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.
@Citan
Why you read this as "balance this for 100 players" is a mystery to me. I don't say that anywhere. What I'm saying is, player economy forces you to take up crafting. With 1k players online that won't change much. More stuff might be available, but a) prices won't be lower than they are now because you can only supply so much, and b) combat skill prereqs alone force you to take up a craft.
Then I said that p2w, convenience, etc are just semantic.
What we're talking about is the concept of the game as sales platform for digital goods, not "win". How about we cut out all those only loosely defigned terms and talk shop here. By creating artificial shortages and then selling means to overcome that, we indeed have a cash shop with attached demand creator, the game.
IF all these things can be obtained by subscribing monthly, I don't care. I'm used to that and find pay2play fair. Letting freeloaders suffer is irrelevant to me.