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==== Housing Update Summer 2022 ====: Housing hasn't started being implemented yet; it's only had some design work done. Housing is low priority because it requires a TON of engineering and art investment which need to be focused on other things right now. : We don't publish a road map because we don't use a "waterfall" design paradigm. We don't have a large staff, or an art department that's continuously cranking out assets. We're just a couple of people working on a HUGE game, so we have to be agile about what we focus on. We look at what seems most important each month, and we try to work on that. : Recently, I spent time trying to figure out why new players quit playing, and so my recent focus is... to try to keep new players from quitting. It turns out lots of players think Eltibule is especially ugly. That's is a problem because it's a new-player area. New players reach Eltibule, see those 90s-era ground textures, and they just can't deal... it's too ugly. So that needs to be the focus for the moment. : Before that, we had no plans to make big revisions to Eltibule this year. I'd made some minor improvements a few months back, fixing broken trees and such, and I was hoping that would be enough that I could focus on new areas. But I don't think it is. It still needs a lot more help! So that's delayed everything else while we get this fixed. : So anyway, that's why we don't publish a road map: because we don't use one. If we had a team of even a mere 10-20 people, we would NEED a roadmap. But we don't, and we don't! : Housing will happen when it can. But not in 2022. Same with the dwarf race, definitely not happening this year. Sorry. : We just have too much else to focus on first.:: 8/17/2022:: https://forum.projectgorgon.com/showthread.php?3051-Player-Housing-promises-from-2015&p=21207#post21207==== Bug Reporting ====: I'm sorry you're having trouble, I'm not sure what's wrong, whether you were given a bad code or what. But please use the email [email protected], because we can't help you with this on the public forum. We have to ask questions that use private information, and we have to give you a new secret code, so we obviously can't post that here. Please use the email, that's the only way we can help you. : And please give us a few days to respond to those emails, because we are not a big company. And it's the weekend.:: 3/6/22:: https://forum.projectgorgon.com/showthread.php?2986-Project-Gorgon-Package-Thoroughbred-Breeder&p=20907#post20907==== Povus Lamps ====: Thanks for the feedback everyone! I'm still interested in more feedback, wanted to answer some queries.: I think there's kind of a misunderstanding here -- I realized city fighting (as I envisioned it) wasn't going to work in Povus before we launched Povus. It went through many iterations before it launched (and then many more iterations after). When I timed myself doing the lamp lighting quest, I was using what I considered a "final density" of monsters, but they weren't the same exact monsters that I ended up using, and I underestimated how impactful that would be. (Also, the layout wasn't randomized yet, so I may have inadvertently been memorizing what happens where -- not sure how much that affected timing though.): My original intention was that lamp-lighting should be a soloable task for a single level 85 player with decent-but-not-great gear. And I still think that's a nice benchmark to hit eventually, but I also realized it's not really that critical right now: I still expect high-level monsters and players to fluctuate in power a lot, so trying to perfectly tune a huge encounter like that is guaranteed to require revision later anyway.: I think it's currently in the right ballpark. Too hard, but I could easily see it being too easy after a few more revisions. : I'm not trying to drill down as deep as you're suggesting... when I sit down to revise gear, the most important questions I want answers for are stuff like:* which treasure mods are currently popular?* which mods are seriously under-used?* which skill combinations are popular?* which abilities are used in each skill? : I've routinely used this sort of data in the past, but I've realized it's becoming inaccurate at high level due to the low number of samples. I'm not expecting to be able to actually "balance via data", as you can do when you have millions of players. ("Looks like the Sword of Godhood is OP by 5.4%!") But I can definitely get enough data to answer basic questions about how players are playing the game. : The first goal is to have enough data to detect the majority of currently-active skill combinations. Right now for some skill combinations, there's only one or two players using it at high level. But they are absolutely dominating the game with those combinations, which tells me that... there's not enough players, basically. Otherwise more people would have picked up on it. : Ideally I could get enough data bulk to tell which mods are used with which skill combinations. I hate when I make the mistake of replacing treasure mods that seem like junk (and are under-utilized, based on my data), but are actually critical for a certain skill combination. The data is too thin for me to pick up on that sort of thing, so instead of nurturing a weird combination, I accidentally snuff it out. That sucks. : That (Question about a server if needed)got edited out of the blog post because when I mentioned that in Discord, people assumed it was a sure thing, that we would 100% definitely add another server when we leave beta. But that's not something I can predict. If the beta population becomes huge right before we leave beta, then we could launch a new server right after beta. But if populations are low leaving beta, I'm not going to open a new server -- that would split people up too much. : I'm also not going to force people to play on an overcrowded server if I can help it, even during beta. We have another year or so of beta remaining. If we suddenly get really overcrowded next month, I'm not waiting until the game launches to open a new server! : So I don't want to put ideas in peoples' heads that there's a certain timing that I can predict. We'll open more servers if and when the in-game population merits it. : Thanks for the input everyone!:: 2/26/2022:: https://forum.projectgorgon.com/showthread.php?2983-Discussion-Dev-Blog-February-2022&p=20886#post20886==== Content Stoppers ====: Thanks for the feedback! I hope that the introduction of mounts improves travel time. : One thing I want to focus on (for newish players) is "content stoppers" -- times where a new player just doesn't know what to do or where to go. Obviously the game doesn't have a specific path through the content, but I also don't want things to be so nebulous and broad that you have no idea what to do next. : I think a lot of new players hit one of these spots where they don't know where to go, and they just give up and quit. So if you've run into those situations, please