21,116
edits
Changes
→2010: Added some older blog posts.
=== Ryan Fritz- Silvonis ===:On '''Silvonis''' is a member of the Project Gorgon Development team with the one hand, I can definitely see title of Producer. They previously ran the fun second website forum and handled in struggling to get -game moderation tasks before the introduction of the skill earlyVolunteer Guide system. And it's fineAt one point in time, and fun, for higher-level players to help newbies get they accidentally deleted about 30% of all content on the skill early in their careerswiki. But I need to find a way to show that it's a little bit more advanced of a skillCurrently they operate the online shop.
His personal website hosts clips of Project Gorgon music, information on the game's instrument system, and details about his other musical projects.; http://conorbrace.com/; https: This design might have been //soundcloud.com/conorbracemusic=== Aaron Victoria - Aviticus Gladius==='''Aaron''' is a mistakefriend and sometimes development partner of '''Eric Heimburg.''' Around 2013 he began working on his own MMO using the Gorgon Engine, because newbies who get a hold Legends of this power will perceive it Etherell: Antavia. The game was still being worked on as being comparatively more powerful than their of 2019. His company has provided art assets to Project Gorgon in exchange for programming support for Legends of Etherell and other combat skillsprojects such as Valiance Online.* Interview discussing partnership with Project Gorgon:''' https://vimeo.com/104481081'''* Facebook page for Etherell: ''' https://www. facebook.com/LegendsofEtherell/'''{{:Volunteer Guides}}=== Pre-Alpha and Alpha EMs & Moderators ===: '''Auriel''' was the game's Event Moderator between pre-alpha and 2015. She was known for running live activities, and was known for doing unexpected snazzy things such as teleporting players, resurrection, and being almost invincible.: '''Mortitia''' was listed as a Moderator on the 2014 forums.: ''' Nimor ''' was listed as a little whileModerator on the 2014 forums. (And provided they aren: '''Secret Mods'''t fighting undead- Three or Four additional players had moderator powers between pre-alpha and 2015.) And then it can lead to disappointment when people run into These individuals have requested that the sorts of convenience issues Dirtnap mentionedWiki not list their information.
== Citan's Forum Posts =={{: (And ICitan Forum Posts}}== Silvonis'm not saying the skill will always work the way it does now... maybe wes Forum Posts =={{:Silvonis Forum Posts}}== Srand'll drop all sorts of aspects of the skill, maybe wes Forum Posts =={{:Srand Forum Posts}}== Jackencola'll rework literally everything. Maybe it ends up being a starter skill for orcs! I dunno yet, and your feedback will help guide that. But right now, in the current builds, its Forum Posts =={{:Jackencola Forum Posts}}== Lemons's hard for newbies.)Forum Posts =={{:Lemons Forum Posts}}
===== 2014 =====: As far [[Kickstarter 2: Updates]] - Posted between August 29, 2014 and September 27, 2014: [[The Next Dungeon: Winter Nexus]] - Posted by Citan on Saturday, November 8, 2014: [[Rakshasa (blog)]] - Posted by Citan on Saturday, October 18, 2014: [[Recent Site Changes]] - Posted by Citan on Thursday, October 14, 2014: [[Website Death Penalties Explained]] - Posted by Citan in 2014: [[Website Words of Power]] - Posted by Citan in 2014: [[Website Damage Types]] - Posted by Citan in 2014===== 2013 =====:[[Elder Game: Cheesemaking]] - Posted by Citan on December 6, 2013:[[Elder Game: November arrives! Notes about stuff]] - Posted by Citan on November 3, 2013:[[Elder Game: Racial Game Systems]] - Posted by Citan on October 1, 2013:[[Elder Game: NPC Systems and Kickstarter Delays]] - Posted by Citan on August 29, 2013:[[Elder Game: Skill Costs and NPC Variables]] - Posted by Citan on August 22, 2013:[[Elder Game: MMOs as affecting Self-Sustaining Small Businesses]] - Posted by Citan on August 10, 2013:[[Elder Game: August Update Still In Progress]] - Posted by Citan on August 3, 2013:[[Elder Game: Falling through the gameground]] - Posted by Citan on July 2, 2013:[[Elder Game: Pet Classes in MMOs]] - Posted by Citan on June 10, 2013:[[Elder Game: June Status Report]] - Posted by Citan on June 1, 2013:[[Elder Game: Notes During A Slow Upload]] - Posted by Citan on May 16, 2013:[[Elder Game: Gorgon's designArchery System]] - Posted by Citan on May 5, 2013:[[Elder Game: Try the new stand-alone clients]] - Posted by Citan on April 10, 2013:[[Elder Game: What is Lag?]] - Posted by Citan on April 27, 2013:[[Elder Game: The flying animal fiasco]] - Posted by Citan on April 24, 2013:[[Elder Game: Grab Bag Update: Web Player, Skill Swapping, Languages]] - Posted by Citan on April 13, 2013:[[Elder Game: 4:30am Update]] - Posted by Citan on March 31, 2013:[[Elder Game: Pre-Alpha 3 server is live!]] - Posted by Citan on March 25, 2013:[[Elder Game: ETA]] - Posted by Citan on March 25, 2013:[[Elder Game: Quote of the Day: A Cavalcade of Nightmares]] - Posted by Srand on March 23, 2013:[[Elder Game: Loot progress]] - Posted by Citan on March 13, 2013:[[Elder Game: More Stuff Happening]] - Posted by Citan on February 21, 2013:[[Elder Game: Vendors!]] - Posted by Citan on February 12, 2013:[[Elder Game: Quote of the Day: WTF]] - Posted by Srand on February 5, 2013:[[Elder Game: Milk, Vaults & Ulfoi]] - Posted by Citan on January 29, 2013:[[Elder Game: Progress Toward Pre-Alpha 3]] - Posted by Citan on January 14, 2013.===== 2012 =====:[[Kickstarter 1: Updates]] - Posted between October 4, 2012 and November 11, 2012.:[[Elder Game: Addendum: Matt’s Idea]] - Posted by Citan on December 27, 2012:[[Elder Game: Toward more interesting deaths]] - Posted by Citan on December 25, 2012:[[Elder Game: Twitter Updates]] - Posted by Citan on December 19, 2012:[[Elder Game: AC2 First Impressions]] - Posted by Citan on December 12, 2012 :[[Elder Game: Taunting, Mentalism, and Variety]] - Posted by Citan on December 10, 2012:[[Elder Game: Death Penalties, Quick Follow-up]] - Posted by Citan on December 2, 2012:[[Elder Game: Prealpha 3′s Death Penalties]] - Posted by Citan on November 25, 2012:[[Elder Game: Gorgon Chat Logs, pt 2, and Status Update]] - Posted by Citan on November 20, 2012:[[Elder Game: Gorgon Chat Logs, pt 1]] - Posted by Citan on November 8, 2012:[[Elder Game: Kickstarter: The Missing FAQ]] - Posted by Citan on November 4, 2012:[[Elder Game: Pre-Alpha Update: Tech notes, update notes, ramblings]] - Posted by Citan on November 2, 2012:[[Elder Game: Designing Project: Gorgon’s combat sounds]] - Posted by Citan on October 29, 2012. Written by Conor Brace. eh:[[Elder Game: Pre-Alpha’s Getting Better (every day)]] - Posted by Citan on October 26, not 2012:[[Elder Game: Quote of the Day: Humanities]] - Posted by Srand on October 25, 2012:[[Elder Game: Community-esque things]] - Posted by Citan on October 23, 2012:[[Elder Game: Opening Pre-Alpha to Kickstarter pledges!]] - Posted by Citan on October 22, 2012:[[Elder Game: Please TwitFace Project: Gorgon!]] - Posted by Srand on October 10, 2012:[[Elder Game: Video Diary #3]] - Posted by Citan on October 9, 2012:[[Sylvia in Halvue]] - Posted by Citan on October 7, 2012:[[Elder Game: Kickstarter is Live!]] - Posted by Citan on October 3, 2012:[[Elder Game: The dangers of a too much-statistics-driven treasure generator]] - Posted by Citan on October 1, 2012:[[Elder Game: How does Project Gorgon make money?]] - Posted