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.   Click here to go to the next staff post in this thread.   #1
    Administrator Citan's Avatar
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    Discuss Dev Blog: April 2, 2019

    The newest developer blog is here:

    https://forum.projectgorgon.com/entr...g-April-2-2019

    And this is the thread for discussion! Thanks!

  2. #2
    Senior Member poulter's Avatar
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    War cache sounds very interesting and I am looking forward to trying them out.

    Suspect that they will be a 'wanted feature' for all levels.

    Kudos for coming up with the concept and developing it.

    Many thanks to all for your commitment and hard work. These experiments really differentiates PG from all the other games.

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    Senior Member Golliathe's Avatar
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    In the future could you make it possible for us to know which treasure effect has been added by an augment?

    Currently you need to keep a list.

    It would be super awesome to put say an asterisk or maybe a purple one next to the text on the power in question.

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    Member FURY's Avatar
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    Happy to see more content!

    The Lycan changes have been a long time coming.

    It will be intresting to see how the players/skill usage landscape changes with these changes.

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    Senior Member ShieldBreaker's Avatar
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    Most looking forward for the % chance for a given mod being rolled, it will make things way easier.

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    Senior Member Deldaron's Avatar
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    Very excited about the new transmutation aspects - I like that less rare items are more easily boosted - this helps a lot with spending a long time getting a set how you want it just to out level it. Interested to see how percent rarity will change the add useless augment game for increasing favorable re-roll odds.

    Incredibly excited about these new 'war caches' - cannot wait to try them out. I'm very curious what it will be like when you randomly end up with another player. People on the whole tend to be very helpful - i.e. waiting and guiding to loot pigs - and I think it could be a great social moment when you randomly end up with just one other player in a mini puzzle dungeon.

    On twitter there was mention of new skills as well as new mechanics for the next update, but nothing mentioned about new skills - curious if we'll see any net new skills coming soon though I'm sure I'll be sated with just what was listed.

    Lastly, thanks for the hammer boost :3 I've already enjoyed hammer as is so looking forward to seeing what it turns into ^_^

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    Senior Member INXS's Avatar
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    So it's going to show the percentage, great! But has the mechanics in which you roll treasure been updated or am I going to see 12.5 % but have the same 2 treasure recycle themselves? @Citan

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    Member SassySusie's Avatar
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    Well I was waiting patiently to see what was going to change with Lycan because after the last nerf I can not even run in Gazluk nor Gazluk dungeons without dying over and over again. So my days are done with Lycan. I made a whole new character after the last nerfs because well Lycan was not playable for me anymore, and very frustrating, instead of a wolf you made a baby puppy. I did not complain about the last nerfs well because yes it needed to be done, I will be the first to admit Lycan was too strong. But now another nerf? If you keep nerfing and making it useless you mine as well take it out of the game. Go ahead haters... hate I don't give a crap. I guess my lycan-puppy can become my mule now and just hold items. Hell I may not even log back into the game after this. It was fun while it lasted.

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    Senior Member Golliathe's Avatar
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    Quote Originally Posted by Ranperre View Post
    You can go to a transmutation table and find the mod that you aren't allowed to reroll. As in, item shows six mods, but the transmutation table will only allow you to reroll 5. The augmented mod is the 6th... if I'm understanding you correctly.
    That's a nice work around... thank you! But I would still like to have a notation system on the item with a simple mark to note which power has been added.


    Quote Originally Posted by SassySusie View Post
    Well I was waiting patiently to see what was going to change with Lycan because after the last nerf I can not even run in Gazluk nor Gazluk dungeons without dying over and over again. So my days are done with Lycan.
    Are you saying you can't solo in Gazluk Keep anymore? If that is the case then I think that is a good change for the game. I honestly dont want to see anyone in GK soloing mobs intended to be killed by a group of 6 people. And yes that means that I would like to see unarmed and psychology leveled off with a bunch of other skills in terms of survivability. That's in part why I made the GK thread exposing a lot of the cheese you see in the zone that maybe should be changed to make combat more challenging/interesting.

    As an outsider looking in to the werewolf window I can say that lycan was pretty OP for a long time. I have hopes that the skill will be re-tuned to make it a much more enjoyable experience overall. At the same time I think the writing was on the wall with this one as wolves got to enjoy a great deal of power for a very long time.

