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 Mikhaila's Avatar
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    Quote Originally Posted by shauma View Post
    I find the biggest looting issue is when someone has dumped 30 items in a pile, and you stumble across it in the middle of nowhere and think "oooh, what do we have here", and you have trouble selecting any one item.
    With limited space you are worried about looking through 30 trash items?

  2. #12
    Senior Member Mikhaila's Avatar
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    Quote Originally Posted by Grief View Post
    Fully support, this is an essential quality of life feature.

    While the tab-targeting loot system is helpful and makes sorting through bodies easier, the ultimate goal should be to implement a feature such as "loot all" where it would consolidate all viable corpses within a radius and show a list of available loot.
    Pretty complex when put into practice. Part of looting is making choices: skinning vs butchering, extracting a skill, doing an autopsy, bury or eat?
    Complicated more by looting rules in groups, elites, locked mobs, etc.

  3. #13
    Junior Member Grief's Avatar
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    Quote Originally Posted by Mikhaila View Post
    Pretty complex when put into practice.
    This system would only seem complex if you consider the loot UI as it currently exists. A quality of life change like this would require fundamental changes but would result in a fluid and friendly system to streamline a core game mechanic.

    This feature is only intended to lessen the amount of clicks that you experience when encountering a pile of corpses.

    The current loot screen:



    I propose an example of what the loot system could look like:



    • Corpse loot distance could be adjusted at the discretion of the developers. The distance isn't really what matters, this feature is simply intended to lessen the frustration of looting corpse piles.
    • This is just an example of what the system could look like, I would be interested in hearing feedback or other opinions on what could be done to further improve the looting UI.





    Quote Originally Posted by Mikhaila View Post
    Part of looting is making choices: skinning vs butchering, extracting a skull, doing an autopsy, bury or eat?
    It is fair to say that there are many choices to be made, however, any individual who is farming a specific enemy already has a plan in motion. As you're fighting an enemy you already know whether you're going to be skinning, butchering, or extracting the skull - based on the skill you are training or your playstyle.



    Quote Originally Posted by Mikhaila View Post
    Complicated more by looting rules in groups, elites, locked mobs, etc.
    • Elites and bosses have instanced loot and this would not interact with them at all; therefore a system like this would not complicate any feature of the current system.
    • Locked enemies are pretty self explanatory; locked corpses would not appear in your "loot all" screen.

    In game alias: Nymandil




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