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 Oxlazr's Avatar
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    Guz Exterior Grinding Feedback

    Just some quick feedback regarding the Guz exterior keep spot as a solo grinding area:

    1) The orc city is compelling as a level 60-65 area; you'll be going for level 65 gear before you can actually use it.

    2) Deaths there felt very unfair and frustrating. This is largely due to the randomised respawns and the way the mobs aggro.

    3) The fact that you can easily kill one orc with garbage gear incentives players to stay in that spot regardless. To solve these two points, I'd recommend decreasing mob density and increasing individual orc damage by about 25%, and the survivability on the mages & archers by about 50%, then increase experience gain/item drops to match. This should make the spot more of a level 65+ area, rather than a level 60-65 area that feels painfully unfair.

    4) The smaller orc camps by comparison feel like a waste of time; there's too many junk monsters that will rarely drop anything of value that spawn not only around but actually in the keep as well.

    5) The ghost town is on-par for difficulty (although single-pulling monsters is significantly easier), and yields level 60 gear. It feels like most people will skip over it.

    6) Pathing is pretty decent within the village itself, with orcs actually using the ramps and such around the place properly.

    7) Overall XP gain is decent enough to feel like you're making progress.

    8) Drop rate feels equally appropriate, though see above.

    9) Swordsmen have a ridiculously short leash range, and it's pretty exploitable.

    10) Mages & Archers on the other hand are frustrating as they chain-pull monsters within a fairly large radius.

    11) The Ballistas feel blatantly unfair. They'll likely one-shot players approaching the town for the first time via the main entrances.

    12) The teleport pad right next to the Orc city makes death fairly meaningless with Recall beginnings.

    13) Once you hit 65 and can use that equipment, you'll gain a lot of power from equipment you've hoarded beforehand suddenly. This doesn't feel like smooth nor fun progression as you continuously find items you can't use until you've grinded for just a bit longer.

    It'd be interesting to see items roll level requirements instead of having them at set values. (I.e. a "Level 65" item can roll a random level requirement from 60 - 65 instead).

    14) While the ghost town keeps you aware of the cold mechanic as you fight outside, then dash indoors to regain heat, the orc town itself is entirely heated and the cold mechanic is irrelevant; this doesn't bother me at all, but it's worth mentioning.

    All in all the zone's fairly well balanced, though the occasional hunting quest wouldn't go amiss to push people out of the hubs and into the wilderness.

  2.   This is the last staff post in this thread.   #2
    Administrator Citan's Avatar
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    Thanks for the feedback!



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