share the details! : (Of course, asking in-game will usually get you a good idea of where to go next, but most players won't ask, so the game needs to do a better job of broadcasting some of that info.):: 2/9/2022:: https://forum.projectgorgon.com/showthread.php?2946-First-impressions-from-a-new-player&p=20823#post20823==== Moderator Concerns ====: There is certainly a lot more history to your account and behavior, which I've researched. But to your inquiry, we won't be posting lengthy rules about what can be said on Discord, because the specifics change often based on many factors -- often changing day to day. The rule is just to follow moderators' requests. You don't have permission to "challenge the moderators" when they give you an instruction to stop talking about something. : If you feel a moderator is being unreasonable or abusive you should send in an email ticket to [email protected] so that we can evaluate the situation. However, I have preemptively evaluated this situation, and I encourage you to drop it.:: 10/9/2022:: https://forum.projectgorgon.com/showthread.php?2972-Clarify-Discord-Rules-amp-Regulations&p=20822#post20822==== Orc Soups ====: I like this. Looks like good Orc racial content to me!:: 1/31/2022:: https://forum.projectgorgon.com/showthread.php?2966-Hot-Orcish-Soup&p=20805#post20805==== Resource Availability ====: Hm, I'm not sure what sort of answer you're looking for with this? If you're looking for a set-in-stone guiding "design principle", there isn't one. We take each situation on a case-by-case basis, and change our mind when it seems like we're doing it wrong. We tend to leave things open to cross-character assistance by default and correct that decision when needed. : For one thing, if you want a game to have broad, open systems (for instance, where you can throw arbitrary items on the ground for other people to pick up), you simply can't prevent some level of cross-character aid. And the thing is, players like doing it because it makes them feel clever. A huge part of Project: Gorgon's design is about letting players feel clever. : It only becomes a problem when players are in competition, and suddenly "multi-mule-farming" becomes a competitive requirement, and a burden on other players who don't want to bother. In cases where that happens, we can either make the resource account-limited, or we can just out-level that resource's requirement with something new. Or both. : I guess another way of answering that question is: what particular resources are you concerned about? It might be something that "solves itself" as you level -- I mean like milking cows. You can make milking mules if you want, but soon enough milk won't be the resource that's gating your progress. : But other things may be a problem and need fixing. I actually expect to make account-limiting changes to mushroom farming in the future. We can do that with other resources if it seems wise.:: 1/31/2022:: https://forum.projectgorgon.com/showthread.php?2965-Path-of-least-resistance&p=20804#post20804==== Mac Issue Update ====: Hi, we've fixed this issue for the next update, so please hang in there for another week or so.:: 1/20/2022:: https://forum.projectgorgon.com/showthread.php?2960-MacHack-suddenly-acting-weird&p=20768#post20768==== Backer Package Bugs ====: I'm sorry you ran into that. This limitation should definitely be more prominent on the Shop screen, and we'll get that updated. : The way the system is implemented, you can't apply two backer packages if they both have features that can only be received once. Most of the rewards in those packages simply can't be given out twice. For instance, we can't give two sets of breeding horses to the same account, or give two custom titles to the same account, etc. So if we let you apply two packages that overlap, you wouldn't get the full value of the second package. : Since we knew the packages could only be applied once, we made the VIP time in the bundles extra generous as an incentive. (We don't want to let people get 9 months of VIP for $50 repeatedly, because that price point makes the Steam subscription seem really crappy, and there are rules on Steam about dramatically underselling the Steam version of a subscription.) But we do realize some people want to buy VIP time from the shop, so we're looking at ways to do that. We might just add a new package like "VIP booster pack" which has nothing but VIP time in it, and no special features that overlap with other packages. : In your case, since you've already purchased the second backer package, if you're okay with not receiving the other features of it (aside from the VIP time), we can do that -- please send an email to [email protected] and include your unused package code and the name of one of your characters. We can manually apply the VIP time to your account.:: 1/7/2022:: https://forum.projectgorgon.com/showthread.php?2953-Double-backer-pledges&p=20744#post20744==== No Wipe at Launch ====: Yeah, long and short of it is we aren't planning to do any special wipe at launch. Your characters will roll over from beta to launch mode with no dramatic changes. : We may still have to wipe skills or even whole systems during beta for balance reasons, so I definitely can't say "no wipes of any kind ever", but nothing is planned for launch.:: 1/3/2022:: https://forum.projectgorgon.com/showthread.php?2950-Wipe-details&p=20734#post20734==== UI Systems ====: I'm not sure that a new UI system that saves a single click would be worth the added complexity... unless I'm missing something? You're suggesting instead of clicking the dropdown and choosing "Cheesemaking", there'd be a tab labeled "Cheesemaking". So it would save you one click. That seems a little too specialized right now -- the crafting window is already pretty intimidating! : Just to make sure, do you know that you can mark recipes as Favorites? So you can just mark your commonly-used recipes and put them all in one place.:: 11/30/2021:: https://forum.projectgorgon.com/showthread.php?2936-Crafting-menu-bookmarks&p=20677#post20677==== Animation Changes ====: The original post came long before we changed movement speed, so that is definitely not why the original poster wanted the old animations. : My understanding is you haven't even *tried* our recent efforts to find a middle ground. We've continued to tweak these systems in each update, and we aren't done. : The bottom line is that we get feedback about poor animation quality often from new players, and we just absolutely must fix that. It also is just untenable programming-wise: monsters and pets cannot keep up with you if you're moving at literally 30 m/s while fighting. I realize it was a nerf. I'm sorry I couldn't address this sooner and it took YEARS before we could get to fixing it. But that'll happen several more times before launch: lots of stuff needs to nerfed and a lot needs to be buffed. : That doesn't mean we've just arbitrarily decided our first solution was the best! We've been working on different approaches to