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. #61
    Junior Member Roccandil's Avatar
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    I wonder if the following could work:

    Provide a small number of open world hardpoints that can be purchased, developed, and then opened for instanced housing, with whatever is constructed in the open world as the common area.

    That would allow players to live outside NPC towns, even in dangerous zones. It could also allow for community projects to improve the open-world development common area that all the instanced housing is connected to (and which would appear as the open-world visual for any travelers wandering by).

    So, while there might only be a few such hardpoints scattered across the maps, they could each theoretically host an infinite number of instanced houses, and it seems unlikely that they would go stagnant, while at the same time those living there would likely take pride in the open-world appearance of their settlement.

  2. #62
    Junior Member Zavos's Avatar
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    I'm a bit late to the party, but I'd like to outline the concepts that I find engaging in player housing

    1) The Crossroads
    i.e. the teleportation options within a house that provide a regular reason to enter it. Everquest and EQ2 have many, many examples of these (abit the general focus on esoteric locations kind of takes away from the utility of this)

    2) The Utility
    In practice, this usually boils down to crafting tools, such as the cotton gin. However, anything that can perform a service (such as a writing desk or meditation shrine) can create meaningful rewards for players that focus on housing

    3) Storage
    Just something to keep in mind, having some form of storage, and/or tying it to the various storages in the world (such as the favor storage in the zone the house is located in) is of vital importance.

    4) Useful & Useless
    Features that provide a function that is, in practice, negligible provide depth to a house. The primary example I'd like to use is EQ2 2006 Frostfell's "feast" furnishings, which provided infinite amounts of lv1 food that would expire quickly. They were more than simple, static decorations, except not really.

    5) The Fantasy
    Different characters would have different infinity+1 strongholds. A warrior type might desire a literal fortress, a animal player might want a pocket of untamed(-ish) wilderness, a mage might want a private demiplane... being able to cater to different type of character fantasies is something that should be considered when designing the housing locations & their setting customizations.

    6) The Key
    This be a personal reqest; in certain MMOs where I invested quite heavily on my player-owned house, I would often extend it's services to friends. Being able to create a item that would allow others to access another's house without their micromanagement (or even being logged in) would be nice.

  3. #63
    Senior Member Figger1's Avatar
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    I played EQ2 for a few years and they have instanced housing and it was fine. Most major cities had different housings that were themed of the city they were in. And they had a few different layouts and designs for each city. Most of the housing was rented and some was forever owned that you had to pay real money for. More storage would be nice to have in a house. They also had house decoration contests and the contestants would open their houses to the public and other players could go look at them and vote on them.

  4. #64
    Junior Member Ra.jar's Avatar
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    I think there are two aspects you really want to focus on with housing:

    1. It should be a social thing. There is nothing more boring than a house that is devoid of life and lonely. They should have functions that allow the meeting of new people and the ability to spend time with old friends, in new and interesting ways.

    2. There needs to be a reason to actually spend time in a house. Whether this simply be special crafting recipes or activities one can only do in their home or even some mechanical benefit for those more inclined to that sort of thing. Maybe a system where players can write things in their house, whether it be character biographies, tales from their past, thoughts about other people in the world. A journal? I suppose. Then this could be sent out to all neighbours and people could sit by their in game fire, reading the tales of other characters. Just something I thought of while falling asleep last night, one of THOSE thoughts. But really any activities that are fun to do while being relaxing (Important for a house, where you want to escape from the outside fantasy world you are already escaping to haha) would be a good move I think.

  5. #65
    Member Karamasha's Avatar
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    I really like the idea of instanced neighborhoods, I really hate when games just have 1 instanced house everyone is using.
    I'm really glad that you're making the housing a more social thing with neighbours and not just a place for players to hide and store stuff.
    @Citan How's the development going btw, any news on the launch of the game or the soft reset?
    Last edited by Karamasha; 06-14-2020 at 09:12 AM.

  6. #66
    Junior Member Ogmios's Avatar
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    Is any thought being given to the impact housing will have on the city populations? I am not saying housing is a bad idea, but for example, what is the motivation for hanging out around the well Serb once housing goes in? The towns will feel much more lifeless I bet when housing goes in.

    Edit: I went back and I saw some posts where people talked about housing’s impact on the community feel. I love coming into a town and seeing people hanging out. Given the current player counts, if you make it so everyone can bank and craft at home, the towns will be dead and the game will feel empty except for global chat. People need to have a reason to be in town to come out of their homes.

    I saw a post where someone brought up UO. Once owning a house became common in UO, the banks and the towns became pretty lifeless. I would really hate to see that happen here.
    Last edited by Ogmios; 07-08-2020 at 09:08 PM.

  7. #67
    Junior Member player1986's Avatar
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    I actually prefer the idea of instanced housing over landscape for a lot of the same reasons mentioned in the OP.If you're looking for a mmorpg that has great depth and great abilities please try project gorgon, you can find a free demo on steam.i am a pro mmorpg game player,i already played many mmorpg games,i am playing fifa ultimate team now.i make fifa coins by fifa ut auction market in game.
    Last edited by player1986; 10-12-2020 at 04:59 PM.

  8. #68
    Senior Member Mikhaila's Avatar
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    I'll put in some unpopular notions.

    Storage in the house should only link to the zone it's in. There should not be access to all storage in the world. This makes a fundamental change in the game, making things far easier.

    Similarly, many things players want, change the social landscape of PG. Right now we congregate for gardening, and other activities. You see people in various places doing various skills. Adding too much to a house for "convenience" also makes it more likely people do all crafting there, never have to visit some zones, and weakens player interaction.

    Faster travel, teleporting to zones from the house or a central point would do the same thing to PG that we have seen in other games. In EQ there was an active travel system that took time. Druids and wizards teleporting people across continents, people traveling by boat. After Plane of Knowledge, that ended and many zones became ghost towns.

    Part of what makes PG great is the difficulty that adds gameplay and fosters community. PG has an actual player economy based on scarcity of goods. No scarcity, no economy. The scarcity of storage drives behavior and game play. As does the scarcity of money. It's easy to make money, but twice as easy to spend it.

  9. #69
    Junior Member Lyesea's Avatar
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    I agree with you,
    I dont think there should be a way to craft in house without a player made item. Maybe carpentry where the highest level recipie able to be crafted correlates to the quality of the item crafted.

    I strong agree on the fast travel stuff, as said by another casino already is a massive convenience hub no need for a house to compound on that.

    I think the house should be a place one goes to rest and appretiate trophies for bluffs rather than a convenience spot.

  10. #70
    Junior Member Meshak's Avatar
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    I'm a new player. Instanced housing would make the most sense. Just give players a way to access the housing zone from any town. It really is all about additional storage and being able to access your storage in other towns from your home. The ability to place vendors, ie. a gardener to support the gardening. Just my quick and dirty thoughts.



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