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Server morale

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fintio confirmed on main discord not upping drop rate sadly.
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[quote="4634"]fintio confirmed on main discord not upping drop rate sadly.[/quote]
My main char lvl 109 has virtuous moral. Not even angel. I agree with 4634 about trying to increase something ingame. Don't tell me to wait next Christmas, Easter or Lockdown to get x2 rates.
Anyways i can't play as much as i would untill 21 june because i am busy studying = P
Thanks for the game and the server. I am very happy !
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[quote="KRAPA"]My main char lvl 109 has virtuous moral. Not even angel. I agree with 4634 about trying to increase something ingame. Don't tell me to wait next Christmas, Easter or Lockdown to get x2 rates. Anyways i can't play as much as i would untill 21 june because i am busy studying = P Thanks for the game and the server. I am very happy ! [/quote]
Interesting discussion, here is where my morale is at.

I capped at lvl 135 on 21st May and since then have been farming for mats again. I'm not a "casual player" I usually spend 8 hours a day in game and that time is spent "productively" not stood in town for half of it.
Virtually everything I have took to the anvil over the last month has died before +5. Last night I burned through 3 epic helms and 12 rdt's at the anvil in an attempt to make a +5 str helm.
I had a short discussion with a guild m8 about this and my main comment was I could have took a month off and been no worse off than I am now, and at 8 hours a day, that makes no sense.
Zero reward for that time invested. What motivates is progress, even if it is slow and steady.
Don't get me wrong, I enjoy the challenge/gamble of the anvil and think it's a great part of the game.
Personally I don't want to buy all my gear with diamonds, I like the thrill of making something good at the anvil, so the answer for me is more opportunities and that means that a significant increase in drop rates is necessary.
The last few days I'm totally unmotivated to farm as I know there is little point.
So, to put it bluntly, increase the drops and give us all more incentive to play and let us use the anvil more and have some fun with it!
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[quote="BLUEHAWK"]Interesting discussion, here is where my morale is at. I capped at lvl 135 on 21st May and since then have been farming for mats again. I'm not a "casual player" I usually spend 8 hours a day in game and that time is spent "productively" not stood in town for half of it. Virtually everything I have took to the anvil over the last month has died before +5. Last night I burned through 3 epic helms and 12 rdt's at the anvil in an attempt to make a +5 str helm. I had a short discussion with a guild m8 about this and my main comment was I could have took a month off and been no worse off than I am now, and at 8 hours a day, that makes no sense. Zero reward for that time invested. What motivates is progress, even if it is slow and steady. Don't get me wrong, I enjoy the challenge/gamble of the anvil and think it's a great part of the game. Personally I don't want to buy all my gear with diamonds, I like the thrill of making something good at the anvil, so the answer for me is more opportunities and that means that a significant increase in drop rates is necessary. The last few days I'm totally unmotivated to farm as I know there is little point. So, to put it bluntly, increase the drops and give us all more incentive to play and let us use the anvil more and have some fun with it! [/quote]
one day the gm's will see the light !

seriously gm's..u think players are talking here coz they don't mean it .. or making up stories for an easy life... players are here talking of what they believe.. what they feel.. for the hours they invest.... it aint a gimme an easy life please.. it's.. ''i put lots of hours in here.. any chance of some reasonable rewards for the time invested''....

but ... pff dunno

seriously.. play the game... get a realistic view of how things are... then make some decisions.. u might change ur mind

said with respect ofc... but total seriousness

needs a little more than a quest here or there... some generosity would be welcome


x
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[quote="LUPISCUS"]one day the gm's will see the light ! seriously gm's..u think players are talking here coz they don't mean it .. or making up stories for an easy life... players are here talking of what they believe.. what they feel.. for the hours they invest.... it aint a gimme an easy life please.. it's.. ''i put lots of hours in here.. any chance of some reasonable rewards for the time invested''.... but ... pff dunno seriously.. play the game... get a realistic view of how things are... then make some decisions.. u might change ur mind said with respect ofc... but total seriousness needs a little more than a quest here or there... some generosity would be welcome x[/quote]
I for once fully agree with Lupi with his statement of ‘play the game and see’, nothing is meant to be a walk in the park but at the same time people simply don’t have the time to invest in the game to progress at a steady rate. I’m fairly well geared in terms of weaps and armors but that’s taken 6 years. Imagine playing a 1/4 of that time and you’d be nowhere near as equipped as myself or someone with a similar time frame behind them.

