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 Sims's Avatar
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    Update Discussion: September 27, 2021

    The update notes are here: https://forum.projectgorgon.com/show...tember-27-2021

    Discussion is in this thread! But please remember to report any bugs through the in-game reporting system so we can track them.
    -ADMIN- Lemons
    -GUIDE- Sims

  2. #2
    Junior Member Zavos's Avatar
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    Fire Magic/Ice Magic now has swanky new animations that has an animationlock preventing movement during casting. I have extremely mixed feelings about this.

  3. #3
    Senior Member Celerity's Avatar
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    I haven't had the chance to try everything yet, but I just wanted to give my initial thoughts and there's probably too much to cover in one post anyway.

    Firstly, wow is this the largest content update we've had to PG? It sure feels like it.

    Povus:

    I love it, I think it's the best designed map we have so far, in terms of terrain and biome transition. It actually feels like a real place, with a nice variation of hills/mountains, wooded areas, swamp and river that all transitions very nicely. The ground spawns are generous, which I think is a good thing (I still remember fighting for mushroom and butterfly spawns on FR release) and I love the feel of the area and the things to find.

    The town defence system is pretty fun so far, I've enjoyed myself doing 4-5 of them already. Slightly concerned about how this will play out a year or two down the line but we'll see. I also feel like it maybe needs a few too many players. In a mid-morning Europe timezone invasion, I think there were about 8 people and it took us over half the night just to light all the lamps. Once the pets counting as enemies for lighting the lamp bug is fixed it might speed up a bit though.

    The monsters are tough though, very tough. I'm sure this is intended, but it's like you gathered all the hardest/most annoying monsters in the game and put them all in one place. Ratkin are straight up op, they delete your armour instantly, stun you, mob you in packs, the shamans can root and then they have high evasion ontop of that. They were bad enough in Rahu Sewers, now with even higher hp and damage and no easy access to that accuracy buff from the goblin, they are brutal. I like the new monster models though and the Hexapus, Skeletal Triceratops and Kuvou have interesting abiltiies/passives that make them challenging without being too impossibly hard.

    Graphical/performance changes:

    General performance seems better, but for some reason, now when I open or close various windows like the skills and abilities window or the training section of an npc I get a second or 2 of lag.

    The new filter to the game took me by surprise at first but after getting used to it I think it makes the game look a lot better... mostly. Fae Realm looks like I accidently set my monitor saturation to max and hurts my eyes to look at it, I think casino is a bit too dark too.

    New weather looks amazing, not much else to say about it.

    Balance changes:

    Nerfs to shield and staff were needed. Not sure nerf to staff was the right mod though as it's more the ridiculous flat physical mitigation that made it op, but it's still something. Shield's nerf might be a tad too much but I'll have to test it out myself first. I don't think the nerf to cow was the right one either, it was cow's physical mitigation that made it strong, not its general elite mitigation. So cow is just even worse for WT now when it wasn't particularly good to begin with.

    Buffs for knife fighting, psychology and werewolf were needed. I don't play any of these skills though so I have no idea if it's enough or too much.

    Armour damage mod buffs are another good choice, they don't scale with flat or % damage mods, so 9 times out of 10 they were completely outclassed by other mods.

    New skills:

    Haven't used them enough yet to comment but just from a brief look at animal handling/genetics it seems really interesting. Whittling as another buff to knife fighting (hopefully) means knife fighting should be up to scratch with the other dps skills now.
    Last edited by Celerity; 09-28-2021 at 07:59 AM.

  4. #4
    Senior Member Mikhaila's Avatar
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    Really an awesome job on Povus. The zone feels alive. Nice transitions from one type of terrain to another and quite varied. There's just a lot going on there. Really looking forward to diving into it again tonite.

    I really like how the mobs aren't just bigger and tougher. The special attacks and defenses mean you have to pay attention to the fights, even at 80. Dying isn't a big issue in PG, so I think having hard and interesting fights is a good thing.

