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.



User Tag List

Page 1 of 2 12 LastLast
Results 1 to 10 of 15
Thread: Christmas Patch
  1. #1
    Senior Member Aionlasting's Avatar
    Join Date
    Jan 2017
    Posts
    199
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)

    Christmas Patch

    I'm happy to hear there is some skill work being done coming in the form of content outside of just the Christmas event. That is great news! Out of curiosity, were any other UI improvements squeezed into the coming patch or maybe a new dungeon? I would have asked on twitter but I don't have a twitter account (and no I never will have one).

  2. #2
    Senior Member Daguin's Avatar
    Join Date
    Apr 2017
    Location
    USA
    Posts
    256
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    *anxiously awaits patch notes*

  3. #3
    Banned spider91301's Avatar
    Join Date
    Jul 2017
    Posts
    571
    Mentioned
    7 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Aionlasting View Post
    I'm happy to hear there is some skill work being done coming in the form of content outside of just the Christmas event. That is great news! Out of curiosity, were any other UI improvements squeezed into the coming patch or maybe a new dungeon? I would have asked on twitter but I don't have a twitter account (and no I never will have one).
    Had a twitter acount in highschool tried to log into it a week ago for the first time since I made it got perma banned for not being active in more then six months and wont let me remake the account so yeah fk twitter

  4.   Click here to go to the next staff post in this thread.   #4
    Administrator Citan's Avatar
    Join Date
    Dec 2016
    Posts
    589
    Blog Entries
    34
    Mentioned
    68 Post(s)
    Tagged
    4 Thread(s)
    I use twitter as a way to just blast little status updates before I crash for the evening -- I rarely manage to respond to tweets, so you don't really miss much by not having a twitter account!

    There aren't new dungeons in the next update -- we have several in development (some interconnected mini-dungeons and a couple of larger experiences) but they aren't ready yet, and I actually want to dive much deeper into them and make them more interesting. So they've been pulled for this update.

    The Necromancy update has taken a lot of effort. Over half of the treasure mods have been replaced or dramatically altered, and a few abilities altered/removed/replaced as well. I'm still working on it right now, actually, trying to get the zombie mechanics in a better place. Since the skill is changing a lot, I'm focusing more on finding the big picture here: which abilities do what, how do they interact, etc. The exact stat numbers may end up being too high or low, but hopefully this update will put Necromancy on a much stronger footing. It needs to be fun and rewarding to control undead minions!

    So really, Necromancy has taken up a lot of time that I expected to work on other things this week. But it's time well spent. And I think delaying these dungeons will give us time to make them a lot more special.

    (You can find hints about two of the dungeons we're working on by noticing that the Necromancy and Rabbit skills have undergone substantial improvement.)
    Last edited by Citan; 12-15-2018 at 09:09 PM.

  5. #5
    Banned spider91301's Avatar
    Join Date
    Jul 2017
    Posts
    571
    Mentioned
    7 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Citan View Post
    The Necromancy update has taken a lot of effort. Over half of the treasure mods have been replaced or dramatically altered, and a few abilities altered/removed/replaced as well. I'm still working on it right now, actually, trying to get the zombie mechanics in a better place. Since the skill is changing a lot, I'm focusing more on finding the big picture here: which abilities do what, how do they interact, etc. The exact stat numbers may end up being too high or low, but hopefully this update will put Necromancy on a much stronger footing. It needs to be fun and rewarding to control undead minions!

    So really, Necromancy has taken up a lot of time that I expected to work on other things this week. But it's time well spent. And I think delaying these dungeons will give us time to make them a lot more special.

    (You can find hints about two of the dungeons we're working on by noticing that the Necromancy and Rabbit skills have undergone substantial improvement.)
    Necro getting unerfed and tempered to be better


  6. #6
    Member MorKazim's Avatar
    Join Date
    Dec 2016
    Posts
    99
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Thank you for the Update. when will you release it?

  7.   This is the last staff post in this thread.   #7
    Administrator Citan's Avatar
    Join Date
    Dec 2016
    Posts
    589
    Blog Entries
    34
    Mentioned
    68 Post(s)
    Tagged
    4 Thread(s)
    Still bug-fixing, I'd say it's 50/50 odds between Wednesday and Thursday.

  8. #8
    Senior Member Aionlasting's Avatar
    Join Date
    Jan 2017
    Posts
    199
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Thank you Citan for the reply!

    I am sad no new dungeon this time around but happy to hear there are several in the works. If I might suggest, a dungeon with 'injector bugs' similar to an olthoi cave would be awesome. Maybe something in the story relating to these insect monters would be wonderful. An expansion of the bestiary involving them. Perhaps a giant Queen or matriarchs? Incubators?

    There is also a paucity of level ~50 dungeon solo friendly content in the game currently. I know there is lab's but that certainly takes a large group.

    I feel similarly that the level 60 solo dungeon content is lacking.

    I love group hunting so I'm not opposed to some more group dungeons to fill In the gaps but I think outdoor hunting in groups is loads of fun. Wondering a vast expanse of continent in a group killing monsters. Mantids is reminiscent to that sort of hunt but so limited to such a small play area. We need a vast expanse that is treacherous and perfect for hunting parties. That would be a fun zone! Gaz prevents that kind of hunting party due to its lack of group monsters outside and also because of the cold. It is not ideal for long hours of hunting outdoors.

    Happy bug hunting... for the next patch that is
    Last edited by Aionlasting; 12-17-2018 at 08:04 AM.

  9. #9
    Senior Member Tagamogi's Avatar
    Join Date
    Jan 2017
    Posts
    730
    Mentioned
    26 Post(s)
    Tagged
    0 Thread(s)
    I'm not sure how we got side-tracked into dungeons when there are vastly more important questions we could be discussing: Will there be presents? Lots of presents? Candy canes? Will Yalox have a present for me this year or will I have to drop him from my Christmas card list?

    But fine:
    Quote Originally Posted by Citan View Post
    (You can find hints about two of the dungeons we're working on by noticing that the Necromancy and Rabbit skills have undergone substantial improvement.)
    So, anyone want to do wild guesses on these? The best I can come up with is a rabbit warren underneath all of Sun Vale, with tunnels going all the way to Serbule and the Kur Mountains. Players not in rabbit-form will take periodic damage from hitting their head.

    For necromancy - well, we have Daniel Murderdark, it seems there should be some undead near him. Maybe leftovers from the war with the Crone Hegemony? Since it's the desert, they could be well-preserved, so zombies and mummies...

    Quote Originally Posted by Aionlasting View Post
    There is also a paucity of level ~50 dungeon solo friendly content in the game currently. I know there is lab's but that certainly takes a large group.

    I feel similarly that the level 60 solo dungeon content is lacking.
    Yes, I feel I run out of fun spots to level around 45-55. I'm perfectly happy going to the Gazluk Caves at 60+, or maybe even 58 if I'm bored, but before that it feels there's this long solo dungeon free stretch after Kur Tower. To be fair, I haven't tried the prison area in Rahu since I haven't had anyone in the right level range with mining skills yet.

  10. #10
    Senior Member Tagamogi's Avatar
    Join Date
    Jan 2017
    Posts
    730
    Mentioned
    26 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Daguin View Post
    *anxiously awaits patch notes*
    Oh, now this reminds me: I saw you patting the cows in the casino yesterday.

    So, how about adding something special for the cows in the Christmas patch to thank them for all the hard fertilizing work they did last weekend? I'm thinking they'd love a cheerful holiday wreath to drape over their horns...



Thread Footer

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •