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.
To be honest, I forget to use it 9/10 times and just run to my storage out of habit. I have used it some when I'm doing work orders to draw out only the amount of mats I need to complete them, instead of just grabbing a bundle and having to put the extras back later. It is kind of weird you have to be "near ______" to even pull them out though for certain recipes...maybe that's just a bug related to the crafting itself. I wish we could "un-summon" stuff to put it away, but I reckon that may come in a future update and have some sort of penalty. I haven't figured out a really useful way to work it into my own gameplay besides the work orders though.
It was godsend for me. Crafting become so much easier now that id on't have run around from craftign station to storage and back ten times just because I forgot something, or used up more materials than i expected (damn you blacksmithing hammers...). Granted i use it most for craftign stuff for work orders, since I already ahev all gear I want, and I don't use potions too much, but still I think it was great addition to the game. Also, I too wish we could un-summon, or eevn teleport stuff from our inventory to nearby storage
It's been very helpful at saving me time, since now I don't need to run around between storage if I don't get an exact number correct, but aside from being convenient it hasn't been super helpful for me for mid-dungeon run summons or anything. The best thing I was able to think of was that you could fill the storage in Gazluk up with ice crystals, and then summon the ice to you so you could have a huge number of disposable knives for knife fighting without them clogging your inventory, but the long crafting time on the conjuration recipe still makes it overly awkward.
In a similar fashion you could use them to summon things like skinning knives/wood/etc for side bar skills so you could use abilities like fish gut as much as you wanted without destroying your inventory space, but those skills aren't particularly strong so it's not terribly helpful either. It would actually be helpful in a place like Winter Nexus, but not in GK.