    Plentiful resources is nice, and having a risk/reward factor makes it more than just rushing around grabbing stuff. You really feel like you are in competition with the ratkin for their metals.

    Great job.

  5. #5
    Senior Member Ranperre's Avatar
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    Quote Originally Posted by Celerity View Post
    Nerfs to shield and staff were needed. Not sure nerf to staff was the right mod though as it's more the ridiculous flat physical mitigation that made it op, but it's still something. Shield's nerf might be a tad too much but I'll have to test it out myself first. I don't think the nerf to cow was the right one either, it was cow's physical mitigation that made it strong, not its general elite mitigation. So cow is just even worse for WT now when it wasn't particularly good to begin with.
    Quoting because we think similarly about the game and wanted to add something.

    Very few people were doing WT before this update (Nobody was selling good quantities of quality phlog for weeks) and decreasing the performance of a good tank isn't going to help. My big issue with the current situation is that if you are making phlog too difficult to get, you are holding people back from what is probably the most entertaining part of the game: mods. Back when I started, you could join a random group on sword/shield and get enough nice phlog to either perfect that set or make another. These days... that sword/shield set would be a useless piece of shit in WT/GK, as are most beginner sets. In order to gather phlog to make yourself better at combat, you either: have to accept being carried in a group (way more costly to the group than before) or buy/manufacture it. Neither of these are reasonable options. To put numbers on this, you need 3-4k phlog to make a set. At current prices, that's 800k-1m, which is absurd for someone that recently hit 80, and there's no way for one to somewhat efficiently farm the phlog itself without being being a useless piece of shit and dragging down guildmates or a friendly group. Maybe I'm too far removed from this part of the game (very early end game) and missing something, but it just seems like a major and unnecessary barrier to progression right now.

    I'm not asking for the days when people would npc nice phlog... but there has to be something between that and where we are now.

    tl;dr: At least in the current balance situation, dungeon content is/was way too hard and the tank nerfs don't help.

    Edit add: Sorry, not trying to argue that some level of tank nerfs weren't necessary, just that I'm of the opinion they should have come with hp reduction of elites or something to make those mobs easier.
    Last edited by Ranperre; 09-28-2021 at 05:55 PM. Reason: English is hard

  6. #6
    Senior Member Mikhaila's Avatar
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    Just addressing the idea of phlog, I agree that less folk will be doing WT with it being harder to get a tank. I'm trying to remember how tough FR was when I came back to play and was running around FR using level 70 gear and unarmed/psych. I think it was tough, but obviously not impossible to do. A whole lot of rings and necklaces became phlog while i was leveling. Not as fast as being in a group doing elites, but still doable.

    Povar is also doable at sub 80. I was leveling hammer and ran over to try it out. 66 hammer, no mods, and 80 ment were able to kill the little stuff, but I learned to stay away from the big things. I was phlogging stuff to save room. Also got quite a few items on the nightly raids.

    None of this was as fast as being in a good FR elite group, or a WT group, but still a pathway. Especially if leveling up skills. So the variable to consider is time. It certainly might be that getting enough to create armor could be a challenge. level 90
    phlog is also going to be in demand at some point. I'll be hording all of mine until making 90 armor is a thing.
    Last edited by Mikhaila; 09-29-2021 at 04:02 PM.

  7. #7
    Senior Member INXS's Avatar
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    The tank change just made easy things a bit harder and we all know Eric likes a good balance, having old tank just go in yawn while tanking xx creatures and the rest kill stuff then run through a dungeon make good bounty is not what maybe it's wanted in the game.

  8. #8
    Senior Member Ranperre's Avatar
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    I finished armorsmithing last night, would have waited for the weekend, but real life commitments. Even though jewelry starts you at 50, they're of a similar difficulty since the lion's share of slabs comes from 50+. Too bad you can't make 80 gear atm as the marvelous surveys appear to be broken.

