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.
This is feedback about the event that took place this week-end: killing bosses (five of them) spawning around the world.
The location and availability of these bosses was fine, I think. Not in the way (unless you're surveying) and yet easily reachable, including Gazluk, with some preparation.
I personally disliked the aoe pushback effect on George since I was playing sword for this one. Many times, I would just not be able to get close enough to hit him. But with better organisation that can be avoided, I guess.
One thing that in my opinion needs to be changed, is adds staying after the boss is dead. You could make them poof on victory. It's not a big deal of they stay and we have to kill them, however they should not respawn, not until the boss is up again, because:
. We can't loot chests while in combat, and that's annoying in the case of Zukelmux, with adds too close to chests.
. You can farm them while the boss is not up, for loot (in Ilmari) or anatomy XP (Gazluk).
The reward was nice. I may be wrong, but it felt like the bonus reward was on the first kill, not the third. That was the only time I was encumbered.