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 Yaffy's Avatar
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    Quote Originally Posted by Grobyddonot View Post
    Just add the endurance requiremerent to the weapons, problem solved, once and for all.
    This doesn't solve many of the problems involved. This will only stop low level players from using these weapons, not stop players from wanting it. Their demand with wealthiest and strongest players won't go down, and even if someone manages to get one but can't use it, it'll be incredibly valuable for selling anyways. Not only that, but players who are lucky enough to get the weapon can just hold onto it for later if it's worth holding onto.


    Quote Originally Posted by Grobyddonot View Post
    And as for the overall farm of hard or easy mobs, well, you already have it based on the luck.. You craft an item, if you're lucky it'll be a max-enc legendary (yellow)
    Max enchanting crafting and transmutation are significantly different than having to invest on something like dangerous upgrades.
    1. There is no risk of losing the item you are working on, where as dangerous upgrades risk you losing the item and everything you've invested into it, which can be a huge amount of time and money. You're only spending materials to craft, Transmutating or Max enchanting will never leave you weapon-less.
    2. Max enchanted items are not necessarily the best items you can get, as an extra treasure mod may not be very helpful to your build and found items can be more helpful as a best in slot item. There is no reason not to want more damage on a weapon like on a dangerous upgrade which is why everyone has to be involved with it.
    3. Transmutation forces the item to become soulbound to the player, which is why everyone needs to transmute their own gear. Dangerous upgrades don't attune the weapon, which is why they become so prominent in the economy and money becomes directly linked to power. If they did attune, then suddenly everyone would be forced to do the gambling themselves if no one could buy the items which would make things even worse.
    4. The chance of crafting a max-enchant yellow or getting the mod you want from transmutation is significantly higher than any RNG upgrade system in any game I've seen. That's not saying I'd be ok with dangerous enchants if they had a high success rate, but it certainly makes it a loss less frustrating, and the grind is much more reasonable. A fresh level 70 can definitely end up with an end game set in a month. Korean MMORPGs with these systems are not known for having reasonable grinds around a month long for end game gear.

    Also, just because Project Gorgon involves grinding doesn't justify frustrating systems in order to encourage more grinding. The devs want to make the game fun and rewarding, not to try and consume as much of our lives as possible rolling dice. If they wish to add a rewarding grind, there is no reason not to simply remove the heavy RNG aspects and make it very costly instead which is more in the spirit of Project Gorgon. Something that rewards hard work, not the luckiest players.
    Last edited by Yaffy; 09-27-2018 at 09:38 AM.

  2. #12
    Member Grobyddonot's Avatar
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    Quote Originally Posted by Yaffy View Post
    Also, just because Project Gorgon involves grinding doesn't justify frustrating systems in order to encourage more grinding. The devs want to make the game fun and rewarding, not to try and consume as much of our lives as possible rolling dice. If they wish to add a rewarding grind, there is no reason not to simply remove the heavy RNG aspects and make it very costly instead which is more in the spirit of Project Gorgon. Something that rewards hard work, not the luckiest players.
    Yes, and this is why these weapon damage enchancements will be reworked and return in some future patch. Question is how will they be reworked.. We can really only speculate here at this point. Attuning, consuming enchant points, adding the endurance skill level requirement will all help to avoid the limitless grind, low levels with extremely high damage output and millions of councils earned just based on the luck. So, just those could adress all of your concerns except for the chance to destroy a weapon for good. Well, if the weaponsmithing and bowcrafting as weapons crafting skill will be finally added to the game, your max damage enchant will not be that hard to get, even if some of the weapons will get destroyed in the process. Anyway, we'll see.

    Would the game be better overall without a mechanic like that at all? It's hard to tell atm, but yeah, it would be better, if all the enchants would just require more resources and never destroy any of your items.

  3. #13
    Senior Member Yaffy's Avatar
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    Quote Originally Posted by Grobyddonot View Post
    Yes, and this is why these weapon damage enchancements will be reworked and return in some future patch. Question is how will they be reworked.. We can really only speculate here at this point. Attuning, consuming enchant points, adding the endurance skill level requirement will all help to avoid the limitless grind, low levels with extremely high damage output and millions of councils earned just based on the luck. So, just those could adress all of your concerns except for the chance to destroy a weapon for good. Well, if the weaponsmithing and bowcrafting as weapons crafting skill will be finally added to the game, your max damage enchant will not be that hard to get, even if some of the weapons will get destroyed in the process. Anyway, we'll see.

    Would the game be better overall without a mechanic like that at all? It's hard to tell atm, but yeah, it would be better, if all the enchants would just require more resources and never destroy any of your items.
    Oh well, what I mean by "Dangerous Enchantments should never come back" is the idea that upgrades that have the chance to break the item should never come back. I have no problem with a big end-game upgrade system otherwise! I'd still want to try and avoid the upgrades being really strong just to avoid crazy huge power creep, but if they were reasonable and weren't based significantly on luck I'd have no problem with it.

