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.
I didn't say it's hard to use just one character but it's simply much faster and easier to use multiple characters. 700 k is not a lot, I probably made much more than that but sank them in skills.
My point is by design we actually have an advantage if we use multiple characters. I didn't say it's a necessity but why make 20 k off a WO when you can make 40, 60, 80 k or more from the same work order done on few alts, crafted by one toon. It's much easier and faster clearly-I'll craft 60 great melee staves and distribute them to 3 toons, do it 3 times cause why not. Get where I'm coming from? I don't want to rush content and choose not to do it (others do too) but it's available and very advantageous.
Yeah i can agree with that. This was a bit misleading though, if that's what you meant.
Originally Posted by Khaylara
playing absolutely by the book 100 % of the time doesn't allow you to progress.
If 700k isn't a lot, then clearly you aren't having trouble progressing, since that's enough to unlock pretty much all your skills to 70 (well not every combat skill but how many do you really need...).
The advantage to multiboxing work orders doesn't seem like it would be worth the hassle to me. In any given week I make a pretty nice sum of gold. I pretty much do this every week without alt assistance. I don't run w/o's on alts or even have my alts in the guild I'm in to cheese the cash bags. The lazy bums don't even camp used tabs for rare finds. They just sit in serb to stash the occasional pile of something not important enough to keep on Wem.
Even if I did decide to multibox work orders, I don't think it would put me much further ahead than I am now. The time it would take to farm out the mats to multibox the amount of w/o's I crank out monthly would be staggering. Plus the extra time of transferring things and getting to each turn in point and so on would also add up. And buying the mats just seems pointless to me, lot of work for very little profit, especially on a multibox scale. It also doesn't seem like the annoyance involved in w/o juggling across several chars would make it very sustainable either once the thrill of bucking the system wears off. Becoming super rich isn't a sprint, it's a marathon.
@alleryn - no, I don't have that much trouble progressing cause I've been around for a while and most of my crafts are maxed. If I run dry I just craft a bunch of things and sell them. But it can be done much faster running alts. I tend to spend the cash rather on tradeskills anyway, I have about 5 combat skills unlocked to 70 across 2 main chars.
@Wemedge- you are honestly the exception when it comes to making cash, you're just very good at it but afaik you did it w/o altitis, the rather slow way. About the mats seeming pointless, you did buy mats for shamanic for example and guaranteed you helped other people to make cash that way. That's what I mean, if few players just use an army of alts to stash materials, don't buy anything, do work orders on alts and sink everything in NPCs that's overall a pretty stagnant picture for the game itself. I bet you don't even realize how many players got money just by filling your work orders, 20 k for a book is a lot for a newbie. That's how one should get cash, trading with other players and not by using alts to farm cash by using loopholes. At least that's my opinion.
If you guys say using alts to fill the same work order multiple times is not needed, why are we discussing this and why do people do it ? Logic says it's not for fun but because they have to for multiple reasons-maybe they started more recently, they don't have enough tradeskills maxed to fully use the WO boards (maybe they just have carpentry maxed and not lw, tailoring or tc). The option exists and people are using it because it's available and doesn't have much downsides except the hassle of logging and relogging and trading alts.
The reason I originally started doing alt work order turn ins was really just that I wanted to level crafting skills. Being able to complete work orders twice as often makes a tremendous leveling speed difference, especially if it pushes you over the skill point needed to make the next tier of armor and you have suddenly 14 new work orders you can fill at the new skill level.
So, it's not just money that's a motivation here but at least the skillup motivation is going to go away once a skill is maxed. You can still use the work orders to make money forever, though. ( Or until you hit the gold cap, anyway. )
In my opinion, whether the multiple workorders for money are a serious problem really depends on what other options players have for making money and what the money per time factor is for them. If multiple workorders aren't a particularly efficient money making method, then I don't think it matters if some players decide to use them instead of other ways of making money.
Where money comes from is one of those things I haven't figured out yet, though. If I solo in Gazluk, I make maybe 1K in NPC vendor cash while gaining 1 level at 60+. That's a fraction of the money I need to actually buy my new level abilities. Of course, the reason I make that little money is really my own fault since I use items I get for crafting or favor. I don't know if the game's intent here is to force me to decide between leveling crafting and buying new combat skills, or to make me spend x time farming money for each combat skill level, or to make me level crafting so that I can turn in work orders to get money for training my combat skills... I don't think the high cost of the combat skills is necessarily a problem, I'm just not sure where that money supposed to come from. My primary source of income so far has been work orders.
Originally Posted by alleryn
There may be times where there are abilities you'd like to unlock that you can't afford, but that's a good thing -- if i had everything i wanted, things would get stagnant.
Exactly. Accumulating money once you are high level seems a bit too easy to me, too. I think part of that is just a function of how much I play (or rather not play), though. If I only do enough fighting to gain a couple combat levels per month, it's very easy to pay for them by doing a couple high-profit, low-effort work orders. If I played enough to level an entire skill from 0 to 70 every month, I think trying to find enough money to afford that would feel very different.
I quite agree with your post in general but wanted to quibble with this one statement.
Selling to non-crafters is pretty difficult if you are trying to level a crafting skill that doesn't produce consumable items (e.g. potions or food). It doesn't matter if you can make the best chest armor in the game - your profits are still going to be pretty limited if everyone in the game at most wants to buy it once.
I really love PG's work order system - I finally have a reason to actually make lots of armor and I don't have to compete with other crafters in the player market in order to make marginal profits (or least-worse losses) on items I create to skill up. And yes, selling to other players is still fun, I'm just saying that it works much better for some skills than others.
Sorry, yes, in some cases you'd sell to crafters or use items yourself or sell them to NPCS.
Work orders shouldn't be the main economic driver because eventually we should have enough players to have a functioning market. That whole market will have many pieces, which includes work orders, selling to NPCs, selling to players, etc.
I was just trying to say that I'm aware part of the way the W/O system works now is to help make up for not having enough players to sell to so prices may change in the future. When that happens I'd like the Serbule w/os to take less of a hit than other areas for the reasons I wrote about.