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The brutal process of upgrading

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The actual process of making an upgraded item is a very time consuming process in soma. The drop rates combined with usercount determines how often drops happen through mob deaths. Then you have the brutality of watching months of farming vanishing in seconds when you finally end up at the anvil part of trying to make an item better.

Let’s looks at the actual process from start to finish -

You need to kill mobs if you want drops. ( mats, armour, weapons, accessories, souls etc )

You need to make certain upgrade items at the various crafting stations to get the finished upgrade to add to your item you wish to make better.

You need to take that long walk finally to the anvil.

Let’s look at drops - there are far too many useless items on all mobs, this needs addressing and just have items that are useful ( a list is needed from the community to help Finito here )

Let’s look at the upgrade items - some require crafting to make the final upgrade others drop ready made so to speak. The trouble with needing to craft for making a finished upgrade can be brutal depending on which item your trying to create as a finished upgrade. The prepare skill is the main skill to crafting a finished upgrade not sure on the exact percentage of success but it feels around the 95% success in that failing at a prepare does happen but it’s rare, which I actually like in that there’s still risk but a good success rate and when you do fail at prepare your like WTF and just continue crafting the rest in your inventory.

Let’s look at the anvil - let’s be honest it’s a fecking nightmare here at times. Some have luck, some have no luck and some well they just seem to knock +8’s out there fecking arse.

If the success rate that prepare uses was used as the template throughout the entire process from making an upgrade item to adding it to an item at the anvil I believe it would improve the enjoyment of the players.

I do believe there needs to retain some risk either to making an upgrade and to the item your trying to make better but the brutality of it is just mental how much time you need to invest just to have some fun playing a game.

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[quote="RAVENSOUL"]The actual process of making an upgraded item is a very time consuming process in soma. The drop rates combined with usercount determines how often drops happen through mob deaths. Then you have the brutality of watching months of farming vanishing in seconds when you finally end up at the anvil part of trying to make an item better. Let’s looks at the actual process from start to finish - You need to kill mobs if you want drops. ( mats, armour, weapons, accessories, souls etc ) You need to make certain upgrade items at the various crafting stations to get the finished upgrade to add to your item you wish to make better. You need to take that long walk finally to the anvil. Let’s look at drops - there are far too many useless items on all mobs, this needs addressing and just have items that are useful ( a list is needed from the community to help Finito here ) Let’s look at the upgrade items - some require crafting to make the final upgrade others drop ready made so to speak. The trouble with needing to craft for making a finished upgrade can be brutal depending on which item your trying to create as a finished upgrade. The prepare skill is the main skill to crafting a finished upgrade not sure on the exact percentage of success but it feels around the 95% success in that failing at a prepare does happen but it’s rare, which I actually like in that there’s still risk but a good success rate and when you do fail at prepare your like WTF and just continue crafting the rest in your inventory. Let’s look at the anvil - let’s be honest it’s a fecking nightmare here at times. Some have luck, some have no luck and some well they just seem to knock +8’s out there fecking arse. If the success rate that prepare uses was used as the template throughout the entire process from making an upgrade item to adding it to an item at the anvil I believe it would improve the enjoyment of the players. I do believe there needs to retain some risk either to making an upgrade and to the item your trying to make better but the brutality of it is just mental how much time you need to invest just to have some fun playing a game. [/quote]
Fix upgrade system +1
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[quote="SB99"]Fix upgrade system +1 [/quote]
Being the first player to 190 skill .. doing daggers ...used 18 stacks of copper and 6 of leather .. and not a single .1 skill increase .. i asked what was going on...
Finito looked into it and discovered a bug that stopped it going above 190
he fixed it tyvm... ( no refund of mats btw x )

then i was first to 200 skill .. asked isylver about a new robe that was promised.. he knocked one up on a Sunday morning... just took a normal crafting robe and changed the stats to +100 weight, and handed it to me..
wasn't particularly impressed with this..but at lev 100 or 110 whatever it was back then ..was marginally useful.
Couple of months later a China player botted his 200 skill and got a similar robe..and shortly after, the original Flick's character, Tyrone got the 200 skill and got his robe too
They weren't gold and yellow then..just the plain brown boring look of the original robe.

Now 30 levels later..with much larger bagweights.. more mats available..+100 weight isn't anything particularly useful

Not sure if it's possible.. couldn't the 200 skill robe now be imbued with something more useful than +100 weight and give it a 20%+ chance of succeeding an upgrade... maybe in whatever skill the 200 + skill has been obtained?