by Citan on September 24, but 2012:[[Elder Game: The Case Against Auction Houses]] - Posted by Citan on September 10, 2012:[[Elder Game: Crazier Kickstarter Reward Ideas]] - Posted by Citan on August 25, 2012:[[Elder Game: Gorgon Kickstarter is Coming!]] - Posted by Citan on August 21, 2012:[[Elder Game: Today in pictures]] - Posted by Citan on August 13, 2012:[[Elder Game: Optional Ways to Play]] - Posted by Citan on August 10, 2012:[[Elder Game: Progress Update]] - Posted by Citan on August 1, 2012:[[Elder Game: Battle Chemistry]] - Posted by Citan on July 16, 2012:[[Elder Game: A little more about evil, undead, and pet classes]] - Posted by Citan on July 4, 2012:[[Elder Game: Facebook me!]] - Posted by Citan on June 26, 2012:[[Elder Game: What It Means to Be Undead]] - Posted by Citan on June 24, 2012:[[Elder Game: On Fire, and Wolf-Talk, and Competitive Systems]] - Posted by Citan on June 11, 2012:[[Elder Game: My Favorite Bugs (Part I'm sure there's some stuff that has been borrowed )]] - Posted by Srand on June 5, 2012:[[Elder Game: Gorgon Random Treasure]] - Posted by Citan on May 15, 2012:[[Elder Game: Video Diary, First Attempt]] - Posted by Citan on May 1, 2012:[[Elder Game: Death Stories in MMOs]] - Posted by Citan on April 30, 2012:[[Elder Game: Cows]] - Posted by Citan on April 23, 2012:[[Elder Game: When Puppets Lose Their Puppeteers]] - Posted by Citan on April 16, 2012:[[Elder Game: Still Developing!]] - Posted by Citan on April 9, 2012:[[Elder Game: Adding Direction]] - Posted by Citan on March 27, 2012:[[Elder Game: Quote of the Day]] - Posted by Srand on March 22, 2012:[[Elder Game: Quick Dev Diary: Combos]] - Posted by Citan on March 15, 2012:[[Elder Game: Quote of the Day: Balance]] - Posted by Srand on March 10, 2012:[[Elder Game: Update on the Next Step]] - Posted by Citan on March 9, 2012:[[Elder Game: Believe In Yourself and Blah Blah Blah]] - Posted by Citan on February 28, 2012:[[Elder Game: Disney-esque House Magic]] - Posted by Citan on February 23, 2012:[[Elder Game: A setback]] - Posted by osmosis. One Citan on February 21, 2012:[[Elder Game: The point of things that I can most easily pinpoint races]] - Posted by Citan on February 20, 2012:[[Elder Game: Expediency, Thy Name is something that came from 4th edition D&DIndie MMO]] - Posted by Citan on February 7, 2012:[[Elder Game: Sign Up For Pre-Alpha/Alpha/Beta]] - Posted by Citan on February 4, 2012:[[Elder Game: Project Gorgon’s Death Penalty]] - Posted by Citan on February 1, 2012:[[Elder Game: Easy Player-Made Content]] - Posted by Citan on January 26, 2012:[[Elder Game: Quick Test of Pre-Alpha 0. That game has 1 Completed]] - Posted by Citan on January 22, 2012:[[Elder Game: What’s my target audience?]] - Posted by Citan on January 22, 2012:[[Elder Game: Complexity and Group Combat]] - Posted by Citan on January 19, 2012:[[Elder Game: Howl Sound Effect]] - Posted by Citan on January 8, 2012===== 2011 =====:[[Elder Game: Features In, Features Out]] - Posted by Citan on December 30, 2011:[[Elder Game: Field Autopsies, and Man I’m Slow]] - Posted by Citan on December 17, 2011:[[Elder Game: Back to work! Pre-Alpha Combat Skills]] - Posted by Citan on November 28, 2011:[[Elder Game: Delays, Thoughts about Launches, and Some Icons]] - Posted by Citan on November 7, 2011:[[Elder Game: Words of Power]] - Posted by Citan on October 28, 2011:[[Elder Game: Pot-Luck Dinners and Dungeon Sushi]] - Posted by Citan on October 17, 2011:[[Elder Game: Early prep for newbies]] - Posted by Citan on October 10, 2011:[[Elder Game: Project Gorgon Screenshot Diary #1, take 2]] - Posted by Citan on October 6, 2011:[[Elder Game: Project Gorgon Screenshot Diary #1]] - Posted by Citan on October 2, 2011:[[Elder Game: Minimizing Tedium: Not Always Straightforward]] - Posted by Citan on September 30, 2011:[[Elder Game: The first exploiter?]] - Posted by Citan on September 19, 2011:[[Elder Game: the reason you write clean code]] - Posted by Srand on September 19, 2011:[[Elder Game: A Psychologist, a Fire Mage, and a Dickweed Walk Into a monsterBar…]] - Posted by Citan on September 11, 2011:[[Elder Game: The Stamina Bar]] -encounter model that's Posted by Citan on August 31, 2011:[[Elder Game: Thinking about Gorgon Combat]] - Posted by Citan on August 22, 2011:[[Elder Game: Creating a bit like oursbackstory for the game]] - Posted by Citan on August 14:[[Elder Game: NPCs as Systems Nexus]] - Posted by Citan on August 5, 2011:[[Elder Game: Notes From The Coding Pit]] - Posted by Citan on July 29, 2011:[[Elder Game: your heroes fight a bunch of different monsters at onceGo Big or Go Home]] - Posted by Citan on July 22, 2011:[[Elder Game: Item Decay Redux]] - Posted by Citan on July 21, not 2011:[[Elder Game: We Can’t Have Nice Things (usuallyThey Keep Decaying) just one big dragon ]] - Posted by Citan on July 15, 2011:[[Elder Game: Alpha Art Woes: Sex-Crazed Elves]] - Posted by Citan on July 8, 2011:[[Elder Game: Permanent Character Choices in a Classless Game (or something, “Werewolves!”)]] - Posted by Citan on July 1, 2011:[[Elder Game: World vs. And each monster has a couple of unique tricks that make it stand outGame, Emergent Gameplay, and those tricks often synergize the Fun Loop]] - Posted by Citan on June 24, 2011:[[Elder Game: Punditry is dumb. Switching to create different combat scenariosdeveloper mode!]] - Posted by Citan on June 18, 2011 - First mention of Project: Gorgon by name. I didn't intentionally ""steal"" that idea:[[Elder Game: You Can’t Bolster Your Newbie Hose With Self-Indulgence]] - Posted by Citan on May 10, 2011:[[Elder Game: Evolving Quests]] - Posted by Citan on March 21, 2011:[[Elder Game: The Griefer With The Coin Bag]] - Posted by Citan on March 8, 2011:[[Elder Game: “The Dev Team” Footprint]] - Posted by Srand on February 10, 2011:[[Elder Game: Proximity Breeds Endearment]] - Posted by Citan on February 7, but we'd been playing a lot 2011:[[Elder Game: Who’s In Charge of 4E at Quality?]] - Posted by Citan on February 3, 2011:[[Elder Game: Retention and Rebound]] - Posted by Citan on January 31, 2011:[[Elder Game: Graphical Upgrades Are Dangerous]] - Posted by Srand on January 27, 2011:[[Elder Game: More on Classed vs. Unclassed Games]] - Posted by Citan on January 24, 2011:[[Elder Game: Classes vs. Open Skill Systems]] - Posted by Citan on January 20, 2011:[[Elder Game: Why We Need More Women Developers]] - Posted by Srand on January 17, 2011:[[Elder Game: Beginner’s Luck and Expert’s Intuition]] - Posted by Citan on January 12, 2011:[[Elder Game: Ready the time when development startedMeat Sacrifices]] - Posted by Srand on January 10, 2011:[[Elder Game: Joust is Not Coming Back]] - Posted by Citan on January 7, 2011:[[Elder Game: Converting Players with Content is a Waste]] - Posted by Srand on January 5, 2011:[[Elder Game: There Shouldn’t Be A Signup Form]] - Posted by Citan on January 3, 2011:[[Elder Game: New Year, New Method]] - Posted by Srand on January 1, 2011===== 2010 =====:[[Elder Game: Indie Games, Prototyping, and I did like Fun Finding]] - Posted by Citan on June 14, 2010===== 2006 =====In 2006, Srand published nine articles on Skotos Tech.:[[Lessons from the Live Team: The Bug Process]] - Posted by Srand on October 10, 2006:[[Lessons from the Live Team: The Yearly Rant]] - Posted by Srand on September 12, 2006:[[Lessons from the Live Team: Social Engineering]] - Posted by Srand on August 16, 2006:[[Lessons from the Live Team: Documenting Live Updates]] - Posted by Srand on July 11, 2006:[[Lessons from the Live Team: Efficient Additions]] - Posted by Srand on June 15, 2006:[[Lessons from the Live Team: It's All About the Audience]] - Posted by Srand on May 10, 2006:[[Lessons from the Live Team: Think Before You Ship]] - Posted by Srand on April 11, 2006:[[Lessons from the feel Live Team: The Many Faces of combatLive Development]] - Posted by Srand on March 14, 2006:[[Lessons from the Live Team: The Message]] - Posted by Srand on February 14, 2006===== 2004 =====In 2004, so that probably bled into Srand was interviewed for the game design from thereTurbine blog.: [[Dev Bio: Sandra "srand" Powers]] - Posted by Srand on October 11, 2004
