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.
1st. the crafting prices
Many times when you create an item the price of the final product is much lower than the price of the components.
In this example:
Shoddy Combat Staff (25) -> Oak Wood x1 (10 you can find it everywhere) + Rough Tannin Powder x1 (7 in vendor) + Basic Caustic Ink x1 (15, don’t remember the vendor price) = 32 at least while the final product cost 25.
The crafting item price should be a combination of the component price + the time (skill) of the creator. The final items cost should be greater than the total price of the components.
Is this correct and wanted or is something that needs fixing?
2nd. Crafting
Last night I started making Crude Clubs. I made about 150. (Crude Club is one of the items that the final product costs more than the components). 150 all the same Crude Clubs. It was boring.
The item crafting should be a more random procedure for the final product.
I made 150 Crude Clubs that basically are garbage. No one will buy them. (tt fodder). Perhaps the crafting should be more like the new brewing system. Make items that some are better and some worse and some exceptional.