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

Results 1 to 10 of 43

Threaded View

  1. #1
    Junior Member Lendari's Avatar
    Join Date
    Mar 2017
    Posts
    25
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    Resurrection Skill Essential to Group Play?

    For an MMO, it's important for group play to be a central theme. By restricting ressurection to people with level 50 first aid or a surplus of guild credits to throw around, you're really working against that right from the start with new players. Many times now I have seen parties split up and then subsequently be left with no choice but to break up just because one person died and there was no way to get them back.

    Here's a suggestion for a new ressurrection skill.

    • The skill leaves both the target and the caster with a serious %age debuff to armor\health\power regen that lasts probably 10-15 minutes.
    • New players can receive the weakest version of the skill from the boss on Anagouge island.
    • Improved versions of the skill reduce the debuff duration by using reagents (like diamonds) instead. Higher level version might use large quantities of reagents to return the target back to full combat readiness or even with positive buffs from their near death experience.


    This let's low level players continue to work as a team if someone dies accidentally. It also allows the skill to grow in power (for those who invest in the specialty) but in a way that is never an "instant win" button because of the punishing debuff or the high reagent cost.

    Make sense?
    Last edited by Lendari; 03-26-2017 at 11:10 PM. Reason: Clarifying my thoughts and taking into account some of the commentary about the guild board version of the skills.



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
  •