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For Finito - make crafting more accessible

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"FOXTRCK"That's just your own opinion Lupi, you would do well to make your own thread about things, this is Ravens opportunity.



It is my opinion....
An idea and suggestion forum.
No need to make my own thread.

I have respect for Raven...but not for you Fox

Imo, you seem to be a broken cog in a wheel...talking about stuff that is not relevant to the gameplay that most ppl want.
You seem good at distracting the conversation about things that mean something, and tainting them with ur own wildly irrelevant ideas..why don't u make ur own thread...?

Let's be honest..why do you think the 'council' was rejected by the gm's? Say no more..
Can't blame them at all.

Anyway i'm gone ....

.
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[quote="LUP2SCUS"][quote="FOXTRCK"]That's just your own opinion Lupi, you would do well to make your own thread about things, this is Ravens opportunity.[/quote] It is my opinion.... An idea and suggestion forum. No need to make my own thread. I have respect for Raven...but not for you Fox Imo, you seem to be a broken cog in a wheel...talking about stuff that is not relevant to the gameplay that most ppl want. You seem good at distracting the conversation about things that mean something, and tainting them with ur own wildly irrelevant ideas..why don't u make ur own thread...? Let's be honest..why do you think the 'council' was rejected by the gm's? Say no more.. Can't blame them at all. Anyway i'm gone .... .[/quote]
I'm sorry everyone, I forgot the golden rule here about him...

Let's get this back on track ^^.
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[quote="FOXTRCK"]I'm sorry everyone, I forgot the golden rule here about him... Let's get this back on track ^^. [/quote]
Ravensoul
Another issue that might be worth taking a look at is the success rate as in as a weapon crafter daggers apparently require 0 skill to craft but for myself at 214 weapon craft skill I still have the same success rate as I did back at 0 skill.


I'm fairly sure in Esoma that it did take skill into account for success creating items but maybe its been changed. Crafting higher tier items was much more prone to failure for one off sets like Plate etc or at least that's my memory, I suppose the biggest differences back then was a failure was expensive to most people.

Have you got something in mind of how that might work? Now that's up to 250 skill.
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[quote="FOXTRCK"][quote=Ravensoul] Another issue that might be worth taking a look at is the success rate as in as a weapon crafter daggers apparently require 0 skill to craft but for myself at 214 weapon craft skill I still have the same success rate as I did back at 0 skill. [/quote] I'm fairly sure in Esoma that it did take skill into account for success creating items but maybe its been changed. Crafting higher tier items was much more prone to failure for one off sets like Plate etc or at least that's my memory, I suppose the biggest differences back then was a failure was expensive to most people. Have you got something in mind of how that might work? Now that's up to 250 skill.[/quote]
It's difficult to get a decent sample size because you gain the skill so quickly but even on daggers I'm pretty sure skill is taken into account with success rates. Characters starting with 0 skill had 58, 59 and 61 successes from 100 attempts and at 200+ skill they had 77, 81 and 82.

Going purely from memory - and I can't remember if it was esoma or here, though it would make sense for both - craft success caps at 80% and you get that at 50 skill above the item skill requirement. Bit fuzzy on that but it would seem to track with making swift spirits and such on here.

It would make sense from a game pov to go higher than 80% at much higher skill vs requirement, a sliding scale up to 95% or something, but I'm not sure how often that would really make any difference for the vast majority of players.

Also, Loopy may be having a bit of a breakdown again but I do 100% agree with him on removing the craft skill cap. It doesn't really seem to serve much purpose now it has little (no?) effect on bag weight. It's definitely a big frustration having to balance skills across multiple chars for no real reason.
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[quote="3D"]It's difficult to get a decent sample size because you gain the skill so quickly but even on daggers I'm pretty sure skill is taken into account with success rates. Characters starting with 0 skill had 58, 59 and 61 successes from 100 attempts and at 200+ skill they had 77, 81 and 82. Going purely from memory - and I can't remember if it was esoma or here, though it would make sense for both - craft success caps at 80% and you get that at 50 skill above the item skill requirement. Bit fuzzy on that but it would seem to track with making swift spirits and such on here. It would make sense from a game pov to go higher than 80% at much higher skill vs requirement, a sliding scale up to 95% or something, but I'm not sure how often that would really make any difference for the vast majority of players. Also, Loopy may be having a bit of a breakdown again but I do 100% agree with him on removing the craft skill cap. It doesn't really seem to serve much purpose now it has little (no?) effect on bag weight. It's definitely a big frustration having to balance skills across multiple chars for no real reason.[/quote]
I would never want any player to feel that there not welcome to post suggestions or views in any thread I had created.

