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Server morale

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172 pot skill or cook skill is clearly demonstrated with the 70-80% success. wotever its sposed to be

some weird results sometimes.. but u can say ye.. that's about right overall..


why doesn't the anvil have the same assuring results?

long time question... asked lots of times..but never answered

the anvil isn't fine.. it needs a % that is measurable..and at least u can think.... ye ok..... 70-80% most of the time is ok

well... could do with a tweak or 3 x

All up to gm's ...whether things are hard / difficult... or whether craft skills affect the % of upgrade success

would be nice to have a few details about it .. seems reasonable]

@229 wep skill and broke the last 3 items going from +2 to +3 ...doesnt seem reasonable?

Some clarity, explanation and tweaks to recognise craft skills would be welcome.

x
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[quote="LUPISCUS"]172 pot skill or cook skill is clearly demonstrated with the 70-80% success. wotever its sposed to be some weird results sometimes.. but u can say ye.. that's about right overall.. why doesn't the anvil have the same assuring results? long time question... asked lots of times..but never answered the anvil isn't fine.. it needs a % that is measurable..and at least u can think.... ye ok..... 70-80% most of the time is ok well... could do with a tweak or 3 x All up to gm's ...whether things are hard / difficult... or whether craft skills affect the % of upgrade success would be nice to have a few details about it .. seems reasonable] @229 wep skill and broke the last 3 items going from +2 to +3 ...doesnt seem reasonable? Some clarity, explanation and tweaks to recognise craft skills would be welcome. x[/quote]
"LUPISCUS"172 pot skill or cook skill is clearly demonstrated with the 70-80% success. wotever its sposed to be

some weird results sometimes.. but u can say ye.. that's about right overall..


why doesn't the anvil have the same assuring results?

long time question... asked lots of times..but never answered

the anvil isn't fine.. it needs a % that is measurable..and at least u can think.... ye ok..... 70-80% most of the time is ok

the anvil needs the same success implemented as cook and pot skill... which it clearly isn;t atm

It must work on a different basis to the cook and pot skills.... which..is just not right...

well... could do with a tweak or 3

All up to gm's ...whether things are hard / difficult... or whether craft skills affect the % of upgrade success

would be nice to have a few details about it .. seems reasonable]

@229 wep skill and broke the last 3 items going from +2 to +3 ...doesnt seem reasonable?

x


Get a coin. Flip it 5 times. See if u guess right everytime. That's how it was explained previously.
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[quote="BIGRIK86"][quote="LUPISCUS"]172 pot skill or cook skill is clearly demonstrated with the 70-80% success. wotever its sposed to be some weird results sometimes.. but u can say ye.. that's about right overall.. why doesn't the anvil have the same assuring results? long time question... asked lots of times..but never answered the anvil isn't fine.. it needs a % that is measurable..and at least u can think.... ye ok..... 70-80% most of the time is ok the anvil needs the same success implemented as cook and pot skill... which it clearly isn;t atm It must work on a different basis to the cook and pot skills.... which..is just not right... well... could do with a tweak or 3 All up to gm's ...whether things are hard / difficult... or whether craft skills affect the % of upgrade success would be nice to have a few details about it .. seems reasonable] @229 wep skill and broke the last 3 items going from +2 to +3 ...doesnt seem reasonable? x[/quote] Get a coin. Flip it 5 times. See if u guess right everytime. That's how it was explained previously.[/quote]
@bigrik... ye i saw... and that's bs

about time.... hours invested .. into whatever ur thing is.. was rewarded.... not left to some crazy % that decides what rewards u get or don't get....

seems reasonable

shudnt be failing shit at +3 with 200 skill nvm 229...tho...maybe that's just greedy. ;p
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[quote="LUPISCUS"]@bigrik... ye i saw... and that's bs about time.... hours invested .. into whatever ur thing is.. was rewarded.... not left to some crazy % that decides what rewards u get or don't get.... seems reasonable shudnt be failing shit at +3 with 200 skill nvm 229...tho...maybe that's just greedy. ;p[/quote]
server morale could easily be improved if the GMs listened to what the community seems to echo over the years on the forum: fix the anvil.

combine should be completely removed and all upgrades/crafts should be made 100% success rate, it would be a huge change but i'd guarantee that players come back knowing they would be rewarded with decent items for putting in chunks of hours.
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[quote="DAED"]server morale could easily be improved if the GMs listened to what the community seems to echo over the years on the forum: fix the anvil. combine should be completely removed and all upgrades/crafts should be made 100% success rate, it would be a huge change but i'd guarantee that players come back knowing they would be rewarded with decent items for putting in chunks of hours.[/quote]
"DAED"server morale could easily be improved if the GMs listened to what the community seems to echo over the years on the forum: fix the anvil.

combine should be completely removed and all upgrades/crafts should be made 100% success rate, it would be a huge change but i'd guarantee that players come back knowing they would be rewarded with decent items for putting in chunks of hours.


