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.



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  1. #11
    Quote Originally Posted by drivendawn View Post
    Is this game being built with trinity mechanics? Or a build it your way and have it balanced based on in pro's and con's of each class? After all this game seems to be built to be more like AC and not EQ.
    It's not about the trinity being necessary , just about it being viable to use "at all". Also about combat being more then a dps check which is all it is right now. Making a build that can defeat a hard opponent is awesome and fun, making a build that can beat said opponent then losing anyways because you simply lose the dps check isn't much fun. Also once you get all your shiny new stuff combat becomes tedious and boring in it's current form. Then the inventory management after combat is also tedious, then a few vendors run out of cash so you have to travel halfway across the world to sell stuff and that's tedious, then you level up a skill but oh guess what....you need favor and cash for the unlock, more tedium...it's just too much, combat is one of the main places where it could be spiced up.

    Also, he keeps nerfing dps specs which is understandable, except that dps is also forced with no alternatives because of how the current systems works...nerfing the solution to the problem, basically, instead of the problem. ( edit here- I actually have no problem with the nerfs btw, I am currently main specced for archery and got hit the hardest, I played around with it a bit though and it's really not a big deal to me.. I mean, nerfs are going to happen in a testing phase and even in a finished product....but I also noticed chat was full of non-stop complaints about the nerfs which is what brought me here. It's not the nerfs themselves but what they are a symptom of, and why they were even noticed in the first place).

    I'm not trying to get things changed in such a way as tanks and healers will be required, what I want is for combat to be engaging and fun in a group setting, nothing says you cant still use 6 dps specced people for that combat...current system of "you die in 10 seconds unless all your adversaries die before those 10 seconds" just isn't fun, mostly because no matter what other mechanics are present it's basically the same dps check in every group fight in every dungeon.

    Honestly I don't even like having to say things like this in a public forum because I have nothing but the utmost respect for Citan and all the effort he puts into this game...But at the same time, I want to see it succeed, so I must speak up sometimes.... Stuff has been going in a direction of excessive tedium for a long time now ( and yes I know I keep reusing that word). He needs to know before it gets completely out of hand.

    Favor grind is pretty bad but understandable ( it is my hope that when the game is more fleshed out most favor grinds will be quest lines instead of random gifting).

    Inventory tetris is also pretty bad, but he knows and I am seeing some improvements to it. ( storage nubs, milk stacks now etc).

    Reducing our cash flow sucks for us as testers because an obscene grind is now required to unlock and try more skills, but I can understand it because I assume he wants to see how the economy will work in the finished product, and it seems like it will be in a decent place for a long time once that happens.

    But....combat is just borked as soon as you get into content that is designed for more then 1 person, and that can be fixed.
    Last edited by ErDrick; 09-01-2017 at 12:43 PM.



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