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. #1
    Senior Member Mbaums's Avatar
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    Thoughts of the world bosses:

    I overall dislike it. But I like the idea of multiple strong bosses spawning across multiple zones / biomes. The most annoying issue is the ridged spawn timer creates too much waiting after the initial spawn. And the death-touching monsters are particularly annoying. See George and the skulls in the desert. I can stomach sitting around and George until it comes to Claudia, then it feels like, “why am I wasting my time on this?” Dedicating an hour+ to 6 chests is not the biggest issue, it’s dedicating the time to the entire event which I dislike. Like how much is just sitting around, or trying not to fight? I can accept each individual fight, but all together it just feels bad, and the infinite monster waves built into the world boss (and turkey event) doesn’t feel rewarding (guess the turkey one helps people get turkey meat, but I’m not happy about how it works). I really hope you avoid this mechanic in the future! I find fighting/avoiding endless hoards for trash as torturous. People liked the faces in the first version of the world bosses because they dropped vervadium and scrolls. It was actually worth it to farm them.

    When players fight the bosses it’s generally in unstructured groups. It’s either people just invite whoever into a group, or they solo and I don’t think the event should fight against that. I’d really recommend players never engage in fighting any trash and wait for the bosses because the last 3 bosses (and the tons of turkeys) can kill anyone in seconds and if a player doesn’t have recall beginnings they’re likely going to miss the kill. So, it is less risky to watch others fight. Actually, even in an organized group the gargoyles are very difficult to engage. You essentially should not engage them all with one full group and you need the luck of the masses to fight them.

    Here is what I would change it if I had free reign: One world boss every 4 hours. A world-wide message going out about where to go. Before the boss spawns, there is a pre-event fight to give people travel time AND act as a fail safe to avoid curses to overzealous players. The pre-spawn for Claudia can be a giant golem, once killed faces spawn and a minute later Claudia+skulls shows up. Zuke could have maybe 3 super Mutter Necro you need to get through first. And once they’re dead the gargoyles+ Zuke shows up. Hotfeather could just have some super droach and then the 2 named phoenix + Hotfeather spawn as the actual event.

    I’m sure people enjoy the event, and I’d love to hear why. I find the pro-world boss event crowd would be satisfied with a giant piñata monster that reports everyone’s damage every 5 minutes. There are things in how it works today that makes me not want to do the event, and I want to like the event.

  2. #2
    Senior Member Niph's Avatar
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    Quote Originally Posted by Mbaums View Post
    I’m sure people enjoy the event, and I’d love to hear why
    For one thing it's different than the day-to-day soloing or grouping. There is also a chance at using smart tactics, as it's been demonstrated with Claudia (and George and Zukelmux). People can't really see it when there are many players of course.

    The two things that are not really fun and could be improved are, in my opinion:
    • The Fairy death mechanism. I tested as a Fairy at high level, and while I could participate with no problem, it felt like I could not really contribute. Particularly on George and Claudia. It's just too dangerous to not wait until the last moment before joining the crowd.
    • The time waiting for a boss to respawn. After one slow run, for example during Aussie time, every repop gets delayed, and, starting the second day of the event, you have this huge group of people just waiting at chests for respawn.

  3. #3
    Senior Member ProfessorCat's Avatar
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    I am a bit confused that guides are donning their titles and telling people in global chat not to fight George in the water.

    George is a Water boss. He spawns in the water, and even gives a water curse. He has the least HP of all of the bosses, and his rage attack of death is far more forgiving than Claudia's skulls.

    Fighting George in the water makes him at best the 3rd hardest world boss.

    I specifically made a water combat build to fight George for the world boss cycle, as the existing water content is tailored towards level 30. I'm disheartened that I am risking a kick or a ban if I deal enough agro in the water to bring George to me.

    If George is not intended to be fought in the water, I suggest having him spawn east of Serbule Keep, instead of in the middle of the ocean in the north of the map.

  4. #4
    Senior Member Mikhaila's Avatar
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    Quote Originally Posted by ProfessorCat View Post
    I am a bit confused that guides are donning their titles and telling people in global chat not to fight George in the water.

    George is a Water boss. He spawns in the water, and even gives a water curse. He has the least HP of all of the bosses, and his rage attack of death is far more forgiving than Claudia's skulls.

    Fighting George in the water makes him at best the 3rd hardest world boss.

    I specifically made a water combat build to fight George for the world boss cycle, as the existing water content is tailored towards level 30. I'm disheartened that I am risking a kick or a ban if I deal enough agro in the water to bring George to me.

    If George is not intended to be fought in the water, I suggest having him spawn east of Serbule Keep, instead of in the middle of the ocean in the north of the map.
    You're not confused, you just don't like it. You absolutely know why it was done: Keeping George out in the water cuts out people from engaging with George. Some skills don't work in water, and no one but you made "A water build".

  5. #5
    Senior Member ProfessorCat's Avatar
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    Quote Originally Posted by Mikhaila View Post
    You're not confused, you just don't like it. You absolutely know why it was done: Keeping George out in the water cuts out people from engaging with George. Some skills don't work in water, and no one but you made "A water build".
    Zuke is immune to physical, which easily cuts more skills out than being in water does. This indicates that limitations to the world boss battles are intentional, and furthers the notion that there is not any "one build fits all" path to Project Gorgon.

    These fights are meant to be more dynamic than that. George is a specialty boss with a curse that is completely pointless when you fight him on land. I am actually confused that time went in to give him a boss curse at all if the intention was to never fight him in water. Surely the time taken to program a curse on George, years after his creation, was with the idea to fight him on land during his quarterly appearance for the world bosses.

    You will literally get George's curse, and cure it without ever knowing you had it. Look at every other boss' curse in the event. They are made to make the fights more difficult against that boss. Fighting George in the water, while having his curse, is about as bad as Hotflash popping a 20% fire damage intake when you're immolated 2 or 3 times. Let's also throw in that George has no minions.

    You don't have to like my ideas or playstyles, however when you post criticizes my opinion without furthering the discussion in a meaningful way, I'm inclined to return the favor. But hey, you might even get to cheer if I got kicked for my underwater George nuke build.

  6. #6
    Senior Member Mikhaila's Avatar
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    Quote Originally Posted by ProfessorCat View Post
    Zuke is immune to physical, which easily cuts more skills out than being in water does. This indicates that limitations to the world boss battles are intentional, and furthers the notion that there is not any "one build fits all" path to Project Gorgon.

    These fights are meant to be more dynamic than that. George is a specialty boss with a curse that is completely pointless when you fight him on land. I am actually confused that time went in to give him a boss curse at all if the intention was to never fight him in water. Surely the time taken to program a curse on George, years after his creation, was with the idea to fight him on land during his quarterly appearance for the world bosses.

    You will literally get George's curse, and cure it without ever knowing you had it. Look at every other boss' curse in the event. They are made to make the fights more difficult against that boss. Fighting George in the water, while having his curse, is about as bad as Hotflash popping a 20% fire damage intake when you're immolated 2 or 3 times. Let's also throw in that George has no minions.

    You don't have to like my ideas or playstyles, however when you post criticizes my opinion without furthering the discussion in a meaningful way, I'm inclined to return the favor. But hey, you might even get to cheer if I got kicked for my underwater George nuke build.
    You couldn't kill George on your own. So your idea of a fight is to drag him out in the water, make some people swim to him, get a curse, and not be able to get to him anymore because of the curse? Doesn't sound like a great strategy. Sounds like a way to much up the encounter. Similar to grabbing all of claudia's minions and dragging them back to the group.

    These events already had a lot of complaining: Too few people, too many people, people dragging mobs to the raids, waiting time, fae death problems....no need to make George a worse fight by dragging him off into the water.
    Last edited by Mikhaila; 12-07-2020 at 09:53 AM.

  7.   This is the last staff post in this thread.   #7
    Administrator Silvonis's Avatar
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    Quote Originally Posted by ProfessorCat View Post
    I am a bit confused that guides are donning their titles and telling people in global chat not to fight George in the water.
    It's important to remember that you are currently testing Project: Gorgon as it's currently in the beta phase of development. If a guide tells players to do (or not to do) something, it could be for testing purposes or it could be done to deter people from taking advantage of an unintended game mechanic.