Yes you’ll get the hardcore players who will progress faster with increased drop rates but you’ll also have the average player actually getting somewhere and more likely to stick around.

It’s currently the quietest I’ve seen soma since I started playing and it’s no longer enjoyable to log on as you just get nowhere. Nega weaps don’t drop enough from normal mobs to even satisfy the demand of people who want to make them. You’ve got repeatable kill quests for them (3499 trolls and wasps I think it is) for a casual player going 1-2 hours per night you’re getting 300-400 kills in that time and that’s if you’ve got a very good weap, attack access and armour which as mentioned the average player won’t. This is 10 days give or take per rare weap, which you’ll likely break going +5 anyway.

As a community voicing their opinion (and apparent concerns)about the state of the game I think now it’s more important than ever to be heard. Once the UC dwindles past the point of return rates could be x20 and drops and you’d have lost the majority of players for good before you even turn it on.
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[quote="TYRESE"]I for once fully agree with Lupi with his statement of ‘play the game and see’, nothing is meant to be a walk in the park but at the same time people simply don’t have the time to invest in the game to progress at a steady rate. I’m fairly well geared in terms of weaps and armors but that’s taken 6 years. Imagine playing a 1/4 of that time and you’d be nowhere near as equipped as myself or someone with a similar time frame behind them. Yes you’ll get the hardcore players who will progress faster with increased drop rates but you’ll also have the average player actually getting somewhere and more likely to stick around. It’s currently the quietest I’ve seen soma since I started playing and it’s no longer enjoyable to log on as you just get nowhere. Nega weaps don’t drop enough from normal mobs to even satisfy the demand of people who want to make them. You’ve got repeatable kill quests for them (3499 trolls and wasps I think it is) for a casual player going 1-2 hours per night you’re getting 300-400 kills in that time and that’s if you’ve got a very good weap, attack access and armour which as mentioned the average player won’t. This is 10 days give or take per rare weap, which you’ll likely break going +5 anyway. As a community voicing their opinion (and apparent concerns)about the state of the game I think now it’s more important than ever to be heard. Once the UC dwindles past the point of return rates could be x20 and drops and you’d have lost the majority of players for good before you even turn it on.[/quote]
so many improvements and new things introduced... but we can't even get the last things introduced ..1-2 years ago?

seems a no brainer to relax things a bit... get people that play hard.. play lots of hours... let them gain a bit of gear... maybe get some pvp going.... get the game going a bit...
it's a game after all

Great game here..and lots of people wanting to play, but u gotta give them half a chance to compete

on the other hand.. maybe the difficulty is what gives it that 1 more go and keeps the addiction going...

or maybe a happy medium might help things
x

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[quote="LUPISCUS"]so many improvements and new things introduced... but we can't even get the last things introduced ..1-2 years ago? seems a no brainer to relax things a bit... get people that play hard.. play lots of hours... let them gain a bit of gear... maybe get some pvp going.... get the game going a bit... it's a game after all Great game here..and lots of people wanting to play, but u gotta give them half a chance to compete on the other hand.. maybe the difficulty is what gives it that 1 more go and keeps the addiction going... or maybe a happy medium might help things x [/quote]
Regarding the horde mode map....

Could you not just use the dungeon maps for this great addition?

If memory serves me (have to forgive me, knocking on about so memory about iffy)

Only when all the mobs on the level 4 dungeon are killed will the level 4 bosses spawn?

If this is correct could you use the dungeon maps for the purpose of the horde map?

Remove all mobs from all levels and replace with hellish trolls/wasps, Vafer raps/prismatic spiders and once each level is cleared then the entrance to the next level will open. Then repeat on level2, 3, and then once all mobs are killed on level 4 a swarm of x bosses are spawned.

