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.



User Tag List

Page 2 of 3 FirstFirst 123 LastLast
Results 11 to 20 of 24
  1. #11
    Member BetaNotus's Avatar
    Join Date
    Dec 2016
    Posts
    80
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Points
    344 (58 Banked)
    Quote Originally Posted by loKKi View Post
    hi. at least consider player collision, It makes the game a bit "realistic" in a way i cant describe.
    its not the same thing when you can walk thru players as when you cant walk thru them.
    consider it at least!!
    There actually was player collision in-game at one point, and it caused some problems. Larger characters, including spiders, bats, cows, and wolves could block off entrances of some of the NPC locations in Serbule. It wasn't uncommon to have an afk character preventing access to Jack by mistake. The removal of player collision did reduce the number of player-towers, although there is a method to gain temporary solidness if the need to construct a tower arises.

  2. #12
    Senior Member Khaylara's Avatar
    Join Date
    Dec 2016
    Posts
    396
    Mentioned
    20 Post(s)
    Tagged
    1 Thread(s)
    Points
    118 (1,261 Banked)
    I agree it's more realistic lokki but imagine someone goes afk in Marna's shop doorway and blocks the access for at least 15 minutes. How do we get in and out of the shop?


    @alleryn - not everyone's trolling, most new players give this kind of feedback with genuinely good intentions. He hasn't played long enough to check other zones, see how his ideas would translate or understand the Unity limitations. I think he wants to help make the game more attractive not troll.
    Last edited by Khaylara; 04-24-2017 at 05:01 PM.

  3. #13
    Senior Member Crissa's Avatar
    Join Date
    Dec 2016
    Location
    Santa Cruz, CA
    Posts
    861
    Mentioned
    24 Post(s)
    Tagged
    0 Thread(s)
    Points
    2,079 (750 Banked)
    Collision is neat! It would be nice not have to walk through people or stand on them or even bump into the furniture. But the thing is, collision is computationally messy and it's hard to do in a way that doesn't cause alot of troubles. Not to mention if players are solid, they can easily throw people around.

    In Second Life they have had to revamp collision many times over to prevent griefers from throwing people around, blocking stores and entrances, and generally breaking things by being asses. Not to mention it's really hard not to bump into people in a crowd or how easily it is to block a doorway or some object while you're reading a menu. And that's when people aren't trying to be assholes.

    In Horizons, collision was only on between characters in combat against each other. Out of combat (at least before they gave up and dropped down to one server) when you walked around town and stopped, if you stopped next to another player, you'd bump off to the side. So you couldn't actually land on another character unless something was buggy. Of course, they had giant dragons and pixies and cat people who were vastly different sizes and their limbs would end up overlapping anyhow. But it was an interesting use of collision: only applying sometimes.

    I really did like the combat where you had to circle around foes and try to trap them between you and your allies.
    Last edited by Crissa; 04-24-2017 at 05:50 PM.

  4.   Click here to go to the next staff post in this thread.   #14
    Administrator Silvonis's Avatar
    Join Date
    Feb 2016
    Posts
    334
    Blog Entries
    5
    Mentioned
    21 Post(s)
    Tagged
    2 Thread(s)
    Points
    1,461 (0 Banked)
    Awards Backer Club
    The problem is that collision is extremely difficult to pull off properly in an MMO setting and it typically causes more problems than it is worth.

  5. #15
    Senior Member Crissa's Avatar
    Join Date
    Dec 2016
    Location
    Santa Cruz, CA
    Posts
    861
    Mentioned
    24 Post(s)
    Tagged
    0 Thread(s)
    Points
    2,079 (750 Banked)
    Quote Originally Posted by Silvonis View Post
    The problem is that collision is extremely difficult to pull off properly
    Well, I would look at places collision has worked, which is why I gave two examples. Limiting the speed at which collision happens; limiting it to combat animations; limiting it to natural idle motion or distributional effects of characters spreading around an NPC; or shifting idle characters from pathways. Lots of ways to mimic collision without the negative effects of blocking or pushing.
    Last edited by Crissa; 04-24-2017 at 10:17 PM.

  6.   This is the last staff post in this thread.   #16
    Administrator Silvonis's Avatar
    Join Date
    Feb 2016
    Posts
    334
    Blog Entries
    5
    Mentioned
    21 Post(s)
    Tagged
    2 Thread(s)
    Points
    1,461 (0 Banked)
    Awards Backer Club
    Quote Originally Posted by Crissa View Post
    Well, I would look at places collision has worked, which is why I gave two examples. Limiting the speed at which collision happens; limiting it to combat animations; limiting it to natural idle motion or distributional effects of characters spreading around an NPC; or shifting idle characters from pathways. Lots of ways to mimic collision without the negative effects of blocking or pushing.

    Since we are an indie development, we need to prioritize our development priorities and as I mentioned collision can cause many issues in an MMO. As in your response, there are ways to reduce those issues but that in itself takes a significant amount of time to theorize and code out. Even then, its an issue likely to go through multiple iterations which takes away from other areas of focus.

  7. #17
    Senior Member Crissa's Avatar
    Join Date
    Dec 2016
    Location
    Santa Cruz, CA
    Posts
    861
    Mentioned
    24 Post(s)
    Tagged
    0 Thread(s)
    Points
    2,079 (750 Banked)
    Quote Originally Posted by Silvonis View Post
    Since...
    I found the systems which merely mimicked collision - without actually using the complex physics of it - aesthetically pleasing. Allowing characters to side-step during their idle animations or naturally walk around the NPC they're talking to as other players arrive creates very picturesque scenes. Combat that made characters and mobs strafe around who they were fighting was tactically interesting. Neither actually needed the parts of collision that could be griefed, and were computationally like distributing grass textures. Hence suggesting them.

  8. #18
    Junior Member loKKi's Avatar
    Join Date
    Apr 2017
    Posts
    9
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Points
    143 (0 Banked)
    Hi Alleryn. no it is not a troll thread.

    k thanks for ur responds .
    Last edited by loKKi; 04-26-2017 at 12:16 AM.

  9. #19
    Senior Member alleryn's Avatar
    Join Date
    Jan 2017
    Posts
    278
    Mentioned
    10 Post(s)
    Tagged
    1 Thread(s)
    Points
    44 (988 Banked)
    Quote Originally Posted by loKKi View Post
    Hi Alleryn. no it is not a troll thread.

    k thanks for ur responds .
    Ok, sorry if i accused you. Sometimes it's hard to tell on the interwebz. As others have pointed out, some of your suggestions are infeasible due to limitations of the engine (open world) or just due to development constraints (it basically takes twice as long -- or more -- to balance if you add in competitive pvp). Of course, as a new player, you couldn't be expected to know this.

    Appreciate your suggestions. Keep them coming and enjoy PG

    P.S. If you like more of a death penalty, try out hardcore mode! It really adds excitement, especially in dungeons. Be aware that if you lose your corpse deep in, you may spend hours trying to repair all your items. If you really get stuck, someone is usually willing to help you out, though, if it comes to that.
    Last edited by alleryn; 04-26-2017 at 05:02 AM. Reason: added postscript

  10. #20
    Junior Member loKKi's Avatar
    Join Date
    Apr 2017
    Posts
    9
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Points
    143 (0 Banked)
    Hi thanks, yes Np.



Thread Footer

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •