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. #71
    Junior Member Lyesea's Avatar
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    I agree with you,
    I dont think there should be a way to craft in house without a player made item. Maybe carpentry where the highest level recipie able to be crafted correlates to the quality of the item crafted.

    I strong agree on the fast travel stuff, as said by another casino already is a massive convenience hub no need for a house to compound on that.

    I think the house should be a place one goes to rest and appretiate trophies for bluffs rather than a convenience spot.

  2. #72
    Junior Member Meshak's Avatar
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    I'm a new player. Instanced housing would make the most sense. Just give players a way to access the housing zone from any town. It really is all about additional storage and being able to access your storage in other towns from your home. The ability to place vendors, ie. a gardener to support the gardening. Just my quick and dirty thoughts.

  3. #73
    Junior Member Sommerlund's Avatar
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    Instancing houses are certainly much easier to do, but personnaly i loved the housing system in Asheron's Call.
    There were settlements all over the world, you could buy normal houses, abordable for everyone, and villas, much bigger and who had doubble of storage capacity. Then there were allegiance mansions, expensive and you had to be a guild leader to buy one, and everone in the guild could portal there at anytime to meet guilde mates.
    This was great, and we had meetings like in real life, with many peoples coming and sitting arround, and one talked.. good memories !




    One of the problem you said for non-instanced houses was that when people stopped to play the areas would feel emptier with the time, but that's not a problem, just group with your guild people you know will keep playing with you, or just leave the house and buy anew one in another more crowthed area.

    Or just create NPCs to replace your neighbors who aren't online. They will sell what the real owners wants to sell, they would actually replace the vendors. Hmm, maybe not replace, because some would probably never see a buyer, but they could be like secondary vendors.
    Last edited by Sommerlund; 08-16-2020 at 12:47 PM.
    I'm french, so sorry if you don't understand "my" English.

  4. #74
    Junior Member Pugmak's Avatar
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    Might these instanced neighborhoods have common areas, like a hotel lounge setup, so that players can go, hang out, work on alcohol resistance, play musical instruments, engage in story telling, etc?

    I realize there's taverns, but sometimes a bit more of the less traffic might work for some.

  5. #75
    Junior Member darklorde's Avatar
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    Quote Originally Posted by Delfofthebla View Post
    Looks like you've already got the bones of the discussion sorted out Citan, and I tend to agree with you on all fronts here.

    But the real question is, why should I own a house? Why do I want one? What does it grant me and why should I ever be in it instead of where I reside now?

    As a Spider player, I 'live' in the Red Wing Casino. I do this because this is where all my storage and vendors are. This is where players show up to do dailies and work orders. This is where I place all my most commonly used items. This is the 'hub' that can allow me to access every other part of the world quickly and efficiently. This is where I garden. This is where I cook. This is where I tailor. This is where I sell my dungeon findings. The Red Wing Casino is my "City" and the ease of access with vast capabilities is what makes it my "Home".

    I know there is an animal town meant for my kind, but due to it lacking in many of the above features, it is completely worthless as a home. I'm going to guess that you don't necessarily like this situation, either because the animal town is rarely trafficked or because the red wing casino is "too good", but I like how it works right now. Sure I'd like the animal town to be better and I'd love even more storage & vendors in the casino, but the teleporter to Rahu bridges the gap well enough for me.

    The real question is, how are you going to make me 'move' without creating frustration or cheapening my current experience? Will this house be a better home than the one I have here? Can it be? As it stands, I can see people moving about the area all the time, and I have access to everything I need. It's a good MMO feeling to see people doing stuff while you are in a comfortably efficient hub.

    When I think of player housing in games (instanced or not) I think "Useless prop that is supposed to provide immersion, but actually just worsens the experience."

