Author | Content | Date |
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RAVENSOUL |
I think there lays the point where soma is at present.
ISylver and Finito have still got the passion to continue working on soma, the community are still contributing with suggestions and ideas and it’s clear from Finito’s post and both there response in that thread in the discussion section...... Direction. What direction to take soma. finito hit the nail on the head though, keeping soma true to its essence, I think we have covered a lot of it in this thread and Finito’s. The community plays the biggest role in what soma is imho, willingness to help others, teamwork, and the passion players have for soma. Maybe the gm’s need to consolidate the suggestion’s, ideas recently and create a list. Possibly take a vote on x, y, z and focus on a few areas. Then when complete start again on the next list, poll etc Maybe a nice time to work on that dungeon raid between you both Mr fox and MickyC and then submit it, work to your strengths incorporating the teamwork essence that the trails of valour has.
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[quote="RAVENSOUL"]I think there lays the point where soma is at present.
ISylver and Finito have still got the passion to continue working on soma, the community are still contributing with suggestions and ideas and it’s clear from Finito’s post and both there response in that thread in the discussion section......
Direction. What direction to take soma.
finito hit the nail on the head though, keeping soma true to its essence, I think we have covered a lot of it in this thread and Finito’s.
The community plays the biggest role in what soma is imho, willingness to help others, teamwork, and the passion players have for soma.
Maybe the gm’s need to consolidate the suggestion’s, ideas recently and create a list. Possibly take a vote on x, y, z and focus on a few areas. Then when complete start again on the next list, poll etc
Maybe a nice time to work on that dungeon raid between you both Mr fox and MickyC and then submit it, work to your strengths incorporating the teamwork essence that the trails of valour has.[/quote]
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#31 2023/02/15 16:46:01 |
FOXTRCK |
"3D"Re craft cap. It serves no point now. On esoma fermenting crafter interdependence made sense, on here not so much. I like that "fermenting crafter interdependence". If the majority don't want the cap, then don't have it. Probably worth a vote on - with a clear case for either "why yes" and "why no" and see what comes out from the community.
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[quote="FOXTRCK"][quote="3D"]Re craft cap. It serves no point now. On esoma fermenting crafter interdependence made sense, on here not so much.
Pretty much everyone who has an interest in crafting, even a pragmatic one of simply being able to make upgrades for themselves, has all the skills spread across multiple characters. It's been that way for years.
If the idea is to make having 250 skill relevant/useful, it's as good a time as any to get rid of it. It's just an annoyance having to do it on multiple chars. There is no realistic downside. None.[/quote]
I like that "fermenting crafter interdependence". If the majority don't want the cap, then don't have it.
Probably worth a vote on - with a clear case for either "why yes" and "why no" and see what comes out from the community.
[/quote]
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#32 2023/02/15 17:07:41 |
FINITO [Staff] |
Currently thinking of doing this as a first pass (more to come later) and looking at the restocks right now:
- The material NPCs will be open all the time. - Every restock will be a full restock - Restock quantity will be increased too - Go through the prices of materials and make any necessary changes to help with the issue that some crafts are not profitable Also considering but not decided: - Limit how much of a material can buy in a single transaction and also add a delay (idea would be to give more people chance at getting materials at each restock) - Decrease the delay between restocks - Removing total crafting skill cap (needs some thought first)
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[quote="FINITO"]Currently thinking of doing this as a first pass (more to come later) and looking at the restocks right now:
- The material NPCs will be open all the time.
- Every restock will be a full restock
- Restock quantity will be increased too
- Go through the prices of materials and make any necessary changes to help with the issue that some crafts are not profitable
Also considering but not decided:
- Limit how much of a material can buy in a single transaction and also add a delay (idea would be to give more people chance at getting materials at each restock)
- Decrease the delay between restocks
- Removing total crafting skill cap (needs some thought first)[/quote]
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#33 2023/02/17 19:41:33 |
FOXTRCK |
Sounds good from my perspective and I can imagine it would help the serious crafters out like Raven, Lupi etc.