  4. #14
    Senior Member Daguin's Avatar
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    Agreed with OP on all points (especially the last one), and would like to add that nothing I've found in PG requires a stronger weapon. Not being able to solo certain content encourages group play, and or better builds. I'd rather see a new weapon-crafting system rolled out than an enchantment that is easy to abuse and based entirely on RNG.

    quick edit: I'd like to see the unique boss gear (claudia's puch, sedgwick's sword, old crusty's backside, etc.) actually be useful, sought after items. Currently they are good for a laugh or hoplology, but almost no one seeks them out. Maybe it's just fond memories of those big raids needed in AC to get unique legendary items from bosses, but it seems like the items are already there....why not make them better?
    Last edited by Daguin; 09-27-2018 at 12:43 PM.

  5. #15
    Senior Member Yaffy's Avatar
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    Quote Originally Posted by Daguin View Post
    I'd like to see the unique boss gear (claudia's puch, sedgwick's sword, old crusty's backside, etc.) actually be useful, sought after items.
    I definitely agree with this! One way to make the gear system more interesting is having items with more interesting/useful base properties that have the potential to be best in slot gear for very specific builds. Stuff like the new Nimble equipment is a perfect example. It means that players will use all sorts of different equipment pieces depending on their build. Right now a lot of boss uniques aren't really that interesting because they only add damage, meaning once players level up they'll toss them for non-unique items because those higher level items give more damage.

    There are a lot of really cool ideas you could make from this. Like what if the Stolen War Golem's fist converted unarmed damage to fire, which would allow for fire based unarmed builds to be made and it could open a lot of neat possibilities for players. Or even just really interesting effects like making Claudia's pouch cause Tundra spikes to apply an "Aged" debuff to enemies, rather than just doing more damage. It probably wouldn't open any new builds, but the item would be a lot more interesting, fit the boss, and worth using for Ice mages who like Tundra Spikes. Maybe Lomas from Kur tower's cloak could allow Necromancers an extra two shambling corpses, which would be a big boost to "Shambling corpse builds", a skill players don't normally ever build around. There's a ton of super interesting ideas that could be made!

    The only problem with this though is that players will still out level items, which is what takes away from their use. There are already quite a few really interesting base items in the game, like the flame basher hammer. The issue is that the flame basher is something like a level 40-50 item at best, so even though setting everything on fire is cool, it's super detrimental to have mods on your weapon that are 20-30 levels lower at end game. I wouldn't mind seeing an upgrade mechanic that lets you make low level items higher level so they can have appropriate level treasure effects, maybe a recipe that moves the base effects of one equip to another one. This way you could continue to use unique items if they were really interesting and worthwhile to use.
    Last edited by Yaffy; 09-27-2018 at 02:03 PM.

  6. #16
    Senior Member INXS's Avatar
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    Claudia's pouch is a pretty good item and i think it really needs improvement, it's easier to get to the stone war golem in GK then to Claudia, just because it's a lv 60-65 dungeon it doesn't mean the boss loot shouldn't be 70 like with a 65 level req.
    I really like the staff from hyppogriff(sp) but i wish it would give those % based on the skills you are using and not just ice / fire , if i wanted a nice archery/druid one land the staff at 8% base for each skill, without having the fire/ice, this would make it a more sought after item, broaden the people interested in it.
    Zukelmux ring is actually a really good ring once you land a yellow the problem is you don't get a ring every time you kill him and now with the crits introduced to the opposite side some of this rewards should be tweaked, like if you get to Zukelmux it should be mandatory you get his signature item every time you kill him.

  7. #17
    Member Grobyddonot's Avatar
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    Quote Originally Posted by Daguin View Post
    quick edit: I'd like to see the unique boss gear (claudia's puch, sedgwick's sword, old crusty's backside, etc.) actually be useful, sought after items. Currently they are good for a laugh or hoplology, but almost no one seeks them out. Maybe it's just fond memories of those big raids needed in AC to get unique legendary items from bosses, but it seems like the items are already there....why not make them better?
    Quote Originally Posted by Yaffy View Post
    I definitely agree with this! One way to make the gear system more interesting is having items with more interesting/useful base properties that have the potential to be best in slot gear for very specific builds.
    This is a dangerous path that will lead PG to it's demise. No, just no. One simply does not add overpowered uniques to the game with no skill cap and tens of crafting skills. This one is the way to kill crafting, this one is the easy way to figure out the best, read most overpowered and easy, build in the game and just play it. All of a sudden all the players are running with the same build, same gear, farming the same bosses/dungeons/monsters over and over. Crafting is dead, economy is dead. The whole economy is get some councils and buy that overpowered item. Just no. Not in a sandbox game. Never. Na-ah. No way. Forget it. Not a chance. Mobs have to drop complete trash to encourage the players to get into the crafting.

    P.S. In 3 years from now.
    - "This game has 50 different crafting skills! And no cap! It's amazing!"
    - "Yeah, but everybody is using the same weapon that drops from boss x and armor, that drops in dungeon y. Forget skills, they're useless."
    Last edited by Grobyddonot; 09-27-2018 at 10:46 PM.

