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. #31
    Member preechr's Avatar
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    Quote Originally Posted by maestroanth View Post
    Meh, I think the whole tank/healer/dps role crap needs to die. Being pigeon-holed isn't fun. That's what makes me excited about PG so far, and you can cooperate well and devise your own roles and strategies without being pigeon-holed from the get-go.
    The beauty of the classless setup in P:G is I can build for support in a dungeon group and use any setup I want to solo, so nobody is actually "pigeon-holed" per se

    There's danger in building a game with no need for support classes, though... That's what leads to parties of only max DPS builds and anybody that built anything else was just wasting their time

    Additionally, for choices to matter they need to have consequence, so if I choose to focus my build on dealing damage, I should be weakened in other aspects like durability, self-healing and CC, and P:G accomplishes that by limiting the amount of skills we can use at any given time, locking skill bonuses into gear based treasure effects, and grouping mobs together so that pulls are more than DPS alone can handle

    Roles are what bring us cooperation and strategy... I really don't see where that exists in "Everybody run in and AoE everything down"

  2. #32
    Member Celedor's Avatar
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    Quote Originally Posted by Leodane View Post
    I actually kinda like having clearly defined roles. Grouping in GW2 wasn't all that fun for this reason - it was just a race to pile on as much damage as possible. Having played a variety of MMOs over the last 20 years, I have enjoyed the ones where I had a defined role in the group more.
    Although I'm sure most people will disagree with me, I actually saw the *need* for clearly defined roles as a good thing. In EQ, putting together a team took a bit of effort, but I thought it was part of the fun. Sometimes you weren't able to get the right types of classes, especially if restricting to only guild members, but then *meh* you went and did something else. And that is less likely to happen in PG anyway, since each character could have several possible builds.

    Oh, and no to PvP.

  3. #33
    Junior Member maestroanth's Avatar
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    Quote Originally Posted by ErDrick View Post
    Why are people that have no interest in PvP always so vocal about making sure those that do can never get it? That is one thing I have never understood.
    Because PvP is too scawwy! NO TO PVP! NO PVP!!! Wahhhhh!!!!!

    Lol, sorry couldn't resist ;P

  4. #34
    Senior Member Crissa's Avatar
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    Quote Originally Posted by maestroanth View Post
    Meh, I think the whole tank/healer/dps role crap needs to die. Being pigeon-holed isn't fun. That's what makes me excited about PG so far, and you can cooperate well and devise your own roles and strategies without being pigeon-holed from the get-go.
    Balance in PvE cannot exist separately from the 'E': Content. The content changes a group's need for any particular ability. If a type of damage or special ability is negated by the content, that damage or special ability doesn't 'exist' for that part of the content, and changes the balance.

    Roles also are... Not required. If an encounter can be done with 5 defense, 5 healing, 5 attack - and one root, one mez, and one stun: Does it matter how those abilities are spread across the group? No. Each character could provide part of what's required. And in fact, usually the attack is a combination of all the characters.

    ...Although it matters how much control the group has over the opposing damage. Damage can be mitigated in many ways; it's just been 'simpler' to have one character mitigate the damage and control where it goes with 'armor' and 'taunt'. But it could be like many GW or FF battles where the mitigation is based upon dancing your character out of the way. Or spreading it across the team. Or using interrupts. Or using special armor or buffs across the team.

    In PvP, tho, the 'content' is 'other players'. Which is a fluctuating pool, it's both more easy to develop - since the players do a good deal of the work - and more difficult - because as players come in and out of the pool, has balance been maintained? It's a nasty economics question, actually. If Greenberg is in the pool, does that mean deer are overpowered, or is Greenberg just really good at what he does? If he leaves, does that mean deer are now underpowered? If deer are overrepresented, then more players will invest in a strategy to beat deer, but players who lose to deer will complain that deer are overpowered - but they might just be overrepresented! That a class is under represented doesn't exactly mean it's not as powerful, but it does make balance look bad.

    Quite a different question, indeed.

    But balance is still needed, either way, lest players who choose - and let's face it, they chose this hours, days, months before they knew what it would be like - classes and skills which aren't 'balanced' and get discouraged.

  5. #35
    Junior Member maestroanth's Avatar
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    Quote Originally Posted by Crissa View Post
    In PvP, tho, the 'content' is 'other players'. Which is a fluctuating pool, it's both more easy to develop - since the players do a good deal of the work - and more difficult - because as players come in and out of the pool, has balance been maintained? It's a nasty economics question, actually. If Greenberg is in the pool, does that mean deer are overpowered, or is Greenberg just really good at what he does? If he leaves, does that mean deer are now underpowered? If deer are overrepresented, then more players will invest in a strategy to beat deer, but players who lose to deer will complain that deer are overpowered - but they might just be overrepresented! That a class is under represented doesn't exactly mean it's not as powerful, but it does make balance look bad.

    Quite a different question, indeed.
    That's an interesting point of view. You explained it rather well!

  6. #36
    Senior Member Crissa's Avatar
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    Quote Originally Posted by maestroanth View Post
    That's an interesting point of view. You explained it rather well!
    Thanks!

    It's a difficult subject to talk about because people have serious 'feels' about it. And that's good! But the language just... Isn't here yet. While MMOs are relatively young, we have to remember the multi-player games and join-in mechanics have a long history. We can learn from the experience of the first MUDs and chess ladders and even beach volley ball!

    I was a analyst for MMOGchart about a decade ago, and I've played on some of the oldest MUDs and MMOs. I hate to toot my horn, since I can write very opaquely and rarely publish, but I have been writing about this subject for two decades. It'd be great if we were able to build a language like film and games in general have developed. We have to remember that just because something hasn't been done yet in MMOs doesn't mean it can't be. Just that it hasn't been figured out quite how and with what audience yet!

    And that experimentation is why I like PG.

    Something I do like about PG: You can kinda watch PvP. If there's ever more PvP, I'd love for there to be intentionally built a spectator ability. So we can see what's going on in the nitty gritty, even if it's behind what the players are seeing.



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