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 Mikhaila's Avatar
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    Your arguments are just smoke and mirrors.

    I never said I wanted the guild cap lowered. I said I don't see why it should be arbitrarily raised because you recruited 150 people.

    And if you just choose to do the easiest quest? That's on you. Maybe those hundred people would enjoy doing the other quests?

    You want more people in your guild. You want the bar lowered. Don't feel bad for those people, they'll find other guilds. Not a bad thing to have lots of guilds.

  2. #12
    Junior Member Ald's Avatar
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    Hi everyone,

    I agree with Quan about guild logistics... It seems not complete.
    They are not so many option even for a none rank like me, for exemple: Location of player.
    He suggest many thing which will be really usefull.
    About number, I really don't want to discuss that point because I think we all have different point of view.
    Some like small guild and some like bigger. The thing is when guild need to grow up, I think we should allow them to do it.

    I have already suggest (in game) a guild panel order which player can ask for materials inside the guild without "council".
    If player don't like to help other member for free they are still able to do basic trade.
    I think it could help every member especially new one.

    Apologize me for my low lvl english, and I hope you could understand me.

    Thank you for reading.

    Ald

  3.   This is the last staff post in this thread.   #13
    Administrator Silvonis's Avatar
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    You can look at this a couple different ways. Guilds could simply have a hard cap of 150 and that's that, or they could have a cap of 150 that can be raised by the combined initative of the Guild.

    If you're looking for increased capacity, it's possible in our current system.

    We don't have any plans to remove caps or significantly increase them without some initative from the members of the Guild itself.

  4. #14
    Member Quanzhigao's Avatar
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    Quote Originally Posted by Silvonis View Post
    You can look at this a couple different ways. Guilds could simply have a hard cap of 150 and that's that, or they could have a cap of 150 that can be raised by the combined initative of the Guild.

    If you're looking for increased capacity, it's possible in our current system.
    I wasn't pushing for simply increasing the cap, the eventual 300-350 is a reasonable amount - just that having it locked behind months of real world time with no way to bypass that sucks. "I feel like guild quests themselves should have a week cooldown and guilds that are able to complete more than 3 in a week should just be able to do so. Either that or add more difficult quests that give a lot more guild exp" was the suggestion. I suggested, alternatively, increasing the cap for new guilds in case it was a suggestion you would be willing to go with but did not want to increase or have to alter the guild credits system.

    Currently there is no initiative from the guild. The quests are super mundane and are either automatically completed via normal play(the kill quests) or collect 500 Item which I have repeatedly said takes 1 or 2 people to do, no 'guild initiative' involved.

    I never said the current system is in any way bad, just that it could be more good. Currently the only reason for the starting 150 guild cap combined with the 3 quests weekly is "it is that way because that's the way it is" - Every other MMO I have played either has a restrictive guild cap because of guild versus guild, which gorgon doesn't have, has a flat starting guild cap or guild levels go off something such as an optional tax on members/some other form of gaining exp that is not bound by any reset timers.

    Quote Originally Posted by Silvonis View Post
    We don't have any plans to remove caps or significantly increase them without some initative from the members of the Guild itself.

    The issue isn't my guild is not taking initiative, we are absolutely going to get there eventually. That isn't the complain, the initiative we can take amounts to have like 5 people play the game and they can wait 6 months because that's the way it is.
    Last edited by Quanzhigao; 05-07-2018 at 12:06 PM.

  5. #15
    Senior Member Tagamogi's Avatar
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    I'm not really fond of guild membership caps. If a guild is close to the cap, it means that alts can't get an invite or that someone will need to go through the guild roster and kick out perfectly nice guild members who just haven't played for a while and who may come back one day and find themselves guildless.

    I'm curious what the reason for the cap is? If it's just to provide incentive for doing guild quests, it seems there should be other options that would work equally well.

    On a slightly unrelated note, I really liked the checkbox guild privileges suggested in the first post of this thread. The current privilege settings can feel a bit confusing at times.

  6. #16
    Junior Member Justarius's Avatar
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    Quote Originally Posted by Tagamogi View Post
    I'm not really fond of guild membership caps. If a guild is close to the cap, it means that alts can't get an invite or that someone will need to go through the guild roster and kick out perfectly nice guild members who just haven't played for a while and who may come back one day and find themselves guildless.

    I'm curious what the reason for the cap is? If it's just to provide incentive for doing guild quests, it seems there should be other options that would work equally well.

    On a slightly unrelated note, I really liked the checkbox guild privileges suggested in the first post of this thread. The current privilege settings can feel a bit confusing at times.
    This, entirely. Does an MMO with a player base as small as this MMO currently is at really *need* a guild cap? Is the guild cap in any way enhancing anyone's enjoyment of the game? It seems the best argument against raising the cap is, "Why would we need to?"

    And several answers to that question have been provided in this thread. I know I'm holding off on inviting a few friends to play this game with me at the moment simply because I'd like to have them join my guild and at the moment that isn't possible.

    I guess my question is, what would be the harm in raising the cap or as Quan has mentioned; remove the time-limit from the guild quests and just let us do them as quickly as we wish?

  7. #17
    Member Rick Sanchez's Avatar
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    I'd love to see some overlap in the Industry with Guilds if that is possible in the future. Maybe not in the Guild quest style but maybe for enabling a Guild store that would allow for players to have a set guild discount and allow all guild members to put into and take out of dependent on settings in role level maybe.
    And that's why I always say, 'Shumshumschilpiddydah!

  8. #18
    Senior Member INXS's Avatar
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    So basically start playing since steam and wanting instant gratification, who cares about the guilds that invested time, resources to get where they are today. EVENTUALLY you'll get there too, just keep on rolling on, cheers.

  9. #19
    Junior Member Justarius's Avatar
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    Making people "suffer" through a process that can be improved upon isn't exactly a sound business model. The entire point of an alpha play-base is to find problems or areas that can use a little work.

    This is a minor, minor thing Quan was asking for - the ability to do guild quests faster without a waiting period - and it was taken as an attack. That's ridiculous. It's just a simple suggestion, "Hey - guild caps might be part of your vision for the game but what about letting us complete those quests a little faster without a time limit?"

    The fact that a very minor suggestion like this was met with such ferocity from the "veteran" players who apparently don't value us as much because we only "started playing since Steam" seems like a rather negative attitude to take towards a game that supposedly wants feedback, suggestions, and new members/purchases. If every suggestion offered is met with, "This is the way it is, deal with it, we suffered and so should you..." - well, it seems like a waste of resources and a waste for people to offer up suggestions at all. I would think in this early beta phase we'd want a lot of opinions and feedback from the people who did take a chance on the game.

    Passive aggressive posts about how we want instant gratification and we'll "get there eventually" don't seem helpful. If we're just supposed to play the game and not offer suggestions or feedback that is fine, but I don't think that is the current goal.

    So, yes. Cheers.

  10. #20
    Member Quanzhigao's Avatar
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    Quote Originally Posted by Silvonis View Post
    We don't have any plans to remove caps or significantly increase them without some initative from the members of the Guild itself.
    To reply to this again the suggestion is not to increase the guild cap. It was to allow more initiative to be taken from the members of the guild itself.



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