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 ErDrick's Avatar
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    I actually quit this game over money, the amount needed was just too much trouble to be fun any longer especially since I didn't find the combat to be all that satisfying.

    If you do not enjoy work orders you are closed off from making it in meaningful amounts, all other avenues have been systematically eliminated. Personally I hated work orders because crafting any simple item is a mess of you need these 6 items, which also have to be individually crafted ...some of the sub-components need to be crafted, and then some of the sub components of those sub components also need to be individually crafted. Some people enjoy that sort of thing but not everyone is going to. The main draw of this game is that you can do so many things, but if there is only ONE way to make the money to afford doing all these fun things, and you don't enjoy it ...you are fucked.

    It actually gets worse if you are trying to level up a skill such as augmentation because you must choose weather to sell your gear for money or disassemble it for experience. Oh you need both? have fun buddy.

    When I heard that favor would eventually be reset it was basically the last straw for me, since I enjoyed giving gifts for favor exactly ....zero amounts. You know what made that suck less though? ( and also eliminated the problem of you must use X skill to beat Y dungeon - you know like ghost war caches ) was belts that determined what gear types would drop for you, because then you could continue to progress the skills you wanted and enjoy the game even if it meant temporarily switching to something you didn't want to actually use, but nope... fun is not allowed.

    If money was less of a huge barrier to unlocking combat skills this game would have remained fun for a much longer amount of time, there are tons and tons of skills I still wanted to play with but the prohibitive costs, again, made it no longer worth the effort. This was especially bad for me because I have no way of knowing if skill A+B would even be viable after all that effort, and after years of doing it anyways I decided enough was enough. I stuck with it as long as I could, because the game has some really cool ideas and I still think Citan is a cool ass dude as far as game developers go. ( plus the community, you guys are awesome for the most part.)

    You may not agree with what I or the OP are saying here, but they are valid complaints. Try to especially look at this from the perspective of a person who is actually new to the game, being able to do work orders require huge amounts of storage. Most of the people saying just do work orders, have several tradeskill mules+ their associated storage just to make that viable, it's a bit hypocritical. ( especially since in most cases this was built on the back of other alternate forms of money making that used to but no longer exist. )

    How much grinding is acceptable just to be able to do the one thing you actually wanted to do? Way less then the game forces you into. Currently you have to grind money for several tradeskills so you can grind the favor to unlock the trainers, then grind more money to pay those trainers, and then you can -finally- start grinding the skill you actually wanted to play with and maybe have some fun.

    This was a problem for me and I had been playing since I dunno, 2014? So I can sort of put myself into a new players shoes and see how it would be much, much worse for them.

  2. #32
    Senior Member alleryn's Avatar
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    Quote Originally Posted by Cleo View Post
    Question: How are you making money this way?

    The work orders that I find are either to high level industry for me, require things in craft lines I am trying not to pursue right now, or don't pay very well. It might just be that I don't look at the boards often enough, but I have done 10-15 of these and they while they are mildly profitable, they certainly are not helping me build my pile of councils up very high. I can do the cooking, gardening, tanning and leather working ones up to about level 30 for each of those.
    Maybe part of it is that by the time i realized that NPC work orders were a thing, i had a lot of raw materials saved up, and the work orders just provided an outlet to use the stuff up (i had no intention of selling a bunch of oak wood to an npc when i knew i'd want to use it to level carpentry at some point, but i also didn't want to just make a bunch of chairs and sell those because it didn't seem profitable. Finding NPC work orders let me turn the raw materials into cash and get xp at the same time).

    Also, some of the work orders are less-than-break-even (in the sense that you could simply sell the ingredients for more than the work order will get you from crafting them into something). And some only make a little money. So the trick is doing the ones that make you a good chunk of cash. For that starter board, the carpentry work orders are fantastic. There are also some very good cooking work orders and alchemy work orders. Those are the ones that come to mind.

    Also it doesn't take long to level up industry, so you will gain access to more boards that provide additional opportunities.

    This is the method i've used to make most of my money, but there's also the Casino now, which i hear can be used to make cash (i tend to just break even more or less, but i'm terrible at match 3 games). There's also the daily dungeon which can give somewhere around 10k per day and doesn't require much, since strong groups offer to carry people through quite frequently throughout the day.