For me that’s one of the biggest reason I make so many suggestions I guess hoping for others to give there views on any suggestion I make in the hope that there contributions might evolve the initial suggestion into something that could add to the game to make it more accessible, more fun and more enjoyable.

And yeah Lupi brings a good point that has been mentioned many times over the years from many about removing the craft cap, it serves no purpose just another brick wall, obstacle to slow players down. If it was to prevent high bag weight I could probably understand to a degree but then I’ve never understood why the bag weight from crafting was ever nerfed on here.

The purpose of bag weight for a crafter is like str for a warrior or int for a mage, it allows you to hold mats to craft and as we see from the higher tier items armour and weapon crafters can craft like bone armour shak tier weapons due to low bag weight you can only hold a few attempts at a time.

Now if the bonus bag weight we used to get from our craft skill was still here on this server, it would help for farming if ever the chopping trees down to gain wood, mining for metal, fishing for meat was ever added to the game.

Craft success yeah apparently is 80% it would be nice to get confirmation for this and also the prepare skill success rate cause it’s just hearsay without confirmation from our gm’s. I would go along with what 3D suggestion of a sliding scale towards a 95% success rate something maybe like....

50-100 craft skill above requirement of craft 80% success.
101-150 craft skill above requirement of craft 85% success.
151-200 craft skill above requirement of craft 90% success.
201-250 craft skill above requirement of craft 95% success.




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[quote="RAVENSOUL"]I would never want any player to feel that there not welcome to post suggestions or views in any thread I had created. For me that’s one of the biggest reason I make so many suggestions I guess hoping for others to give there views on any suggestion I make in the hope that there contributions might evolve the initial suggestion into something that could add to the game to make it more accessible, more fun and more enjoyable. And yeah Lupi brings a good point that has been mentioned many times over the years from many about removing the craft cap, it serves no purpose just another brick wall, obstacle to slow players down. If it was to prevent high bag weight I could probably understand to a degree but then I’ve never understood why the bag weight from crafting was ever nerfed on here. The purpose of bag weight for a crafter is like str for a warrior or int for a mage, it allows you to hold mats to craft and as we see from the higher tier items armour and weapon crafters can craft like bone armour shak tier weapons due to low bag weight you can only hold a few attempts at a time. Now if the bonus bag weight we used to get from our craft skill was still here on this server, it would help for farming if ever the chopping trees down to gain wood, mining for metal, fishing for meat was ever added to the game. Craft success yeah apparently is 80% it would be nice to get confirmation for this and also the prepare skill success rate cause it’s just hearsay without confirmation from our gm’s. I would go along with what 3D suggestion of a sliding scale towards a 95% success rate something maybe like.... 50-100 craft skill above requirement of craft 80% success. 101-150 craft skill above requirement of craft 85% success. 151-200 craft skill above requirement of craft 90% success. 201-250 craft skill above requirement of craft 95% success. [/quote]
Firstly - Lupi has edited his post a lot since yesterdays conversation. He went well out of context of your thread and showed a lot of frustration as well as disrespect towards your "meaningless ideas that aren't cared for by the majority" or to that effect.

If someone acts continually without that level of self-awareness, then they need to be told that out of respect for others, to take an "idea" in isolation of everything else and so form it on merit of itself. Vomiting frustration that this takes away from real problems is completely off the rails and just undermines the thread poster. When in fact his frustration should be directed to the actual people running the game who have had, thousands of ideas to "fix" the issues he thinks should be the forefront of their mind and not <this>.

You want people to disagree with you Raven, not disrespect you which he mildly did before his edits, otherwise I welcome him like anyone else.


