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. #31
    Member Grobyddonot's Avatar
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    I'm not on now, but i'll be in like 2-2.5 hours from now. main is Grobyd.

  2. #32
    Junior Member NickzMagic's Avatar
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    Back to the topic a bit

    I'd love to see more gambling in the casino, atm it doesn't really feel like a casino at all. Replace some of the loot master machines with strait up slots

    With the bug that sells gear, how about having him sell 'random' magic stuff - It kind of pointless for NPC's to just sell white gear. Have him sell gear for really expensive and once purchased it's random rarity

  3. #33
    Senior Member Daguin's Avatar
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    Quote Originally Posted by Grobyddonot View Post
    Great opinion. I bought them, I have them in my inventory, they're not consumed when I use them.

    If they would be consumed on use, they would be kinda bad. High-lvl speed travel in PG is far from great as it is, at least we got this one Stone that makes me happy.
    I think they are designed to be one-time-use for moving mules or lower-level players to the casino. Haven't actually bought or used one, so just speculation.

  4. #34
    Junior Member Uxtalzon's Avatar
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    1. Match 3 game is boring and still bugged. Matching 4 more than once in a single turn doesn't give additional turns, matching 5 more than once seems to only give +1. Because of this:

    - More items added to the pool, means more icons, but the newly-added items are too fresh. Example: Carrot, Femur, Poppy... I won the carrot. Emerald appears as the next item. The chance of me matching emeralds without wasting turns is stupidly hard.
    - The chance of finding match 4 or 5 depends solely on RNG, the starting grid when the game starts, and what comes down after a match is made, also RNG. What items are displayed are another RNG. Then, they are designed to be a grind to gain Gaming skill. On top of all that, there's really nothing of value worth winning to me, so the concept of spending time and councils, piling one RNG on top of another... has me pretty disappointed.
    - This would have been better off as a lotto or slot machine. I'd rather dump money FAST knowing my chance to win is abysmally small, than grind over and over for that sweet sweet tiny blip of experience.

    2. Monsters & Mantids is very interesting. I like it. But again, simplicity and RNG took over:

    - Start game without Crush attack? End game, start over.
    - Literally just happened today. Start game, fight Ranalon, rolled nothing but 1s and 2s while it rolled 5s and 6s. I lost my first battle. Just how ridiculous is that?
    - Just more RNG and luck-based encounters and finding hats. Otherwise, you eventually lose out to harder enemies even if you do manage to hang on.
    - Hats that give bonus from doubles activate even when rolling a single die sometimes. Some die don't even "roll" and just slide onto the screen.
    - Every single action and encounter is RNG. There's already quite a few on the highscores who have managed to beat the odds, or find the best "way" to win each battle. If it gets fixed, what then.
    - 1 token per cultural artifact that can all be lost if player dies, not very enticing.
    - "Cash out" should not give money, but tokens for a rounded amount or something.

    3. Storage, nothing but compliments so far.

    4. Travel... kind of wish the game was bigger, otherwise it's already feeling like a giant loop with many shortcuts. As a newer player, I considered Serbule Hills -> Rahu to be a big undertaking. Hell, I couldn't make it through Kur without runspeed help. Now it's just too easy, or it feels that way.

    5. Monster Crits. Not happy at all. Everything gets a crit chance and damage is doubled. Was there any consideration of the consequence?

    This is just disheartening. For one thing, archers and ranged attackers aren't in sync with their attacks vs. when you actually get hit, and now they're doing critical hits and very often. You're dead before and after you heal yourself. This means semi-easy trash mobs in one of the Gazluk caves can seriously beat me in just two or three hits, while that mob has EXTREME REGENERATION and can literally out-heal my damage unless I use my big attacks. This just makes DPS > all even more so. No point in tanking unless you like dying to constant bad streaks of critical hits. I'm only now more convinced I need to pick ranged and fast DPS and nothing else.

    I just started transitioning to legendary Gazluk gear (with transmuting mods and augments) and I'm literally dying faster than the level 50 gear I've replaced before the update. This across-the-board crit modifier to all mobs level 30+ should really apply to group-only content.

