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Elder Game Inc. has sent word that a brand new Kickstarter initiative has begun for Project Gorgon that is aiming for a December 2016 release. The team is looking to raise a modest $20,000 by August 23rd.
Project Gorgon is looking to create a sandbox experience for players unlike any other by introducing mechanics that give players the opportunity to think. For instance, as the page describes, fighting a fire mage may be hazardous if a player catches on fire, though a nearby lake and a strategic jump in it may solve the problem.
PG will also feel an open skill system that allows players to choose as many combat skills as they wish, though only two can be used at any given time. In addition, certain skill sets will require consideration due to the "down side":
You can become infected with lycanthropy and gain access to very powerful skill sets. You’ll be able to roam the world in a pack or as a lone wolf. However, when there is a full moon (which is tied to the real world lunar calendar) you’ll be stuck in your beast form. New opportunists come open, but others will be closed. There’s no cure for lycanthropy.
There is much, much more to learn about the game, so be sure to swing by the Project Gorgon Kickstarter page.
Comments
You are referencing a title that has very little in common (whatever your criteria be) with Project Gorgon.
Rather than my stating the obvious or your allowing me to with a nonsensical comment, why not head over to their site and download the client? It's free; and make your own judgements
Pride, honour and purity
No fate but what we make, so make me a ham sandwich please.
I really had high hopes for this game but the lead guy i think his name is Eric has shifted his focus to cater the game to the very elite and highest players.
I just went back to check it out like 3 days ago and everything looks the same.Instead of taking that first zone and improving it and finishing it,he continues to try and make new stuff to keep the elitists happy.NOTHING ever gets finished.
Then i figured i wanted to see how Unity 5 does things compared to the old Unity,i didn't notice a single difference.
Once again he worries about the players with the very best items/gear/maxed stats and decides the bosses needed to be ramped up again.
The battles versus bosses in the game feel fake,they feel like restricted computer code rather than a battle.
The reason it got so boring for me was that after i tried several classes,they all ended up feeling the same because of the way combat is restricted so much by the energy bars.It becomes all about your gear,so rather than try and get away from copying Wow like i thought,he is creating yet another Wow clone.
Every dungeon is what i hate about dungeons,they are just single hallways with mobs littered everywhere.You basically have to fight every single mob along the way.
Everything looks great on paper,the ideas are solid but in reality inside the game where it matters,the game is just not good enough.Oh and in a game where currency matters,stuff is way too expensive,it carries that old school design where you BUY upgrades to abilities.IDK why he thought that was a realistic plausible idea because when i become skilled at something it is through use,i don't BUY my skills.
Never forget 3 mile Island and never trust a government official or company spokesman.
Sooo this game is in alpha you are aware of that ... and understand how that works ... and that he is one guy .. and you still wrote this and pressed Post ...lol aith that rich ....
and you do understnd that the players that have been there the longest are higher lvl now and providing the most feedback for him to work on .. And this will provide a better experience for others to come ...Aside from that what you say isnt entirley true as anyone that takes time to read the update notes form just the last 8 months will see many improvemnets to low lvl content skills and areas , and new skills ..And he has worked alot on performance in this time frame which helps ... lets say it together "everyone"
Pathfinder online, are you paying attention?
Played-Everything
Playing-LoL
Ah, I see you've finally met Wizardry. It vexes me that he has chosen that for his tag, but that's my own personal issue. That aside, really drink in that post of his and relish every morsel of it. Did that? Excellent. Now you never have to read another post of his, as all 8,200 posts to date have been equal displays of being less than reasonably versed in the subject matter, so there's no reason to believe any future posts will deviate from that pattern.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
I've messed around with PG late last year. It simply wasn't my kind of game, the most interesting thing about the game happened offline (spending time with the NPCs to gain faction), so I won't be pursuing this any further.
I will agree with one aspect of Wizardry's post above. Very early on, the developers were focused on adding more content for higher level players, and not worrying about fixing any issues that already existed. That gave me a rather bleak impression of the community -- definitely a case of the haves (those who played a lot) and the have-nots (those who didn't).
