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
    Junior Member wuwu's Avatar
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    Another loot lock suggestion

    Hi I'm new here. I usually play Wuerin in game.

    I'm not sure if the loot lock thing got finalized yet but here is my suggestion.

    1. The first group to do 1 percent of the total damage gets the lock (actually not sure how that is calculated with the the way armor works hmmm..).

    2. The loot lock (Level 1) last for a maximum of five seconds however if anyone in the group hits the mob it adds five seconds to the lock essentially refreshing it. This means that your group has to hit the mob at least once every five seconds to maintain the lock.

    3. Once the group does does damage totaling 33 percent of the mobs total health the lock can last for 10 seconds (level 2). Attacks still add 5 seconds but you can max out at 10 seconds now. This means that your group has to attack at least once every 10 seconds to maintain the lock.

    4. Once the group does does damage totaling 66 percent of the mobs total health the lock can last for 15 seconds (level 3). Attacks still add 5 seconds but you can max out at 15 seconds now. This means that your group has to attack at least once every 15 seconds to maintain the lock.

    The big idea is that the more you've invested into the mob the more secure your lock is and you have to actively maintain it. I'm thinking that this should solve the problem with people just tagging mobs hoping that someone else kills it for them.

    If you loose the loot lock the whole thing starts over. You have to race to do 1 percent damage again and depending on how much damage has been done to the target you may only be able to achieve loot lock level 1.

    What do you guys think, kinda see what I'm trying to do?

  2. #2
    Senior Member Crissa's Avatar
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    That would work good on big mobs, but seem to disadvantage solo, newbie players from being overpowered...
    ...Nor would it work on the druid event, where someone could keep hitting it every 5 seconds ineffectually after dragging it over to get caught in another group's AoE?

    But a system where the lock could expire in combat doesn't sound like a bad idea. Nixing loot-locking for world event mobs seems like it would be easiest; then you wouldn't have to worry about those edge cases.

  3. #3
    Junior Member wuwu's Avatar
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    Quote Originally Posted by Crissa View Post
    That would work good on big mobs, but seem to disadvantage solo, newbie players from being overpowered...
    ...Nor would it work on the druid event, where someone could keep hitting it every 5 seconds ineffectually after dragging it over to get caught in another group's AoE?

    But a system where the lock could expire in combat doesn't sound like a bad idea. Nixing loot-locking for world event mobs seems like it would be easiest; then you wouldn't have to worry about those edge cases.
    What if aoes only did 1 damage to mobs locked by other players? That might solve it.

    I'm not sure what you mean about solo newbs though.

  4. #4
    Senior Member Crissa's Avatar
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    Quote Originally Posted by wuwu View Post
    What if aoes only did 1 damage to mobs locked by other players? That might solve it.
    That would be a mean surprise to someone trying to use it to save someone.

    Quote Originally Posted by wuwu View Post
    I'm not sure what you mean about solo newbs though.
    One of the other cases of locking via damage is newbies getting out damaged while upper-levels farm around them. Losing the loot is like rubbing their nose into it.

  5. #5
    Senior Member Eachna's Avatar
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    I think it's really important that newer/weaker players have some sort of small loot advantage in their zones. A strong player can always move to a harder area. A weak player can't. Also, stronger players should always be able to toss out a helping bit of damage or healing to a weaker player.

    I like the idea of "the first one to damage gets the lock". It's a very clean solution. A solo player locks their mobs. A group member tags damage to lock for everyone in the group. There will be weird edge cases and griefing-type behavior whatever the lock (including no lock at all), so I feel the "best" solution is one that's easy to remember. If you have to start calculating percentages in your head while in combat it'll get confusing fast.

    I think for public events which are supposed to be open to everyone turning off the lock is the best solution. If the unwashed masses shouldn't be getting loot then of course lock those specific events. But public events shouldn't have a lock. The whole point of public events is to get the community out in a big group and share both the fun and the wealth.

    How awful would the Halloween event have been if only the first person/group to damage a boss got a key!?!

  6. #6
    Senior Member Crissa's Avatar
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    Quote Originally Posted by Eachna View Post
    I think it's really important that newer/weaker players have some sort of small loot advantage in their zones.
    Exactly my point. I do think the idea that a loot lock that expires if someone doesn't hit it again in another five, ten seconds, is a good idea. If I run past and tag something but then flee... Well, my tag should be about as long as the damage I did to it. If I did alot of damage to it, it should be longer than if I did nearly no damage. But I'm not sure how to manage that in newbie areas... Maybe the more hits is better than big hits? Lower skill level has a longer loot lock by some weird amount? Flat time amount?

    Maybe we need better ways of breaking combat: Like a basic move that we can break combat which would also release loot-locks. Someone who is running would use it to get back to their full speed (and wouldn't care about the loot so much) while someone who's invested in the combat wouldn't. (We could also make it cache up the power regen so if we're forced back into combat by said mob that we'd lose the stored power.)

    There's alot of solutions here, I'm sure Citan can find something useful in our experiences.

    Quote Originally Posted by Eachna View Post
    How awful would the Halloween event have been if only the first person/group to damage a boss got a key!?!
    Exactly. Or the newbie bosses! We want people to fly into things and move fluidly from encounter to encounter, right?

  7. #7
    Senior Member Celler's Avatar
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    The only option is no loot lock or no aoe in my mind.
    Every time you use an aoe with others around your just going to annoy them.
    I don't understand why things that work well for many are changed because 1 or 2 don't like them. They maybe more vocal but in 3 years of playing I don't think I can recall anyone giving me grief or stealing my kills etc, even if another did kill something I was fighting so what at least I could loot it.
    I don't see how you can play an open world multiplayer game and say that wolf over there is mine leave it for me alone.

  8. #8
    Senior Member Crissa's Avatar
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    I don't see how you're stealing damage, since as far as I know, we don't have any AoEs that split damage by number of targets?

    And for instance, my unarmed stun is also an AoE, so it would be really sad if I couldn't use it to help people.

    PS: I'm just in the position we should encourage interaction and sharing; it's an open world, being part of that seems like the best part to me. Being able to just join in without needing formal group invites I thought was the best part of the game.

    Which I suppose is why I yak here.



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