{{: In a nutshell: it's just not going to be a PvP-centric game. The social experience I'm hoping to cultivate isn't improved by PvP (in my opinion), and the game isn't balanced around the idea of PvP. And due to the low-structured nature of the game's combat, it will already take a LOT of work to make the game reasonably balanced for PvE... adding in good PvP balance just isn't happening, there isn't room in the schedule. : That said, there will be PvP... it just won't be a big focus. There's already a little PvP dungeon that you can find in the back of Serbule (in the mantis house IIRC). And I expect we'll eventually have basic game mechanics like duels, and some sort of simple PvP rewards mechanics (like arena events or dungeon scoreboards). : And while we won't be balancing toward PvP, I have already set things up so that I can nerf10/change PvE abilities that are insanely broken in PvP without affecting their PvE effects. So my expectation in terms of PvP balance is: stuff will be very unbalanced and it's up to you to find a workable build, good luck, but I can nerf stuff that the PvP community agrees are more detrimental to the PvP game than they are helpful. : Will there be open-world forced PvP? Definitely not. : Will there be an opt-in PvP flag (like the Hardcore flag)? Maybe... I'm not ruling it out, but it's not in the plans at the moment. If we have enough people to form a viable PvP community, it might make more sense to open a second world with its own rules. (e.g. a FFA PK world, or maybe an honor-system world) We'll see what the community looks like as we get into beta and will decide then!" :: http://projectgorgon.com/forum/new-and-announcements09/712-project-gorgon-questions-answers-town-hall-on-sunday-8-9-2015?start=10#4878==== Can I rename my character? ====: Sorry, we don't yet have a way to rename characters. Eventually! Just not yet.Town Hall Meeting}}{{:: http:08/09/projectgorgon.com/forum/support/697-regarding-usernames-and-character-names#4660==== Gambling ====: Lore-wise (so to speak), the Red Wing mantis gang is supposed to own a casino near Eltibule. We do intend to add it eventually! You're free to gamble as long as it doesn't result in the transfer of real-world money or items. :: http://projectgorgon.com/forum/general-gorgon-discussion/643-question-about-gambling#4573==== Character Races at launch? ====: "The existing three races are the always-available ones. If you unlock the other races during beta, you'll keep those characters at launch, so it wouldn't make too much sense to re-lock the races on you.: So my immediate thought is that they'd stay unlocked indefinitely." :: http://projectgorgon.com/forum/community-questions-answers/431-when-alpha-ends-will-there-be-a-reset?start=10#4462==== Gourmand ====: For level 50+ content, Gourmand and food consumption is supposed to be increasingly important. You're supposed to basically always have a food effect on (unless you're using two healing skills... then maybe you can recover health without needing food, but you might need extra Power regen instead). :: http://projectgorgon.com/forum/general-gorgon-discussion/660-feedback-7-28#4414==== Equipment balance ====: " This is for newer players that don't know: despite being in development for years, I've done very little equipment balancing. Most numbers are just guesses, and most balancing is just putting out fires (fixing stuff that is grossly over- or under-powered, fix it!) That will continue to be the case for a while. : I know that combat numbers can change everything about a game. They can make a dungeon fun or un-fun. They can make or break entire play-styles. Good numbers can keep players playing and bad ones make them quit in frustration. : But unfortunately, ""getting the numbers right"" is literally the last part of the systems-development process. So expect lots of ups and downs in the coming year-plus of development! I really need your patience, open-mindedness, and vocal feedback to make it all work. Which you're delivering in threads like this. Thanks!" :: http://projectgorgon.com/forum/general-gorgon-discussion/660-feedback-7-28#4414==== Linux ====: "We do plan to support Linux! Earlier, Unity for Linux was just too buggy to justify foisting the game on players. But I've heard that Unity for Linux has gotten better now in Unity 5, so the big bottleneck now is my time: I haven't had time to get a decent Linux gaming system setup to figure out why our native patcher program broke a year or so ago. (My old linux machine died.) : We still generate Linux binaries every time we do an update, which is what shardragon's patcher is downloading, so that should keep working until we do Steam integration. After that we'll need to do the Steam for Linux integration, which is a little quirkier than the the Steam for PC integration, so I don't know what the time table will be there, but it will happen." :: http://projectgorgon.com/forum/support/77-project-gorgon-on-linux#4355==== Skill wipe at launch? ====: Yep, we'll have a way to map your current alpha game account to your Steam account. (Edit: and we don't plan to wipe skills for launch. We may reset some skills during development if needed, like we did for Fire Magic a while back, but that'd be a special case.) :: http://projectgorgon.com/forum/new-and-announcements/633-project-gorgon-kickstarter-campaign-is-now-live?start=10#4312==== Animal Forms ====: "For people who haven't been here for years (when I blogged about the design goals), I wanted to explain the original intent of the animal forms. The ""pig potions"" and ""deer potions"" (and the curative potions!) were intended to be alpha-test items only. (That's why they say ""test potion"" on them.) As originally designed, pig is supposed to be pretty hard to stumble into ... until you reach the first boss in the late-game area, the Crone Hegemony. At that point, it's supposed to be an out-of-the-blue thing. ""Ohhh shit. We screwed up fighting that boss, and we're totally screwed unless somebody can help... and if nobody can help me, I guess we'll have to make the best of it."" I hadn't intended many players to stay in animal-curse forms for long-term. They also weren't especially deep. I implemented cow, pig, and deer all in three days. They had a half-dozen abilities each, just enough to fill the ability bar. : The cow curse was in the tutorial cave because I was testing the curse system and needed a convenient place for it. I hadn't really intended the cow curse to be a low-level animal curse at all. But because it was so accessible, lots of players tried it out, and they liked it. So we added custom gear and did several tuning passes on the abilities to make them more fun. : However, now that the cow curse is out of the newbie dungeon, a lot fewer people seem to be ending