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Hello everyone — posting this publicly to raise a few gameplay issues and ask the devs, GMs, and the community for clarity. I appreciate the work that goes into the game, but these problems are making progression less fun and deserve a transparent response.

Alt‑tabbing and auto‑casting
Is using a separate window (Soma) so a character auto‑casts while you alt‑tab considered a rule violation or exploit? I’m not trying to cheat; I want to follow the rules. If this is disallowed, please state the rule and the expected penalty so players can comply. If it’s allowed, a confirmation would stop a lot of unnecessary worry.

Removed monster "Bugs" and blocked quests
There used to be a monster called Bugs that was removed from the game. Since its removal, certain quests — notably Lock Stock — have become inaccessible or much harder to complete. This is not a UI or client bug; it’s a content change that has broken quest progression for players who already invested time. Will the devs restore the monster, rework the affected quests, or provide an alternative path so players can finish content they were previously able to access? If restoration isn’t planned, will there be compensation or an in‑game solution for those affected?

Skilling, mob hunting, and balance
Skilling feels more tedious when you can hunt almost any mob for stats. That removes the incentive to target higher‑tier mobs that used to grant better stat gains or unique rewards. If the intent is to broaden hunting options, there still needs to be meaningful reasons to pursue higher‑tier targets so the game keeps strategic depth and risk/reward.

No reward for better stats at lower level
There’s currently no visible reward for having superior stats at a lower level. That discourages early optimization and removes meaningful choices. Can the design team explain the philosophy here? If it’s unintentional, please consider adding tiered rewards, scaling bonuses, or other incentives so players who optimize early feel rewarded.

What I’m asking for
A clear ruling on alt‑tab/auto‑cast behavior.

A plan to address the removal of the monster Bugs and the resulting blocked quests like Lock Stock, or compensation/alternatives for affected players.

An explanation or roadmap for skilling and mob hunting balance so higher‑tier mobs remain valuable.

Consideration of rewards or mechanics that make better stats at lower levels meaningful.
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[quote="SOMACCTV1"]Hello everyone — posting this publicly to raise a few gameplay issues and ask the devs, GMs, and the community for clarity. I appreciate the work that goes into the game, but these problems are making progression less fun and deserve a transparent response. Alt‑tabbing and auto‑casting Is using a separate window (Soma) so a character auto‑casts while you alt‑tab considered a rule violation or exploit? I’m not trying to cheat; I want to follow the rules. If this is disallowed, please state the rule and the expected penalty so players can comply. If it’s allowed, a confirmation would stop a lot of unnecessary worry. Removed monster "Bugs" and blocked quests There used to be a monster called Bugs that was removed from the game. Since its removal, certain quests — notably Lock Stock — have become inaccessible or much harder to complete. This is not a UI or client bug; it’s a content change that has broken quest progression for players who already invested time. Will the devs restore the monster, rework the affected quests, or provide an alternative path so players can finish content they were previously able to access? If restoration isn’t planned, will there be compensation or an in‑game solution for those affected? Skilling, mob hunting, and balance Skilling feels more tedious when you can hunt almost any mob for stats. That removes the incentive to target higher‑tier mobs that used to grant better stat gains or unique rewards. If the intent is to broaden hunting options, there still needs to be meaningful reasons to pursue higher‑tier targets so the game keeps strategic depth and risk/reward. No reward for better stats at lower level There’s currently no visible reward for having superior stats at a lower level. That discourages early optimization and removes meaningful choices. Can the design team explain the philosophy here? If it’s unintentional, please consider adding tiered rewards, scaling bonuses, or other incentives so players who optimize early feel rewarded. What I’m asking for A clear ruling on alt‑tab/auto‑cast behavior. A plan to address the removal of the monster Bugs and the resulting blocked quests like Lock Stock, or compensation/alternatives for affected players. An explanation or roadmap for skilling and mob hunting balance so higher‑tier mobs remain valuable. Consideration of rewards or mechanics that make better stats at lower levels meaningful.[/quote]
Skilling is a pointless tedium which needs addressing.
It is against the ethos in the update of "your time is respected".