meet all these different requirements. And I'd appreciate your help in figuring out that compromise game, one that looks good AND feels good. But the feedback you've given me here just says "I REFUSE TO EVEN CONSIDER COMPROMISE. MAKE MY GAME MY WAY OR I QUIT." It's not helpful to me.:: 11/30/2021:: https://forum.projectgorgon.com/showthread.php?2811-old-animation&p=20676#post20676==== Mac Issues - Fog ====: Addendum for Mac users whose screens are covered in opaque "fog": of the three hacky potentional-fixes we added, it appears the third one is the winner. So you should open the Settings window in-game, find the Special Settings tab, and add the word MacHack3. : As a side-effect of this hack, the outdoor sky will look weird: cloud cover, stars, and even the sun and moon will not be rendered accurately. But more importantly, you'll be able to see the screen! : We'll keep looking into this and try to improve our hack in the future.:: 11/23/2021:: https://forum.projectgorgon.com/showthread.php?2933-Update-Notes-November-18-2021&p=20671#post20671==== Framerate Drops ====: It's no doubt an issue with the game or a setting, we've seen that sort of problem before. It can be caused by a lot of things, but the biggest culprit seems to be the day/night cycle which triggers some Unity bugs related to shadows -- even if you have shadows turned off. You can tell when that's the cause because the problem will go away after an hour or so of game-time. : We've had no luck alleviating the underlying Unity bug, so we've instead switched to an entirely new sky-dome system for the next update -- one that hopefully won't be as susceptible. Unrelated to that, it looks like Unity may have finally fixed the bug in a recent patch fix. (But about a month too late for us -- we already switched sky systems.) So I'll be interested to see if you still have this problem after the next update!:: 9/31/2021:: https://forum.projectgorgon.com/showthread.php?1198-Framerate-drop-in-Serbule-when-looking-in-certain-directions-(with-video)&p=20507#post20507==== Vulnerability ====: Vulnerability lasts 5 seconds. That length was chosen so that even if your reflexes are pretty sluggish, you can probably get in one attack before it ends. If you have good reflexes, you can reliably get two attacks in. (And you can sometimes get three attacks in, but not reliably.):: 8/15/2021:: https://forum.projectgorgon.com/showthread.php?2867-vulnerability-time&p=20486#post20486==== Select Target ====: This is a very interesting write-up! I appreciate you sharing the secret of Select Target of Current Target, it can be used in a lot of interesting ways, and not just for healing! That was one of those features we added with little fanfare. We've tried to make the selection work automagically when possible -- for instance, if you have another player selected when you use an attack, it automatically routes your attack to the target's target. But sometimes explicitly selecting the target is the way to go, especially for communication. It should probably have a default keybind...:: 8/3/2021:: https://forum.projectgorgon.com/showthread.php?2883-So-you-want-to-play-a-healer-Nepe-s-guide-to-healing&p=20424#post20424==== Name Changes ====: No plans to change what names are allowed. If we ever do allow multi-word names it probably wouldn't be a VIP-specific feature, and it would probably not be part of your "real" name anyway. For instance if you marry a human NPC, perhaps you could take their last name. You would be shown to others with both names, like "Bob Newhart", but people would still just /tell Bob hi.:: 5/22/2021:: https://forum.projectgorgon.com/showthread.php?2854-All-About-the-VIP-Membership-Program-Questions-amp-Discussion&p=20264#post20264==== VIP Tokens ====: You can also win VIP tokens in the more expensive match-3 game in the casino. The odds are... not good... but it's possible It's basically so rare as to be an Easter egg though. : Behind the scenes, VIP tokens were added as a sort of prototype: we wanted to ensure that we could give out VIP time through game items, and VIP tokens are the "implementation detail." We think they make great rare rewards, but we aren't currently imagining that you'd be able to buy them for in-game currency.:: 5/22/2021:: https://forum.projectgorgon.com/showthread.php?2854-All-About-the-VIP-Membership-Program-Questions-amp-Discussion&p=20262#post20262==== Chat Logs ====: I also wouldn't call it a "massive" disadvantage, we're talking about a single skill amongst a hundred, but to answer the question we haven't really decided anything new there yet, but we're discussing it. : We'd always planned for chat logs to be part of VIP. But you'll note that "chat logs" isn't included in the VIP features blog post... because we're still weighing the pros and cons of changing something that players have already gotten used to having for free.:: 5/22/2021::https://forum.projectgorgon.com/showthread.php?2854-All-About-the-VIP-Membership-Program-Questions-amp-Discussion&p=20258#post20258==== GEforce Now ====:After they went to an opt-in service we of course opted in, which did nothing. Since then we've repeatedly tried to get it to work, filling out the automated forms. So why aren't we in the program? Your guess is as good as mine. The automated forms were accepted but we aren't on the service. We get no feedback, and no input in the process. So ... that's where things stand right now.:: 4/28/2021:: https://forum.projectgorgon.com/showthread.php?2756-PG-on-Geforce-Now&p=20183#post20183 ==== Chat Logging for VIP? ====: The option to enable chat logging has *always* been clearly marked as being eventually VIP-only in the special settings documentation. Same with book-save-to-file. So we haven't changed anything about our plans, we're just finally getting ready to launch VIP and giving these features proper UI toggles.:: 3/25/2021:: https://forum.projectgorgon.com/showthread.php?2807-Update-Discussion-March-25-2021&p=20033#post20033==== Can I have more than six abilities? ====:We've discussed this one many times and this is definitely not going to happen, sorry! You're limited to six abilities from a skill for balance reasons. I want the choice of which abilities you use to be agonizingly hard, not trivial. And of course if you could use all the abilities at once I would have to rebalance them quite differently, because they're balanced around you not having them all. :: 2/28/2021:: https://forum.projectgorgon.com/showthread.php?2787-Suggestion-More-flexible-combat-ability-bars&p=19893#post19893==== Augmentation Changes ====:Yeah, we can definitely improve augmentation. It shouldn't work differently for NPCs versus players, so we need to choose whether NPCs attune items, or whether players don't attune items... but there are pros and cons for each direction. The knee-jerk is to just remove the attunement, but I *am* worried about hand-me-down uber weapons. It's not a problem yet, but that's only because we don't have max-level gear yet. We will have max-level gear