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
    Senior Member Khaylara's Avatar
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    The racial traits I think are in their infancy, they will be more fleshed out in the future (from what I understand). For example orcs will be born in Gazluk (if I understood correctly) and have high cold mitigation, faeries will be winged and able to throw knives by default etc., I can only imagine that elves, rakkies and humans will have more features added to them as the game progresses in development.
    I would add more racial strengths and vulnerabilities (i.e. rakkies not liking water much) but maybe that's already planned. I would also like my chars to actually look female (@Citan, boob slider please sir!).
    But (referring to OP now) there's really no point mixing feedback (and personal opinions) with offensive statements, any valid points one might have get lost because of the tone and phrasing.

  2. #12
    Senior Member Tagamogi's Avatar
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    Ok, this is going totally off-topic here but I love derails and the OP deserves it anyway: I thought "rakkie" was a derogatory term? The only NPC I recall using it is Gretchen, and she has certain ... problems. Then again, when faced with a long word like "rakshasa", I often refer to my character as a "kitty" and that is probably worse.

    I kind of like the current racial effects the way they are. I'm a bit wary of racial effects that significantly impact combat abilities, so the current race strengths suit me fine. On the other hand, I am really looking forward to seeing how fairies will work.

  3. #13
    Senior Member Khaylara's Avatar
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    Since I'm cat people myself I can probably use the term considered derogatory:P I only have a problem when Gretchen and a certain skeleton use it (although technically the skeleton might've been rakshasa when he was alive...not undead that is...so he's probably okay to call us rakkies).

    I'm okay with certain racial traits (like orcs having high cold mitigation, I'd add some desert buff to the rakkies so they don't need to wear the tail ring) as long as they're more of a lore and immersion thing and only offer small buffs in places like Gazluk, Kur or Ilmari and Rahu (since orcs and raks seem to be the natives of those places each of them should be able to cope better with the weather conditions from their respective birthplaces).
    I'm looking forward to dwarves, hope we get above-mentioned boob slider first so we can tell what gender our char is.
    Last edited by Khaylara; 08-23-2017 at 04:43 PM.

  4. #14
    Senior Member Tagamogi's Avatar
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    Quote Originally Posted by Khaylara View Post
    I'm okay with certain racial traits (like orcs having high cold mitigation, I'd add some desert buff to the rakkies so they don't need to wear the tail ring) as long as they're more of a lore and immersion thing and only offer small buffs in places like Gazluk, Kur or Ilmari and Rahu (since orcs and raks seem to be the natives of those places each of them should be able to cope better with the weather conditions from their respective birthplaces).
    Yes, stuff like that makes sense to me. I didn't like the water aversion debuff for rakshasa that you suggested earlier though, just because my cat has been happily splashing ever since she saw her first crab on the beach in Anagoge. Starting to suddenly dislike water would be weird. I'm pretty happy to leave existing races as they are just because people are used to it.

    I'm looking forward to dwarves, hope we get above-mentioned boob slider first so we can tell what gender our char is.
    And then characters with bigger boobs could get a bonus to bodyslam and knockback resistance, while characters with smaller boobs could get a bonus to evasion and speed... Sorry, couldn't resist that one. Just kidding, of course.

    It might be nice to have that silder at some point, although I'm really more into hair than boobs, and fortunately I'm quite happy with the existing hair styles. I did go into the crypt today with about 100 armor less than I could have just because I really wanted to wear my dwarven soldier breastplate, aka bikini top, and I have been hanging onto this breastplate for the last year because it maximizes my cleavage, so it's possible that boobs are more important to me than I think.
    Last edited by Tagamogi; 08-23-2017 at 07:39 PM.

  5. #15
    Senior Member kazeandi's Avatar
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    Actually, some nicer models than the Minecraft toons we have now would be great

    And lots and lots of animations. Some of my spells don't have any, like Super Fireball. None of the hits feel heavy or impactful.

    All this has a lot more priority in my opinion, because, let's face it, only 1% of the potential new players coming in through Steam will "survive" Anagoge, or even only the character generation, they'll never know how good this game is.

  6. #16
    Junior Member walpurgisnacht's Avatar
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    Quote Originally Posted by Lord ManHammer View Post

    Sure you can make abilities as intricate as you want but the shelf life of that kind of play is short lived. Looking around to see every person have the same several 'builds' will get old. Game will be new and everyone will explore and people will say hey that allows people to experiment and come up with a build all their own......an that sounds great.

    But it never happens after content has been out for more than 2 weeks because everyone figures out the new tweek to use an then everyone but a few weirdos follow and meta meta meta god that sucks.


    .

    ESO is actually one of the more populated games out there. Its design is fail for me for three reasons A) they didnt give you the same thing as Skyrim, and instead had this weird class version obviously designed by the suits currently making massively multiplayer online role playing games boring (imagine this in a Shegorath style tone). I find the model of "skill up by doing" which is also vanilla EQ too to be a very appealing concept and why Im drawn to Gorgon.

    B) They made it impossible to roleplay or even just party with your friends in PvE because of their boring quest system. This is the main reason why Archeage was so fail for me, as you couldnt get xp really unless doing their menial task quests. Most MMO quest systems are similar to paper collating jobs I used to train mentally handicapped people in when I was a staff at an non-profit place for mentally handicapped peeps, I mean if I've gotten to level 50 mostly by etiher going and killing 12 <insert monster found in one or two areas that are marked on your map here> (rinse repeat) or doing an endless GW2 model WvW zerg - it sort of takes the epic out of the accomplishment.

    C) The PvP zone. Basically once you got to level ten, you could just stay in the PvP zone until max level even in beta. As I mentioned, this version of GW2 WvW was obvious evidence the game was smithed by RPG hating suits who like the term "BSC" when discussing creative ideas.

    Though I do agree with the OP on the idea that allowing people to be every class becomes lame on the ultimate level. The things that makes a game playable at endgame are 1) other players *needing* your character 2) you enjoying that your character "feels special".

    If you take away the ability to craft a unique, special character that groups need and try to get in touch with - the game loses its interest level. Especially with all the people these days who take a perverse pleasure in zerging to max level before everyone else can and then monopolizing a server by making life hell for new players. These people do exist, and you dont see them in Gorgon right now that much because its set aside in an obscure corner of the interwebs. The odd thing is, if you keep them occupied well, they can add life to a server rather than dooming it - just make sure they are too busy with something to spend their time dissuading people other than their "clan" to enjoy the server and gather resources/form guilds/level up. Neverwinter and Daybreak EQ progression servers come to mind as bad examples.

    If someone was to ask me, as I am a person who has been designing a pen and paper RPG with commerical intents for years now - trunucated specialization would be a way to go for Project Gorgon. You are already partially there with things like Hardcore armors, Werewolves and Druids, and sub-skills it seems.

    Like people have said, the game is exciting at lower levels where you explore all the options. You dont need to eliminate the current model in any way. Just create branch off specialist path options that allow a person to focus more. So, you would have the core game as you have now, and then branches where a person does one thing but does it well. Sacrifice paths at higher levels in order to have a class that is especially a buffer - especially a crafter of arms or magic spells and potions - especially a sneak thief - especially a transportation hub. But avoid the whole lynchpin classes being specialists - healer, tank, dps. This then avoids the whole power build problem without requiring character conformity.
    Last edited by walpurgisnacht; 08-28-2017 at 07:38 AM.



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