up as cows. Which is fine! (Out of sight, out of mind.) But it may mean that these curses would work better as originally designed: a surprise ""gotcha"" curse to foist on high-level group players. : So that's a third possibility: maybe these animal forms don't go past 50 at all. They might just be tuned so that they are useful around the range the curse comes on. (For instance, if the cow boss is level 30, then the cow's power would effectively start at 20 or so, so that you have enough range to level up and break the curse, but not a full game's worth of levels.) : The up side of this is that they AREN'T commonplace. That's okay -- not every player has to experience everything in the game. And because they aren't commonplace, it'd be a lot more shocking, funny, memorable, and concerning when your friend gets turned into a cow after a party wipe. : I'm not saying that's the thing to do here -- I'm not even really leaning that way. But it's another thing to think about. : And a FOURTH thing to consider here: we can always make these ""races"". Players are generally okay with making permanent decisions during character creation, so we could just have a Cow race, a Pig race, etc. To unlock the race, you'd need to level the curse form to 50, or something like that. Then you could roll an alt of that type. : Just another option to consider. : Lots of people here say they don't want to roll alts, but I also get a fair amount of feedback from people who WANT to roll alts, and think the current game doesn't do enough to encourage it. Alt-aholics are not uncommon, and new variant ways to play aren't a bad thing..." :: http://projectgorgon.com/forum/general-gorgon-discussion/611-permanent-spider-cows?start=30#4241==== Animal Forms 2 ====: "I'd kinda been imagining the animal-curse forms as something for alts, really, or for players who only want to experience the game in an ""outcast"" state. To me, the attraction to the animal forms is NOT being a human. It's basically playing the game on hard mode, to some extent. Maybe that's the fundamental problem -- maybe people are attracted to the animal forms for different reasons than I expect. I kind of got that impression when I heard people asking to make cow form a toggle ability. : I think permanence is a useful step toward making the animal forms fun, because it gives me more balance room to be creative. I want to be able to give these forms some crazy powers and abilities, like giving cows the ability to let other players ride them... sure, why not (when we eventually have the tech for that)? But I can't do that if it's trivial to switch into/out of cow form. It's one thing for somebody to play a cow to high level and get that as a reward, it's another thing for literally every player to be able to carry other players as a mount. : Or a less dramatic example -- I want to let player-spiders waltz past monster-spiders, even bosses. But if anybody can just poof into a spider, that's less a spider-player-reward, and more a trick to avoid spiders that any player can use. It lessens the impact, and just becomes a potential balance problem if everybody can do it. : I'm not sure if I'm being very coherent here, but I guess to reiterate: permanent choices are useful in a game where you can otherwise have all the skills. It's a way to gate powers so that they aren't available to anyone else. : So the reason I haven't added a lot of unique stuff for the animal forms (aside from lacking tech for a lot of my crazy ideas) is because those animal forms are too easy to get at this point. (And I kinda regret giving Druids the Deer form -- it makes the deer ""curse"" much less unique. If I give deer cool special tricks right now, I'm also giving every druid those tricks. Which in turn means I can't give the druid line itself as many cool tricks, because then they'd have too many. I may end up taking deer form out of there... or not, I dunno.) : But yeah, the down sides of not having hands are pretty severe. I'd assumed that perma-animals would have a method to become true humanoids for a few minutes at a time (so they'd have hands), but that wouldn't be a viable way to e.g. level Carpentry for more than a few levels. It would let you fix small mistakes, though. : Oxlazr - thanks for the ideas! Good stuff there. In that vein, I also want to eventually give the animal forms specialty movement tricks. Deer will have ridiculous jumping power as they level up higher and higher. Cows will (someday) be able to act as mounts. Spiders ... might be able to walk on water. (I'd like to let them walk on walls, but the tech just won't be happening, I think.) For pigs, I'd been imagining a power called Piggieport -- a short-distance teleport. These tricks may not be completely unique, but the animals would have the easiest access to them. : Yes, there will be a couple other skills that don't require hands. Dickweed skill is the pure-taunt skill (which I'm not sure if it'll ever actually make it into the game... other skills like Psychology kinda stole its thunder). Dark Geologists just need special headgear, which could be available in special form to animals. And there may be others." :: http://projectgorgon.com/forum/general-gorgon-discussion/611-permanent-spider-cows#4132==== Lore Levels ====: "One thing that surprises me is the concern about [[Lore]] levels... on paper here, most players should have a lore < 10. There have been exploits and bugs that let you get repeatable Lore boosts, but those are irrelevant for balance purposes. Are people really grinding Lore @1xp to the point that it's an important stat? : Speaking of which, I think the Lore XP for doing words of power was probably a mistake. Lore is supposed to be a reward for interacting with items as you explore, and really that's the only way I want people to level it. So I'll probably remove all repeatable sources of Lore (just as there aren't repeatable sources of Notoriety, for instance). It's tricky to fix old accounts, because Lore is one of the oldest skills in the game and wasn't coded in a way that lets me easily recalculate it. I realized my mistake in time for skills like Notoriety -- if I want to recalculate Notoriety levels, I can do so pretty easily. But for now, broken Lore levels will have to stay broken, until I have time to fix things up more. (I may end up just wiping all Lore levels, if that's what it takes -- but even that isn't completely seamless, because you wouldn't be able to re-get some of the existing Lore sources, so I have to find a way to fix all of that.)" :: http://projectgorgon.com/forum/general-gorgon-discussion/608-feedback-7-14?start=10#4131==== Group Roles? ====: "On group roles -- I don't have a ""vision"", a hard and fast rule on group composition. I think the trinity is not very popular among players -- except the DPS part. I also feel like Project: Gorgon is the sort of game where things should be more fluid than that, with different tasks being important at different times. : So I've tried a lot of different things in different dungeons and encounters. Tanking for bosses is definitely supposed to be useful, and healing others needs to be a useful role, but in dungeons I also want Rage management to be an important group role, and dedicated crowd control to be important too. (People do have two skills each, so theoretically a three-person group could handle six roles, right? ... theoretically, anyway!) : I also think there's lots of other roles that might