    Just keep in mind, there's many reasons why a guide could say or do something. If you think it's something nefarious, you can send us an email at support(@) projectgorgon.com.

  8. #8
    Member Illmaster's Avatar
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    The first time they ran this event I was in my 50s-60s skill wise and they didn't have portals to take you to the next event. I remember missing bosses and unable to get to Zuke. You would actually respawn at the regular respawn spots and have to run back to the boss if you died. If the boss died before you got there, you were SOL. I remember getting SOOOOO pissed being stuck with a curse or missing a boss because they died while I was schlepping back to the fight. After the first event I was determined to not let that happen again. I created a speed build and even learned Priest to ignore stuns (I had zuke curse). The next world boss invasion I was much more prepared and I got a lot more loot (still missed a few due to deaths) and I felt SO accomplished. I was so proud of how I was able to problem solve and participate in the full event. However, when they first launched the World Bosses they didnt have the event tokens or rewards for completing each world boss 3 times so I didnt really care if I missed a boss.

    I am not saying this as a "back in the day so stop complaining" anecdote but rather giving some perspective and evolution of the event. Sometimes things seem over the top frustrating in the moment but problem solving the issue can also be really rewarding. For example, maybe some groups need to communicate with each other more and approach bosses with more tactics. I remember one event Zuke didnt even die, players just waited for the next go around to attack him haha.

    With that said, nothing is perfect and Citan is always looking for ways to make things better (like when the portals where implemented). I do feel like the faces of death are a little over the top. Kiting them is a solution but then it turns into watching a couple players kite while waiting for claudia to spawn. I also think that the hornets spawn a little too fast and their aggro needs tweaking. I would also like a "world timer" countdown for each boss spawn in the quest window or a lore recipe that you could learn to tell you when they will respawn. Finally, give meaningful loot on the adds. This way killing the massive amounts of adds feels rewarding.

  9. #9
    Member Silkt's Avatar
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    Absolute trash of an event, logged in for one run and have since reloaded Crowfall and not even considered logging into PG. The faces in Ilmari are annoying to say the least and having to just rely on TAB and hope you got the one chasing you needs improvement. In FR whoever thought spawning the wasps on top of the entry portal so that players are dead before they load needs their event content ideas ability revoked.

    This event and the civil service crap one are purely form a zerg and collect the loot then go back to whatever it was you were originally doing.

  10. #10
    Senior Member Celerity's Avatar
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    I have to admit I don't like the event either.

    I am in the EU timezone so I get both the experience of the low player times and the high player times and neither are particularly enjoyable.

    When the population is low, every boss feels like a grind that takes forever and you die over and over. When the population is high you end up waiting 20 mins for the spawn because of the delay during the low population times, just for the boss to die in under 1 min to a few ice/fire nukers.

    None of the bosses feel particularly fun either, especially if you're a melee player. While ranged players just stand outside the aoe and spam their buttons, melees get abilities disabled by empusa, insta killed by George, turned into a deer by ciervos and spend half the fight chasing after the boss as it gets relentlessly knocked back and pulled around. Infinitely spawning super speed faces of deaths are not fun and are completely worthless to kill. The only solution to them is luring them away, meaning that whoever does the luring has a lot of work to do and may end up missing the kill.

    Tanking is basically useless against all of the bosses, either because their damage is too low and they just get nuked down, or because they have insta kills which can't be tanked. Zuke is maybe the only one where it is useful and even then, only in low player situations. Hotflash's adds just deal far too much damage to even be worth trying to tank and if you ever take aggro vs George or empusa, have fun being chain stunned and knocked back or having your abilities disabled until someone else takes the aggro.

    Honestly, I don't think an event like this can ever be properly balanced because the number of players attending will always change. There could be some sort of solution like the druid events where they scale based on number of people online, perhaps they already do?

    More importantly though I would just like the bosses to maybe spawn at set times, so that you don't end up waiting 20 mins for the boss spawn, because somebody in 1 run at 2 am pulled all the faces of death towards spawn when fighting Claudia.
    Last edited by Celerity; 12-06-2020 at 05:52 AM.



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