    With the formula stated, higher level mobs in the future will crit even more. Hooray? Level 100 mobs would have nearly 20% crit chance every attack, for double damage. Even rage attacks, some of which were already high damage are now sure-kill hits. I haven't been to any high-level dungeons since the update, and frankly, I'm less inclined to. This basically gives certain mobs a chance to kill a player every time it attacks.

    6. Dangerous Blacksmith recipes.

    This update is just full of RNG, isn't it? Well, I have 4 or 5 legendary weapons stored. Some have already made weapons with +300 damage. So will this be the new meta, spending hours surveying slabs to create an ungodly weapon that can take down anything? You already just gave monsters crit chance and damage in response to overpowered players, and you release a potentially unlimited damage modifier? lol

    7. New Alchemy recipes, the 20% damage boost potions..... again, reinforces my belief that pouring all my effort into DPS is the way to go.

    Unfortunately though, I'm a Sword user. I need Pemphredo Eyes. I've cleared Labyrinth twice and luckily found a few eyes on vendors, but I have just barely more than a dozen in total. Compare that to other potions like one requiring "Beak" which can be bought in unlimited amount. I don't get the disparity.

    8. Pet Crits, Storage sort, etc. I have no input because I never used them. I come from the lands of EverQuest which requires most players to have a good memory.

    9. Daily Excursions - I really like these, but players plow through named just as fast as regular stuff. Anyone slightly behind won't get credit, which sometimes means going all the way through to the end (Yeti cave, for example). The quest items dropped do nothing. Maybe reverse that, so kill credit is no longer a thing and just requires the group member(s) to just loot their piece?

    -----------

    I have many compliments and not just complaints. I like randomly winning vegetables with which I can store at the casino, and over time they'll add up enough so that I can use them for a round of cooking. More NPCs means more favors, more quests and dialogue, just more things to do.

    Anyway, there's my wall of text, and it took me 3 hours to type out. Stupid Dysphasia.

  5. #35
    Member Dibbuk's Avatar
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    Bought a casino stone today, and I can tell you that it IS consumed on use.

  6. #36
    Senior Member Yaffy's Avatar
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    Quote Originally Posted by Uxtalzon View Post
    7. New Alchemy recipes, the 20% damage boost potions..... again, reinforces my belief that pouring all my effort into DPS is the way to go.
    Don't worry about the 20% base damage boost potions. I have seen a lot of players thinking these potions are super strong buffs they should have 100% of the time. But they're really not good for stacking huge amounts of damage.

    In reality bonuses to % base damage aren't very good for many heavy DPS builds because they don't scale with % bonuses to skill damage or flat damage bonuses. If you don't have any damage boosts they will increase your damage by 20% which is really good, but if you've stacked up a lot of damage mods the damage they'll add is minimal. If you're really playing a crazy nuke build a 20% base damage boost can improve your damage by 1-2%. There's no real reason why you can't use them to slightly boost your damage, but it's not a very big deal if your build is heavily focused on damage already.

    The boost base damage potions and other base damage bonuses are much more helpful for builds that don't have a lot of damage mods in the first place, since to a build with few damage boosts they're probably the most efficient way to gain damage.
    Last edited by Yaffy; 09-26-2018 at 09:46 PM.

  7. #37
    Junior Member Uxtalzon's Avatar
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    Quote Originally Posted by Yaffy View Post
    Don't worry about the 20% base damage boost potions. I have seen a lot of players thinking these potions are super strong buffs they should have 100% of the time. But they're really not good for stacking huge amounts of damage.

    In reality bonuses to % base damage aren't very good for many heavy DPS builds because they don't scale with % bonuses to skill damage or flat damage bonuses. If you don't have any damage boosts they will increase your damage by 20% which is really good, but if you've stacked up a lot of damage mods the damage they'll add is minimal. If you're really playing a crazy nuke build a 20% base damage boost can improve your damage by 1-2%. There's no real reason why you can't use them to slightly boost your damage, but it's not a very big deal if your build is heavily focused on damage already.

