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.
Interested to hear how practical summoning has changed things for players. Mbaums made a great point about Practical Summoning in GK: https://forum.projectgorgon.com/show...ummoning-in-GK and this applies to crystal caverns as well.
I personally no longer leave crafting mats in council storage, but instead leave them with NPCs so I can summon what I need - this means I have to be in a specific town, but I'm not running back and forth because I keep forgetting items. One of my favorite aspects is controlling how much I summon of an item so I don't have leftovers/split stack. Also, I'm more prone to remember skills like phrenology because I don't have to track down which NPC has my craniometer, but rather just remember that I leave it in the Casino and I buy things like wood glue in advance to leave in storage instead of running to Rahu.
Curious about what other people think? Hopefully it will expand - I would love to summon items outside of crafting and summon items from council storage.