be fun to emphasize in the game. For instance, in [[Borghild]] there's very intentionally a role for a high-DPS ranged-attacker (fire magic or archery); the floating death heads are cake for a fire mage but very dangerous to meleers. In [[Winter Nexus]] I tried to make it more obvious that you need Rage management. And so on. : But there's so few people running the dungeons in level-appropriate groups that I haven't usually gotten a good feel for how well the mechanics work. The problem with having high-level players try stuff out is that when you crank the DPS up enough, all roles are irrelevant because the monster dies in 2 seconds. (This is exacerbated by bad equipment balance, etc.) So it's been hard to get much test data for those ideas, not only to see what works mechanics-wise, but what players think would be fun roles." :: http://projectgorgon.com/forum/general-gorgon-discussion/608-feedback-7-14#4118==== Power Levels & Balance ====: "In the mid levels, balancing around blue gear is actually supposed to be tough! I mean, does the average player find nine useful 40s-level blues? Without buying used stuff, I kinda doubt it. But they'll have some purples from their 30s, say, which they keep using for 20 levels because they're so awesome. And they'll find that one combination of three blues that gives them a huge leg up. : It's an organic process, or at least it's supposed to be, with several ""eureka"" moments when you get gear sets working together and suddenly you feel amazing. I think that's a really important thing, and something that a lot of MMOs miss out on because they have such smooth gear progression that you barely notice the difference between one piece of gear and the next. In Gorgon, as you're leveling up, you're supposed to power up in leaps and bounds. That means at some levels you'll feel underpowered and need to rely on auxiliary powers (mushroom bombs, glyphs, etc.). At other times you'll be kicking ass and murdering things well above your level. Because that's fun! : So really ""balancing for blues"" is kind of meaningless. The real goal is to balance it so that you have that fun moment of finding synergistic gear, every few levels. My guess is that at level 50 a lot of players will be using purples they found in their 30s. That's fine -- gear intentionally has a long shelf life that way." :: http://projectgorgon.com/forum/general-gorgon-discussion/602-does-the-game-need-to-be-balanced-around-an-average-set-of-blues?start=10#4081==== Hand-me-downs ====: "And this is a generous community that has been willing to help each other power up, often giving away gear for free. And the NPC vending system makes hand-me-downs very easy to come by. And the more powerful you get, the easier you can get your own gear. : Now imagine that the game has launched, it's reasonably successful, and there are 500 players online at any given time (that's about half of a single WoW server's population). The quality of hand-me-downs will drop dramatically! There will still be lucky players who find amazing stuff in the Used tab, but more often than not they'll just see other newbies' junk. And even the most generous veteran won't be able to provide hand-me-downs for everybody. : Plus, the game will go to level 125, so most high-level players will be farming stuff in that level range. That means their excess items won't be helping newbies anyway -- the level requirements would be far too high. : So the question is, how powerful would you be right now if you never got any help? If you can get past a certain power point, it becomes a lot easier to get gear. (When you can solo the Nexus, for instance.) But would you have gotten to that point? I don't think so." :: http://projectgorgon.com/forum/general-gorgon-discussion/602-does-the-game-need-to-be-balanced-around-an-average-set-of-blues?start=10#4079==== Max Levels ====: "You'll raise skills up to 125 eventually, but the monsters will go all the way to 150. Those extra 25 levels come from finding better and better gear. And you'll likely be giving hand-me-downs to your guild mates at that level, helping them build sets and catch up in power just as you are now. : So yes, the end game IS in fact balanced around purples! But the mid-game needs to be balanced around what I expect will be the average loot haul, which is blues." :: http://projectgorgon.com/forum/general-gorgon-discussion/602-does-the-game-need-to-be-balanced-around-an-average-set-of-blues?start=10#4079==== Will Dancing be linked to performance? ====: It will be! Just haven't gotten to it yet :) :: http://projectgorgon.com/forum/support/594-dancing-skill#3978==== Necromancer Bone Form, Vampirism ====: "There's a bone-form planned for late-level Necromancers, which is technically an undead form, but nothing too exciting in terms of crazy rules. : I'm hoping we have time to do Vampirism too, and possibly others like lichdom, with more intricate rules. I agree that doing something like ""you die if you go outside during the day"" isn't really playable. Though catching on fire during the day sounds hilarious. But it'd need to be weak enough that you could overcome it with equipment or fire-resistance potions etc. You'd also probably have a damage debuff outdoors in the sun, and maybe be repulsive to some NPCs. : My current plan for the whole ""blood drinking"" thing is to do it offline. (Your ""hang out"" is always ""prowl for blood in a psychotic frenzy"", which means you can't ever do NPCs' hang out options... that's just a weakness of the skill set.) : After you log off, a monster version of your character can appear around town at night, trying to kill hapless players. (It would look like you, but not necessarily have all your stats and equipment... probably would scale depending on where you logged off.) If your monstrous version gets killed, you'd log in with a Headache debuff or something. If it managed to kill somebody, you get a buff when you log in instead. : This might have other effects, too. For instance, sometimes NPCs might give you the cold shoulder some days because ""I saw what you did last night... you're a monster!"" and you have to use Vampiric Hypnotism to be able to interact with them again. There's lots of places to take it... depending on what ends up seeming fun. : But I don't actually know if/when we'll get around to undead forms... it may be something that ends up in an expansion after the game ships." :: http://projectgorgon.com/forum/support/592-necromancy-forms#3968==== Community Stat ====: "Humans have an internal stat called Community. (Well actually all players do, but it only has gameplay meaning for humans right now.) : If you're around other players (real players, not NPCs), your community stat will slowly go up. It doesn't matter if they're human or not, just that they're real players. Going into dungeons together or just standing around in town with other players work. When your community level is high you earn +1% XP. You'll see a little icon on the top right of your status bar. : When you play by yourself for a while your community goes down. If it gets to rock bottom you earn -1% XP. There's a little icon for that too. : Human NPCs know when your community value is low, and if they're Friends, they'll cheer you up a little, just high enough that you don't lose XP anymore for a while. (This is a special case of the rule that it has to be real players!) : The XP amounts are so tiny that it doesn't really matter at this stage, you