Haven't got my robe now .. got took when i gave all my shit away last year.....

Anyway... +1 to something to fix upgrade system..

Though it's an 8 or 9 year old question...

It's probably a question that could be worth fixing to put some life back into the server.. it's a shame gm's haven't paid any attention to this complaint in forum threads for nigh on a decade.

That's why botters, buyers and sellers have flourished and the uc is low .. normal guys cba with this game model.. ppl don't wana cheat or P2W

x
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[quote="LUP2SCUS"]Being the first player to 190 skill .. doing daggers ...used 18 stacks of copper and 6 of leather .. and not a single .1 skill increase .. i asked what was going on... Finito looked into it and discovered a bug that stopped it going above 190 he fixed it tyvm... ( no refund of mats btw x ) then i was first to 200 skill .. asked isylver about a new robe that was promised.. he knocked one up on a Sunday morning... just took a normal crafting robe and changed the stats to +100 weight, and handed it to me.. wasn't particularly impressed with this..but at lev 100 or 110 whatever it was back then ..was marginally useful. Couple of months later a China player botted his 200 skill and got a similar robe..and shortly after, the original Flick's character, Tyrone got the 200 skill and got his robe too They weren't gold and yellow then..just the plain brown boring look of the original robe. Now 30 levels later..with much larger bagweights.. more mats available..+100 weight isn't anything particularly useful Not sure if it's possible.. couldn't the 200 skill robe now be imbued with something more useful than +100 weight and give it a 20%+ chance of succeeding an upgrade... maybe in whatever skill the 200 + skill has been obtained? Haven't got my robe now .. got took when i gave all my shit away last year..... Anyway... +1 to something to fix upgrade system.. Though it's an 8 or 9 year old question... It's probably a question that could be worth fixing to put some life back into the server.. it's a shame gm's haven't paid any attention to this complaint in forum threads for nigh on a decade. That's why botters, buyers and sellers have flourished and the uc is low .. normal guys cba with this game model.. ppl don't wana cheat or P2W x[/quote]
Gm's have stated in the past that item saturation is their big worry with increasing rates of drops or upgrades, the idea that with sr's everywhere and dsoma repair, items don't die anymore and eventually everyone gets everything, which is why trade is dead. If people want more input they have to accept more output, which would be item death through dura decay by removing sr's. Gm's would have upped rates years ago if items had an expiry.
There's opposition to it though, some would sooner break 100's of items to make 1 +8 rather than making a lot of +6/7's with better rates in the time it takes for 1 to die. People just like the completionist aspect of having that final item that's theirs, personal preferences.
With stuff dying though, tradables and upgrades would hold value too since they are always needed to make more, no more sd/barr economy.
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[quote="MYTHIC"]Gm's have stated in the past that item saturation is their big worry with increasing rates of drops or upgrades, the idea that with sr's everywhere and dsoma repair, items don't die anymore and eventually everyone gets everything, which is why trade is dead. If people want more input they have to accept more output, which would be item death through dura decay by removing sr's. Gm's would have upped rates years ago if items had an expiry. There's opposition to it though, some would sooner break 100's of items to make 1 +8 rather than making a lot of +6/7's with better rates in the time it takes for 1 to die. People just like the completionist aspect of having that final item that's theirs, personal preferences. With stuff dying though, tradables and upgrades would hold value too since they are always needed to make more, no more sd/barr economy.[/quote]
Making new tiers of weapons / armors every few months keeps it fresh and makes you work for the next item.
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[quote="BILABONG"]Making new tiers of weapons / armors every few months keeps it fresh and makes you work for the next item. [/quote]
"BILABONG"Making new tiers of weapons / armors every few months keeps it fresh and makes you work for the next item.


+1 to that.. but means new stronger mobs introduced regularly ..and hence more levels..

1 gm Finito, probably hasn't time to do all that

then u have the balance of all the earlier mobs... players are 2-3 hitting blg etc now..nvm with higher att weps...

great game here still... some serious re-working/ balance issues needed

maybe a rewind/rework of it all is needed

x


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[quote="LUP2SCUS"][quote="BILABONG"]Making new tiers of weapons / armors every few months keeps it fresh and makes you work for the next item. [/quote] +1 to that.. but means new stronger mobs introduced regularly ..and hence more levels.. 1 gm Finito, probably hasn't time to do all that then u have the balance of all the earlier mobs... players are 2-3 hitting blg etc now..nvm with higher att weps... great game here still... some serious re-working/ balance issues needed maybe a rewind/rework of it all is needed x [/quote]
Some quick thoughts:

Lupi’s idea for better crafting robes is good,

1st they would have to be made soul-bound.