Currently players are opting to aoe multiple mobs just to "re-skill". It's clearly incredibly boring for them, a needless time-sink which doesn't make any inherent sense.
I see no reason as to why there's a weapon skill cap to begin with above 250 in each respective category, but if there has to be one, it should be 500, just to slightly mitigate this tedious system.
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[quote="Z"]Skilling is a pointless tedium which needs addressing. It is against the ethos in the update of "your time is respected". Currently players are opting to aoe multiple mobs just to "re-skill". It's clearly incredibly boring for them, a needless time-sink which doesn't make any inherent sense. I see no reason as to why there's a weapon skill cap to begin with above 250 in each respective category, but if there has to be one, it should be 500, just to slightly mitigate this tedious system.[/quote]
"Z"Skilling is a pointless tedium which needs addressing.
It is against the ethos in the update of "your time is respected".

Currently players are opting to aoe multiple mobs just to "re-skill". It's clearly incredibly boring for them, a needless time-sink which doesn't make any inherent sense.
I see no reason as to why there's a weapon skill cap to begin with above 250 in each respective category, but if there has to be one, it should be 500, just to slightly mitigate this tedious system.


Skilling definitely needs attention, but the problem isn’t just the number the cap sits at — it’s the way the whole system forces players into boring behaviour. AOE reskilling isn’t engaging gameplay; it’s something people do because skilling itself doesn’t feel meaningful or rewarding. It’s repetitive, it’s slow, and it doesn’t respect players’ time.

The idea of a hard weapon‑skill cap above 250 only exists because players suggested it, not because the game actually needs it. If there has to be a cap, then sure — 500 would at least reduce how often players have to stop playing the game just to re‑skill. But the real fix is improving the skilling system so players aren’t pushed into mindless loops in the first place.

This ties into the wider issues too. The aura setup could be handled much better — adding a 6th aura that requires 250 skill would prevent stacking without making skilling even more tedious. And when things like Bugs get removed and quests break, or when better stats at lower levels don’t feel rewarding, it all adds up. The whole progression loop starts feeling like busywork instead of gameplay.

So yeah, skilling is tedious, but raising caps alone won’t solve it. The system needs to be looked at as a whole so progression feels like actual gameplay instead of a chore. Removing bugs was such a step backwards.

<https://myth-of-soma.com/Forum/Thread.asp?ID=51797&title=The+Latest+Soma+Update%3A+A+Step+Backwards+for+Balance&Page=1 IS LONG BUT WORTH READING>
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[quote="MY_UNICORN"][quote="Z"]Skilling is a pointless tedium which needs addressing. It is against the ethos in the update of "your time is respected". Currently players are opting to aoe multiple mobs just to "re-skill". It's clearly incredibly boring for them, a needless time-sink which doesn't make any inherent sense. I see no reason as to why there's a weapon skill cap to begin with above 250 in each respective category, but if there has to be one, it should be 500, just to slightly mitigate this tedious system.[/quote] Skilling definitely needs attention, but the problem isn’t just the number the cap sits at — it’s the way the whole system forces players into boring behaviour. AOE reskilling isn’t engaging gameplay; it’s something people do because skilling itself doesn’t feel meaningful or rewarding. It’s repetitive, it’s slow, and it doesn’t respect players’ time. The idea of a hard weapon‑skill cap above 250 only exists because players suggested it, not because the game actually needs it. If there has to be a cap, then sure — 500 would at least reduce how often players have to stop playing the game just to re‑skill. But the real fix is improving the skilling system so players aren’t pushed into mindless loops in the first place. This ties into the wider issues too. The aura setup could be handled much better — adding a 6th aura that requires 250 skill would prevent stacking without making skilling even more tedious. And when things like Bugs get removed and quests break, or when better stats at lower levels don’t feel rewarding, it all adds up. The whole progression loop starts feeling like busywork instead of gameplay. So yeah, skilling is tedious, but raising caps alone won’t solve it. The system needs to be looked at as a whole so progression feels like actual gameplay instead of a chore. Removing bugs was such a step backwards. <https://myth-of-soma.com/Forum/Thread.asp?ID=51797&title=The+Latest+Soma+Update%3A+A+Step+Backwards+for+Balance&Page=1 IS LONG BUT WORTH READING>[/quote]
"Z"Skilling is a pointless tedium which needs addressing.
It is against the ethos in the update of "your time is respected".

