Author | Content | Date |
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TYRESE |
The +5 100% is an interesting idea Raven.
My concern would be could it be limited to weapons only. As realistically armors only go +5 (unless of course people attempt +8 with Consolidate plate 5-8+) so basically you would have 0 risk in making full eva / accu. Same applies with access, boss access which starts at +6 per stat would then be +16 stat risk free and we all know that casuals can’t compete at bosses to get souls for those items. Weapons, maybe it could be a good idea. It would make it much easier for lower levels to get a +5 stinger or whatever they need to hunt and make the game easier rather than using their +2 and it being slow and boring and leading them to quit. But then again I also thing ghost upgrade is a better option but that’s only my opinion. Reason being that players who are still around once capped and have their valour weaps still at +2 but are on the border of casual / would quit if their item broke going +3 are the ones which we need to be trying to keep. Not the hardcore players who’ve broken several epic weaps and still continue to play (myself included there) as they are not going anywhere regardless. Also with ghosting I think a lot of the players who did drop off from the game because everything broke might even return to give things another go. I know it’s all personal opinion what’s best for the server and we all just want the best, but discussions like this which the GM’s can see and make an informed decision based on player feedback is valuable to them and the development of soma.
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[quote="TYRESE"]The +5 100% is an interesting idea Raven.
My concern would be could it be limited to weapons only. As realistically armors only go +5 (unless of course people attempt +8 with Consolidate plate 5-8+) so basically you would have 0 risk in making full eva / accu. Same applies with access, boss access which starts at +6 per stat would then be +16 stat risk free and we all know that casuals can’t compete at bosses to get souls for those items.
Weapons, maybe it could be a good idea. It would make it much easier for lower levels to get a +5 stinger or whatever they need to hunt and make the game easier rather than using their +2 and it being slow and boring and leading them to quit.
But then again I also thing ghost upgrade is a better option but that’s only my opinion. Reason being that players who are still around once capped and have their valour weaps still at +2 but are on the border of casual / would quit if their item broke going +3 are the ones which we need to be trying to keep. Not the hardcore players who’ve broken several epic weaps and still continue to play (myself included there) as they are not going anywhere regardless. Also with ghosting I think a lot of the players who did drop off from the game because everything broke might even return to give things another go.
I know it’s all personal opinion what’s best for the server and we all just want the best, but discussions like this which the GM’s can see and make an informed decision based on player feedback is valuable to them and the development of soma. [/quote]
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#31 2022/10/01 18:00:38 |
LUP2SCUS |
+5 isn't a great idea..
ghost is less great... yes di's drop from other mobs apart from df/ palus ...but other mobs don't die in 2-3 seconds...so ghost method would be botters/ sellers paradise @ df/palus +3 free for all items that go +8 ... it's a simple advancement of the free +2 a couple or 3 years ago. As regards, making it a bit easier at the anvil... sounds good... but they could give it a 20% boost ....doesn't mean u couldn't get 10 fails in a row with ur pretty valour weps and get seriously wazzed off free +3 FTW ffs +3 starting point is a serviceable item.. proly not great..but better than nowt... a good place to start without feeling robbed of breaking a +2 Another idea... if you log on at 4-5-6-7 am...and whoah.. you see the leg drops from df/palus every few seconds... ... maybe botters..maybe not.. why not remove di's from df/palus.... and increase the sd drops on the more difficult/ harder to kill mobs.. wasps/hell trolls/shaman valks and vafers don;t die in 2 seconds..... thatt's why every1 goes to the pizz easy df/palus... get rid of the di's there ! x
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[quote="LUP2SCUS"]+5 isn't a great idea..
ghost is less great... yes di's drop from other mobs apart from df/ palus ...but other mobs don't die in 2-3 seconds...so ghost method would be botters/ sellers paradise @ df/palus
+3 free for all items that go +8 ...
it's a simple advancement of the free +2 a couple or 3 years ago.