eventually, and I'm sure hand-me-downs will be a problem, because it has always been a problem in every other MMO with unattuned gear (unless the game has item decay, which we don't). :So I'm not sure what approach to take -- I don't really like either of those options, so I've been punting the problem until there's new inspiration. I'm sorry it's been confusing and surprising! We'll get a more coherent solution in place soon. Maybe by giving augmented items an "attune-on-next-equip" flag or something like that. :As for shamanic infusion, that's one where I reserve the right to sometimes make weird skills. Leveling this skill is basically an alternative to using augments, but they're only for shamanic infusers. Infusions make the equipment arcane and unwieldy (that's what happens when you glue a dozen enchanted lizard tails into your helmet!), and only people with the right training can use it. That's just how the skill works...I see no need to turn it into yet another "everybody can use this" crafting skill.:: 2/28/2021:: https://forum.projectgorgon.com/showthread.php?2786-Suggestion-Make-equipment-enhancement-more-streamlined-and-accessible&p=19891#post19891==== Controller Support ====:We had some game-controller support early on for movement and cameras, but maintaining it involved a lot of "moving targets" in terms of supporting individual controllers well, and at some point it broke and we didn't get around to fixing it back up. Now that we're more deeply integrated with Steam, I'm tentatively hoping to expose a lot of the game's functionality to the Steam Input System, which will let people set up custom Steam Input profiles and share them with each other. That's not on my immediate radar, however... we're bogged down in other stuff at the moment. But I do think basic controller support is important and will eventually happen. :(Probably never going to get to "full" controller support for all the many UI windows in the game, though, meaning that you'll probably always need to use a mouse-cursor to select items in your inventory, etc. But Steam input will at least let you move the mouse-cursor with a controller, albeit awkwardly.):: 1/31/2021:: https://forum.projectgorgon.com/showthread.php?1276-Anyone-play-with-a-controller&p=19790#post19790==== Sounds & Volume ====:Looks like srand is doing some volume tweaks based on this thread, so if there's a really loud sound you hate, please let us know here now! (The more specific you can be, the better.) :Background info: the master volume DOES affect every sound. But there are still lots of mixing problems because the raw wavefiles of each sound can have any volume, and some are naturally louder than others. We've coded a way to fix that by manually lowering the volume on specific sound effects... but it requires us to manually tweak each sound individually. :It's also possible that some sounds are being played as "2D" sounds instead of as "3D" sounds, which means the sound has the same maximal volume no matter how far away the source is. That's another thing we can fix, but we have to manually set the appropriate setting for the sound. :Volume is also a fairly subjective and complicated thing -- headphones versus speakers, ambient noise vs. music, etc. So I doubt we'll ever have a perfect volume, but hopefully your reports will help us fix the really jarringly loud ones. :(Also, I did make the boss warning screens intentionally loud and terrifying... but I think Sandra's veto'ed that, so it'll be softer next update.):: 1/3/2021:: https://forum.projectgorgon.com/showthread.php?2708-Warning-Danger-ahead!&p=19675#post19675==== Animation System, Pets, Wipe Target ====:The animation system probably won't have any direct impact on your pets. But getting to the underlying concern, yes, we will be replacing the visual appearances of most pets in the future, but no, that won't cause them to be wiped. Your pets will just suddenly look different. :As for resetting during wipe, I don't know for sure; we haven't made any decisions there, but I hadn't anticipated wiping them. :(Edit to add: the "wipe" being referred to is an item-wipe to help make the game's economy work better with an influx of new players. This is planned to happen when the game leaves Early Access. The soonest we could realistically leave Early Access would be December 2021, and that's if we hit all our milestones this year. Last year was not a great year for us, both for understandable business reasons (our contractors didn't make all their art deliverables) and personal "holy shit this year sucks" reasons, so leaving Early Access in 2021 will require this year to not suck as badly. Long story short... I wouldn't count the days until the economy wipe, because it's a long ways away.):: 1/3/2021:: https://forum.projectgorgon.com/showthread.php?2751-Animal-Handling&p=19674#post19674==== Hide NPC Options ====:We may do that with Do Favors... we've gone back and forth there. It's tricky to code, because NPCs are driven by code scripts, and some of them handle favors differently. So it's not simply a UI tweak. But it's probably a good idea. :With Training we probably won't do that, because it's important for players to be able to see what the NPC eventually offers.:: 12/28/2020:: https://forum.projectgorgon.com/showthread.php?2748-NPC-UI-Request&p=19655#post19655==== Butchering Organ, Fat chances ====: Hmm. I've just looked over the code and data, and it looks okay. There's been no changes in source control, so it's still the same chance it's always been. There could of course be bugs, but I don't see any in the butchering code flow. It's pretty simple, so let me go through how it works. I'll use Barghests here, although Snow Oxen are the same (except slightly easier butchering check, 73 instead of 80). Fae bears and fae panthers are also similar. :Animal fat *is* an organ, so an organ knife does help. Your chances for an organ are 3% for every 9 points of the relevant anatomy skill, plus any item bonus. So if you have a level 45+ anatomy skill and Amutasa's +7% organ knife, you would have a 22% chance for an organ. Barghests have five different organs (stomach, brain, heart, spleen, tier-4 animal fat) so if you get an organ from one, you have a 1-in-5, or 20%, chance of getting a fat. That amounts to... (0.22*0.2=0.044) a 4.4% chance to get fat from a Barghest. :I've also double-checked the fae bear and panther, and this is true for them also, except that they drop tier-3 fat. (The bear is a level 80 butcher and the panther level 73.) The butchering difficulty level doesn't always match the product result right now. It will make more sense eventually, when we have lots more high-level monsters to spread the loot out on, but right now it's a bit messy. Also, note that fae panthers are fae anatomy, not cat anatomy. But fae bears are bear anatomy, not fae anatomy. :It's important to note that if you fail the first butchering skill check ("botch the butchering"), it won't even roll to see if you get an organ, so having Butchering