  3. #33
    Senior Member Celerity's Avatar
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    Quote Originally Posted by Cleo View Post
    Now, the fact that I am spending a lot of money on leveling fire magic, may be part of why I am broke and having trouble with raising favor for other NPC's and buying all the other trade skill recipes. So this may be impacting the early game gameplay more than I realize as a noob. Some things are hard to judge when you haven't played very long and don't understand what the intended progression is supposed to be.
    I of course don't understand your exact situation but I would estimate just getting all the spells up to lvl 40 fire magic would have cost you somewhere in the region of about 30k, which is a cost that other skills available to new players simply don't have. That 30k alone could have gotten you soul mates with probably 3 key npcs. Once you then consider that the earlier you favour up the npcs, the more money you make in a snowball effect, I think it is significant.

    As for the complaining part, sorry but I wasn't picking you out specifically, I've just read more posts than I can count where people have talked about struggling for money simultaneously with fire magic.

    Quote Originally Posted by Cleo View Post
    Which skills are you talking about? [...]

    I think what you mean is that there are a couple of other skills that would be cheaper, not literally any other skill. You cannot even unlock a lot of the other skills until you are much higher level. So I guess you are saying that some of the other low level skills would be cheaper. It is not obvious to a new player that taking these other skill lines would be better, or cheaper. How to unlock some of them is not even obvious.
    Sorry, little bit of an exaggeration, the only skills on the same level as fire magic in terms of cost are ice magic, archery and battle chemistry. No other skills require you to pay money to unlock the abilities pre-level 50 and both ice magic and battle chemistry aren't available to new players. I would also say archery is probably about half the cost of fire magic, at least maybe to about level 40 or so. In fact you can actually get to about lvl 20 of archery completely for free like any other "normal" skill just using the arrows you get off the starter island.

    As for the other skills, favour for hogan is irrelevant since you can get the quest to learn staff at neutral favour, sword, unarmed, psychology and archery are all free trains on the island (or if you missed them, still very cheap), shield, knife fighting, necromancy, druid, all animal forms and bard are all either free or close to free to train, and animal handling, priest, hammer and warden are all cheap to train, compared to the cost of fire magic and all of the above skills have 0 usage costs unless you optionally choose to use throwing knives with knife fighting,which arguably aren't even that good. Now obviously some of these are locked from new players as you already mentioned and a few have some extra optional abilities you may want to buy, but in my opinion you'd be looking at something like a few thousand spent, maybe up to 10k to get these to lvl 40, so I would say you're spending about 3-10x as much on fire magic as you would on *nearly* any other skill in the game.

    An example would be flamestrike for priest as you mentioned, but the point is you really don't have to buy flamestrike to still be able to use priest effectively, especially at the lower levels, whereas for fire magic it's sort of an unavoidable cost that also manages to be probably the 2nd highest in the game after battle chemistry. And this is true for the psychology, mentalism, sword, hammer, archery etc. skill unlocks too.

    Quote Originally Posted by Cleo View Post
    Some of this sounds like good ideas that I should try, and I will do that. I thought dailies were for higher level players doing endgame, and I never tried to join anyone doing them. I have joined a guild, and done surveying and gardening.
    Dailies are lvl 40-50 dungeons so actually they're for about mid-game players currently, and in the future I'm sure it will even be considered early game when there's level 100+ content around. I think it should be advertised better, maybe alongside the work order board and pocket gear, because they are things that people should be doing/using, but nothing actually inside the game tells you that you should be doing/using them unless you talk to other players.

    Quote Originally Posted by Cleo View Post
    Starting a new character is not really the same as starting as a new player. By the time you start a new character, you probably know what it is you should do to level the character quickly.

    I am coming at this from the perspective of a new player who doesn't know how to do that stuff. As a new player, I don't know how to get around the roadblocks I am running into. I spend a lot of time feeling like I am playing the game "wrong". I spend a lot of time trying random things and running into new walls. I probably am spending a lot of money on inefficient things. There are probably better ways I could do everything. I just don't know what those things are.

