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.
[QUOTE=Clip;16432]I have a lot of sympathy for the dev team. They are trying to entertain people who are in-game 40-60 hours/week or more, constantly grouping and taking down elites and dailies. (Not hyperbole; many of my guildies have that number clearly visible in their Steam stats, and I've had my weeks, too.) These uberplayers are generally friendly, helpful, fun, and by virtue of being online so much, by far the most visible and available players.
These are exactly the kind of people you really want to keep playing the game, because they form the core of an active, healthy online community. But it takes one heck of a treadmill to give them something to do during their Project Gorgon full time job.
Where I think it breaks down is when you get some aspect of the game that's effectively impossible unless you're constantly grouped. Gear farming at level 70 was an example, where GK elite runs were the only feasible way. (by a factor of 100x or more time investment). Grouping elites, the biggest problem is decomposing/phlogging and shoving stuff in crates as fast as piles up. If there was a way to advance solo at 20% the rate of groups, that'd be just fine, but this update probably takes bit of a step in the opposite direction.
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Is there still a place for the solo player in the future of this game ?
My playing style is pure solo and I like crafting more then fighting.
So my tailoring/leatherworking are 70+ and my fighting skills only 50+. Until this last update this was perfectly possible to play this way so good points for the dev team
Now I need other things then crédits to unlock my crafting skills ... Maybe build in the choice to pay all crédits instead of the new items ?