as high as possible is important. :Anyway, 4% seems about right for a rare crafting resource that's supposed to have some trade value. Randomness is streaky, but I don't see any reason why it wouldn't be 4% given a large enough sample size. :In any case, the way it's coded right now doesn't give me an easy place to tweak the numbers, it just falls out of the organ harvesting system. When the anatomy level caps go up, the organ-harvesting rate would shoot up... but I think this would make organ harvesting too easy, and I'll need to rethink about how all these systems scale. (That's why I haven't raised the anatomy level caps yet.) :Edit 2: it may be possible to raise some anatomy skills to level 54 with synergy bonuses, and this would give you +3% more chance for organs. The server simply divides your skill by 9, rounds down, and multiplies the result by 3, so your skill level is all that matters. I mention this because anatomy skills don't have labels that go above 50, so there's no "Butchery yields rare meat or organs: +3%" at level 54... but those labels are just to make the system more understandable to players. The server doesn't care.:: 12/28/2020:: https://forum.projectgorgon.com/showthread.php?2747-Butchering-result-of-animal-fats&p=19653#post19653==== Screen Flashing ====: Hmm, yeah I see it now. And I'm sorry to say I don't have any good ideas here. It looks like the GUI is freaking out, but those are just standard Unity UI elements. I can say it's definitely not directly caused by a game setting. (The "screen flash" referred to by DisableScreenFlash makes the entire screen flash a solid color, and only during combat when you take damage. Internally, it briefly shows a whole-screen UI element.) My best guess is the video card is running out of memory. Does this happen if you reduce the graphics quality to extremely low levels?:: 12/8/2020:: https://forum.projectgorgon.com/showthread.php?2737-Graphical-glitches&p=19598#post19598==== Deer Tricks ====:Thanks for the feedback! I'm still reviewing it. Wanted to mention, though, there's a couple of "tricks" to the Deer skill which aren't obvious from looking at it. One of them is pretty important, and I'll work to make it more obvious in-game: your pet deer's attacks are internally all considered Deer Kicks. This was specifically done so that the mod that applies from "future Deer Kicks by any deer" works with the pet's attacks -- and in fact the pet's version works much better than the player's for this purpose, since its version of Deer Kick has a much faster reset time than the player version. :Another "trick" of the deer is that it has two knockback-on-stun mods, which stack. This was intentional, I think -- it was done long ago, and I don't remember. It's not usually very helpful to stack knockbacks. But deer is the only skill that can... so it feels like a nerf to take it out. But I probably will. :Still working on this skill; compared to Ice Magic, it's very difficult to tweak into a good place.:: 12/6/2020:: https://forum.projectgorgon.com/showthread.php?2729-Deer-and-all-things-Doe-related&p=19581#post19581==== Ice Magic, Deer ====:Thanks for the feedback! I've finished most of the upcoming changes to Ice Magic, and a surprising number of your suggestions are in-line with the changes I've made -- which tells me I'm probably on the right track. I'm especially fond of the new Cryogenic Freeze: it will be toggleable, and it also has a new scaled-up ice cube graphic to make it really obvious when used. And it's just kind of inherently fun to use now. :Now that you've done an easy skill, try something tougher: a similar write-up on the Deer skill! :(Edit: that's mostly a joke at Deer's expense -- I've already made a bunch of changes to the skill for the next update. But I would definitely love to know what, if anything, Deer players love about their skill, to make sure I'm not accidentally destroying it!):: 11/24/2020:: https://forum.projectgorgon.com/showthread.php?2728-Ice-magic-related-thoughts-and-suggestions&p=19542#post19542==== Player Stalls ====:We just don't have enough room for every player to have a permanent stall. Right now we're at a relatively low population ebb (player population has raised and lowered over the course of development many times... mostly unpredictably), but even at this relatively quiet point in time, we have over 1000 active players each week... and something like 200 vendor stalls. So that just doesn't scale. The fees are intended to force you to give up your stall for a while each month, or else pay a huge fee. I want people to be able to rent a stall for at least a week each month, even when populations go back up. :I'm open to other suggestions here, but I don't think the fee structure is the problem; it's a solution to a different problem, so to speak.:: 11/17/2020:: https://forum.projectgorgon.com/showthread.php?2725-Player-vendor-stalls&p=19511#post19511==== "Regrow the City" Systems ====:We talked about doing this for Halloween, actually. But it was cut due to art time. :My experience with permanent "regrow the city" systems in AC2 was pretty informative. It took a lot of art time to make all the different visual tiers of workstations -- two artists spent several full months on just those. And then they were mostly irrelevant after a couple months: players cranked the cities up to the highest tiers, and kept the workstations up pretty well, so most of that art was never seen again. That's fine for a game with a multi-million dollar art budget like AC2, but it seems wasteful to me here. :So I think the way we'll end up doing "grow the thing" mechanics is as a weekend-long live event, not as a longer-term installations. That way the "low-quality" versions will eventually get used again, and the art expectations for brief live events is a little lower anyway but there's a gotcha there: during beta, it's hard to predict how many people will be online in a given month, let alone a given weekend. If we set the bar too high, the live event will be frustrating. If we set it too low, it'll be trivial. So we'll have to do some experiments there, but I'm guessing we won't see a ton of this type of content until after the game leaves beta.:: 11/16/2020:: https://forum.projectgorgon.com/showthread.php?2709-Rebuild-quests&p=19499#post19499==== Broken Mods, Rabbit Ability Themes ====:Thanks for the feedback! I noticed your comment about broken mods in the other thread, and I'm sad that I missed a broken mod. I didn't see it in the database. As a general rule I try to fix treasure mods pretty quickly (because they're mostly just data errors), so if something remains broken for several months, please feel free to re-report it. We get a lot of bug reports in-game and most are invalid (which is pretty normal -- for instance, many new players report the broken golem in the newbie-island dungeon as being bugged, because its running against the wall... but that's intentional). So unfortunately we can miss bug reports sometimes, especially if its interspersed