    I believe one would need 3-4 stacks of magic sand to complete it, depending on your earned crafting %. Have fun doing regular surveys, if you go that route.

    The gear looks decent, it should probably offset about half of the mitigation my cow lost on the nerfs. Without any personal testing, I honestly think it might be advantageous to go 3 leather and 2 plate if you happen to not have a healer and 5 plate if you do.

  9. #9
    Senior Member Mbaums's Avatar
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    The Animal handling change is probably for the best. A ~30% crit rate, where my pet’s basic attack can hit for 20k was kind of fun while it lasted. Obviously my current pets are nowhere near complete with animal husbandry, but the change made their DPS drop by ~30% in my small tests. I do hope they can reach close to those numbers again because it’ll probably take months to breed a pet with ~80+ in all of the stats. But I guess once people create those super-pets they’ll be passed around left and right. Thinking about wanting to have 3 types of bees makes this a possibly impossible to accomplish within a year, even if I do get lucky with pet int rolls. If I could even shuffle caught pets across my account it would probably save me months of breeding effort.

    I’m using my unarmed/psych setup much more in Povus. In Povus, I just switch to Animal Handling only when I need to fight those big guys with armor/health regen (forgot their name), because they take forever otherwise.
    Some of the drops from quest items seem really rare, like the fishing net quest just does not even seem worth it. And the orcs in Povus seem to drop whittling knives about 50% of the time. Could just be me tho!

  10. #10
    Junior Member Dumdidum's Avatar
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    Unfortunetely the same <10 people give feedback, it starts to feel like an echo chamber. Anyway here is mine.

    The good:
    - weather system
    - new skills/skill unlocks, gives us something to do again
    - Povus layout
    - Skills that dont need counsils to upgrade !
    - make offer at stalls ...(could we also get a reversed auction option where a seller puts in a reserve and auction duration and the highest bid gets?)
    - new recipy drops

    The bad:
    - Players outside the US with different timezones get further behind again, unless they have all the time in the world to play 24/7 and can log in at US prime time. I am referring to the Povus invasion system.
    - Totally no fan of content on yet more timers. Its starting to feel like Project Timer for me. Already not amused by having to wait each and every time in FR to hand in work orders. The new content has a bunch more timers, making it hard to achieve anything unless you are on 24/7 again. Unless you enjoy wasting value playing time porting to Povus each and every time just to see if the NPC are there or not, on top of doing that for FR , SV etc.

    The ugly:
    - sadly, hugely disappointed by the genetics and Husbandry...unless we jump to conclusions and its not as we think it is:

    Genetics analyzers say they have a 5% chance to break, well mine break 50% of the time. At 2 xog per, we are looking at 10k + analyzers to get all 5 categories of genetics levelled up to 100 someday. Looks insanely time consuming (or expensive) to me. Made it to lvl 24 arthropod on 200-250 analyzers, crazy amount.

    Husbandry. First of, you are better off failing mating than getting pregnant (more xp time wise). Weird to reward a mechanic this way.
    Secondly, my first babies ended up with way way less stats than the parents. This cant be true, right? Or are we looking at a system where genes of parents mean very little? In that case we have a timed, random number simulator skill without any outside control of players.
    Thirdly, it does not seem to matter at all what level the pet is. If so, this is a missed chance imo. Mating lvl 1 bees or lvl 80 bees should make a huge difference.
    I had so much fun with the pet system in an old game called Rappelz, quite frankly Husbandry and AH in this game seem a burden, a hassle best avoided. Other skills are way easier to level up , way easier to play, with much much more damage output.

    Unfortunately for me, trading (playing the economy) and AH/AHu are my 2 main drives to keep playing this game and slowly but surely i am losing interest, and it seems i am not the only one, numbers are seriously dwindling.
    Hence my comment about an echo chamber, it would be of much more value to hear from players that quit why they did, then to ask that to the 200 fan boys and girls that will stay around no matter what.



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