I would have to disagree on 100%

There needs to be some risk, otherwise everyone would just use SS on weapons for a start if 100% and the speeds of weapons is the biggest problem, trouble, feckup on this server.

Take the prepare skill, even the disassemble skill both arnt 100% success there around the 95-99ish% which imho is fine and works (don’t get me wrong when they do fail, your like wtf, you gotta be kidding me you twat)

My previous post on here about my days luck at upgrades/upgrading came out at 50% chance, luck blahblah etc

Maybe if the making of upgrades was abit like the prepare/disassemble success rate, then players would be more inclined to take more chance at the anvil due to the better return for there time gathering the ingredients to making upgrades in the first place.

Then comes the anvil, which is basically down to sheer bloody luck at times, upgrades are set to either 100 skill or 150 skill, so makes no difference if you have done the long slog to 200 skill, the difference between 150 and 200 craft skill for success is minimum, hardly any difference what so ever.

Maybe the anvil could be tweaked regarding the success at each +1 but I again say there needs to be some risk or you might as well get rid of the upgrades, upgrade system completely and have npc’s selling ready made gear for Barr cause that’s the true 100% success crafting system.
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[quote="RAVENSOUL"][quote="DAED"]server morale could easily be improved if the GMs listened to what the community seems to echo over the years on the forum: fix the anvil. combine should be completely removed and all upgrades/crafts should be made 100% success rate, it would be a huge change but i'd guarantee that players come back knowing they would be rewarded with decent items for putting in chunks of hours.[/quote] I would have to disagree on 100% There needs to be some risk, otherwise everyone would just use SS on weapons for a start if 100% and the speeds of weapons is the biggest problem, trouble, feckup on this server. Take the prepare skill, even the disassemble skill both arnt 100% success there around the 95-99ish% which imho is fine and works (don’t get me wrong when they do fail, your like wtf, you gotta be kidding me you twat) My previous post on here about my days luck at upgrades/upgrading came out at 50% chance, luck blahblah etc Maybe if the making of upgrades was abit like the prepare/disassemble success rate, then players would be more inclined to take more chance at the anvil due to the better return for there time gathering the ingredients to making upgrades in the first place. Then comes the anvil, which is basically down to sheer bloody luck at times, upgrades are set to either 100 skill or 150 skill, so makes no difference if you have done the long slog to 200 skill, the difference between 150 and 200 craft skill for success is minimum, hardly any difference what so ever. Maybe the anvil could be tweaked regarding the success at each +1 but I again say there needs to be some risk or you might as well get rid of the upgrades, upgrade system completely and have npc’s selling ready made gear for Barr cause that’s the true 100% success crafting system.[/quote]
gm's put 200 craft to 250 craft max skill


considering the time and effort put into getting this 250....

they must have anticipated crafters asking ''what does it all mean , and what benefits do i gain''?

fair question?
x



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[quote="LUPISCUS"]gm's put 200 craft to 250 craft max skill considering the time and effort put into getting this 250.... they must have anticipated crafters asking ''what does it all mean , and what benefits do i gain''? fair question? x [/quote]
I personally see the soma community happiest during x2 drop rate events. With the system the way it is, more drops means people are usually willing to ignore the harsh upgrade mechanics. I’d vote for faster rates to 125, and a rolling double drop event every few days. Then see how player activity is affected. If it jumps up, maybe add more days. Especially for capped players whose only real distraction is farming for items. Soma’s issue hasn’t been getting players back, events prove there is a desire for soma and that there are a lot of players who for whatever reason just don’t play outside of events. Somas issue is keeping them when events end so I’d go with the above, a rolling event that never ends but isn’t live every day.
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[quote="CHOJINE"]I personally see the soma community happiest during x2 drop rate events. With the system the way it is, more drops means people are usually willing to ignore the harsh upgrade mechanics. I’d vote for faster rates to 125, and a rolling double drop event every few days. Then see how player activity is affected. If it jumps up, maybe add more days. Especially for capped players whose only real distraction is farming for items. Soma’s issue hasn’t been getting players back, events prove there is a desire for soma and that there are a lot of players who for whatever reason just don’t play outside of events. Somas issue is keeping them when events end so I’d go with the above, a rolling event that never ends but isn’t live every day.[/quote]
there's a lot of stuff in this thread. for gm's maybe to take on board or not..

it's a hardcore game here... even though made easier in many respects

nothing here is an easy life...

a little easier might lift the spirits/ uc a bit

x
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[quote="LUPISCUS"]there's a lot of stuff in this thread. for gm's maybe to take on board or not.. it's a hardcore game here... even though made easier in many respects nothing here is an easy life... a little easier might lift the spirits/ uc a bit x [/quote]
Making the following:
SS KE DP Double tabs and spellbound staff things should not be able to fail at cook or pot table imo. I’ve always thought that.