As regards, making it a bit easier at the anvil... sounds good... but they could give it a 20% boost ....doesn't mean u couldn't get 10 fails in a row with ur pretty valour weps and get seriously wazzed off
free +3 FTW ffs
+3 starting point is a serviceable item.. proly not great..but better than nowt... a good place to start without feeling robbed of breaking a +2
Another idea... if you log on at 4-5-6-7 am...and whoah.. you see the leg drops from df/palus every few seconds... ... maybe botters..maybe not..
why not remove di's from df/palus.... and increase the sd drops on the more difficult/ harder to kill mobs..
wasps/hell trolls/shaman valks and vafers don;t die in 2 seconds..... thatt's why every1 goes to the pizz easy df/palus... get rid of the di's there !
x[/quote]
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#32 2022/10/01 19:29:24 |
RAVENSOUL |
Completely agree with you Tyrese, discussion like this do help GM’s make decisions on the development of soma.
As for only limiting going +5 with 100% success it’s not a bad idea but in truth can’t see why not on all weapons, armours, accessories. I know most players would be happy with just the normal +5 evasion/accuracy sets but it might make players more willing to risk going +6 To +8 increasing there defence on the armour too? If they break the item they still have to remake the +5 evasion or accuracy part which still takes time farming for items to make the upgrades for attempts at anvil. As for accessories, again why not let them get +5 as you said most casual players don’t get a sniff for boss souls and few sell them so not everyone is going round with basic +6 stat accessories to even attempt upgrades on them but for the +3 craftable accessories going +5 would be a great help even using basic +1stat tabs. All my suggestions are simply to lower the walls and restrictions that soma seems to have in place to rip out the fun that players want to keep them logging back on and enjoying there soma journey, after all isn’t that what soma should be about? Having fun, getting enjoyment out of playing, making you want to log back on your next free day?
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[quote="RAVENSOUL"]Completely agree with you Tyrese, discussion like this do help GM’s make decisions on the development of soma.
As for only limiting going +5 with 100% success it’s not a bad idea but in truth can’t see why not on all weapons, armours, accessories.
I know most players would be happy with just the normal +5 evasion/accuracy sets but it might make players more willing to risk going +6 To +8 increasing there defence on the armour too? If they break the item they still have to remake the +5 evasion or accuracy part which still takes time farming for items to make the upgrades for attempts at anvil.
As for accessories, again why not let them get +5 as you said most casual players don’t get a sniff for boss souls and few sell them so not everyone is going round with basic +6 stat accessories to even attempt upgrades on them but for the +3 craftable accessories going +5 would be a great help even using basic +1stat tabs.
All my suggestions are simply to lower the walls and restrictions that soma seems to have in place to rip out the fun that players want to keep them logging back on and enjoying there soma journey, after all isn’t that what soma should be about?
Having fun, getting enjoyment out of playing, making you want to log back on your next free day?[/quote]
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#33 2022/10/01 21:06:29 |
_CHAOS_ |
"_CHAOS_""RAVENSOUL"Why not just make first 5 upgrades 100% success and those that wish to risk trying +6, +7, +8 take the chance with rng. or just do what prod says make the upgrades drop more often so you actually enjoy farming.
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[quote="_CHAOS_"][quote="_CHAOS_"][quote="RAVENSOUL"]Why not just make first 5 upgrades 100% success and those that wish to risk trying +6, +7, +8 take the chance with rng.
Not everyone plays 24/7, investing the time/effort into soma has become more of a second job to most genuine players that play by the rules. You have the risk trying with combine, you have a risk trying to make the upgrades themselves, then you have the risk at the anvil......
Way tooooooooo many obstacles in place to suck all the fun out of logging on anymore, yes it’s always been like it before the posts start coming, but that was when soma had 300, 400, 500+ players in it’s time, there was an actual economy, there wasn’t this few items that are worth anything and have 95% of items worthless.
I’ve said it before, bring the fun back into soma, bring the rewards versus invested time back into soma and the UC will come back.