can ignore it. But at higher level you'll have the ability to opt in to more racial options, one of which is higher bonuses/bigger penalties for high/low community score" :: http://projectgorgon.com/forum/general-gorgon-discussion/570-why-did-the-npc-helena-give-me-a-hug-and-then-said-i-have-raised-to-level-11#3812==== Exact Crafting Results ====: "First off, I have to say ""no"" to one suggestion here: we're not going to add the ability to dial in an exact set of enchantments when crafting. That would make random loot obsolete. It wouldn't matter how slow or tedious it is to craft, either. This is just the way that players think: they'd see the perfect ideal, realize it will take hundreds of hours to craft it, and either give up and quit or start grinding away... but in neither case would they work for loot gear if there's a way to get non-random gear. To players, random is always less appealing than non-random. It's not logic, it's psychology. : Random loot is critical to the success of the game, so we'll never be obsoleting loot by making crafted gear completely non-random. The AMOUNT of randomness in both looting and crafting, however, will go up and down as we tweak things. : I had a long post explaining how looting and crafting are intended to live together, but I just don't have time to polish it up right now. Let me try to summarize. The basic idea is that crafting has two advantages: crafted items can fit niches better than looted items (for instance, evasion gear might be ideal for certain combat roles... when those roles exist), and crafted augments work on both looted and crafted items. : The niches are problematic because I haven't managed to make any of the niche armors compelling yet. It's hard to make some of them interesting at this low level (for instance, the Evasion armor has mediocre evasion chances at level 50, but much higher at level 125). Others are just victims of how the game's combat meta keeps evolving. I honestly don't know if I'll be able to make any of the niche armors compelling until late beta, when the combat is more locked down. But if you have ideas, I'm interested! : Augments are a big deal. Not just the oils, but all the ways that will come. There will be a lot of different systems to alter, adjust, and repurpose items. This is a place that crafting can really shine without detracting from random loot, and I intend to make heavy use of it. I suspect that for most players, crafting new items will be less important than crafting augments and modifiers (at high level -- again, it's hard to make those augments useful at low level). : That's not to say that I want the crafted items to be useless -- and really, they aren't useless now. They're quite powerful! And if you've crafted a few hundred recipes, I'm 100% confident that you'd be able to defeat any existing solo content in the game, including the werewolf den. It may not be what you want, but I don't consider it junk, is my point. : I realize junk is in the eye of the beholder: it's garbage to you unless it's better than the best looted item you've ever found. But that will only be possible when you haven't found really amazing loot items. (That's randomness for you.) : It's also important to realize that some of the bosses, like Sedgewick, have given out really overpowered stuff in the past. For many months, the major bosses were dropping legendaries like party favors. And before the last update, the werewolf matriarchs were dumping out 300% more treasure than intended -- and all of it magical. That's not indicative of the intended balance... people aren't supposed to be walking around with a half-dozen Legendaries at level 50! I haven't worried about this boss-equipment inflation, though, because level 50 is just a mid-tier in the game. It will work itself out as we add more levels. : I also don't want crafting to be boring, but it's hard to fix that. It already takes less time to acquire decent gear with crafting than farming solo monsters (except for some buggy monsters that gave out too much loot! And ignoring grouping, which is supposed to be more efficient than any solo activity)... but it's tedious. I don't have an easy answer for that. : I don't want to make it faster to craft items -- it's already fast enough in general. I just want to make it more fun. But I don't want to add timed mechanics to it, and without timed adversarial mechanics it's hard to make it more engaging. (I don't want crafting to be timed because it's supposed to require less attentiveness than combat. In other words, it's a thing to do during down time, not Combat version 2. I think that ""combat-crafting"", as it's called in some MMOs, is only fun at first, and then it bogs down the socialization and relaxation aspects of crafting.) : So I'd love to get people brainstorming on how to make crafting more engaging, without it taking more time, and without turning it into quick-time-event type stuff. : The original intent of the survey system was that people should work together to do them. For instance you and your guild mates would all crank out maps while chatting in town, and then you'd sort them based on which quadrant of the map they were in. Each person takes all the maps for one quadrant, and you'd really reduce the amount of running-around-time. I don't know if this idea works yet, because 1) we don't have guilds yet, 2) trading items is tedious without a trade GUI, 3) inventory management still sucks, and 4) there aren't a lot of players online to work with. So I'm not saying it's a failure... I just don't know. It's too early to tell if the social aspect can be fun or not. But it's something to keep in mind. : I have some more explanation and examples that I'll post when I can. I've dumped a lot of stuff in here without a lot of details, for which I apologize! : Oh, about random resource drops, those are used for inventory and cash control. Right now deer have about 1-in-4 chances of giving an antler (combining the chances of getting one as a drop and finding one when butchering). If they dropped antlers every time, antlers would be worth 1/4th the current amount and recipes would require 4x as many! Even if they stacked quite high, that sort of proliferation of resources puts added pressure on inventory management, and inventory management is already tight enough. : There's some interesting pros and cons to random resource drops, though... but I've already gone off on enough tangents. Bottom line, I think random drops are fine. The devil is in the details, though. Some random drops are too rare, and some recipes require way too many of them for no good reason. The fur coat shouldn't require six tufts of fur, for instance! : So I talked about a dozen things here... let me sum up. The following things are especially helpful to brainstorm and discuss:niches/builds/setups that specialty crafted gear recipes can fill. (These are hard to pin down while combat is still so fluid, but brainstorming is always helpful so I have notions of where to take it.)ways to make crafting less tedious, WITHOUT making it take significantly less time, and without adding time-sensitive mechanics.: please feel free to point out recipes that have seemingly-absurd resource requirements!" :: http://projectgorgon.com/forum/general-gorgon-discussion/556-random-drops?start=10#3716==== Text Objectives ====: At this alpha stage players are just going to have to look past some things like muddy text objectives. The landscape