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
    Senior Member Niph's Avatar
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    Quote Originally Posted by Golliathe View Post
    I'm still waiting on a math guy to show up. Where are you?
    It will be a lot easier to find bugs in the system when the percentages are known. I'm waiting until we have them. And btw, to be convincing you must tell us all rolls, not only those sequences that look buggy.

    Edit: it would be very surprising to me if the server code uses a custom RNG. It's more likely using a standard one, tested extensively.
    Last edited by Niph; 03-13-2019 at 03:05 PM.

  2. #32
    Senior Member INXS's Avatar
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    I,m fitting for 2 new skills and wasted some nice phlog rolling trasures, what fun that was. 3 Hammer treasure, Way of Hammer, Thunderstrike, +35% Hammer skill.
    1st roll: Thunderstrike > Hurl lightning, 2nd roll +35% Hammer > Thunderstrike, 3rd roll Thunderstrike > + 35% Hammer.

    This pretty much sums it up for me how fucked up this system is. NO randomness but pre determined path for every roll, pure manipulative. If i get rid of a treasure why are you giving it back to me? It should be removed or placed on a super low % of reappearing.

  3. #33
    Member Golliathe's Avatar
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    Let me take a moment to say this game has a way better system about gear/making it/improving it than practically any other game I am familiar with.

    The trans/aug system you have come up with is super cool but just needs a little bit of perfecting here and there to make it uniformly balanced.

    Quote Originally Posted by Niph View Post
    it would be very surprising to me if the server code uses a custom RNG. It's more likely using a standard one, tested extensively.
    My hypothesis is that something is very wrong with the RNG on the rolling and I think I pretty effectively stated why.

    Quote Originally Posted by INXS View Post
    If i get rid of a treasure why are you giving it back to me? It should be removed or placed on a super low % of reappearing.
    I think we all know you are angry and upset. But after a certain point it just sounds like you are yelling and that doesn't help all that much.

    As I said before : I would love to see this game have a randomized but sequential rolling system.

    Looking back at the most recent problem I propsed with Joe Noob......

    Needing to fix 2 slots on an item with 10 possible powers with 2 currently incorrect it would take a minimum of 2 rolls to fix and a maximum of 16 rolls. That means it would be fixed by a month. Now that might sound too short but remember we also pretended that the other 3 rolls on the item were 100% correct. It may very well take another month or two to fix the other 3 items. That sounds more reasonable to me that a player can fix any one item in about 2 months.


    Maybe it can be an option to have sequential rolling at a higher phlog cost? Perhaps it is only taught to the player once they reach 80+ transmutation? This could be the best of both worlds as it gives you room for the future level cap and keeps gear currently harder to fix but makes room for end game gear to be easier (but more expensive) to perfect.


    One more thought on transmutation as a whole... could we have a more uniform list of possible mods? Some skills have a median of about 8-9 while others have a median of 10-11. That makes the latter way harder to roll appropriate gear with (ignoring the A-B-A-B monster for a moment).
    Last edited by Golliathe; 03-14-2019 at 12:51 AM.

  4. #34
    Senior Member Tagamogi's Avatar
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    Quote Originally Posted by Golliathe View Post
    Looking back at the most recent problem I propsed with Joe Noob......

    Needing to fix 2 slots on an item with 10 possible powers with 2 currently incorrect it would take a minimum of 2 rolls to fix and a maximum of 16 rolls.
    I think one thing to keep in mind is that if Joe Noob is an actual noob, he might be quite happy with just getting a different mod instead of the most optimal mod possible. When I transmute casually, I'll transmute mods for abilities that I definitely don't want to use and keep the new mod if it does anything for me at all. I can still go from totally useless mod to totally useless mod four times but it doesn't happen all that often. And if it happens, from a casual perspective, it's not all that bad to keep a piece of old gear with better mods for a while until I can repair or, far more likely, find a new upgrade.

    Fuzzily, I would like it if I knew what my odds of rolling a particular mod are. Or if there was some way to increase those odds - say use double the phlogiston to improve the odds of rolling a particular mod or even not rolling a mod... It doesn't really feel to me like transmutation is a problem at noob levels, though.

  5. #35
    Junior Member Loggy's Avatar
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    Getting great gear to have and should never be easy.. Look at EQ took a year or more to get epics. It should be hard but also not impossible. Players who go through 1000 plho for one right mod may be too much , but it is the same as going 0/115 trying to get a yellow armor piece made. It is odds and RNG. I think they shoudl be a better suystem but not so easy as well.



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