Currently players are opting to aoe multiple mobs just to "re-skill". It's clearly incredibly boring for them, a needless time-sink which doesn't make any inherent sense.
I see no reason as to why there's a weapon skill cap to begin with above 250 in each respective category, but if there has to be one, it should be 500, just to slightly mitigate this tedious system.


AOEing monsters has ALWAYS been the fastest way to skill.

Bugs could be done afk with a healer.

You can literally go and hunt ANY monster with a T Axe if you want to still gain stats
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[quote="SYLVERINE"][quote="Z"]Skilling is a pointless tedium which needs addressing. It is against the ethos in the update of "your time is respected". Currently players are opting to aoe multiple mobs just to "re-skill". It's clearly incredibly boring for them, a needless time-sink which doesn't make any inherent sense. I see no reason as to why there's a weapon skill cap to begin with above 250 in each respective category, but if there has to be one, it should be 500, just to slightly mitigate this tedious system.[/quote] AOEing monsters has ALWAYS been the fastest way to skill. Bugs could be done afk with a healer. You can literally go and hunt ANY monster with a T Axe if you want to still gain stats [/quote]
As someone currently reskilling bow, it is a boring exercise, and i'd much rather be farming for frags and md. That said, it sort of reminds of the boring charm of esoma grind.

Is there any chance a repeatable quest might be considered for reskill? You could either make it challenging in some regard, or just have it be repeatable once every 6 months or something? On completion It would basically just switch your 240 axe skill to bow etc.
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[quote="JIBBY"]As someone currently reskilling bow, it is a boring exercise, and i'd much rather be farming for frags and md. That said, it sort of reminds of the boring charm of esoma grind. Is there any chance a repeatable quest might be considered for reskill? You could either make it challenging in some regard, or just have it be repeatable once every 6 months or something? On completion It would basically just switch your 240 axe skill to bow etc.[/quote]
"JIBBY"As someone currently reskilling bow, it is a boring exercise, and i'd much rather be farming for frags and md. That said, it sort of reminds of the boring charm of esoma grind.

Is there any chance a repeatable quest might be considered for reskill? You could either make it challenging in some regard, or just have it be repeatable once every 6 months or something? On completion It would basically just switch your 240 axe skill to bow etc.


Hunt with a low level bow. Still get same stats just slower.

Still get the drops
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[quote="SYLVERINE"][quote="JIBBY"]As someone currently reskilling bow, it is a boring exercise, and i'd much rather be farming for frags and md. That said, it sort of reminds of the boring charm of esoma grind. Is there any chance a repeatable quest might be considered for reskill? You could either make it challenging in some regard, or just have it be repeatable once every 6 months or something? On completion It would basically just switch your 240 axe skill to bow etc.[/quote] Hunt with a low level bow. Still get same stats just slower. Still get the drops [/quote]
I would say the system is fine, and as Jibby said "its part of the charm" but skilling is something most players would like to do on more of a whim when we have the stats but want to try sword out for example.

Maybe a simple fix is just make skill gains 2x faster - 30 second job in the database

Whilst we are at it, could we perhaps add an extra spawn or 2 for Trolls / Boars?
Soma has so many unused mobs and hunting spots - imagine having Trolls in Abias or Dungeon
Imagine have boars also in Merc and Dungeon
Plenty of spots to switch up scenery and to handle the current influx of usercount we are seeing.
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[quote="ZUZU"]I would say the system is fine, and as Jibby said "its part of the charm" but skilling is something most players would like to do on more of a whim when we have the stats but want to try sword out for example. Maybe a simple fix is just make skill gains 2x faster - 30 second job in the database Whilst we are at it, could we perhaps add an extra spawn or 2 for Trolls / Boars? Soma has so many unused mobs and hunting spots - imagine having Trolls in Abias or Dungeon Imagine have boars also in Merc and Dungeon Plenty of spots to switch up scenery and to handle the current influx of usercount we are seeing. [/quote]
+1 to Zuzu's comment. Loads of space in dungeon/Abias for some spawns. The benefit of having conti should be the slightly better drop rates/being able to do Val rolls, not that you're physically unable to find a free spawn if you dont have it :)

