being put in place to balance the playing field and reward casual/new players a little. The fact is we're under a month in and we're not going to start recoding how rested exp works.

The fact is with any game. If you don't put the time in you won't be the best.
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[quote="ISYLVER"]Things are being put in place to balance the playing field and reward casual/new players a little. The fact is we're under a month in and we're not going to start recoding how rested exp works. The fact is with any game. If you don't put the time in you won't be the best.[/quote]
I did state a week ago that caps should be implemented at lower levels,

80 would be a nice first cap for first 3months ( or when first person hits )

Raise to 95 for 3months,

Then 105,

Ect ect ect.....,

This was just a idea I thought would work well with the rate of server,

People wouldn't leave when hitting caps they'd hopefully start new chars or even try the opposite races.
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[quote="BASIL"]I did state a week ago that caps should be implemented at lower levels, 80 would be a nice first cap for first 3months ( or when first person hits ) Raise to 95 for 3months, Then 105, Ect ect ect....., This was just a idea I thought would work well with the rate of server, People wouldn't leave when hitting caps they'd hopefully start new chars or even try the opposite races.[/quote]
I reckon a cap at 65-70 ish for a while assuming he can stop int being gained when ur capped and make sure that the stat loss is greater than what you could gain in a level to ensure no1 sits a level below cap and grief lvl's
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[quote="SUPERMAN"]I reckon a cap at 65-70 ish for a while assuming he can stop int being gained when ur capped and make sure that the stat loss is greater than what you could gain in a level to ensure no1 sits a level below cap and grief lvl's[/quote]
"ISYLVER"Things are being put in place to balance the playing field and reward casual/new players a little. The fact is we're under a month in and we're not going to start recoding how rested exp works.

The fact is with any game. If you don't put the time in you won't be the best.


Balance is all we ask for. I don't think anyone here excepts to be the best, but being able to at least contribute to a fight would be nice.
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[quote="AST"][quote="ISYLVER"]Things are being put in place to balance the playing field and reward casual/new players a little. The fact is we're under a month in and we're not going to start recoding how rested exp works. The fact is with any game. If you don't put the time in you won't be the best.[/quote] Balance is all we ask for. I don't think anyone here excepts to be the best, but being able to at least contribute to a fight would be nice.[/quote]

 

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