    I'm not trying to say the game as bad. That is not what I am saying at all. I am saying the game can be very demotivating for a new player. I think streamlining the progression and making the intended progression more obvious would really help with this.
    I think you're correct, but it's about simplifying the problem from: it's not possible to do anything in the game since you just run into brickwalls everywhere, to: the methods exist in game to allow you to progress quickly, just the information about how to do so isn't communicated clearly enough, or sometimes at all.

    I know that when I was a noob, it was a bit of a different world with barely any people online to even ask advice from or trade with but there were also no player vendors and I didn't know that pocket gear was even a thing that existed. I'm just not sure how you would communicate that information without it being too crude or in your face. I don't remember having any problems with favour though since I just tried everything the person liked and just used whatever worked the best for me. In case you're wondering, 9/10 times it's either gems or gear, with the higher rarity gear giving sometimes ridiculous amounts of favour. Skulls and skins can also be good since they're easy to farm en masse, but low level skins are usually bad. Maybe it's just because I actually somewhat enjoyed surveying that I was able to try the gems as a noob, but they're easy enough to buy from the player shops even if you don't.

  4. #34
    Senior Member Mikhaila's Avatar
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    Quote Originally Posted by Cleo View Post

    I think there does need to be some intended progression, at least early on. Otherwise you will lose new players before they get a chance to really get into the game. Guide players down paths that will help them get established and committed to the game. Leave the player free to ignore the suggestions, but add some rails to pull new players into the game with less frustration. Once they are pulled in, the rails can go away.
    Well, there is. What do you learn in the tutorial? Sword, unarmed, psychology etc. Those are decent skills to get you started in the game.


    But in any case, you are asking for rails on the sandbox? saying 'suggested skills' and not 'intended progression'?

  5. #35
    Senior Member Coglin's Avatar
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    Quote Originally Posted by ErDrick View Post
    If you do not enjoy work orders you are closed off from making it in meaningful amounts
    This is absolutely false. I have never done any work orders to date. I hit 70bard/70psych in about my first month of playing with 1 million+ councils in my pocket. All I did was a little research on the wiki, reading some guides on making money to educate myself from other players, as well as asking some friends I made in-game and simply asking a few questions in chat.

    Skinning is very easy. It can be learned as you go and put skins in your pocket. The NPCs that buy skins tend to take them as favor too. you can sell almost 265k of skins to NPCs each week.

    Surveying cost very little to get into but the majority of NPCs take either gems or even slabs of some kind for favor. They both sell easily on the player vendors as well as many NPCs paying for them.

    let us take player vendors out of this. The sam NPCs that buy armor or jewelry, for example, take armor or jewelry for favor. You sell some for cash and gift some for favor, unlocking more cash.
    Coglin, Master Bard, subsequent druid. - Master of all Animals that can be Handled.

  6. #36
    Junior Member Roccandil's Avatar
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    The easiest way to make money in the game (that I've found) is skinning. I bought an amazing skinning knife from a player merchant (+10 to skinning level), and never regretted it. I've found three NPCs who will buy skins/leather, and all of them are easy to level to Soulmates, and once you do, that's a lot of councils per week, enough that's it hard for me to get it all. (And, of course, while you're getting skins, you're also getting other things to sell.)

    I also note that tanning skins to leather makes you even more money (the leather is worth more than the skins + tannin), and you grind tanning at the same time.

    My problem is that I'm tired of NPCs dictating how I play. That doesn't feel like a sandbox to me, and if I unlock everything I care about and largely free myself of the NPCs, I'm not seeing an endgame I would enjoy (gear gambling isn't my thing).

    The fact that everyone has to craft their own endgame-gear (if they want the best) is a warning to me. Otherwise, if there were a viable endgame beyond crafting the best gear, the attunement restriction could be lifted, allowing that gear to enter the economy (like Albion Online).

    I really wish the world wasn't static. I envision something like the AI playing Civilization or Master of Magic or Stellaris, while we play in their ever-changing world as single characters, that can contribute to the world-changing in a small way. (I've been looking for that endgame for a long time!)

