Welcome to Project: Gorgon!


Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.

The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.



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  1. #11
    Senior Member Khaylara's Avatar
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    I don't think I'm raging anywhere. And yes, for me it's disruptive. I get 3-4 mobs on me, I die, I have to start over from the portal etc. My exploration and farming gets very much disrupted by cold effects.
    When I drop a campfire while fighting mobs it actually doesn't activate till I click on it (?), so oftentimes I die while I desperately try to click on the fire while getting pounded by mobs.
    Yes, it's my personal opinion that cold effects need toning down for the reasons I already mentioned. If my opinion is valid or not as feedback is up 2 the dev. Most opinions I've heard ingame weren't that upbeat and positive but maybe people don't want to post on the forums for fear of being considered "whiners". Just a thought

    @Grobyd - nobody will listen to what you have to say if you don't bring it down a couple of notches. Try writing a post where you don't troll or rant and maybe people will not have an emotional reaction to it. I thought adding mitigation or breath bonuses for lvling wasn't a bad idea and something even Citan might consider but I can assure you no1 will pay attention if you call them stupid in the process.

  2. #12
    Senior Member Spiritfingers's Avatar
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    Grob wont turn down the heat of his message. He is too busy attacking people's responses.

  3. #13
    Senior Member drivendawn's Avatar
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    I think that adding a little more body heat wouldn't hurt. Like make it where you start at 100 instead of 60 and major armor pieces such as legs and chest give 10 or 20 more. You could also make some potions that give more body heat as well.

  4. #14
    Member Grobyddonot's Avatar
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    Quote Originally Posted by Khaylara View Post
    I don't think I'm raging anywhere. And yes, for me it's disruptive. I get 3-4 mobs on me, I die, I have to start over from the portal etc. My exploration and farming gets very much disrupted by cold effects.
    When I drop a campfire while fighting mobs it actually doesn't activate till I click on it (?), so oftentimes I die while I desperately try to click on the fire while getting pounded by mobs.
    Yes, it's my personal opinion that cold effects need toning down for the reasons I already mentioned. If my opinion is valid or not as feedback is up 2 the dev. Most opinions I've heard ingame weren't that upbeat and positive but maybe people don't want to post on the forums for fear of being considered "whiners". Just a thought

    @Grobyd - nobody will listen to what you have to say if you don't bring it down a couple of notches. Try writing a post where you don't troll or rant and maybe people will not have an emotional reaction to it. I thought adding mitigation or breath bonuses for lvling wasn't a bad idea and something even Citan might consider but I can assure you no1 will pay attention if you call them stupid in the process.
    Quote Originally Posted by Spiritfingers View Post
    Grob wont turn down the heat of his message. He is too busy attacking people's responses.
    It's even funny how you can't read my post without an idea that I'm trying to offend anyone or anything, but Cold Mechanics. But it's Ok, guys, idc, no harsh feelings. Or maybe I just worded my message poorly. So, again, in baby steps:

    Grobyd: Sorry guys, despite having MY own entire thread dedicated to bitching about different stuff including cold mechanic in this game, I will have to repeat myself here in the thread dedicated to Cold Mechanics. I have to, just for the protocol:

    I (Grobyd) hate (Grobyd) the Cold mechanics. (No Surprise with Grobyd hating the cold mechanics, lol). Grobyd is *RAAAAGing*. Meaningful reasoning behind Grobyd's rage are the reasons listed (worded in a good way) by Khaylara:


    Quote Originally Posted by Khaylara View Post
    So I have to carry basically 2 sets for the same build. Not even attempting to switch builds because I wouldn't have room for any drops. recipes for winter gear is extremely expensive so I couldn't afford it nor did I get any decent pieces out of the chests I crafted. So yes, I really dislike having to replace the set that I worked so hard on in just 2 months since I've had it.
    As I said I don't have the full winter set, I roll with winter coat lvl 60+cold resist pots+20% cold mitigation from meditation. Maybe some like it for realism but lasting less than 3 minutes with all the cold mitigation options I mentioned is disruptive to gameplay and actually not realistic at all. I do last more than that in a -15 degrees snow blizzard (and I'm a lot weaker than my characters lol).

    Overall I would certainly tone down the cold effects in both Gaz and Kur. I just hope we don't get a level 90 cold area...
    any level new cold area, because they're terrible in my (Grobyd's Opinion). I, Grobyd, agree completely. Cold mechanic as it is is disruptive to gameplay and actually not realistic at all.