The reason the (fake/ghosting) didn’t happen iSylver and the to the rest of you was during the discussion I pointed out to rest of the council at the time that the majority of players felt the guarantee +2 was the better option than the ghosting and I pointed out, not to rush because this anvil decision was a very important one to take since the anvil/upgrading is a very important point of this game we all love soma.[/quote]
yeh but as you said at the time there was alot more players and an economy. now its stale and boring.
+5 100% no. - would take the fun out of the game completely.
Upgrades and boss kills should be achievable for all players like casual noncausal and they're not.
Gms should look at adding 4th staff in hsoma.
Going off topics about auras.
Reason why everyone runs axe/bow is for stone and range like before 5th sword used to be op but now theres no incentive to go any other way. Adding 4th staff will give mages an advantage over the insane recoil and damage of a bow. I play all classes. Proc is insane damage vs insight/ma dmg since the range nerf has come in. easier to make proc and be op rather than use boss gear and souls which is useless on a mage for pvp. proc dont seem to lose as much damage as ma?
Also don t get why dsoma double tabs int/str dont have dual stats like +2 str and +2 con or 1 str 1 con opposed to 2 str? same with wisdom and int [/quote]
or just do what prod says make the upgrades drop more often so you actually enjoy farming.
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#34 2022/10/02 10:56:05 |
SB99 |
@finito good discussion here which would make for a lot more time = reward, also would remove the most frustratingly bad mechanic in the game
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#35 2022/12/02 10:02:08 |
NIGHTRUNNER |
What does ghosting mean?
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#36 2022/12/16 01:35:13 |
BIGBERT |
Another possible solution – take failing out of the game completely for weapons and replace it with something else.
The real contention is weapon speed. Make ToE up-grades have a wide possible RNG effect band, say from +15 to -60 recoil for weapons for example (this could be additionally influenced by crafter skill). Make SS from +10 to -70 recoil. Allow ToEs to go +8. Each upgrade removes +1-1 attack and adds +2 to weapon weight too. Make crafter skill more relevant, allow crafters with 100 skill to apply manufactured upgrades at some agreed base success rate (40%?) and then increase their success rate linearly (up to, say, 70%?) at 250 skill for each and every +1 more skill and do away with the current step changes – so +0.2% improved chance of success for each additional +1 skill. This crafter change would address non-weapon upgrading too - which should retain break on fail - to some extent.
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[quote="BIGBERT"]Another possible solution – take failing out of the game completely for weapons and replace it with something else.
The real contention is weapon speed.
Make ToE up-grades have a wide possible RNG effect band, say from +15 to -60 recoil for weapons for example (this could be additionally influenced by crafter skill). Make SS from +10 to -70 recoil.
Allow ToEs to go +8.
Each upgrade removes +1-1 attack and adds +2 to weapon weight too.
Make crafter skill more relevant, allow crafters with 100 skill to apply manufactured upgrades at some agreed base success rate (40%?) and then increase their success rate linearly (up to, say, 70%?) at 250 skill for each and every +1 more skill and do away with the current step changes – so +0.2% improved chance of success for each additional +1 skill.
This crafter change would address non-weapon upgrading too - which should retain break on fail - to some extent.
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#37 2022/12/16 07:09:13 |
BIGBERT |
NIGHTRUNNERWith ghost, on fail your item goes +1 but retains its original stats and does not break |
#38 2022/12/16 07:16:39 |
ROCKY1 |
Anything to make anvil easier am all for it 👍👍
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#39 2022/12/16 14:28:32 |
GAEBULG |
"PROD"Rather than changing the anvil why not just make upgrades easier to obtain. This tbf Why wouldn't you just make drops abit more common, would make hunting alot more enjoyable, more items to throw at the anvil (rather than feel like a fail is a wasted 3 months of gathering items)
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[quote="GAEBULG"][quote="PROD"]Rather than changing the anvil why not just make upgrades easier to obtain.
No to ghost. [/quote]
This tbf
Why wouldn't you just make drops abit more common, would make hunting alot more enjoyable, more items to throw at the anvil (rather than feel like a fail is a wasted 3 months of gathering items)
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#40 2022/12/17 07:24:47 |
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