of Serbule has changed so many times, and will continue to change several more times, that the careful text directions (and even cardinal directions!) get obsolete VERY quickly after I add it. It makes no sense to add that sort of detail now. But it will be added when the landscape is finalized. :: http://projectgorgon.com/forum/general-gorgon-discussion/543-quality-of-life-issues#3558==== Dragons & Racial Traits ====: "If you can be a dragon, it'd be a temporary form. Dragons are so large that they would need their own towns, and would have the whole ""cows can't talk to NPCs"" problem at an entirely different scale. I know there was that one game that let you play as a dragon, did they let you be full size ones, though? I mean, dragons in the Project: Gorgon world are bigger than most of the houses in Serbule... : Each actual race (human/elf/rakshasa/fairy/orc) will have their own racial mechanics. You can see a little bit of that already for the three existing races. They have very small benefits and weaknesses to start, but as you level there will be more opt-in chances to dig deeper into their racial background, unlocking more racial benefits but also taking on new racial requirements. : The other two races, fairy and orc, will have racial features too, but they won't be optional. They'll just throw you into the deep end with all the racial stuff active immediately. For that reason, they won't be available to newbies -- you'll have to unlock the races by completing quests in-game." :: http://projectgorgon.com/forum/general-gorgon-discussion/526-what-are-the-planned-races-for-project-gorgon?start=10#3553==== NPC movement ====: NPCs will have the ability to do different things at different times of day, but I haven't decided what they'll actually do differently yet. Most vendors and shopkeepers will stay in their store through the night, ignoring the day/night cycle. But NPCs like [[Blanche]] and [[Rita]] might head to their homes and sleep. Or, head to Joeh's leather party... or whatever. I'll have to experiment and see what behaviors are fun and also cost-effective to implement. :: http://projectgorgon.com/forum/general-gorgon-discussion/503-about-the-announced-changes#3372==== Potential Skills & Player Feedback ====: "You mention the skills, do you mean how individual skills will play out, or more generally how skills advance? : I'm hesitant to give the specifics of too many upcoming skills because they tend to get merged and altered as I implement them -- sometimes becoming multiple skills, sometimes (really, most of the time) getting condensed down into fewer skills with more meat. I want to have hundreds of skills, but I want them to be more than just a number. We do have some ""just a number"" skills like the various Anatomy skills, so it's obviously not a hard and fast rule, but when I'm adding new skills I'm trying to see what abilities, recipes, and special features can be tied into it. And vice versa -- when I add new gameplay features, I try to see what skills can map to it! : So in that way player feedback does drive the skills. For instance, players have mentioned a few NPC features, like being able to see what's in their various storage chests without having to run around the world. Or to see what Hangout options are currently available to them. I plan to add these sorts of features and tie them to new skills -- skills I haven't really invented yet. : But for others, I have a list of skills I want to see happen. Most of them are not very fleshed out until I start implementing them. I had more design docs years ago, but they're all obsolete now since the game has changed so much as it's developed, so all that's really still around is the ideas. To show just how little is really designed about some of these skills, here's the notes for one of them:: - Illusionist! You could shoot fireballs, but only sentient monsters would believe the illusion and catch on fire. And of course there'd be a Mirror Image ability -- description would say ""creates a duplicate so similar to you that only a shrewd observer would notice the difference"". But actually the mirror image would have some random difference from you, like a different skin tone, different armor, different sex, etc., so often it would be very obvious they aren't the same person. If you select them, their name would be the player's name, but just one letter changed. They would run around behind the player shouting one of the comments the player recently made in chat, like an annoying parrot. : That's all I've got for Illusionist -- a couple of cute things that would be fun to see in game.: When it comes time to work it up, I'll sit down and figure out how it fits with other skills. That's if it ever gets into the game... if there are other better ideas, they tend to come first. And ideas like the one above often get merged in with some other skill -- I'll grab these old ideas when I'm trying to flesh something out. But lots of them just won't make it into the game before launch because there's only so much time! : Sometimes I add new skills specifically to help me flesh out part of the game engine or gameplay experience. I'm thinking of adding the Osteomancy skill -- bone magic -- as a useful low-tier skill that leads you to other skills like Necromancy. So in that case it's not because Osteomancy sounds more fun, but that it fits a need. : Speaking generally about skills, the basic idea is that most skills go to 125, but after level 50 you need to unlock further advancement by completing various quests. So you'll do a quest to unlock 50 to 60, and a quest to unlock 60 to 70, etc. Most skills will have branching sub-skills that unlock after level 50. For instance, at level 65 or so, a Staff Fighter could unlock Spear Fighter. Spear skill uses many of the same abilities from Staff, but also some new ones. That's also how dual-wielding swords would work, and magic-wand usage, and lots of other stuff: sub-skills. : There are also going to be sub-skills for the craft skills -- skills like Leatherworking let you create some basic leather suits, but the fancier pieces of equipment need more specialized skills. For instance the best leather helms might be made via Haberdashery. : The point of sub-skills is to help players differentiate themselves from one another. I expect to have so many skills that it's not really plausible to have all of them maxed out. At least, not for years! The first part of each skill (up to 50-ish) is pretty fast, but advancing beyond that takes more time: the XP requirements are higher, and you also have to do quests to unlock further advancement. So this is why high level sword fighters may be extremely different from one another, and high leather armor crafters might have very different products for sale, etc. : Hmm, hard to give too much in the way of specifics without more idea of what you're asking. If you have specific questions I can try to answer them!" :: http://projectgorgon.com/forum/general-gorgon-discussion/492-maybe-an-idea-of-how-citan-sees-how-the-game#3307==== Equipment slots for Pets ====: "Heh! Well I would love to do equipment slots for pets, but it's mostly an art budget thing. They can't wear normal armor so they have to be crafted per pet. And the store-bought 3rd party animals we use aren't actually rigged for wearing armor anyway (the cow and the wolf are custom models and can wear armor, but the deer and pig and cat are store-bought and can't really be augmented