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[quote="SPELUNK"]+1 to Zuzu's comment. Loads of space in dungeon/Abias for some spawns. The benefit of having conti should be the slightly better drop rates/being able to do Val rolls, not that you're physically unable to find a free spawn if you dont have it :) [/quote]
It’s been suggested a lot on discord too, defo need some extra spawns and be nice if they are in different maps for sure
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[quote="SKET"]It’s been suggested a lot on discord too, defo need some extra spawns and be nice if they are in different maps for sure[/quote]
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[quote="TEMEROSO"][url=https://ibb.co/1ttYK9pW][img]https://i.ibb.co/q33L9R4Q/IMG-8771.jpg[/img][/url][/quote]
"SOMACCTV1"


No reward for better stats at lower level
There’s currently no visible reward for having superior stats at a lower level. That discourages early optimization and removes meaningful choices. Can the design team explain the philosophy here? If it’s unintentional, please consider adding tiered rewards, scaling bonuses, or other incentives so players who optimize early feel rewarded.


An explanation or roadmap for skilling and mob hunting balance so higher‑tier mobs remain valuable.

Consideration of rewards or mechanics that make better stats at lower levels meaningful.


https://myth-of-soma.com/News/Article.asp?id=306#comments

Literally everything explained here…

Maybe ask your ai to explain this in simple terms for you, you obviously struggle to comprehend basics without the use of it.
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[quote="TEMEROSO"][quote="SOMACCTV1"] No reward for better stats at lower level There’s currently no visible reward for having superior stats at a lower level. That discourages early optimization and removes meaningful choices. Can the design team explain the philosophy here? If it’s unintentional, please consider adding tiered rewards, scaling bonuses, or other incentives so players who optimize early feel rewarded. An explanation or roadmap for skilling and mob hunting balance so higher‑tier mobs remain valuable. Consideration of rewards or mechanics that make better stats at lower levels meaningful.[/quote] [url]https://myth-of-soma.com/News/Article.asp?id=306#comments[/url] Literally everything explained here… Maybe ask your ai to explain this in simple terms for you, you obviously struggle to comprehend basics without the use of it. [/quote]
"TEMEROSO"
"SOMACCTV1"


No reward for better stats at lower level
There’s currently no visible reward for having superior stats at a lower level. That discourages early optimization and removes meaningful choices. Can the design team explain the philosophy here? If it’s unintentional, please consider adding tiered rewards, scaling bonuses, or other incentives so players who optimize early feel rewarded.


An explanation or roadmap for skilling and mob hunting balance so higher‑tier mobs remain valuable.

Consideration of rewards or mechanics that make better stats at lower levels meaningful.


[url]<a href="https://myth-of-soma.com/News/Article.asp?id=306#comments[/url]">https://myth-of-soma.com/News/Article.asp?id=306#comments[/url]</a>

Literally everything explained here…

Maybe ask your ai to explain this in simple terms for you, you obviously struggle to comprehend basics without the use of it.


Before you throw links around, maybe evaluate why earlier cap raises and gameplay changes, like the anvil update, actually revived the game, while this one only pulled back the group that pushed it. The issue isn’t the update support, it’s the one‑sided feedback shaping the outcome. If that’s too complex for you, feel free to borrow my AI, it might help you keep up.
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[quote="MY_UNICORN"][quote="TEMEROSO"][quote="SOMACCTV1"] No reward for better stats at lower level There’s currently no visible reward for having superior stats at a lower level. That discourages early optimization and removes meaningful choices. Can the design team explain the philosophy here? If it’s unintentional, please consider adding tiered rewards, scaling bonuses, or other incentives so players who optimize early feel rewarded. An explanation or roadmap for skilling and mob hunting balance so higher‑tier mobs remain valuable. Consideration of rewards or mechanics that make better stats at lower levels meaningful.[/quote] [url]<a href="https://myth-of-soma.com/News/Article.asp?id=306#comments[/url]">https://myth-of-soma.com/News/Article.asp?id=306#comments[/url]</a> Literally everything explained here… Maybe ask your ai to explain this in simple terms for you, you obviously struggle to comprehend basics without the use of it. [/quote] Before you throw links around, maybe evaluate why earlier cap raises and gameplay changes, like the anvil update, actually revived the game, while this one only pulled back the group that pushed it. The issue isn’t the update support, it’s the one‑sided feedback shaping the outcome. If that’s too complex for you, feel free to borrow my AI, it might help you keep up. [/quote]
Alt tabbing has never been against the rules
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[quote="SLIMBRADY"]Alt tabbing has never been against the rules[/quote]
"SPELUNK"+1 to Zuzu's comment. Loads of space in dungeon/Abias for some spawns. The benefit of having conti should be the slightly better drop rates/being able to do Val rolls, not that you're physically unable to find a free spawn if you dont have it :)