  8. #18
    Junior Member NickzMagic's Avatar
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    ^ Bit of a strawman argument don't you think? Noone asked for OP unique gear. The thing that is wanted is gear that is more distinct from other gear

    Wanna know what gear you use atm? Any yellow with the mods for your abilities. Armor and combat refresh are not important enough to make interesting choices, I'd say almost every player couldn't tell you the difference between leather and cloth gear outside of 'high armor on leather?'

    The recently added nimble gear is the kind of stuff that we need more of. Currently we have a decent amount of choices but some of them are basically irrelevent(ive never seen someone use or request camo gear and the damage reflect gear that drops in gaz is a joke)

    I'd just like gear to be more than the mods it comes with. Also stacking multiple % and flat damage mods leads to insanely broken builds(in comparison to people that spread mods over all abilities) - Nerfing mods and instead adding other effects would help.
    Last edited by NickzMagic; 09-28-2018 at 09:57 AM.

  9. #19
    Senior Member Daguin's Avatar
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    Quote Originally Posted by Grobyddonot View Post
    This is a dangerous path that will lead PG to it's demise. No, just no. One simply does not add overpowered uniques to the game with no skill cap and tens of crafting skills. This one is the way to kill crafting, this one is the easy way to figure out the best, read most overpowered and easy, build in the game and just play it. All of a sudden all the players are running with the same build, same gear, farming the same bosses/dungeons/monsters over and over. Crafting is dead, economy is dead. The whole economy is get some councils and buy that overpowered item. Just no. Not in a sandbox game. Never. Na-ah. No way. Forget it. Not a chance. Mobs have to drop complete trash to encourage the players to get into the crafting.

    P.S. In 3 years from now.
    - "This game has 50 different crafting skills! And no cap! It's amazing!"
    - "Yeah, but everybody is using the same weapon that drops from boss x and armor, that drops in dungeon y. Forget skills, they're useless."
    All of your points are already applicable to top-end content ie: gazluk armor, max enchant evasion stuff, pocket gear, the dmg. enchant in OP, etc. We all look remarkably similar as is, and there isn't much incentive to seek out alternative ("unique") gear.

  10. #20
    Senior Member Yaffy's Avatar
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    Quote Originally Posted by Grobyddonot View Post
    This is a dangerous path that will lead PG to it's demise. No, just no. One simply does not add overpowered uniques to the game with no skill cap and tens of crafting skills. This one is the way to kill crafting, this one is the easy way to figure out the best, read most overpowered and easy, build in the game and just play it. All of a sudden all the players are running with the same build, same gear, farming the same bosses/dungeons/monsters over and over. Crafting is dead, economy is dead. The whole economy is get some councils and buy that overpowered item. Just no. Not in a sandbox game. Never. Na-ah. No way. Forget it. Not a chance. Mobs have to drop complete trash to encourage the players to get into the crafting.

    P.S. In 3 years from now.
    - "This game has 50 different crafting skills! And no cap! It's amazing!"
    - "Yeah, but everybody is using the same weapon that drops from boss x and armor, that drops in dungeon y. Forget skills, they're useless."
    You misunderstand the idea. The idea isn't to make it so unique drops are blatantly better than everything else no matter your build, it's to try and make them different and unique, so they allow new ideas to builds players don't normally use. This way they would enable more build options and choices, not limit them.

    For example, my example of the stolen war golem's fist converting damage to fire would actually not be a very helpful weapon for many current unarmed builds. Many unarmed builds make use of bonuses to crushing damage, such as by using bruising blow which makes enemies weak to crushing. Converting your damage to fire would actually make you do less damage because now you wouldn't be getting any bonuses from your crushing damage! Instead the idea would be that you could build something like unarmed+Priest and build tons of fire mods so you blow up your enemies with explosive fiery martial arts, which is a totally unique and awesome sounding build which there's no real good reason to make now, but could be with the addition of a unique item. (And keep in mind that unarmed+Priest for tanking can be a thing now, but would be a totally different kind of build than a fire unarmed+priest!)

    Because the item is only good for a very specific kind of build, not everyone is going to want them for min-maxing, that way those few players that do want to make their characters around those builds have a large incentive to get a yellow off of these boss monsters, and to everyone else at least the item is cool and unique and worth trying out for fun.

    Or just as another example, look at the Flame Basher hammer, it only gives you a 25% chance of igniting enemies for 50 damage over 20 seconds which is a pitifully weak DoT. On average this will add 12-13 damage per hit that doesn't scale with anything hammer related if the monster ends up actually living the full 20 seconds.
    Is this DoT going to massively increase my damage and make this the best hammer to use for DPS? No.
    But is using thunderstrike and watching everything around you burst into flames freaking awesome? Hell yeah.

    These unique items don't actually have to be super good for min-maxing your stats. They can just be really interesting and fun too!
    Last edited by Yaffy; 09-28-2018 at 11:10 AM.



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