too much). So it will depend on how much of an art budget we can drum up when we're on Steam to see what sort of things like that are feasible for launch. : That said, we do have a bunch of plans for pets. Animal Handlers will be able to practice animal husbandry, breeding animals to get stronger and more interesting offspring. And sometimes discovering entirely new art styles for pets. : We'll also probably end up with some non-visual equipment slots (tail rings?), and possibly something silly like hats. (We can ""glue"" some items onto the models, like the top-hats on the mantises, if the art is very carefully done so that it doesn't intersect with the animal's animations.) : Some of the other ""pet"" skills that haven't been added yet will also work a bit differently. Demon summoning, for instance, involves a live sentient demon from another dimension. When you summon your demon they'll be wearing whatever they happened to be wearing when you summoned them -- usually some armor but sometimes you catch them at a bad moment! And some have better fashion sense than others..." :: http://projectgorgon.com/forum/support/481-pet-idea#3272==== Group XP ====: "Yep, group XP is split amongst nearby group members, and the XP should already be getting a bonus based on the group size. The current numbers are: ::: 1 person: 100% of the monster's XP value::: 2 people: 125% total (split two ways)::: 3 people: 133% total::: 4 people: 150% total::: 5 people: 166% total::: 6 people: 175% total::: 7 people: 190% total::: 8-10 people: 200% total : So it's not a huge amount, but should be noticeable! Instead of further raising the percentages, I've been thinking there might be a support role in there, like the bard class might literally boost that XP group bonus, or something like that. : Only nearby group members count, so people that are far away from the combat shouldn't get a split (and shouldn't count towards the number of group members, above).":: http://projectgorgon.com/forum/support/460-benefits-for-what-makes-this-game-great-socializing-and-community-aka-grouping#3157==== Behavior Badges. ====: "I think they've all been mentioned at one point or another in the patch notes, so it's not exactly a secret... I mean, it's never mentioned in-game, but it's something that could find its way into the wiki. : I like the notion of keeping them secret so players can have the fun of discovering them, but I also need people to test the badge system, so... at this moment, the possible behavior badges are:::: Pacifist::: Vegetarian::: Vegan::: Hunger Artist::: Teleportation Denier::: Nudist::: Jewelry Refuser::: Hatless::: Shirtless::: Pantsless::: Shoeless::: Beltless : These have all been in game for many months, but I've never gotten any feedback on them. This makes sense, given that most of these are voluntary ways to make the game harder, and this being alpha, not a lot of people want to do that. But if there are people who want to try them out, let me know when you have the badge on your character! : (I might keep the next batch of badges a secret if these seem to work without a hitch.)" :: http://projectgorgon.com/forum/general-gorgon-discussion/414-is-there-a-list-of-behavior-badges#2915==== Roadmap Goals (Before Kickstarter) ====: "In terms of big-picture details:: the eventual game will have 125 levels (the current 50 levels are the newbie levels, basically): there will be at least three times the number of dungeons and land areas (and hopefully a fair bit more than that): over 200 skills (we have 100 now.): There are six playable races planned, including some unique racial skills and other content for each: Many user-interface elements are slated for overhaul, including the inventory and chat windows: The game will also have day/night cycles and dynamic weather, among other niceties that haven't made it into the game yet!" :: http://projectgorgon.com/forum/community-questions-answers/429-is-there-a-road-map-document#2913==== Bipedal wolf ====: "RE: bipedal wolf form -- I don't have plans for a bipedal form for player werewolves. I feel like the Skyrim-style wolf form is kinda overdone, personally. But more importantly than that, it makes it much harder for players to understand the drawbacks of the form. ""What do you mean I can't chop wood?! These hands could easily hold an axe!"" : The wolf-form also helps reinforce the benefits of pack behavior, because we have images of wolves hunting in packs, whereas bipedal werewolves tend to be ""lone wolves"" in fiction. : I could definitely imagine adding a bipedal form for top-level werewolves as unlockable expansion content, but the ""vanilla"" werewolf experience is going to be a quadrupedal form." :: http://projectgorgon.com/forum/general-gorgon-discussion/419-werewolf-discussion?start=10#2893==== Full Moon ====: "my goal for the full moon has always been for it to become a time of celebration, not a time of being pissed off. One step towards that is howling -- werewolves who Howl together in a pack get much better bonuses than ones who Howl alone, and naturally it'd be easiest to get a large howling group together during the full moon. But given the small number of players online right now, that sort of mechanic doesn't really come through too well yet. : I'm working out the details on another full-moon mechanic which will be for level 50+ werewolves.: Basically, during the full moon you'll have access to a bunch of tasks. Things like ""kill 50 orcs"" or ""eat 100 corpses"" or ""kill the Scion of Norala"". For each of those you complete, you'll get a point to spend on special werewolf buffs that will last until the next full moon. So, for instance, if you have three points you can buy ""+25 Max Health""; if you have 5 points you can by ""+50 Max Health"" (or if you have 8 points you could buy both!). Other things ""for sale"" include some run-speed abilities, enhanced versions of a few werewolf powers, and similar things. Maybe the ability to be ignored by monster-wolves would be something you can buy, too. : I think the fun part of being a werewolf during the full moon is hunting together with other wolves, running in a terrifying pack of doom. So this change is intended to give werewolves something to strive toward during the full moon so that they have reasons to hunt together. : When you can run around as a large pack and take advantage of Howling and Pack Attack and these special quests, then hopefully it will start to be a uniquely fun time, where you stop doing your usual things and start doing special werewolf stuff with the other wolves. : That's the goal, anyway, and we'll keep iterating things until we get there!" :: http://projectgorgon.com/forum/general-gorgon-discussion/419-werewolf-discussion#2869==== High Level Gear w/ Low skills ====: BTW I have a to-do list item to make high-level gear not work when you're level-cap-exceeded (so that you can't use level 50 sword items when you're raising a level 1 combat skill). That will be a stop-gap solution, and eventually the items will "degrade" automatically when possible, so that your gear effectively becomes a lower-level piece of equipment when possible. But that part's way down the road.:: http://projectgorgon.com/forum/general-gorgon-discussion/410-the-great-gear-gap#2782==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source === Silvonis's Forum Posts ======= Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source==== Topic ====::: Source2015 Town Hall Meeting}}