They could be up-gradable :–
add such things as significantly increased bag weight – str based @ say x2 your str but that would only allow you to carry extra crafting mats?,
faster crafting speed, > Tablet of Evil
improved chance to craft a tagged item. > Ancient Groomy Pill
improved combine success rate, > Black Dragons Blood
improved up-grade success rate, > Devil's Pills
whatever else you can think of…..

A destroyed robe could be replaceable by a suitably tough repeatable quest….

All types of up grade should be max +5 and add say, +1% each upgrade – maybe only ½% for the better upgrading success option?

All of the above could also be applied to the 100 skill robes at say 50% of the 200 skill ones too.
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[quote="BIGBERT"]Some quick thoughts: Lupi’s idea for better crafting robes is good, 1st they would have to be made soul-bound. They could be up-gradable :– add such things as significantly increased bag weight – str based @ say x2 your str but that would only allow you to carry extra crafting mats?, faster crafting speed, > Tablet of Evil improved chance to craft a tagged item. > Ancient Groomy Pill improved combine success rate, > Black Dragons Blood improved up-grade success rate, > Devil's Pills whatever else you can think of….. A destroyed robe could be replaceable by a suitably tough repeatable quest…. All types of up grade should be max +5 and add say, +1% each upgrade – maybe only ½% for the better upgrading success option? All of the above could also be applied to the 100 skill robes at say 50% of the 200 skill ones too. [/quote]
Some quick thoughts on up-grading:

1 – do nothing
2 – make +3 100%
3 – Ghost upgrades
4 – upgrade by combining, x2 +3 plus the appropriate upgrade item gives a +4 or gives you just x1 +3 back (assumes up to +2 still done normally at the anvil)
5 – normal upgrading, but a fail rolls back your item by -1 – so your +3 item fails and rolls back to being a +2 with rng corresponding stats losses
6 - implement ALL of the above options and let players choose which one to gamble on......
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[quote="BIGBERT"]Some quick thoughts on up-grading: 1 – do nothing 2 – make +3 100% 3 – Ghost upgrades 4 – upgrade by combining, x2 +3 plus the appropriate upgrade item gives a +4 or gives you just x1 +3 back (assumes up to +2 still done normally at the anvil) 5 – normal upgrading, but a fail rolls back your item by -1 – so your +3 item fails and rolls back to being a +2 with rng corresponding stats losses 6 - implement ALL of the above options and let players choose which one to gamble on...... [/quote]
Number 5 would be lovely but anything different would be quite nice to play with.
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[quote="TYRESE"]Number 5 would be lovely but anything different would be quite nice to play with. [/quote]
"MYTHIC"Gm's have stated in the past that item saturation is their big worry with increasing rates of drops or upgrades, the idea that with sr's everywhere and dsoma repair, items don't die anymore and eventually everyone gets everything, which is why trade is dead. If people want more input they have to accept more output, which would be item death through dura decay by removing sr's. Gm's would have upped rates years ago if items had an expiry.
There's opposition to it though, some would sooner break 100's of items to make 1 +8 rather than making a lot of +6/7's with better rates in the time it takes for 1 to die. People just like the completionist aspect of having that final item that's theirs, personal preferences.
With stuff dying though, tradables and upgrades would hold value too since they are always needed to make more, no more sd/barr economy.


remember this idea of items slowly reducing in durability .. even if 1-2-3 reduction, even if after an SR

wasn't keen on it when someone told me.. after all the hard work of making good + items...

on reflection ... if a slow deterioration in dura ...and...IF .. the anvil was made more relaxed/ easier....

this would be a good idea to stop the sale and buying of items for large sums of £/$'s

you'd have to make new shit every few weeks or couple of months.... eliminating the sales of stuff, if it would need to be remade in a month or 2

All in all.... finally

there's many ideas from many points of view
sadly.. most from ex-players or ones that don't play much
everyone/ most realise a game with great potential if time invested and a few tweaks here n there..
it's a lot for 1 x gm to do...
Finito has worked wonders here and done all the tech shit really well

Not sure that the gm's realise the game they have here...
So much could be achieved..an eager player base ready to put the hours in..
Just needs some tweaks here n there..and could have an amazing .. old school game with a very keen UC

