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. #1
    Banned spider91301's Avatar
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    Secret Combat Classes By Having A Certain Level In 2 Or 3 Skills Unlock a Hidden

    Secret Combat Classes By Having A Certain Level In 2 Or 3 Combat Skills at level 50 Unlock A secret class for example combining shield, necro and shield together get like a dark knight combat class or something like that mix other skills up to find out other hidden combat classes


    Ps. I know you got other things to work on but maybe keep this option in mind when its released on steam
    Last edited by spider91301; 08-06-2017 at 12:09 AM.

  2. #2
    Banned spider91301's Avatar
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    bumpppppppp?

  3. #3
    Senior Member Tsugumori's Avatar
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    While 'secret combat classes' sounds interesting, PG does not inherently have classes.

    So neat in theory but not really suitable for this game.

    (I think a more feasible approach would perhaps be chain skill effects... i.e. using certain skills in certain orders can create different effects)
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  4. #4
    Senior Member Crissa's Avatar
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    Quote Originally Posted by Tsugumori View Post
    While 'secret combat classes' sounds interesting, PG does not inherently have classes.

    So neat in theory but not really suitable for this game.

    (I think a more feasible approach would perhaps be chain skill effects... i.e. using certain skills in certain orders can create different effects)
    Don't you think maybe they meant 'skills' by 'classes'?



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