Logic, my dear, merely enables one to be wrong with great authority.
Yes i see your WELL VERSED on the topic at hand.
You come off as way more intelligent when you make it about someone's post counts.
Who the heck cares about post counts?
I played this game a LOT,did you,obviously not because you had nothing to say expect insult me and talk about post counts lmao.
W/o talking about ME like Lokto wants to make it about,this game is NOT treated like an Alpha.Eric has basically IGNORED the first work he did i nth efirst two zones to cater to end skill players.
That is not my fault he is treating his game like a finished product.There will be no wipes for this so called Alpha,there will be VERY little change other than revamping Boss damage because he finds out the elitist players have it too easy.That is not good enough.
Way too much of the early zones look empty,unfinished and dungeons are laggy as heck.You don't deem your game finished and start moving on to more end game stuff until you get your first work to where it should be.
Btw i praised this game the first 6 months i played it but after time passed i saw nothing improve,instead i see what looks like Eric believes his game is a finished product that only needs minor last minutes stat tweaks.
Never forget 3 mile Island and never trust a government official or company spokesman.
The game looks nice, from my brief glimpse at it. I read a little bit about the payment model and I was a bit disappointed about the sale of xp potions and the like. I read "A monthly allotment of special in-game currency that can be used at a unique in-game vendor. The special vendor will have exclusive minor cosmetic items, experience boost potions, and other neat items! (Note: The vendor will be accessible by non-subscribing players, but they will not receive a monthly allotment of currency.)"
I was hoping that someone more versed in this game would have more positive information about these in-game sales because right now that is its major drawback for me. Otherwise it seems they are very upfront, which I appreciate.
Thank you for this, I might have wasted hours on downloading the client.
"Investment firms do not have that outlook on life. They need to know there is not only a return on their investment but also a solid profit at the end of it." tawess-
It would be a very long post to address all the issues brought up in this thread, but I would like to point out some, not all, very important points about the testing process in Project:Gorgon as I have come to know it in the past 22 months.
1) Testing new things vs old things takes time, number analysis, and very importantly, feedback from the players. Things have to change in small increments. Eric won't know what made something better and something else worse if he makes too many changes at the same time. That said, Project:Gorgon is always in flux, as can be seen from the update logs on the wiki.
2) Ofc PG wants to keeps its veteran players around, but you are mistaken if you think its the main reason why Eric adds new content. (I have never asked for new content and I know several other vets who haven't either.)
But the main point here is this: Every new dungeon added is a test for a new mechanic or two. It is Eric's way of testing certain aspects/mechanics without releasing those on the entire game world.
3) Because everything already built in the game takes time/people/analysis, the game can, in the meantime, keep growing in other ways (think new zones and skills). Does this mean that other things don't get fixed? No, as anyone can read in the update logs on the wiki. It's full of bug fixes and other changes.
How things look have nothing to do with testing but I would like to mention that as Eric and Sandra are not artists, they need funds to pay people to do this for them. This is part of the reason for the Kickstarter, and the reason why you will still see some graphical messiness. Unity 5 did bring some nice improvements though. The graphics and animations are hugely improved since I first started playing, and I expect them to continue to do so, I just don't know to what extent.
@Wizardy If you wish to discuss boss fights on PG forums, I am sure some of us there would indulge you. I would mention to you here, though, that bosses are meant to be group content. Eric appreciates/wants feedback about them, but detailed feedback. Include info like how many were in your group, what skills were people using, how well equipped you were, what level are you in that skill? All of these things are taken into consideration when building bosses. While he can see the numbers and such for these boss fights, it's not the same as hearing from players!
Well considering this game is another in a long line of indie MMO messes, he does not seem that far off in his observations.
All you have to do is read about the developer's design decisions to realize that he has no clue how to make a fun and interesting game. It seems that he has filled his game with lots of mechanisms that have failed in every other game. Like he is going to make them work despite all the previous examples.
It is ok if you want to really go out on a limb and fund this guy, but if you have any serious expectations of this being anything more than a school project you are not set in reality.