    I'd be curious if you've thought about the following:
    1) Will I be able to access large amounts (or other city's) storage from inside my home?
    2) Will I be able to access vendors from inside my home?
    3) Will I be able to teleport directly to my home?
    4) Will I have access to crafting devices and gardening?
    5) Will I be able to see players moving about in the halls and between vendors?
    6) If we do have access to crafting devices, will this create isolation inside of a closed room (A big con for Gardening for sure!)
    7) Assuming I still have access to all of this, will I be forced into (one of the many) 1-2 minute long loading screens just to access these features? (This is already a partial issue with Red Wing Casino and Rahu. Loading screens in project gorgon can range from relatively painless to beyond awful.)

    I worry more for what player housing will take away from me than I do for what it could grant me. Storage is one of the most contentious topics in Gorgon, and for good reason. If this has the potential to make my storage situation worse, I'd prefer to stay away from it entirely.

    I'm sure we'd all prefer to talk about all the cool features player housing could bring with quests and neighbors, but I feel like that's all secondary to the aforementioned perks. If I don't "live" in my house, then it's not my god damn home now is it?
    this is exactly what im interested in

  6. #76
    Junior Member Asaf's Avatar
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    In my opinion, owning and furnishing a house should give certain buffs, nothing too overpowered but definitely something even end game players would like to have,
    Some furniture pieces would have to be crafted, Others could be a rare drop from a certain boss or event. Each type of furniture would give a different buff (Maybe a certain painting that would give a small boost to fire damage for 4 hours, maybe a cold water tub that would wake you up to boost reflexes, giving a small boost to projective evasion for 4 hours...)

    Kind of similar to the system that was in Maplestory 2:
    https://www.youtube.com/watch?v=XnKR8F3Ms8E

    and maybe certain nodes in your house, that could be gathered once every 24 hours, giving you a reason to visit your house every day and get some easy materials,

    Kind of like in Guild wars 2:
    https://www.youtube.com/watch?v=UzHbLETyEV8

    we could make the different decorations and nodes in your house useable by other players that entered your house

    That would open up some possibilities for house owners to either share or profit off their Hard earned housing furniture and nodes.
    They could sell entrance to their house to players who do not have access to the house buffs but would pay for it, or maybe give access for free but only certain to certain race\guild members.




    As for the marriage system

    i think marrying another player is another important option that should be given, it could unlock new possibilities for things to do, maybe when you and your wife are playing in a party together, both of you get a+10% combat exp gain, rewarding you for actually actively playing together) or maybe a certain VFX would play around you when the two of you are standing close to each other in the game.

    These are just rough ideas i had
    Last edited by Asaf; 09-18-2020 at 04:25 AM.

  7. #77
    Member Grobyddonot's Avatar
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    IMHO: Regardless of the way the housing system will evolve, player comfort and convenience must be paramount. The most important aspects, as already pointed out in this thread by other players, are:

    1. Storage
    2. Fast Travel (to and from home)
    3. More Storage
    4. Some decorative customization options (lots of people will love it, they always do)
    5. Even more Storage

    P.S. Can't wait for the housing system to be implemented.

  8. #78
    Junior Member adrikthorsen's Avatar
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    Perhaps 'neighborhood' instances in the vein of FFXIV/EQ1/LoTRO could make for a more social player instanced housing experience? The way these games handled(the ones that did anyway) absent players was to 'expire' their house, which, of course, we don't want HERE - however, perhaps we could HYBRID in the way EQ2 handled housing(in this game everyone clicked on an inn door in a city to enter their home, so everybody's house was actually in the same exact spot - the house stays the same, it's literally an instance inside of an instance - which would make each instanced 'neighborhood' remain social. Say there are... 50 houses in a 'neighborhood' but of course, each house type is actually available to many people, so each 'neighborhood' would likely remain vital and social - ignoring the fact that 200 people are in a town with 50 houses is a lot easier than ignoring the fact that 200 people are entering one home door This, imo, would have the added benefit of allowing a certain level of RP like 'I'm from Little Serbule, which is in Serbule, a town that sprang up outside of the keep settled mostly by elven refugees intially, it is now a cosmopolitan place and I'm one of the first humans to buy a new home there' then as an 'active' player one would enter the 'neighborhood' instance - entering an entire small village(with its' own NPCs, quests, market, storage?) - perhaps a 24-hour cooldown reagentless return home ability could be used here as well.



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