  7. #37
    Senior Member Coglin's Avatar
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    Quote Originally Posted by Roccandil View Post
    The fact that everyone has to craft their own endgame-gear (if they want the best) is a warning to me. Otherwise, if there were a viable endgame beyond crafting the best gear, the attunement restriction could be lifted, allowing that gear to enter the economy (like Albion Online).
    No one has to craft their own end game armor, anyone can do it for you.

    The fact that crafting armor is the best is a boon to me. I am sick of games making crafting useless in endgame.

    Quote Originally Posted by Roccandil View Post
    My problem is that I'm tired of NPCs dictating how I play
    That seems fairly disingenuous considering selling all of your items to NPCs was clearly your individual choice as your path to money when you can run dailies, do work orders, and of course manage your own player vendor which makes massive amounts of many by anyone who puts any thought I to it.
    Last edited by Coglin; 05-24-2020 at 04:29 PM.
    Coglin, Master Bard, subsequent druid. - Master of all Animals that can be Handled.

  8. #38
    Junior Member Roccandil's Avatar
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    Quote Originally Posted by Coglin View Post
    No one has to craft their own end game armor, anyone can do it for you.
    You can transmute/augment items for someone else, without locking the item to your toon? (Ideally, you'd be able to sell items like that in a vendor stall to anyone.)

    Quote Originally Posted by Coglin View Post
    That seems fairly disingenuous considering selling all of your items to NPCs was clearly your individual choice as your path to money when you can run dailies, do work orders, and of course manage your own player vendor which makes massive amounts of many by anyone who puts any thought I to it.
    Regardless of how I make money, I can't progress without raising NPC favor levels.

  9. #39
    Senior Member cr00cy's Avatar
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    Quote Originally Posted by Roccandil View Post
    You can transmute/augment items for someone else, without locking the item to your toon? (Ideally, you'd be able to sell items like that in a vendor stall to anyone.)
    Transmutations bind sitem to you, agumentation don't. Few NPC even offer to agument item for a fee (usually gear vendors).

  10. #40
    Junior Member Roccandil's Avatar
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    Quote Originally Posted by cr00cy View Post
    Transmutations bind sitem to you, agumentation don't. Few NPC even offer to agument item for a fee (usually gear vendors).
    All the augments I've seen trigger attunement. Is there a way to do an augment without attuning an item?

    Quote Originally Posted by Coglin View Post
    No one has to craft their own end game armor, anyone can do it for you.
    A few more things:

    I realize you can buy crafted gear from players, but as far as I can tell, it has to be non-augmented and non-transmuted, so to me, that's just buying a base item that will need a lot of work done to it to get the mods you want.

    I expect finding an item with mods for your build for sale from a player would be rare.

    Quote Originally Posted by Coglin View Post
    That seems fairly disingenuous considering selling all of your items to NPCs was clearly your individual choice as your path to money when you can run dailies, do work orders, and of course manage your own player vendor which makes massive amounts of many by anyone who puts any thought I to it.
    Let's see:

    - I don't like dailies in any game: to me, they seem like a cheap attempt to get players to play, and ultimately result in players feeling like they have to do them. I'd rather a game stood on its organic gameplay.
    - NPC work orders are, well, NPC driven. They don't seem to make much money, though I've done them just to get industry experience. The best ones I've done rely on crafting, which drags you into the whole NPC favor nightmare.
    - Player work orders are very nice, and I've filled quite a few and gotten good money that way (though it's not as reliable as skinning). And even if I don't have what folks are looking for, it's good to get an idea of what's valuable to players (so I know what to bank up or look for).
    - A vendor stall would be cool, but the Serbule vendor area is lag hell, and I avoid it as much as I can. (The casino area doesn't seem to be used much, though it's not as bad.)

    Again, what I dislike most about PG's game mechanics is the favor trap: I wouldn't mind spending money on training so much if I could just buy it outright, but having to raise favor with NPCs just for the privilege of buying something isn't fun for me. I've burned out doing that, and have taken a break from playing.

    Would be nice if you could distill your training into books to sell at vendors, and thus bypass NPCs entirely for others.
    Last edited by Roccandil; 05-25-2020 at 09:16 AM.



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