What does everyone else think? |
#34 2023/02/17 23:35:55 |
LUP2SCUS |
"FINITO"Currently thinking of doing this as a first pass (more to come later) and looking at the restocks right now: imo all sounds good .. wouldn't tinker about with costs of mats/ profits and losses etc .. daggers/ shoes..if u sell them all u make a healthy profit...same with rings .. cost of the mats seems fine ( maybe now orc can be used for accessories.. could increase their sale value maybe) cooking and potions.. the mats are as cheap as peanuts... probabaly cheaper...and u still make a bit of a profit.. Only problem atm is.. if you don't remove the craft cap of 450 .. it's all meaningless for those that are at, or close to 450 total skills now. Would also be good to know that if u got to 250 skill, some tangible anvil benefit would be awarded.. ie less chance of failing upgrades .. otherwise similarly wouldn't be much use. An extra sr would be a little bonus, but probably not enough to see ppl take the huge plunge to get 250 in a metal/armour skill. If in the future, the anvil was made easier or at least linked to craft skill.. combined with more general drops.. without having to do horde mode very day .. and players could make some items that were comparable to some of the op/bought/sold/stolen items floating around the server, then things would be a more attractive proposition. You mentioned in another post.. or Isylver did, about looking to add levels at some point in the future. This would help massively...so wouldn't just be a gear grind at horde mode.. or farming the usual stuff for diamonds. This is what the game is atm. Not being critical. It's been a big job for Finito making the horde mode, and it's been done well. Something resembling the old game, of going out hunting, gaining levels and stats.. finding and making stuff would be a welcome addition. It's obvious fixes, patches and things are being added and that's a good signal. Just some opinions. ( still prefer a server rewind tho, with all the new/potential improvements ) x .
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[quote="LUP2SCUS"][quote="FINITO"]Currently thinking of doing this as a first pass (more to come later) and looking at the restocks right now:
- The material NPCs will be open all the time.
- Every restock will be a full restock
- Restock quantity will be increased too
- Go through the prices of materials and make any necessary changes to help with the issue that some crafts are not profitable
Also considering but not decided:
- Limit how much of a material can buy in a single transaction and also add a delay (idea would be to give more people chance at getting materials at each restock)
- Decrease the delay between restocks
- Removing total crafting skill cap (needs some thought first)[/quote]
imo
all sounds good .. wouldn't tinker about with costs of mats/ profits and losses etc .. daggers/ shoes..if u sell them all u make a healthy profit...same with rings .. cost of the mats seems fine ( maybe now orc can be used for accessories.. could increase their sale value maybe)
cooking and potions.. the mats are as cheap as peanuts... probabaly cheaper...and u still make a bit of a profit..
Only problem atm is.. if you don't remove the craft cap of 450 .. it's all meaningless for those that are at, or close to 450 total skills now.
Would also be good to know that if u got to 250 skill, some tangible anvil benefit would be awarded.. ie less chance of failing upgrades .. otherwise similarly wouldn't be much use. An extra sr would be a little bonus, but probably not enough to see ppl take the huge plunge to get 250 in a metal/armour skill.
If in the future, the anvil was made easier or at least linked to craft skill.. combined with more general drops.. without having to do horde mode very day .. and players could make some items that were comparable to some of the op/bought/sold/stolen items floating around the server, then things would be a more attractive proposition.
You mentioned in another post.. or Isylver did, about looking to add levels at some point in the future.
This would help massively...so wouldn't just be a gear grind at horde mode.. or farming the usual stuff for diamonds.
This is what the game is atm. Not being critical. It's been a big job for Finito making the horde mode, and it's been done well.
Something resembling the old game, of going out hunting, gaining levels and stats.. finding and making stuff would be a welcome addition.
It's obvious fixes, patches and things are being added and that's a good signal.
Just some opinions.