Up to gm's if they cba or find time.. or indeed ask for some help to take things forward..
MickyC/Fox/Raven etc im sure would be happy to help out if they were just asked
They have all offered.. just need to accept their help.
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[quote="LUP2SCUS"][quote="MYTHIC"]Gm's have stated in the past that item saturation is their big worry with increasing rates of drops or upgrades, the idea that with sr's everywhere and dsoma repair, items don't die anymore and eventually everyone gets everything, which is why trade is dead. If people want more input they have to accept more output, which would be item death through dura decay by removing sr's. Gm's would have upped rates years ago if items had an expiry. There's opposition to it though, some would sooner break 100's of items to make 1 +8 rather than making a lot of +6/7's with better rates in the time it takes for 1 to die. People just like the completionist aspect of having that final item that's theirs, personal preferences. With stuff dying though, tradables and upgrades would hold value too since they are always needed to make more, no more sd/barr economy.[/quote] remember this idea of items slowly reducing in durability .. even if 1-2-3 reduction, even if after an SR wasn't keen on it when someone told me.. after all the hard work of making good + items... on reflection ... if a slow deterioration in dura ...and...IF .. the anvil was made more relaxed/ easier.... this would be a good idea to stop the sale and buying of items for large sums of £/$'s you'd have to make new shit every few weeks or couple of months.... eliminating the sales of stuff, if it would need to be remade in a month or 2 All in all.... finally there's many ideas from many points of view sadly.. most from ex-players or ones that don't play much everyone/ most realise a game with great potential if time invested and a few tweaks here n there.. it's a lot for 1 x gm to do... Finito has worked wonders here and done all the tech shit really well Not sure that the gm's realise the game they have here... So much could be achieved..an eager player base ready to put the hours in.. Just needs some tweaks here n there..and could have an amazing .. old school game with a very keen UC Up to gm's if they cba or find time.. or indeed ask for some help to take things forward.. MickyC/Fox/Raven etc im sure would be happy to help out if they were just asked They have all offered.. just need to accept their help. [/quote]
The upgrading was always a frustration but with the valour tier stuff it reached a new level. It's almost funny how much it's been ignored. It's brutal because the base items and the upgrade items are so tedious to replace and, as Loopy said, most regular folks couldn't be bothered with it and quit.

Changes to the upgrade system would be great but it could easily have been made much less tedious by having items players want drop in the game. The stubbornness of refusing to address such a basic thing for over 2 years is just stupid at this point - it's hurt the game so much, and for what? Regular people might have left because they maxed out gear and there was nothing left to aim for but they all left anyway because of the brutality of the current system.
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[quote="3D"]The upgrading was always a frustration but with the valour tier stuff it reached a new level. It's almost funny how much it's been ignored. It's brutal because the base items and the upgrade items are so tedious to replace and, as Loopy said, most regular folks couldn't be bothered with it and quit. Changes to the upgrade system would be great but it could easily have been made much less tedious by having items players want drop in the game. The stubbornness of refusing to address such a basic thing for over 2 years is just stupid at this point - it's hurt the game so much, and for what? Regular people might have left because they maxed out gear and there was nothing left to aim for but they all left anyway because of the brutality of the current system.[/quote]
"BIGBERT"Some quick thoughts on up-grading:

1 – do nothing
2 – make +3 100%
3 – Ghost upgrades
4 – upgrade by combining, x2 +3 plus the appropriate upgrade item gives a +4 or gives you just x1 +3 back (assumes up to +2 still done normally at the anvil)
5 – normal upgrading, but a fail rolls back your item by -1 – so your +3 item fails and rolls back to being a +2 with rng corresponding stats losses
6 - implement ALL of the above options and let players choose which one to gamble on......



Its a strange world we live in, seeing the +3 100 success rate upgrade takes me back to when the council was around and iSylver had suggested making it +3 100 success due to it being in the middle of the first 5 upgrades, so I made the post on the forums informing the community what had taken place in the council and the majority of posters said that’s too much and that making it +2 would be a better path. Fast forward and it wasn’t long before the anvil is shit blah blah blah posts started popping up myself included posted many on the anvil since.

I’ve also posted something similar about if it failed it would reduce down an upgrade and that was met with “ that’s too easy blah blah”

Trouble is from what I’ve read over the years no matter what is suggested you will always get, that’s not enough or that’s making it too easy.

Personally if your going to increase the 100% success rate you might as well just make it up to +5 100 success then you take the risk if you wish to try +6, +7,+8 and be done with it or...........

You implement it that if it fails it reverts back -1.

