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 agree bats should be able to fly in the casino and will make that happen
- I fixed a scripting bug with Sugar the deer, who now has the usual talk/gifting options (but no Favors just yet). It didn't make any patch notes because I edited her script live, so I wanted to document it somewhere.
About flying indoors: in some dungeons it's possible to use flight to perch monsters without any danger. We've generally just brushed those issues aside because we have bigger issues to deal with, but as I prototype the upcoming playable fairy race, it becomes more pressing. Fairies, who have access to all combat skills, make it really obvious how broken indoor flight can be. I think the sanest solution is to just turn off flight in dungeons, so that's what we did.
Not to be a party pooper, but what makes you think we can't still do this with a super jump word of power? If you disabled flying WoPs then you should also disable super jump wops. However, that will really take away my fun when I want to skip navigating certain dungeons like the Rahu Sewers, or if I just wanna jump to the top of Kur Tower to kill Lomas
Not to be a party pooper, but what makes you think we can't still do this with a super jump word of power? If you disabled flying WoPs then you should also disable super jump wops. However, that will really take away my fun when I want to skip navigating certain dungeons like the Rahu Sewers, or if I just wanna jump to the top of Kur Tower to kill Lomas
About flying indoors: in some dungeons it's possible to use flight to perch monsters without any danger. We've generally just brushed those issues aside because we have bigger issues to deal with, but as I prototype the upcoming playable fairy race, it becomes more pressing. Fairies, who have access to all combat skills, make it really obvious how broken indoor flight can be. I think the sanest solution is to just turn off flight in dungeons, so that's what we did.
As for why we didn't ground bats indoors in the first place, it was due to a technical limitation of how the giant bat flight was implemented. We couldn't disable giant bat flight indoors without stripping it off of them permanently (until they stopped being a bat and became a bat again). So we just left things kinda-exploitable until we had a better solution.
With the new patch that disables the line of sight exploit, is it possible to come back to this thought? As said previously in this thread, one of the biggest appeals of being a flying race is being able to fly in a dungeon. Some dungeons like the Rahu Sewers or Serb Crypt wont have much to do with flying, however the Yeti cave was a delight to explore when flight was allowed. There's an entire rafters system that I'm sure wasn't meant to go un-witnessed! Flying up and out after killing Maligno was a victory lap compared to getting lost on the 'simple' switchback to get out.
If there is some aspect of indoor flight that goes beyond perching monsters, it wasn't quite addressed! I understand that development both limits and dictates what can happen in game. Removing flight indoors for bats (with the anticipation of Fae) felt like a step backwards from one of those "THAT'S SO COOL" moments that players were able to have. It felt like a justified removal, but if that issue is fixed, it just feels like toys are being taken away!
Some dungeons also need their ceiling collision geometry improved. But yes, once I'm confident that the perching code is robust (which will take a while), I plan to open up dungeons to flight on a case-by-case basis as it becomes possible.
Hopefully the new perched mechanism works out, flying in dungeons I always find it to be so easy to exploit perches, to skip mobs you don't want to fight and move to " the farming spot". I just feel in dungeons where it involves fighting and making XP/loot all characters should have an equal footing. Outside the dungeons fly as far and high as you want.