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 Crissa's Avatar
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    Balance ≠ 'all play the same'.

  2. #12
    Member Raviollius's Avatar
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    Quote Originally Posted by INXS View Post
    What they need to do is make fletching items attuned,
    Please no, fletching is already the worst crafting skill moneymaking-wise.

  3. #13
    Member Sasho's Avatar
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    > If you want all the skills to be "balanced," so that every thing is equal, it will be boring. Homogeneous. Like a bowl of oatmeal.

    First of all I don't like oatmeal. It's too heavy on my stomach. Second of all I don't want balanced skills. I said they should each provide different benefits based on their efforts to be acquired/maintained.

    >After putting over two years game-time on my character, I left WoW long ago because I woke up one morning and realized that now that I had mastered all the healer classes, they were all the same.

    Again, where did I say I wanted classes to be the same? Did you even read my post because I said the complete opposite.

    >So if this thread is going to turn into a gripefest, let's stop right now. Really. If you have some specific item that needs attention, put it in the ! button in game. Let the effort go to something worthwhile.

    Now you're just being mean

  4. #14
    Senior Member Greyfyn's Avatar
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    Still Huh.

    Hi Sasho,

    Here is the question as you posed it:
    Should we expect to see any advantage or valuable characteristic to one skill over another because of the set backs to maintain it?
    My interpretation of this question and the examples you gave, was that there was an assumption that this was not happening. Therefore the question as posed lends itself to a variety of gripes about things.

    As the developer builds his game, I think this happens all the time. So yes, we can expect that. To expect otherwise would mean...boring oatmeal stuff.

    Maybe you have some answers you expected to hear?
    Last edited by Greyfyn; 06-15-2018 at 05:44 PM. Reason: clarity

  5. #15
    Member preechr's Avatar
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    When it comes to questions/comments about certain skills, there’s basically two categories: People that use the skill in question and are making suggestions of how it could be “better,” and people that don’t use it, don’t understand it and just jealous of those that do

    In terms of difficulty to master Psych is exactly as difficult to acquire as any other combat skill, and you have to master Phrenology as a combat helper skill just as other combat skills have combat helpers... there are training costs and books drops and grinding just like any other skill

    You may not have to carry a specific weapon, but you have to have a Psych related something in your offhand, and that will give you attack bonuses just like any other skill

    Like mentalism and beast forms (and to an extent unarmed, Druid and a few other skills) you have a choice in offhand weapon types so you could choose a shield for armor and it’s sidebar skills, a random weapon for whatever reason, or a crossbow for those attacks.... anybody can use spore bombs and throwing knives... not sure why you even brought those up

    So, in terms of difficulty/expense and in terms of gear it’s basically the same as any other first tier combat skill, and synergizes well with some combat skills like all of them do

    It’s not the best off hand for every build, though it’s not the worst for any either... It’s not particularly OP in and of itself, and even if there are specific combinations that include it that are known to be super-strong, they are known and this is beta

    If I might make a suggestion: Focus on the skills you understand and make suggestions that help the skills you use to be better and more well-rounded

    Just as in life, you will not get far worrying about what other people have... focus on getting what you want

    Besides, there’s nothing stopping you from training up Psych yourself, but if it is as God-mode as you think don’t get mad when it gets adjusted just like all skills are subject to in this phase of development

  6. #16
    Senior Member INXS's Avatar
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    Here's an example: "Hey, it's really annoying to drop our crafted buckles all over the ground when we level. Would it be possible to have a golem to sell them to?"

    Done this in game using ! many times but how many times you think i can suggest before it becomes annoying? No response nothing, nah it's hammer again we got what 5 people playing that skill forget it.



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