with balance feedback -- feedback goes into a separate channel, so it's easiest for us if bug-reports and feedback-reports are sent separately. I'm not sure what happened in this particular case, but anyway, thank you for the bug report! :I wanted to ask you for ideas about new ability themes you'd like to see. In this case, I mean the "fiction" of the ability. I'm frankly out of ideas for Rabbit-themed abilities, which is why some of them are kind of blah. So if you have some, please share! Rabbit is partly a solo-survival skill, and partly a DPS skill. (And Rabbit's Foot is its sole group buff.) So I guess we'd be looking for either survival or attack abilities.:: 11/16/2020:: https://forum.projectgorgon.com/showthread.php?2723-Rabbit-related-thoughts-and-issues&p=19498#post19498==== Percentage Mitigation, Flat Mitigation, Scaling ====:Great feedback so far! I'll try to answer some questions here. Instead of specifically replying, though, I'm going to paraphrase your questions into my answers. That way people don't need to read the entire thread to follow what I'm saying. :Percentage Mitigation, Flat Mitigation, ScalingPercentage mitigation is insanely powerful, which makes it great as a baseline for tanking. But it scales too well -- there's no room to grow. If your ability gives you 26% mitigation at level 75, where do we go for an encore? In the case of Bulwark Mode, we're looking at 27% mitigation at level 100... is it exciting to level up 25 times in order to gain +1% damage mitigation? I don't think so, but that's the best I can do there. But then we have to look at treasure. None of Bulwark Mode's treasure can boost that percentage at all: it would be too powerful, allowing lower-level players to tank much higher-level creatures than they should. Instead, the treasure has to boost mitigation by a flat amount. This way, you need to keep finding better treasure as you level up. :Flat mitigation on players makes a lot of sense because monster damage scales almost linearly. (This is very different from player damage, which has multiplicative elements, so mitigation on monsters is much less powerful.) For instance, a level 75 "Carnivine" has +97 damage boost. If it was a level 70 monster, the damage would be +89 instead. If it was level 100 it'd be +143. This monster is a wuss, but you get the point -- these are smallish numbers that increase at a relatively modest pace. :That's true for both solo monsters and Elite monsters -- Elites obviously hit harder, but their damage scales slowly with level. So with some number-massaging, I should be able to make flat mitigation the main form of mitigation. :Giving out tons of flat mitigation does create new problems. I'm especially worried about granting literal invincibility against lower-level monsters. You can see that already with Staff: if you go back and fight newbie monsters, they simply can never hurt you. I don't like this design and will need to fix it with new mechanics. :One mechanic I'm considering to fight over-mitigation is something from Asheron's Call 2 I called "armor chipping". Here's how it worked: if an attack would be mitigated to below 25% of its original value, then a random amount of the damage (between 1% and 25%, rolled randomly for each attack) would "bleed through". So no matter how good your armor was, you would still take an average of 12% of the damage from the attack (plus or minus 12%). So you could still be "chipped" to death by lots of smaller creatures. :This did help prevent overmitigation in AC2 (which is especially problematic in a PvP game), although it wasn't terribly popular with player tanks, who really like seeing "no damage" floating above their heads. But anyway, even if we don't use this particular system, we'll definitely need a few new mechanics to help with balance problems. :Long story short: I've always been pretty hesitant to give out meaningful amounts of mitigation because of the abusability of it for farming lowbie monsters. But I think flat mitigation -- in large amounts! -- is going to be necessary to make high-level group combat work. So... we'll just have to make it work! That probably means changing monster damage, and adding new systems to prevent abusability, and who knows what else. :Not all Bosses/Elites are Useful Data Points for TankingIt's dangerous to do too much theorycrafting against the most powerful monsters in the game. Zukelmux is probably the best example -- he was made specifically to stump players. He's harder than anything I thought players could handle with level 70 equipment alone, and I expected players to need all sorts of special items and tricks to survive it. :Having this fight in the game was a very useful data point for me, but it's not one I'm trying to maintain forever. In fact, Zuke is destined to get a pretty hard nerf eventually. (I kind of tipped my hand about that when he was included in a daily Aurest quest.) He'll still be really hard to kill, but he probably won't deal as much damage as he does now. :It's also important to realize that monsters can serve different roles, and you aren't supposed to be able to tank them all! The "Multipurpose Utility Elementals" in the newest dungeon are a good example. They have an opening move that sprays acid which will shred armor in seconds. But that's their opening move, and then they can't use it again for 30 seconds. And it does no health damage... so... one simple solution is: don't tank that! Let an off-tank pull it and get hit by the acid, then let a tank take over. :In that case, I tried to make the acid powerful enough to force players to think creatively. Maybe it needs to be more potent, I dunno. But the point is that there are lots of Elite and Bosses with gimmicks, and they need to have different solutions besides "take the damage in the face and laugh because I have insane mitigation". I mean, sometimes that's what's needed, sometimes not. :(And I realize many of the current monster gimmicks just don't work, because the numbers aren't quite right, or something about it just didn't end up mattering to players. In those cases, I'll try to fix the numbers to make their gimmick work. That will help make combat more interesting.) :Other Stuff:"If a piece of gear is eligible for discounted Transmutation, all the mods on the item should be eligible, not just the particular skills that have changed." I like this idea and I think it makes sense. Probably can't implement that overnight, but will at some point in the future.:"What about abuse by kiting mobs or AoE burst-killing them?" I think a good first step in fixing these problems is to make the monsters live longer so they have more opportunities to react. So that's the step I'm focused on. After that, if something is still too cheesy... well, we'll have to fix it one way or another, depending on the exact details.:"Kitchen Sink" reminder: I mentioned this in the last update thread, too. I'm throwing the kitchen sink at the problem, meaning I'm going to try out a few different game systems