Secondly - the craft cap existed because the game didn't want a player to be able to do everything perfectly, it wanted players to rely on multiple people - and give reason to nurturing a community of diverse players and creating "roles" like that of traders.

Just like players can't all get 200 skill in every weapon at anyone time but that would have more of a economic impact than anything - though would be a big turn off to me if that ever happened.

That all being said, gaming has changed and this might be considered the "twilight" years of this server, I think a GM would need to decide whether it would be in it's own interests to do that with what might be a slow-dwindling population and give people more self-sufficiency (a positive side effect), letting people craft to whatever goal it is they want. Versus the negative of potential less trade and other things. Personally, I quite like having to find people to do certain craft things for me (though I do have the free skill to learn it at this moment in time) but I guess having the choice could be preferable.

I personally don't like the idea fundamentally but I'm also stoic to the old game however I can see there might be a need for it. Think it would be not unreasonable to make the change but again, it wouldn't be my preference. :P
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[quote="FOXTRCK"]Firstly - Lupi has edited his post a lot since yesterdays conversation. He went well out of context of your thread and showed a lot of frustration as well as disrespect towards your "meaningless ideas that aren't cared for by the majority" or to that effect. If someone acts continually without that level of self-awareness, then they need to be[b] told that out of respect for others, to take an "idea" in isolation of everything else and so form it on merit of itself[/b]. Vomiting frustration that this takes away from real problems is completely off the rails and just undermines the thread poster. When in fact his frustration should be directed to the actual people running the game who have had, thousands of ideas to "fix" the issues he thinks should be the forefront of their mind and not <this>. You want people to disagree with you Raven, not disrespect you which he mildly did before his edits, otherwise I welcome him like anyone else. Secondly - the craft cap existed because the game didn't want a player to be able to do everything perfectly, it wanted players to rely on multiple people - and give reason to nurturing a community of diverse players and creating "roles" like that of traders. Just like players can't all get 200 skill in every weapon at anyone time but that would have more of a economic impact than anything - though would be a big turn off to me if that ever happened. That all being said, gaming has changed and this might be considered the "twilight" years of this server, I think a GM would need to decide whether it would be in it's own interests to do that with what might be a slow-dwindling population and give people more self-sufficiency (a positive side effect), letting people craft to whatever goal it is they want. Versus the negative of potential less trade and other things. Personally, I quite like having to find people to do certain craft things for me (though I do have the free skill to learn it at this moment in time) but I guess having the choice could be preferable. I personally don't like the idea fundamentally but I'm also stoic to the old game however I can see there might be a need for it. Think it would be not unreasonable to make the change but again, it wouldn't be my preference. :P[/quote]
err i edited nothing... i added a sentence 1 min after writing the first post..and it was untouched since
( not the 1st time you've 'seen' something that wasn't written ie level0's idea about xtra stat quests )
It's almost seems you like to have a pop for the sake of it.. or maybe it's a medical thing

Raven makes suggestions about crafting and that's commendable..
Just think.. after asking so many times for rewards for it... more mats etc..tags, anvil success and whatever else..after 9 years + it's a little late in the day..even if these things were implemented.

Good luck Raven with your endeavours.

And Fox.. keep up with your meds.. your 'creativity' might leave you.






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[quote="LUP2SCUS"]err i edited nothing... i added a sentence 1 min after writing the first post..and it was untouched since ( not the 1st time you've 'seen' something that wasn't written ie level0's idea about xtra stat quests ) It's almost seems you like to have a pop for the sake of it.. or maybe it's a medical thing Raven makes suggestions about crafting and that's commendable.. Just think.. after asking so many times for rewards for it... more mats etc..tags, anvil success and whatever else..after 9 years + it's a little late in the day..even if these things were implemented. Good luck Raven with your endeavours. And Fox.. keep up with your meds.. your 'creativity' might leave you. [/quote]
Completely agree with you Mr Fox, originally the game was set up for crafters to be specialists in a craft field and would be sought out by a large UC base and it worked to a point on esoma but here it doesn’t work and will never work while the UC is were it is currently. The game is to a point we’re players want to be self sufficient with special repairs, making upgrades, attempting the upgrades at the anvil etc.