These 2 methods are imho still keeps some elements of risk but also give real upgrades when you get a success.
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[quote="RAVENSOUL"][quote="BIGBERT"]Some quick thoughts on up-grading: 1 – do nothing 2 – make +3 100% 3 – Ghost upgrades 4 – upgrade by combining, x2 +3 plus the appropriate upgrade item gives a +4 or gives you just x1 +3 back (assumes up to +2 still done normally at the anvil) 5 – normal upgrading, but a fail rolls back your item by -1 – so your +3 item fails and rolls back to being a +2 with rng corresponding stats losses 6 - implement ALL of the above options and let players choose which one to gamble on...... [/quote] Its a strange world we live in, seeing the +3 100 success rate upgrade takes me back to when the council was around and iSylver had suggested making it +3 100 success due to it being in the middle of the first 5 upgrades, so I made the post on the forums informing the community what had taken place in the council and the majority of posters said that’s too much and that making it +2 would be a better path. Fast forward and it wasn’t long before the anvil is shit blah blah blah posts started popping up myself included posted many on the anvil since. I’ve also posted something similar about if it failed it would reduce down an upgrade and that was met with “ that’s too easy blah blah” Trouble is from what I’ve read over the years no matter what is suggested you will always get, that’s not enough or that’s making it too easy. Personally if your going to increase the 100% success rate you might as well just make it up to +5 100 success then you take the risk if you wish to try +6, +7,+8 and be done with it or........... You implement it that if it fails it reverts back -1. These 2 methods are imho still keeps some elements of risk but also give real upgrades when you get a success. [/quote]
all the best regards in the world...

way too late to implement this shit.... whatever shit it maybe...

start again tbvh
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[quote="LUP2SCUS"]all the best regards in the world... way too late to implement this shit.... whatever shit it maybe... start again tbvh[/quote]
Don't really understand the logic of making it a guaranteed +3. It doesn't address anything at all, just kicks the can further down the road. I can understand why people were against that back in the council days, it was no where near as time consuming to replace the items the forge ate and there was still an economy of sorts to trade for most things.

Ghost upgrades always seemed the most equitable solution to me. It removes the item stagnation a lot of people get stuck in, where there's no point trying to upgrade because you can't get back where you were before it failed without months of grind, and boosts the economy as people progress towards full +8s. I guess that would require some people returning though, so there's actually people to buy/sell.

I think the biggest issue with the fail subtracting a level is the sheer amount of stuff in the game now. I have 100s of diamonds and I doubt that's uncommon. Barring some extreme bad luck I would have at least one +8 weapon the day that went live, as would lots of others. Over time and with new gear it would level out but I suspect there won't be more tiers of weaps/armour.

I guess everything has issues though, so how about just making useful tems drop from regular mobs and leave the anvil as a vague annoyance? Bosses have guaranteed drops and tov can serve as a way of getting specific items of specific tier. It's really not complicated - people still want to play this game, why keep making it mind numbingly tedious for them to advance?
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[quote="3D"]Don't really understand the logic of making it a guaranteed +3. It doesn't address anything at all, just kicks the can further down the road. I can understand why people were against that back in the council days, it was no where near as time consuming to replace the items the forge ate and there was still an economy of sorts to trade for most things. Ghost upgrades always seemed the most equitable solution to me. It removes the item stagnation a lot of people get stuck in, where there's no point trying to upgrade because you can't get back where you were before it failed without months of grind, and boosts the economy as people progress towards full +8s. I guess that would require some people returning though, so there's actually people to buy/sell. I think the biggest issue with the fail subtracting a level is the sheer amount of stuff in the game now. I have 100s of diamonds and I doubt that's uncommon. Barring some extreme bad luck I would have at least one +8 weapon the day that went live, as would lots of others. Over time and with new gear it would level out but I suspect there won't be more tiers of weaps/armour. I guess everything has issues though, so how about just making useful tems drop from regular mobs and leave the anvil as a vague annoyance? Bosses have guaranteed drops and tov can serve as a way of getting specific items of specific tier. It's really not complicated - people still want to play this game, why keep making it mind numbingly tedious for them to advance?[/quote]
everything now is at ' endgame phase'

doesn't matter what you do... only way forward is ppl with bought and sold items making it impossible for most...

has to be a rewind...

gm's said it won't happen

gl

x
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[quote="LUP2SCUS"]everything now is at ' endgame phase' doesn't matter what you do... only way forward is ppl with bought and sold items making it impossible for most... has to be a rewind... gm's said it won't happen gl x[/quote]

 

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