    The boost base damage potions and other base damage bonuses are much more helpful for builds that don't have a lot of damage mods in the first place, since to a build with few damage boosts they're probably the most efficient way to gain damage.
    edit: I realize what you said on an extra +20% damage not being much overall, but I consider adding everything together as a whole because its how my mind works. Yaffy your name is so freaking cute! :3

    I meant like how mods add up as "constant" values. My gear adds base +23%, +23%, Calligraphy adds approximately ~15%... and then specific mods boost specific skills even further. When I say "constant", I mean a bonus that won't wear off because I have infinite resources to make them, so Calligraphy bonuses are 9 hours and the new alchemy boost potion (notwithstanding my whine about hard and rare Pemphredo Eyes are in comparison to other potion recipe ingredients) I'd always have on hand. No potions or buffs and just gear alone, my Precision Pierce does over 1000 every time and it's base is 165. Add the other buffs I can always keep on me, it should peak 1800+. Thankfully the mods also add extra delay to it to lengthen it out a bit, but... I have my eye on another combat skill entirely that does about ~3x the DPS. Just too lazy to level it. :P See my concern?

    Also, my guild went for Gazluk keep last night. As I thought, mobs doing critical hits were even killing Deathkon1, highest armored player in the damn game that I know of. A single critical hit from any elite was about 60% or more HP, so any adds or multiples were white-knuckle moments. Anyone could die in just a second, without any saving grace. Everything there had 11.25% chance of critical hit EVERY. SINGLE. TIME... Which meant double damage. EVERY. SINGLE. TIME... On EVERY. SINGLE. CRITICAL. It was painful and stupid. I'm wet behind the ears in healing, but there was two psych healers and a priest. My Pep Talk heal isn't heavily modded, but one crit from any elite mob did more damage than my single big heal would cover.

    Then we fought the golem. Extra 5% crit chance, 16.25%, meaning 1/6 every time he attacked would be a critical hit. If t was a critical hit, that person died. Like I warned or described, this chance basically gave certain mobs the chance to deathtouch. He threw a few critical rage attacks, killing his target but the entire group was nailed for close to 80% of our HP if not dead. It was a shitfest. Wiped two or three times, but muscled through with just two alive the final time. As much as people give Deathkon1 grief, he pulled off impressive survival moves that kept the group going.

    edit2: I would point out that the group had at least 4 very experienced Gaz...lurk...ers..? Less experienced or first-timers would never leave zone-in or make it beyond the hallway.
    Last edited by Uxtalzon; 09-27-2018 at 07:51 AM. Reason: moar text

  8. #38
    Senior Member Niph's Avatar
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    My feedback:


    1. Storage
    I have reached soulmate favor level with all NPCs in the Casino. The storage options are nice, even though it will take me a while to get many slots from Qatik. However, it feels like there is less storage available because it's not generic. But I certainly don't mind more of it, it will just take time to adjust.


    2. Monster crit
    I went on to Gazluk Keep to see the new system in action, and boy it hurts. It's particularly tough with Infiltrators as these also benefit from the DoT patch that happened a few month ago. In practice, GK is still doable but you must keep your finger on the emergency heal ability all the time, and not loose your health bar from sight.


    Note that with this change, builts based on mitigation like mine have been affected a lot more than those based on evasion. Here is why: say a mob hits for 100 and I mitigate 50, with my friend evading 50% of the time. We both take 50 damage on average. But now mobs crit, and when they do they hit for 200. I mitigate 50 and take 150, my friend evades still with a 50% chance, and on average takes 100.
    So it seems that evasion builds are king now, at least on trash. But on boss, not so much (for a dedicated tank anyway): if the boss crits, and you don't evade, you get hit for full and possibly one-shot. In the words of Otis: "ME CRIT, ME KILL!". At the same time, a tank based on mitigation still removes a bit of the damage and perhaps survives.


    Anyway, the game has moved and is now more favorable to dedicated tanks. Big plus as far as I'm concerned (even if I'm not a tank).


    3. The new casino


    Well, the two games aren't my cup tea it seems. I eventually worked on my strategies to not just get ridiculously low amounts of xp, but I don't have the patience to wait for lucky rolls to obtain high scores. I find match-3 games, after the hot fix, well-balanced and it's nice to have an alternate way to obtain some items. About M&M, like others, I think the Prey ability is weak. By the time I get a hat that would heal me if I roll a double, and therefore when it's an acceptable strategy to slow down the fight and roll a lot, it doesn't heal enough to offset the damage taken. I find myself using Execute a lot more, and in a more efficient way, than Prey. Maybe it becomes powerful later in the game, but I wouldn't know, I don't think I ever reached level 4 having Prey.