Which brings me to another suggestion, now that Finito worked his magic in that players can now see how there upgrade attempts work out at the anvil, I do feel we need this for the actual making of upgrade items with cooks and potion crafters.

I know we all have our own views on how soma should be, or what areas should be looked at or worked on etc it’s why I enjoy this area of the community the most and believe we all only have the best interest at heart for soma.

How the new anvil change brought the community together for the same goal, Collecting particals to get a boost to the anvil. Things like this is what makes soma great, just a shame there’s no incentive for these things to happen each week or each month.

Guess it’s why I don’t really bother doing the many many many quests we have cause there not appealing to me for most of them, kill x, y, z, monster x amount of times and get a gem, weapon or pieces of armour etc there’s no story to them in that apart from the 1 stat quest which progresses from one to another and you feel an achievement once fully completed. Other than that quest it’s like why, why am I doing this quest?

Even small changes to this game can bring fun, enjoyment, and I believe with the current UC it is we need to bring us together. Give us a purpose? We all love it when gm’s are on spawning bosses, mobs these little events are what soma is, working together towards a goal. Why not have these types of events coded into the game, when a certain number of all mobs deaths has been achieved spawns of mobs and bosses in that town begins an attack on the town ?
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[quote="RAVENSOUL"]Completely agree with you Mr Fox, originally the game was set up for crafters to be specialists in a craft field and would be sought out by a large UC base and it worked to a point on esoma but here it doesn’t work and will never work while the UC is were it is currently. The game is to a point we’re players want to be self sufficient with special repairs, making upgrades, attempting the upgrades at the anvil etc. Which brings me to another suggestion, now that Finito worked his magic in that players can now see how there upgrade attempts work out at the anvil, I do feel we need this for the actual making of upgrade items with cooks and potion crafters. I know we all have our own views on how soma should be, or what areas should be looked at or worked on etc it’s why I enjoy this area of the community the most and believe we all only have the best interest at heart for soma. How the new anvil change brought the community together for the same goal, Collecting particals to get a boost to the anvil. Things like this is what makes soma great, just a shame there’s no incentive for these things to happen each week or each month. Guess it’s why I don’t really bother doing the many many many quests we have cause there not appealing to me for most of them, kill x, y, z, monster x amount of times and get a gem, weapon or pieces of armour etc there’s no story to them in that apart from the 1 stat quest which progresses from one to another and you feel an achievement once fully completed. Other than that quest it’s like why, why am I doing this quest? Even small changes to this game can bring fun, enjoyment, and I believe with the current UC it is we need to bring us together. Give us a purpose? We all love it when gm’s are on spawning bosses, mobs these little events are what soma is, working together towards a goal. Why not have these types of events coded into the game, when a certain number of all mobs deaths has been achieved spawns of mobs and bosses in that town begins an attack on the town ? [/quote]
RavensoulGuess it’s why I don’t really bother doing the many many many quests we have cause there not appealing to me for most of them, kill x, y, z, monster x amount of times and get a gem, weapon or pieces of armour etc there’s no story to them in that apart from the 1 stat quest which progresses from one to another and you feel an achievement once fully completed. Other than that quest it’s like why, why am I doing this quest?

Even small changes to this game can bring fun, enjoyment, and I believe with the current UC it is we need to bring us together. Give us a purpose? We all love it when gm’s are on spawning bosses, mobs these little events are what soma is, working together towards a goal. Why not have these types of events coded into the game, when a certain number of all mobs deaths has been achieved spawns of mobs and bosses in that town begins an attack on the town ?



I guess the perspective will depend on the end of the game you're on, I still haven't capped my primary char and I accept when I'm bored and when the game becomes chorus for me, I log out but that does place me in a minority to those still here. I only do the quests you mention to follow on with my levelling, I don't have the enthusiasm for a 2.5k kill quest to get a piece of Titus (LOOKING AT YOU DESERT SCORPS!). It's just shallow.