    One more time, to be absolutely clear: I completely agree with everything Khaylara said about the cold mechanics. Khaylara managed to hit the nail on the head.

  5. #15
    Senior Member Khaylara's Avatar
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    I misunderstood the rage thing. I seriously dislike you as you well know BUT some of the ideas you threw are not bad. Including some bonuses for leveling that would stop gear from being the most important thing in the game. I am not 100 % sure that Citan intended gear to play such an essential part to the point where gear counts as at least 80 % and skill only 20 %, if that.
    Basically throw a lvl 60 naked in the cold along with a level 30 and I'm sure they'd die pretty soon...maybe the lvl 30 few seconds faster. The level 60 player won't withstand the weather effects very well stripped of their armor and cold resist potions. In both cold climate and swimming endurance should play a way more important part. Also teleporting, we could use more spells if we are max level in teleporting, "return closer to where I died" would be a good one (not copyrighting the spell name just yet, it's rather uninspired).

    I wrote my suggestions about the cold effects already but more would be welcome, I'm sure people can think of improvements so we should probably use this thread for it. And yes, I hate cold mechanics too (the sky is gonna fall now cause I actually agree) but I gave it a good try first. Still don't like it but since it's here to stay I think it's important to give Citan more to work with besides me not liking it.
    On the bright side it could be a very interesting area, the graphics in the caves are better than in other dungeons, with better mobs it should become a nice map to bind to, like Kur used to be a while ago.

  6. #16
    Senior Member Greyfyn's Avatar
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    The cold mechanics are strong. And before Gazluk, I too complained about the mechanics in Kur. In the area near Lamashu, between mobs with a long agro range, mobs that call for help and mobs that don't break away when you run, I found that area very frustrating. That's a good thing. There is one place in the game where I have to be situationally aware and on my best game to survive. To turn off that mechanic is to invite blandness into the game. Basically, do you want to have to think? Even though I was frustrated, I think having to work out the problem was the right thing.

    I did make a full travel set of winter gear. My body heat is now 128. I can make it anywhere and I have a few extra fires if I do run into problems. Now, I don't use that set all the time. I've not optimized it and if I get into a huge battle, I'm probably gonna have to work to save my life. That's the GAME! But at least I'm less grumpy, like some people who are just happier with pocket gear.

    One thing we can do as a community is to make it a rite of passage to help new players get to the outpost. When someone needs to go to Kur for the first time, asking for an escort should be considered with the same response as someone asking for a necro run. There's nothing easy about that terrain and supporting new players to become self sufficient in that zone is the way to go.

  7. #17
    Senior Member Crissa's Avatar
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    You can buy emergency fires before you travel to Kur, so you're not completely screwed.

    I didn't actually bother with Kur until the stack of fires I had sorta prompted me to do more than run past.

  8. #18
    Senior Member Eachna's Avatar
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    Quote Originally Posted by Greyfyn View Post
    There is one place in the game where I have to be situationally aware and on my best game to survive. To turn off that mechanic is to invite blandness into the game. Basically, do you want to have to think? Even though I was frustrated, I think having to work out the problem was the right thing.
    Whining on a help channel or reading a wiki isn't thinking. Nor is being escorted by someone over-level for the zone.

    Also, I call shenanigans on this being the only area of the game where you had to be situationally aware.

    Quote Originally Posted by Greyfyn View Post
    One thing we can do as a community is to make it a rite of passage to help new players get to the outpost. When someone needs to go to Kur for the first time, asking for an escort should be considered with the same response as someone asking for a necro run. There's nothing easy about that terrain and supporting new players to become self sufficient in that zone is the way to go.
    Oh, I see. You want the game designed so you can feel like a big hero while you're the over-level person escorting the shivering newbies through the zone. What about the shivering newbie's feelings? Maybe they don't want to be your socially-imposed charity case.

    Supporting new players to become self-sufficient involves requesting that they be provided with access to the tools for that self-sufficiency. The more places that can only be reached by a weak player begging the big tough dino players to escort them, the less self-sufficient players become.

    What I'd like to instead see is that the landscapes continue the trend from the "Bules" and and be mostly solo-friendly with a few pockets of tough mobs, and scattering of dungeons that you need to be part of a group for unless you're extremely over-level.

    I loathe the idea of entire zones being designed so that unless you beg a dino for help you're going to die.

  9. #19
    Senior Member Hood's Avatar
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    Quote Originally Posted by Eachna View Post
    Also, I call shenanigans on this being the only area of the game where you had to be situationally aware.