and see what's fun. That's what Bulwark Mode is. It was actually slated as a special tool just for dwarves. The Dwarven Stalwarts are referenced in the game a few times -- Bulwark Mode was originally going to be "Stalwart Mode." But dwarves are a long way off, and this system seems too useful to be limited to one race. Maybe. We'll see how it all pans out.Numbers will change! I was working on the numbers for this update right up until the evening before we launched it, never quite happy with them. I'm pretty sure I overdid it with Staff flat mitigation, and maybe in other places, too. None of those numbers are locked in. I'm just trying to quickly shift overall tanking balance in the right direction, which will mean some skills are overpowered for a bit. Please remind players that this isn't permanent; I don't want players to get the wrong idea and and make a Staff build specifically because it's overpowered right now, and then be disappointed when it's nerfed a month later. So if you see people talking about it, please help remind players of the eventual plans.  :I had more to say about specific details, but we're really getting into the weeds, so I'll stop for now. Please keep the feedback coming!:: 11/10/2020:: https://forum.projectgorgon.com/showthread.php?2715-Update-Discussion-November-6-2020&p=19462#post19462==== Longer Lasting Combat ====:Thanks for everyone's ideas! I am taking some notes and I hope people feel free to continue to talk about this topic. It's a very valuable discussion here. :I think my next step will be to do another round of "make combat last longer" changes. This includes both group and solo combat. I've been extremely cautious about doing this in the past, because it will most heavily impact players with weak gear sets. (If you have tremendous burst DPS, you'd still probably be able to burst-kill solo creatures even if they had twice as much health/armor as they do now.) In the short term, that's awkward, because it reinforces the "rich get richer" problem with DPS. But I think I need to make those broader combat-duration changes first, before I start hacking on mods and skill systems. :My plan will be to make players generally more tanky, and to offer new mechanisms to increase survivability. I have a handful of ideas, from mods to new game mechanics... and I'll probably throw everything at the wall and see what sticks. We'll iterate quickly and do weekly updates to try to massage everything. :After that, we can come back to the "too many DPS mods" problem with a different vantage point.:: 10/22/2020:: https://forum.projectgorgon.com/showthread.php?2694-Update-Discussion-October-15-2020&p=19361#post19361==== High Level Balance ====:I've talked about this before, but to catch people up, here's some background on where we are with high level balance. :I'm moving small pieces of the balance equation around to try to make the game work better, like tweaking Power curves to help reinforce ability roles. Ultimately, though, the elephant in the room is that players can have way, WAY too many offensive treasure mods at once. Until I fix that problem, these other fixes will seem weird, because they aren't fixing the core problem. :The core problem from a player's POV can be summed up as "I don't need to defend myself if I can finish combat in 4.1 seconds". This playstyle means you are more than willing to drop defense in order to hit the magic DPS level where everything is trivial. And if something is higher, you just die. :This is very poor game design that gets worse and worse at high level, and I have to fix it, but I don't know the precise way to fix it. That's why I'm fixing small parts of the equation, seeing how it affects things, and trying to figure out the best approach. Ultimately the change will be a severe nerf, and I would like to get it right the first time. :My knee-jerk idea was to just reduce the total number of treasure mods you can have on at once. But now I'm thinking maybe a new mechanic that forces players to take a certain % of defensive mods. (Say 40%.) I don't have a mechanic for that in mind, but one easy approach would be to make all the mods on certain slots (say chest, legs, necklace) be defense/survival. That's awkward for pure DPS skills, though, because their defense/survival mods would be crappy. But maybe that's fine. Actually that's probably for the best. :Anyway, I realize nobody likes being nerfed, but I really don't have the ability to present fun and exciting battles to high-level players right now. I can present fun and exciting battles to the top 5% of players, sure. But everybody else will get wrecked, because the top few percent of players can deal, what, maybe 500% more damage than the average player with crap mods? That's really fun for advancement as a player because you can slowly see yourself getting MUCH more powerful. But it's just too big of a power differential for us to create content for, and you will quickly find the game un-fun because nothing is challenging. (Or else it would be un-fun up until the end, because everything would be balanced to be too hard until you finished your 70-mod treasure set.) :It's my fault for letting the balance problem get out of hand, but I do have to fix it, and I will. Expect to see more small nerfs as I work things out, as well as at least one major nerf as I restructure the game to allow it to be balanceable and fun. :There will be more info about that nerf before it comes, so you won't be blindsided by it. I'm not sure when it will happen because I don't know what it is. So far I haven't found an approach that makes me go "aha, that's it!" The closest solution I have is forcing certain slots to be defense/support mods, but that will be very weird for some combat skills. I'm still hopeful that there's a cleverer solution. :(And, of course, rebalancing players means rebalancing monsters. Monster rebalancing is much, much easier than player rebalancing, though -- since monsters don't use mods! Monster balance can be changed around as much as needed to fit where player DPS ultimately ends up.):: 10/18/2020:: https://forum.projectgorgon.com/showthread.php?2694-Update-Discussion-October-15-2020&p=19320#post19320==== "Your Inventory is Full" message ====: thank you for the feedback. The "your inventory is full" message is probably caused by an item with a max-allowance. In other words, it's "your inventory is full [of the special item this chest drops]". So you don't need whatever plot token is in that chest since you already had one. The messaging for plot-items can obviously be improved, and I'll try to do that next time I'm working on the inventory system.:: 10/12/2020:: https://forum.projectgorgon.com/showthread.php?2653-Update-Discussion-September-10-2020&p=19284#post19284==== API? Character Sheet? ====:We do have plans for an API, but the "character dump" type functionality is probably not going to happen until post-launch. There's a lot of other "API-esque" stuff that has higher priority, like integrating with 