I do agree that there has been a lack of any general story narrative, it was a big driver for me, when mapping, doing artwork and generally playing the game. Every time I did community stuff, I wanted people to soak in that atmosphere the game sends you down into the dungeon (for example). Speaking of which, I actually felt Negamare was a great release in terms of content but it almost felt a missed opportunity to not do a narrative, to not build it up more. I mean the social media stuff was there but just with a little more help and influence it could have been had a much bigger impact to the player base. Accident or otherwise, I feel like its been slightly turned a bit into a ARPG.

Anyway those community events and things that give enjoyment, just a bit of heart and attention. iSylver did quizzes, you did, I did, its those things that are good. Same for the world contribution events(you mention the anvil), they are a big deal and I'd love to offer up new artwork that shows something "changing" but its whether or not the appetite is there.

I wish there was a better "channel" to direct all of this, I know if I talked to iSylver / Finito, I'd want to get too involved and that's the main reason I have never directly engaged with them at all.

That's why I'd vote for you & MickyC. I'm at my best being on the fringes, not at the center.

There's a lot more "community" we can recreate, given the freedom by GM's to add odd things into the game.

So we're very much on the same page, there Raven.
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[quote="FOXTRCK"][quote=Ravensoul]Guess it’s why I don’t really bother doing the many many many quests we have cause there not appealing to me for most of them, kill x, y, z, monster x amount of times and get a gem, weapon or pieces of armour etc there’s no story to them in that apart from the 1 stat quest which progresses from one to another and you feel an achievement once fully completed. Other than that quest it’s like why, why am I doing this quest? Even small changes to this game can bring fun, enjoyment, and I believe with the current UC it is we need to bring us together. Give us a purpose? We all love it when gm’s are on spawning bosses, mobs these little events are what soma is, working together towards a goal. Why not have these types of events coded into the game, when a certain number of all mobs deaths has been achieved spawns of mobs and bosses in that town begins an attack on the town ?[/quote] I guess the perspective will depend on the end of the game you're on, I still haven't capped my primary char and I accept when I'm bored and when the game becomes chorus for me, I log out but that does place me in a minority to those still here. I only do the quests you mention to follow on with my levelling, I don't have the enthusiasm for a 2.5k kill quest to get a piece of Titus (LOOKING AT YOU DESERT SCORPS!). It's just shallow. I do agree that there has been a lack of any general story narrative, it was a big driver for me, when mapping, doing artwork and generally playing the game. Every time I did community stuff, I wanted people to soak in that atmosphere the game sends you down into the dungeon (for example). Speaking of which, I actually felt Negamare was a great release in terms of content but it almost felt a missed opportunity to not do a narrative, to not build it up more. I mean the social media stuff was there but just with a little more help and influence it could have been had a much bigger impact to the player base. Accident or otherwise, I feel like its been slightly turned a bit into a ARPG. Anyway those community events and things that give enjoyment, just a bit of heart and attention. iSylver did quizzes, you did, I did, its those things that are good. Same for the world contribution events(you mention the anvil), they are a big deal and I'd love to offer up new artwork that shows something "changing" but its whether or not the appetite is there. I wish there was a better "channel" to direct all of this, I know if I talked to iSylver / Finito, I'd want to get too involved and that's the main reason I have never directly engaged with them at all. That's why I'd vote for you & MickyC. I'm at my best being on the fringes, not at the center. There's a lot more "community" we can recreate, given the freedom by GM's to add odd things into the game. So we're very much on the same page, there Raven. [/quote]
The trouble I find myself in regarding soma is everything seems to have walls to either slow you down, to take the fun and enjoyment out or completely make you log off.

When I read the post from iSylver about bring the fun back and his vision about valour trails being the first verse and to bring this AI to the dungeon etc for dungeon runs etc etc I’m excited for the future of soma to see the potential it has.