    4. Excursion quests

    I did the four quests offered by Qatik. There is a large disparity in difficulty and duration. I found Wolf Cave to be the easiest and fastest, followed by Winter Nexus. Ice Cave (Yeti cave) is long and there are plenty of opportunities to wipe, for example when you drop down a pit. Dark Chapel is difficult, probably too difficult (impossible?) for a group of level 40, the intended level (but only such a group can confirm).
    Last edited by Niph; 09-27-2018 at 03:15 PM. Reason: Added excursion quests

  9. #39
    Member Rick Sanchez's Avatar
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    Quote Originally Posted by Niph View Post
    My feedback:


    1. Storage
    I have reached soulmate favor level with all NPCs in the Casino. The storage options are nice, even though it will take me a while to get many slots from Qatik. However, it feels like there is less storage available because it's not generic. But I certainly don't mind more of it, it will just take time to adjust.


    2. Monster crit
    I went on to Gazluk Keep to see the new system in action, and boy it hurts. It's particularly tough with Infiltrators as these also benefit from the DoT patch that happened a few month ago. In practice, GK is still doable but you must keep your finger on the emergency heal ability all the time, and not loose your health bar from sight.


    Note that with this change, builts based on mitigation like mine have been affected a lot more than those based on evasion. Here is why: say a mob hits for 100 and I mitigate 50, with my friend evading 50% of the time. We both take 50 damage on average. But now mobs crit, and when they do they hit for 200. I mitigate 50 and take 150, my friend evades still with a 50% chance, and on average takes 100.
    So it seems that evasion builds are king now, at least on trash. But on boss, not so much (for a dedicated tank anyway): if the boss crits, and you don't evade, you get hit for full and possibly one-shot. In the words of Otis: "ME CRIT, ME KILL!". At the same time, a tank based on mitigation still removes a bit of the damage and perhaps survives.


    Anyway, the game has moved and is now more favorable to dedicated tanks. Big plus as far as I'm concerned (even if I'm not a tank).


    3. The new casino


    Well, the two games aren't my cup tea it seems. I eventually worked on my strategies to not just get ridiculously low amounts of xp, but I don't have the patience to wait for lucky rolls to obtain high scores. I find match-3 games, after the hot fix, well-balanced and it's nice to have an alternate way to obtain some items. About M&M, like others, I think the Prey ability is weak. By the time I get a hat that would heal me if I roll a double, and therefore when it's an acceptable strategy to slow down the fight and roll a lot, it doesn't heal enough to offset the damage taken. I find myself using Execute a lot more, and in a more efficient way, than Prey. Maybe it becomes powerful later in the game, but I wouldn't know, I don't think I ever reached level 4 having Prey.

    4. Excursion quests

    I did the four quests offered by Qatik. There is a large disparity in difficulty and duration. I found Wolf Cave to be the easiest and fastest, followed by Winter Nexus. Ice Cave (Yeti cave) is long and there are plenty of opportunities to wipe, for example when you drop down a pit. Dark Chapel is difficult, probably too difficult (impossible?) for a group of level 40, the intended level (but only such a group can confirm).
    That is a great summary for this and one thing I have to say is awesome is you have the favor maxed out for all NPCs. However I have to say Im hooked on the MnM it reminds me of the old text based games that hooked me for hours on end. I just wish there was a bit more free action but since its a mini game Im happy with the current build. The Prey ability does seem to make it harder to progress late game but if you power the others skills and remain healed its not too easy to keep all 3 attack skills high level.
    And that's why I always say, 'Shumshumschilpiddydah!

  10. #40
    Junior Member Mcnasty's Avatar
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    The way I see it my Idea was taken and hacked up in a bad way,The casino is a fail so far,I hope it get's better over time,I have grown patient. most of this games first shot's the begging is kinda raw and need's tweak's.



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