    I have a feeling that it might get changed for the worse but in time will eventually feel whole again (so in essence lycan will be the brother of necromancy). Unfortunately that is the nature of a game in development that things can go from a very high point to a crashing low. I can somewhat relate as I quit battlechemistry when the aoe nerf hit last year and I think a lot of people did the same. A number of people moved to wolf to use that aoe combo which somehow survived the other nerf.


    Nobody wants their build to get ruined but I eventually came to realize that the aoe nerf was good for the game. The new teleport ability sounds really cool so maybe don't knock the changes until you try them? There may be some buffs to healing/defense that counterbalance the loss of spike damage. It's also quite possible wolf might be completely fine if you shuffle your mods/powerset a bit.

    Looking at wolf and hammer you can see they both lost the ability to end a fight at a moment's notice. That's a balance issue when you compare them to all the other skills in the game. It's not a good idea to have some setups end a fight in 4-5 attacks when an equal quality gear/damge setup need 8-10 attacks using different professions.

    Archery should be the highest dps skill in the game. It costs you quite a bit to keep churning out arrows made with spruce. This skill also costs you inventory slots and that means loss of money because you can't carry as much as the next guy. If nothing else it means you probably cant do the work orders for spruce over 4x characters every month. That is a lot of money down the drain!

    Quote Originally Posted by Yaffy View Post
    Just to give a rough idea, a modded Skulk before the last patch could add 359 to 445 damage to an attack, which can double to triple the damage of most attacks (Bite for example, does 280). Then another Skulk mod multiplied crushing damage by over 200% which multiplied the original bonus as well as any other bonuses you had. Skulk was essentially a button that could multiply the damage of your next attack by 3 to 6 times.

    The easiest combo is Skulk into Bite since Bite is a Lycan attack, but essentially any crushing attack can work. Bite can be an AoE and is available to all Lycan builds, so most Lycan players typically use Bite as their follow up. Previously, combos with Lycan/Unarmed could potentially hit for over 25k to a single target.

    Skulk's existence over the years has always baffled me. I assume that the original idea of the ability might have been to use it outside of combat and sneak up on enemies as a sort of "Stealth kill", but the lack of a cast time means it can just be used mid-combat as part of a combo.
    Looking at those numbers it really shouldn't shock anyone that wolf got nerfed. I feel bad for anyone using an 'honest' wolf build but it was pretty clear something was wrong with lycan overall.

    Most level 70 characters in max enchanted gear would have difficulty doing as much damage as the pre-nerf lycan with their entire bar of moves going off at once! That's a pretty good indication that wolf might have just been a wee bit strong.
    Last edited by Golliathe; 04-03-2019 at 02:42 AM.

  10. #10
    Senior Member poulter's Avatar
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    My experience is that almost every time there has been a 'nerf', the game play has benefitted in the medium term (excluding Animal Handling e.g. no more tanking manticores with pets).

    Personally, i have felt the same as Sassie does at this time, but have to say, it passes once you adapt to it.
    e.g.
    'Compulsory' use of food and snacks. Every build unusable due to running out of power. Learnt cooking, cheese making and flower appreciation

    Hammer /Mentalism Electricity build. Damage types reclassified. Damage output very low. Went to Archery

    Archery critical damage reduction. Went from 13k+ crits to <4k. (2 big nerfs). Went Fire /BC

    Fire /BC AOE nerfs. Went from AOE on c. 18 panthers at once to 4. Went Spider /Druid Poison build


    Waiting for Poison nerf? Watch this space

    All the above 'hurt' at the time, but they have improved the game.

    Werewolf damage:
    Whilst not contradicting Yaffy's points, I am one of those people saying Werewolf damage is OP as per current builds.

    When Rum first started the random mob events, we conducted some informal testing on > 1 million+ health mobs.
    I was in max crafted with augmented gold gear (58+ mods) using archery /druid or fire /BC.
    The werewolves were in lesser gear (mainly GK dropped gear which had been modded & auged) c. 50 to 54 mods(?)

    The werewolves regularly did twice my total damage each whether I used archery or fire.

    So yes, werewolves do need a review, but hopefully it won't destroy them as a play style (as werewolf is a 'life-style' choice and not just a skill-combo).
    Last edited by poulter; 04-03-2019 at 03:09 AM.



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