( still prefer a server rewind tho, with all the new/potential improvements )
x .[/quote]
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#35 2023/02/18 16:39:22 |
RAVENSOUL |
Thought I would log on for a few hours and see what’s what and do a few tests with my potion, cook crafter. Have to say it was nice getting mats at time 23, time 0 😉
From the look of the amount of mats, looks like there double the normal restock amounts? I could be wrong, long day at work. Potion crafting first. Crafting 10hp pots - 1 horn, 1 liver cost 5 Barr each total cost per attempt 10 Barr. 750 horn, 750 liver - total cost 7,500 Barr (1st batch) 612 made from 750 attempts, sold at npc for 3,060 Barr. Loss of 4,400 Barr. 750 horn, 750 liver - total cost 7,500 Barr (2nd batch) 593 made from 750 attempts, sold at npc for 2,965 Barr. Loss of 4,535 Barr. Cooking crafting. Crafting beef jerky and meat piles. Beef jerky - 2 meat (1st batch used wolf meat 10 Barr each) 1500 wolf meat - total cost 15,000 Barr. 595 made from 750 attempts, sold at npc for 26,775 Barr. Profit of 11,775 Barr. Beef jerky 2 meat (2nd batch used tiger meat 20 Barr each) 1500 tiger meat - total cost 30,000 Barr. 584 made from 750 attempts, sold at npc for 26,280 Barr. Loss of 3,720 Barr. Meat piles 3 meat ( 1st batch used wolf meat 10 Barr each) 1500 wolf meat - total cost 15,000 Barr. 409 made from 500 attempts, sold at npc for 23,630 Barr. Profit of 8,630 Barr. Meat piles 3 meat ( 2nd batch used tiger meat 20 Barr each) 1500 tiger meat - total cost 30,000 Barr. 403 made from 500 attempts, sold at npc for 28,210 Barr. Loss of 1,790 Barr. Just thought I’d post these results, they might help on possible tweaks to costs etc Wasn’t able to see if the frequency on mat restocks have changed so apologies if they have and didn’t notice, been a long day 😉
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[quote="RAVENSOUL"]Thought I would log on for a few hours and see what’s what and do a few tests with my potion, cook crafter. Have to say it was nice getting mats at time 23, time 0 😉
From the look of the amount of mats, looks like there double the normal restock amounts? I could be wrong, long day at work.
Potion crafting first. Crafting 10hp pots - 1 horn, 1 liver cost 5 Barr each total cost per attempt 10 Barr.
750 horn, 750 liver - total cost 7,500 Barr (1st batch)
612 made from 750 attempts, sold at npc for 3,060 Barr. Loss of 4,400 Barr.
750 horn, 750 liver - total cost 7,500 Barr (2nd batch)
593 made from 750 attempts, sold at npc for 2,965 Barr.
Loss of 4,535 Barr.
Cooking crafting. Crafting beef jerky and meat piles.
Beef jerky - 2 meat (1st batch used wolf meat 10 Barr each)
1500 wolf meat - total cost 15,000 Barr.
595 made from 750 attempts, sold at npc for 26,775 Barr.
Profit of 11,775 Barr.
Beef jerky 2 meat (2nd batch used tiger meat 20 Barr each)
1500 tiger meat - total cost 30,000 Barr.
584 made from 750 attempts, sold at npc for 26,280 Barr.
Loss of 3,720 Barr.
Meat piles 3 meat ( 1st batch used wolf meat 10 Barr each)
1500 wolf meat - total cost 15,000 Barr.
409 made from 500 attempts, sold at npc for 23,630 Barr.
Profit of 8,630 Barr.
Meat piles 3 meat ( 2nd batch used tiger meat 20 Barr each)
1500 tiger meat - total cost 30,000 Barr.
403 made from 500 attempts, sold at npc for 28,210 Barr.
Loss of 1,790 Barr.
Just thought I’d post these results, they might help on possible tweaks to costs etc
Wasn’t able to see if the frequency on mat restocks have changed so apologies if they have and didn’t notice, been a long day 😉
[/quote]
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#36 2023/02/18 20:15:23 |
3D |
Probably a minor bugbear in the grand sceme of things but I've always found it a bit odd how bad potion crafting was in Soma, going way back to quite early on in esoma days. Upgrade items aside, there's never been much point in making anything.