You could even make it like the negamare system, in which each race at a certain time of the day have to fight for the right to battle on the horde mode map?
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[quote="RAVENSOUL"]Regarding the horde mode map.... Could you not just use the dungeon maps for this great addition? If memory serves me (have to forgive me, knocking on about so memory about iffy) Only when all the mobs on the level 4 dungeon are killed will the level 4 bosses spawn? If this is correct could you use the dungeon maps for the purpose of the horde map? Remove all mobs from all levels and replace with hellish trolls/wasps, Vafer raps/prismatic spiders and once each level is cleared then the entrance to the next level will open. Then repeat on level2, 3, and then once all mobs are killed on level 4 a swarm of x bosses are spawned. You could even make it like the negamare system, in which each race at a certain time of the day have to fight for the right to battle on the horde mode map?[/quote]
Always dreaded this, would have been better to focus on casual players/new players while hardcore players adjusted the server would have been quiet only for a short while as new direction occurs. Instead from my view for a long time the focus has been on hardcore/top end related activity.

Once Immunity stopped, new players/casual players won't spend their evenings waiting to be slaughtered/being forced to collect daily's for 1 hour of peace.
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[quote="MEHVIYAT"]Always dreaded this, would have been better to focus on casual players/new players while hardcore players adjusted the server would have been quiet only for a short while as new direction occurs. Instead from my view for a long time the focus has been on hardcore/top end related activity. Once Immunity stopped, new players/casual players won't spend their evenings waiting to be slaughtered/being forced to collect daily's for 1 hour of peace.[/quote]
"4634"fintio confirmed on main discord not upping drop rate sadly.


thats not true. finito doesnt just up them. dan chooses when the rates are. done he only said he would up them from that 1 request on discord :P
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[quote="EDICIUS"][quote="4634"]fintio confirmed on main discord not upping drop rate sadly.[/quote] thats not true. finito doesnt just up them. dan chooses when the rates are. done he only said he would up them from that 1 request on discord :P[/quote]
"MEHVIYAT"Once Immunity stopped, new players/casual players won't spend their evenings waiting to be slaughtered/being forced to collect daily's for 1 hour of peace.


also this. even it they made it 6 kills then ur immune. a pve player wouldnt care about the cost or dieing for people ego's
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[quote="EDICIUS"][quote="MEHVIYAT"]Once Immunity stopped, new players/casual players won't spend their evenings waiting to be slaughtered/being forced to collect daily's for 1 hour of peace.[/quote] also this. even it they made it 6 kills then ur immune. a pve player wouldnt care about the cost or dieing for people ego's[/quote]
It's not even necessarily that the drop rate is 'low', more that 99% of what does drop is literal garbage no one needs or wants. You can go dozens of hours without getting anything of merit.

I guess that's an mmo thing but this varient of soma seems overly bad for it. No reason to hunt almost all of the mobs in the game at any point beyond quests and almost every drop you get is worthless. A small emerald and another resilience necklace? You spoil us, ambassador.

Spend ages getting stuff together and the anvil eats it. Nom nom, unlucky. Try again next month. There's so many ways of fixing it, making it less egregious, that require minimal effort but hey... 5 more levels. And kill a few 1000 of that mob there's no reason to hunt while you're at it.
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[quote="3D"]It's not even necessarily that the drop rate is 'low', more that 99% of what does drop is literal garbage no one needs or wants. You can go dozens of hours without getting anything of merit. I guess that's an mmo thing but this varient of soma seems overly bad for it. No reason to hunt almost all of the mobs in the game at any point beyond quests and almost every drop you get is worthless. A small emerald and another resilience necklace? You spoil us, ambassador. Spend ages getting stuff together and the anvil eats it. Nom nom, unlucky. Try again next month. There's so many ways of fixing it, making it less egregious, that require minimal effort but hey... 5 more levels. And kill a few 1000 of that mob there's no reason to hunt while you're at it. [/quote]
A large problem is the power creep. Level cap has increased over time, and the upgrade system has also seen some power improvements (double tablets, +2 at 100% etc).

Rewind it to level 100 being the cap, an average geared lvl 80-85 could hold their own. With the creep it slowly becomes an elitist game with the majority of the content locked out for the average levels (say 100-120ish).

Many people in this thread want further improvements/success to the anvil, although I don't disagree I think this is a short sighted solution. This will further improve and satisfy the 'elite' whilst compounding the problem of power creep and negatively effecting the casual level user base. Yes in the short term they may be satisfied with improved success but this will be short lived.

I think to have any chance of saving the population for the long term more focus needs to be on the content of the mid levels, say 80-120+. The best way to achieve this is to have them engaged and feel competitive with end game content.