Takes a lot to get a large dia / mares or 2 DT and a nega tear and half the time they don’t even make it to the anvil it’s the pot table that kills the dream.
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[quote="OPENTHEDOOR"]Making the following: SS KE DP Double tabs and spellbound staff things should not be able to fail at cook or pot table imo. I’ve always thought that. Takes a lot to get a large dia / mares or 2 DT and a nega tear and half the time they don’t even make it to the anvil it’s the pot table that kills the dream.[/quote]
That’s why I went mage, can’t bare to put myself through the melee build gear gauntlet. Mages don’t even need +8 gear to be competitive, a lot easier on time strapped players. Especially as no mage really goes for a MD build so a +5 gear Proc mage can do serious damage to a +8 MA mage of the same intelligence, the same can’t really be said of melee builds.
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[quote="CHOJINE"]That’s why I went mage, can’t bare to put myself through the melee build gear gauntlet. Mages don’t even need +8 gear to be competitive, a lot easier on time strapped players. Especially as no mage really goes for a MD build so a +5 gear Proc mage can do serious damage to a +8 MA mage of the same intelligence, the same can’t really be said of melee builds.[/quote]
I really don't see much of a downside to increased leveling rates for <125 characters, and an increase in drop-rate for all. Even if not permanently, just more frequent events and such. (dsoma & hsoma).

It wouldn't sting as much, losing an item at the anvil, if you were safe in the knowledge that you can farm the materials for another try in a decent time frame. With the way things are now, having an item break and knowing you have to farm everything all over again can seem insurmountable.
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[quote="KRUZE"]I really don't see much of a downside to increased leveling rates for <125 characters, and an increase in drop-rate for all. Even if not permanently, just more frequent events and such. (dsoma & hsoma). It wouldn't sting as much, losing an item at the anvil, if you were safe in the knowledge that you can farm the materials for another try in a decent time frame. With the way things are now, having an item break and knowing you have to farm everything all over again can seem insurmountable.[/quote]
yea, having to spend another few months to gather weapons + combine before even getting to try again isnt realistic when we dont all have 6+ hours a day to play. and thats just for 2nd tier weapons now. valour will be even harder as its not dependant on drop rate. so i dont see a reason for drop rates not to go up
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[quote="EDICIUS"]yea, having to spend another few months to gather weapons + combine before even getting to try again isnt realistic when we dont all have 6+ hours a day to play. and thats just for 2nd tier weapons now. valour will be even harder as its not dependant on drop rate. so i dont see a reason for drop rates not to go up[/quote]
"KRUZE"I really don't see much of a downside to increased leveling rates for <125 characters, and an increase in drop-rate for all. Even if not permanently, just more frequent events and such. (dsoma & hsoma).

It wouldn't sting as much, losing an item at the anvil, if you were safe in the knowledge that you can farm the materials for another try in a decent time frame. With the way things are now, having an item break and knowing you have to farm everything all over again can seem insurmountable.


Would like to see a short term event on exp for higher characters to but only short term
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[quote="4634"][quote="KRUZE"]I really don't see much of a downside to increased leveling rates for <125 characters, and an increase in drop-rate for all. Even if not permanently, just more frequent events and such. (dsoma & hsoma). It wouldn't sting as much, losing an item at the anvil, if you were safe in the knowledge that you can farm the materials for another try in a decent time frame. With the way things are now, having an item break and knowing you have to farm everything all over again can seem insurmountable.[/quote] Would like to see a short term event on exp for higher characters to but only short term[/quote]
All for faster rates to 125. Before this patch everyone agreed lvling was 2 fast and now that it actually takes some time to get the last 5 lvls you want x2. Yes it's a grind and effing boring taken me since release to get 1 char to 132 1 char to 131. But if we all fly to cap another 5 lvls will be on everyone's lips in 5 mins.

💎🖐AMC
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[quote="ACTAEON"]All for faster rates to 125. Before this patch everyone agreed lvling was 2 fast and now that it actually takes some time to get the last 5 lvls you want x2. Yes it's a grind and effing boring taken me since release to get 1 char to 132 1 char to 131. But if we all fly to cap another 5 lvls will be on everyone's lips in 5 mins. 💎🖐AMC[/quote]
A few QoL suggestion that may improve the community’s spirirt’s...

Add a new melee and int mob between blg&boars and nm’s&valk shaman players tend to spend a hell of a long time at blg,nm’s would help stem the boredom.

Lower the pk range down to 10 levels.

Increase the success rate on making upgrades. There are too many stages involved in the process of gear, time invested versus reward needs balancing.

Increase the drop rates.

Maybe a slight increase in levelling speed up to 120, after this level the levelling rates are fine. The higher you move that end level could put potential new/old players from starting there journey.
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[quote="RAVENSOUL"]A few QoL suggestion that may improve the community’s spirirt’s... Add a new melee and int mob between blg&boars and nm’s&valk shaman players tend to spend a hell of a long time at blg,nm’s would help stem the boredom. Lower the pk range down to 10 levels. Increase the success rate on making upgrades. There are too many stages involved in the process of gear, time invested versus reward needs balancing. Increase the drop rates. Maybe a slight increase in levelling speed up to 120, after this level the levelling rates are fine. The higher you move that end level could put potential new/old players from starting there journey.[/quote]

 

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