The most efficient pots in the game (in terms of weight vs restored amount, anyway) are made by cooks, only tied by the +200 pots which require too many semi-rare things to ever bother making outside of the quest. (another silly design thing of almost all newly added recipes requiring too much stuff to ever be worth the bother) Not only is it never worth making potions, it's also the only craft you lose money by making the most basic items - it's not a fortune but it adds up pretty quick if you're going for 200+ skill, especially since barr is now actually worth something. Not a huge thing really but if we're giving crafting some tlc it couldn't hurt to rebalance it a little bit.
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[quote="3D"]Probably a minor bugbear in the grand sceme of things but I've always found it a bit odd how bad potion crafting was in Soma, going way back to quite early on in esoma days. Upgrade items aside, there's never been much point in making anything.
The most efficient pots in the game (in terms of weight vs restored amount, anyway) are made by cooks, only tied by the +200 pots which require too many semi-rare things to ever bother making outside of the quest. (another silly design thing of almost all newly added recipes requiring too much stuff to ever be worth the bother)
Not only is it never worth making potions, it's also the only craft you lose money by making the most basic items - it's not a fortune but it adds up pretty quick if you're going for 200+ skill, especially since barr is now actually worth something.
Not a huge thing really but if we're giving crafting some tlc it couldn't hurt to rebalance it a little bit.[/quote]
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#37 2023/02/18 21:14:21 |
RAVENSOUL |
I’ve lost count the amount of times I’ve discussed this issue with players, gm’s over the years on esoma/here in what you’ve posted there 3D.
The best hp and mp items to be made regarding amount of mats required versus amount of hp/mp returned are all crafted by the cook crafters. All the hp, mp potions a potion crafter can craft require far far too many mats to make any of them viable for making. Even when the new 150 then 200 pots became craftable I mentioned that the recipes was too many mats for what they returned taking into account the difficulty of obtaining the mats that are required in the first place. I’ll just keep hoping one day someone might just listen 😉
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[quote="RAVENSOUL"]I’ve lost count the amount of times I’ve discussed this issue with players, gm’s over the years on esoma/here in what you’ve posted there 3D.
The best hp and mp items to be made regarding amount of mats required versus amount of hp/mp returned are all crafted by the cook crafters. All the hp, mp potions a potion crafter can craft require far far too many mats to make any of them viable for making.
Even when the new 150 then 200 pots became craftable I mentioned that the recipes was too many mats for what they returned taking into account the difficulty of obtaining the mats that are required in the first place.
I’ll just keep hoping one day someone might just listen 😉[/quote]
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#38 2023/02/18 21:37:02 |
BIGBERT |
maybe can link buy back price to skill level?
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#39 2023/02/27 18:42:55 |
TARNISH |
Some interesting ideas in here, for me there are a couple of things id oike to see ontop of the recent changes is..
1. Better matts actually mean something again, even when item becomes tagged. Ie if using basic items an epic roll should not be the same if i were using the top tier matts. Maybe top tier tagged is generally closer to the next tag level? Like basic os 1.5x, mid tier is 1.55x, top tier is 1.6x (not sure on tagged % values but hopefully get an idea) 2. Item tiers for crafting, apus level and above the matt requirements are a joke, needs reducing so not doible but more like 1.3x the matts of previous tiers. 3. Staff crafting? Can you make anything above staff of sky?
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[quote="TARNISH"]Some interesting ideas in here, for me there are a couple of things id oike to see ontop of the recent changes is..
1. Better matts actually mean something again, even when item becomes tagged. Ie if using basic items an epic roll should not be the same if i were using the top tier matts. Maybe top tier tagged is generally closer to the next tag level? Like basic os 1.5x, mid tier is 1.55x, top tier is 1.6x (not sure on tagged % values but hopefully get an idea)
2. Item tiers for crafting, apus level and above the matt requirements are a joke, needs reducing so not doible but more like 1.3x the matts of previous tiers.
3. Staff crafting? Can you make anything above staff of sky?[/quote]
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#40 2023/03/01 21:31:25 |
RAVENSOUL |
Staff’s are craftable above staff of sky, can’t remember up to which tier of staff.
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#41 2023/03/02 16:30:32 |
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