Unfortunately this may be very difficult to do now with such a wide disparity in upgraded gear and capped chars rocking A+ weapons. However, some options could be;
- make use of the vast amount of bosses that spawn but are ignored. Revise their loot table to drop upgrade items etc.
- have level locked areas such as dungeons with bosses
- possibly power % adjustments for lower levels at events such as gvw and wotw. I.e level 100s get a 20% boost in stats and this scales accordingly
- as power creep occurs consider buffing lower level weaps/armour to help keep pace

An exp boost weekend would be great, but likely have short term effects. However, if it was timed alongside a content patch it may have longer lasting impacts
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[quote="DIRT_NAP"]A large problem is the power creep. Level cap has increased over time, and the upgrade system has also seen some power improvements (double tablets, +2 at 100% etc). Rewind it to level 100 being the cap, an average geared lvl 80-85 could hold their own. With the creep it slowly becomes an elitist game with the majority of the content locked out for the average levels (say 100-120ish). Many people in this thread want further improvements/success to the anvil, although I don't disagree I think this is a short sighted solution. This will further improve and satisfy the 'elite' whilst compounding the problem of power creep and negatively effecting the casual level user base. Yes in the short term they may be satisfied with improved success but this will be short lived. I think to have any chance of saving the population for the long term more focus needs to be on the content of the mid levels, say 80-120+. The best way to achieve this is to have them engaged and feel competitive with end game content. Unfortunately this may be very difficult to do now with such a wide disparity in upgraded gear and capped chars rocking A+ weapons. However, some options could be; - make use of the vast amount of bosses that spawn but are ignored. Revise their loot table to drop upgrade items etc. - have level locked areas such as dungeons with bosses - possibly power % adjustments for lower levels at events such as gvw and wotw. I.e level 100s get a 20% boost in stats and this scales accordingly - as power creep occurs consider buffing lower level weaps/armour to help keep pace An exp boost weekend would be great, but likely have short term effects. However, if it was timed alongside a content patch it may have longer lasting impacts [/quote]
good ideas about scaling up the lower levs for events.. though it is pretty darn quick to level up now.. most players here are lev 125+ or those same players maybe making new guys..
over the years , players have asked for quicker levelling speeds.. gm's have done that little by little, and here we all are capped or almost capped ( mostly ) and everyone is chasing the new or nearly new weps, of which there is a shortage or a hungry anvil to eat them.
Could get more weps dropping and / or buff the anvil a bit...so more players gear up.. might spice things up a bit... or keep things tough as they are.. could be we're all self masochists and the long tough haul is what keeps us playing..hehe

Horde mode should be a new thing to get the teeth into and look forward to...
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[quote="LUPISCUS"]good ideas about scaling up the lower levs for events.. though it is pretty darn quick to level up now.. most players here are lev 125+ or those same players maybe making new guys.. over the years , players have asked for quicker levelling speeds.. gm's have done that little by little, and here we all are capped or almost capped ( mostly ) and everyone is chasing the new or nearly new weps, of which there is a shortage or a hungry anvil to eat them. Could get more weps dropping and / or buff the anvil a bit...so more players gear up.. might spice things up a bit... or keep things tough as they are.. could be we're all self masochists and the long tough haul is what keeps us playing..hehe Horde mode should be a new thing to get the teeth into and look forward to... [/quote]
"DIRT_NAP"
I think to have any chance of saving the population for the long term more focus needs to be on the content of the mid levels, say 80-120+. The best way to achieve this is to have them engaged and feel competitive with end game content.


There is no mid level game.

This is a fundamentally dishonest server that tries at every point to hide the differences between players at a visual level but has no intention of doing so at the game mechanic level as it would render the game pointless.

A new player to this game would have no way of discovering who the most powerful players are at a visual level and would be utterly unaware while they are blasting through the classic levelling part of the game that their journey has only just begun. They would see players levelling around them thinking they are competing with them, only to find out they are on yet another re-roll and they have access to gear that would take the new players years to obtain.

They too would rise relatively quickly through the traditional portion of the game to only wonder what was the point at the end of it. There would be no challenges left, other than the mind numbing process of farming for upgrades at monsters they are to strong for and the occasional boss run that would soon become so routine that the needless complexity wouldn't add to the game but would instead detract.