Thats what CTF is for mate. Gives better % drops with conti
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[quote="SYLVERINE"][quote="SPELUNK"]+1 to Zuzu's comment. Loads of space in dungeon/Abias for some spawns. The benefit of having conti should be the slightly better drop rates/being able to do Val rolls, not that you're physically unable to find a free spawn if you dont have it :) [/quote] Thats what CTF is for mate. Gives better % drops with conti[/quote]
"ZUZU"I would say the system is fine, and as Jibby said "its part of the charm" but skilling is something most players would like to do on more of a whim when we have the stats but want to try sword out for example.

Maybe a simple fix is just make skill gains 2x faster - 30 second job in the database

Whilst we are at it, could we perhaps add an extra spawn or 2 for Trolls / Boars?
Soma has so many unused mobs and hunting spots - imagine having Trolls in Abias or Dungeon
Imagine have boars also in Merc and Dungeon
Plenty of spots to switch up scenery and to handle the current influx of usercount we are seeing.





I get what you mean about wanting skilling to feel more flexible, but the reason players are AOE’ing right now isn’t because the system is fine — it’s because Bugs was removed. Bugs wasn’t just a skilling mob; it gave people something useful to do during downtime, whether they were waiting for PvP, an event to start, or dealing with map pressure from the other alliance. Losing that option pushed everyone into the same few skilling spots, so AOE became the only practical way to keep things moving.

Faster skill gains would definitely help make swapping weapons feel smoother, and I agree that adding more spawns would be great for variety. Trolls in Abias or Dungeon, Boars in Merc or Dungeon — changes like that would spread players out and make the world feel more alive again. It’s just worth remembering that a lot of this behaviour started because a piece of content that used to support both skilling and PvP flow disappeared.

So yeah, improving skilling and adding more spawns would be really positive steps. Bringing back that sense of flexibility and choice would make a big difference for everyone.
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[quote="MY_UNICORN"][quote="ZUZU"]I would say the system is fine, and as Jibby said "its part of the charm" but skilling is something most players would like to do on more of a whim when we have the stats but want to try sword out for example. Maybe a simple fix is just make skill gains 2x faster - 30 second job in the database Whilst we are at it, could we perhaps add an extra spawn or 2 for Trolls / Boars? Soma has so many unused mobs and hunting spots - imagine having Trolls in Abias or Dungeon Imagine have boars also in Merc and Dungeon Plenty of spots to switch up scenery and to handle the current influx of usercount we are seeing. [/quote] I get what you mean about wanting skilling to feel more flexible, but the reason players are AOE’ing right now isn’t because the system is fine — it’s because Bugs was removed. Bugs wasn’t just a skilling mob; it gave people something useful to do during downtime, whether they were waiting for PvP, an event to start, or dealing with map pressure from the other alliance. Losing that option pushed everyone into the same few skilling spots, so AOE became the only practical way to keep things moving. Faster skill gains would definitely help make swapping weapons feel smoother, and I agree that adding more spawns would be great for variety. Trolls in Abias or Dungeon, Boars in Merc or Dungeon — changes like that would spread players out and make the world feel more alive again. It’s just worth remembering that a lot of this behaviour started because a piece of content that used to support both skilling and PvP flow disappeared. So yeah, improving skilling and adding more spawns would be really positive steps. Bringing back that sense of flexibility and choice would make a big difference for everyone. [/quote]

 

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