If we the community and our gm’s are in agreement that we need to bring the fun, excitement, enjoyment back then this should be a priority shouldn’t it? Knock all these walls down ASAP make soma more accessible for all players, bring the fun back, bring that excitement back, bring the enjoyment back and make it more rewarding for everyone.
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[quote="RAVENSOUL"]The trouble I find myself in regarding soma is everything seems to have walls to either slow you down, to take the fun and enjoyment out or completely make you log off. When I read the post from iSylver about bring the fun back and his vision about valour trails being the first verse and to bring this AI to the dungeon etc for dungeon runs etc etc I’m excited for the future of soma to see the potential it has. If we the community and our gm’s are in agreement that we need to bring the fun, excitement, enjoyment back then this should be a priority shouldn’t it? Knock all these walls down ASAP make soma more accessible for all players, bring the fun back, bring that excitement back, bring the enjoyment back and make it more rewarding for everyone.[/quote]
What post do you mean, Raven? I saw the bit from Micky(BigBert) about a dungeon siege - that initially came across as unappealing as it was thrown in with the phrase "quick win".

(Fox)
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[quote="LITHOID"]What post do you mean, Raven? I saw the bit from Micky(BigBert) about a dungeon siege - that initially came across as unappealing as it was thrown in with the phrase "quick win". (Fox)[/quote]
Discussion section, titled soma’s future direction by Finito. ISylver posted in there. It’s why I won’t give up hope on soma, you can see the passion they both still have for soma with there posts in that thread.
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[quote="RAVENSOUL"]Discussion section, titled soma’s future direction by Finito. ISylver posted in there. It’s why I won’t give up hope on soma, you can see the passion they both still have for soma with there posts in that thread.[/quote]
"LITHOID"What post do you mean, Raven? I saw the bit from Micky(BigBert) about a dungeon siege - that initially came across as unappealing as it was thrown in with the phrase "quick win".

(Fox)


The dungeon idea was intended to be extremely easy to implement and to bring in a load of new things to do - "quick win" was just my way of saying for minimal effort - GMs could add a whole lot of late game content, make use of a set of mainly wasted dungeon levels just by positioning spawns there - editing their stats and generating new drop files.

I could write a story line(s) (for short / medium / long term(s) but I doubt Fin, realistically, will have the time to implement....................
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[quote="BIGBERT"][quote="LITHOID"]What post do you mean, Raven? I saw the bit from Micky(BigBert) about a dungeon siege - that initially came across as unappealing as it was thrown in with the phrase "quick win". (Fox)[/quote] The dungeon idea was intended to be extremely easy to implement and to bring in a load of new things to do - "quick win" was just my way of saying for minimal effort - GMs could add a whole lot of late game content, make use of a set of mainly wasted dungeon levels just by positioning spawns there - editing their stats and generating new drop files. I could write a story line(s) (for short / medium / long term(s) but I doubt Fin, realistically, will have the time to implement....................[/quote]
Ah thanks for clarifying Micky, apologies.

I would be, like Micky, very happy to contribute to the game if there was ever a request for things such a new narrative to build a storyline / visual stuff. But we can't do that without a theme or request to do so. In the mean time I'll just enjoy the game how I like to play it, casually.


I don't think anyone is against iSylver or Finito from taking one direction or another, I just don't know what they are seeking from us recently to move forward.

I mean, if they are looking for INSPIRATION than that's entirely different, and I'm sure me and Micky could knock up a couple of things but it would be good what they're asking looking for.

I personally don't have anything more to add on the opening of the craft cap, my opinion isn't relevant to the majority of the UC but I did say why it was there and the +/- for keeping it / taking it.
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[quote="FOXTRCK"]Ah thanks for clarifying Micky, apologies. I would be, like Micky, very happy to contribute to the game if there was ever a request for things such a new narrative to build a storyline / visual stuff. But we can't do that without a theme or request to do so. In the mean time I'll just enjoy the game how I like to play it, casually. I don't think anyone is against iSylver or Finito from taking one direction or another, I just don't know what they are seeking from us recently to move forward. I mean, if they are looking for INSPIRATION than that's entirely different, and I'm sure me and Micky could knock up a couple of things but it would be good what they're asking looking for. I personally don't have anything more to add on the opening of the craft cap, my opinion isn't relevant to the majority of the UC but I did say why it was there and the +/- for keeping it / taking it. [/quote]
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.
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[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]

 

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