I can't see any good reason why this is the desired state of affairs. A game that functioned properly wouldn't be afraid of there being visual differences between players, it wouldn't be afraid of letting players know the task ahead of them and it wouldn't have this constant maternalistic need to protect players from the reality of this game.
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[quote="DEVONNE"][quote="DIRT_NAP"] I think to have any chance of saving the population for the long term more focus needs to be on the content of the mid levels, say 80-120+. The best way to achieve this is to have them engaged and feel competitive with end game content. [/quote] There is no mid level game. This is a fundamentally dishonest server that tries at every point to hide the differences between players at a visual level but has no intention of doing so at the game mechanic level as it would render the game pointless. A new player to this game would have no way of discovering who the most powerful players are at a visual level and would be utterly unaware while they are blasting through the classic levelling part of the game that their journey has only just begun. They would see players levelling around them thinking they are competing with them, only to find out they are on yet another re-roll and they have access to gear that would take the new players years to obtain. They too would rise relatively quickly through the traditional portion of the game to only wonder what was the point at the end of it. There would be no challenges left, other than the mind numbing process of farming for upgrades at monsters they are to strong for and the occasional boss run that would soon become so routine that the needless complexity wouldn't add to the game but would instead detract. I can't see any good reason why this is the desired state of affairs. A game that functioned properly wouldn't be afraid of there being visual differences between players, it wouldn't be afraid of letting players know the task ahead of them and it wouldn't have this constant maternalistic need to protect players from the reality of this game.[/quote]
The problem is that this server has now been out for a considerable amount of time, and to keep things fresh and population strong, it requires substantial content patches on a predictable timeline. Even the big games out there struggle with this. And unfortunately Soma relies on a healthy population for it's endgame content such as pk/gvw/bosses/wotw.

This server has done well with adding content over the years with their limited resources/budget, but it's small improvements and enjoyment will naturally fade over time and impacting population.

Players need reasons to log on, and when the anvil is punishing, this reason cannot be grinding for upgrades. The accumulation of these items needs to be a bonus for going about your daily routine, whether that's levelling, pkin, bosses, going to wars etc. If you turn the drops into a secondary priority you are less likely to get depressed when your upgrade fails.

However, i do agree to solve the above problem would require a lot of effort/content/changes.

I wonder if a drastic change to the upgrade system would shake things up for the better. An idea i was thinking of would be to make crafting skills dramatically improve success rates of upgrades. Coupled with a an overhaul of the lesser bosses loot tables, turning the upgrade system into an enjoyable experience. However, there is a big caveat coming...

For every action, there is an equal and opposite reaction. A counter is required to deal with the inevitable influx of top tier upgraded items. My solution to this would be to remove the resurrection scrolls. Back to the days of dropping items on death if warping. You will experience the highs of crafting top items, but the lows of losing top items, rather than the current semi-hardcore system.

Improving success of the anvil marginally, just keeps the status quo.

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[quote="DIRT_NAP"]The problem is that this server has now been out for a considerable amount of time, and to keep things fresh and population strong, it requires substantial content patches on a predictable timeline. Even the big games out there struggle with this. And unfortunately Soma relies on a healthy population for it's endgame content such as pk/gvw/bosses/wotw. This server has done well with adding content over the years with their limited resources/budget, but it's small improvements and enjoyment will naturally fade over time and impacting population. Players need reasons to log on, and when the anvil is punishing, this reason cannot be grinding for upgrades. The accumulation of these items needs to be a bonus for going about your daily routine, whether that's levelling, pkin, bosses, going to wars etc. If you turn the drops into a secondary priority you are less likely to get depressed when your upgrade fails. However, i do agree to solve the above problem would require a lot of effort/content/changes. I wonder if a drastic change to the upgrade system would shake things up for the better. An idea i was thinking of would be to make crafting skills dramatically improve success rates of upgrades. Coupled with a an overhaul of the lesser bosses loot tables, turning the upgrade system into an enjoyable experience. However, there is a big caveat coming... For every action, there is an equal and opposite reaction. A counter is required to deal with the inevitable influx of top tier upgraded items. My solution to this would be to remove the resurrection scrolls. Back to the days of dropping items on death if warping. You will experience the highs of crafting top items, but the lows of losing top items, rather than the current semi-hardcore system. Improving success of the anvil marginally, just keeps the status quo. [/quote]

 

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