    Quote Originally Posted by Eachna View Post
    Oh, I see. You want the game designed so you can feel like a big hero while you're the over-level person escorting the shivering newbies through the zone. What about the shivering newbie's feelings? Maybe they don't want to be your socially-imposed charity case.
    I get that you don't agree with what's been written here, but Greyfyn doesn't think this way. This was meant with good intentions. It is an offer of help intended to assist in "flattening the game"--not making high-level players more important or low-level players reliant on them.

    Quote Originally Posted by Eachna View Post
    Supporting new players to become self-sufficient
    Quote Originally Posted by Eachna View Post
    involves requesting that they be provided with access to the tools for that self-sufficiency. The more places that can only be reached by a weak player begging the big tough dino players to escort them, the less self-sufficient players become.
    Here you've stated that the solution Greyfyn offers is useless by suggesting your own is better. Normally an assertation like this is okay when offered as an alternative solution. This allows the reader to decide for himself which of the solutions he or she prefers more. The truth is that your solution is a great solution. Greyfyn's solution is also great, because their assistance has been a great help to many players who have now learned to become self-sufficient. Greyfyn didn't offer items or councils to help players achieve this. Rather, they offer advice and a group. The results prove the method, in this situation.

    I do love your solution, by the way. I think the game should be more intuitive in many ways. Hence why I've written guides to combat skills and making councils for newer players. People agree with you. In fact, I'm sure Greyfyn likes your solution as well. But please don't dispose of free help like it's useless in comparison.

    Quote Originally Posted by Eachna View Post
    What I'd like to instead see is that the landscapes continue the trend from the "Bules" and and be mostly solo-friendly with a few pockets of tough mobs, and scattering of dungeons that you need to be part of a group for unless you're extremely over-level.
    Right now its possible for anyone to go to Labyrinth (high-level dungeon) because there are no requirements to get in. Many people who aren't low-level join often. Some people are for this and some people are against this. Assuming you agree that anyone should be able to enter all zones without fear of death, I agree with that. However, this is an RPG centered around a level-up reward system. It is easier for me to survive in lab. It is harder for newer players. The game mechanics are built, across the entire genre, to be like this. Levelling up a new character in this game provides challenges that only a new character, new level cap, or new level of difficulty can create for those of us who are lucky to have high-level characters. As for your own character surviving in Gaz, you seem very capable of finding the resources you need to make it survive there. I do agree, however, that these resources should be easier to find and learn about.

    A point to consider in addition is that in the past, there have been problems regarding alts. Players have created alts and parked them at chests in order to loot the chests on cooldown and send the gear to their main character for money/gear. This isn't intended play. Citan has to think of problems like these when he creates new areas/caves/dungeons.

    By the way, Srand has stated in the update discussion thread that the changes which occurred in Kur and even other zones regarding aggro were unintentional. I think you'll find Kur much more hospitable with calmer monsters. As for Gaz, the monsters there are level 50 or 60 monsters living in a dangerous environment. Not level 70. In addition the Orc starting zone will be in the Northern area of Gaz. Orcs will most likely have higher cold resistance. I believe this fulfills some of your conditions.

    Quote Originally Posted by Eachna View Post
    I loathe the idea of entire zones being designed so that unless you beg a dino for help you're going to die.
    Please treat gaming communities separately. Give us a fresh chance. Have you encountered high-level players who have treated you poorly here?
    Last edited by Hood; 01-31-2017 at 02:09 AM. Reason: couldnt seem to get the formatting right
    energy derives from both the plus and negative

  10. #20
    Senior Member Khaylara's Avatar
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    From experience trying to get a newer player to wolf cave or the camp is a challenge that often takes over half an hour (when I was newbie I only followed Awatu with speed buff on, it took about 5 mins max but with the weather changes it's hard to keep the new players alive). Although I appreciate Greyfyn's good intentions when the community grows it's gonna be harder and harder to offer individual help so I'm thinking Extractum's suggestions could be a better solution for Kur.

    Also something general not Kur related directly. The spoilers we give on Help chat very often or even the help we offer sometimes don't actually help at all. It's not helping new players to get into the game or learn how to navigate it. I mean, how many of the current players read a certain note from Eltibule? Very few because most don't know anything about DC. When someone starts PG they should get the habit of reading NPC dialogues, notes, scraps of paper etc. In this context I agree that creating the set for new players in upper Eltibule to prepare them for Kur is a great idea. Who doesn't read gets to freeze


    PS about the aggro range of Kur mobs I find it much worse than Gazluk atm



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