3rd-party apps (such as Discord). But I expect it will eventually happen. :I like the idea of a "character sheet" in-game option, though. That seems interesting and (probably) relatively easy.:: 10/12/2020:: https://forum.projectgorgon.com/showthread.php?2686-Is-there-an-open-API-Project-Gorgon-API&p=19283#post19283==== Walking Through Textures ====:I've been thinking about this one, and I don't really have much insight to offer... it seems like it's basically broken Unity's rendering. The most likely culprit really would be a driver (or other software on your machine, like BIOS-based performance enhancers or some kind of "graphics accelerator" software that's not tuned right for this game). But since you've mostly ruled that stuff out, my next guess is a bad collection of game settings. Perhaps if your camera clipping point was flung forward and the low-res terrain was enabled on otherwise-high-res settings... well, the results wouldn't really match what you're seeing... but would give you something kind of similar. So I would try deleting your game settings to see if it helps. It's a file in your user account's public file area, you may need to enable the Explorer option to see hidden directories to see your "AppData" folder. It's here: :C:\Users\(accountname)\AppData\LocalLow\Elder Game\Project Gorgon\GorgonSettings.txt :Just delete or rename that file and the game will create a new one next time you run. Next time you start the game, turn off the "Auto-Adjust Quality Level" option in the graphics settings, and just set the game on Good graphics with no overrides... let's see if that fixes the problem!:: 9/29/2020:: https://forum.projectgorgon.com/showthread.php?2673-Walking-through-ground-textures-(hills-trees-mountains)&p=19164#post19164==== Crafting Caravan Item Upgrade Test ====:Changed the wording to prevent people worrying about being banned over it. Obviously it's a less-than-ideal situation where the tech doesn't match up with our needs yet. But that happens sometimes during development. So we're asking people who barter for higher-tier versions of old items to not sell or trade them. Please gift them to an NPC or destroy them for materials if you don't want them.:: 9/24/2020:: https://forum.projectgorgon.com/showthread.php?2671-Discussion-Crafting-Caravan-September-25-2020&p=19138#post19138==== Fat Drops ====:@user - that's an interesting take. I admit I haven't really considered leaving it as-is, because it makes it impossible for me to do specialty encounters -- "you MUST do this" type thing. I don't want to do that all the time, but with a boss like (the ghostly one) in this update, I don't really want him to be affected by, say, blood loss. But eh, maybe it's fine. Magic is magical. :@user - fat drops are based on the monster's level and their anatomy type. Herbivorous animals (such as Ungulates) have the best of all of the resources: skins, meat, organs. Carnivores have the worst. And omnivores are somewhere in between. But that said, it does look like the specialty monsters in the Fae Realm (which amounts to nearly all the monsters in the Fae Realm) are missing parts of their butchering profile. Will take a look at that now.:: 9/16/2020:: https://forum.projectgorgon.com/showthread.php?2653-Update-Discussion-September-10-2020&p=19086#post19086==== Game update feedback ====:Thanks for the feedback, please keep it coming! A couple bits of info to add: :- RE: new framerate problems in low-density areas: I'm not really sure where that would be coming from. We didn't have graphics changes in the last update, at least, not intentionally. We'll be looking for a culprit. :- RE: debuffing monsters' vulnerability: the way it works now is just a limitation of the implementation and will eventually be a true multiplicative. In other words, if you make a monster take 20% more Fire damage, and they normally take 0% fire damage, 0%+20%=0%. Doesn't work that way yet (in all cases), but it will. :- RE: new bosses: they ARE actually easier than the final boss of Gazluk Keep. I was worried I set the bar too high there in terms of how much damage I expect a group of 6 people to be able to generate. And really, it's just hard to figure out where the difficulty point should be, so this time around I decided to err on the easier end. But if most people think they're pushovers, I'll probably bump them up a notch in the next update. :Also, the captain encounter is supposed to be a forced-multi-pull encounter: if you aggro any of those three elites, you should always get all of them. New tech, and obviously not working out well enough yet, but I'll do some more work to fix that also.:: 9/14/2020:: https://forum.projectgorgon.com/showthread.php?2653-Update-Discussion-September-10-2020&p=19072#post19072==== Event feedback, performance ====:Look, guys, I really appreciate feedback, and it's part of the reason we do those events, so thanks! Just please keep things in perspective: this isn't the first boss invasion, and it won't be the last. Each time we try to improve the experience. Then we iterate. Over and over and over. :I know that performance problems seem so easy to fix from the outside. But I'm working on hundreds of thousands of lines of code, built atop an ever-changing graphics engine, and trying to support 3 operating systems and an infinite number of hardware configurations. So it's hard work, is what I'm saying. But performance IS getting better, and the proof is in the pudding: my 5-year-old test card now gets 60fps in Serbule Hills, when a year ago, it struggled to get into the 30s. :Performance is getting better for most people. If it's not getting better for you, I'm sorry. It's not for lack of trying. :So what happens next? Before the next boss battle event we'll have more changes to the particle system to try to improve perf there. Then we'll try again, and again. And again. :And I totally get it if that plan doesn't work for you! But this is the only real path forward for me. So if you've had enough, I hope you'll come back some time soon when you have newer PC hardware, and I'm sorry it didn't work out.:: 9/14/2020:: https://forum.projectgorgon.com/showthread.php?2658-I-know-it-is-JUST-me&p=19071#post19071==== "You are already logged in" ====:It's your route to the server: it's not staying stable. When you get the "you are already logged in" message, it means the server didn't disconnect you, and it was waiting for your client to communicate with it, when your client disappeared abruptly. The TCP stream was severed at some point between the client and the server. I don't have more information about what is disconnecting you, but it's not directly due to the game itself, and there's nothing in the patch that would cause this. It's networking problems. The 'net has been pretty shitty for me in other games this week, so give it a day to get better. I don't really have much else I can do in the short term. :(BTW, it's supposed to let you log back in immediately, but there's a problem with the Steam integration that prevents it. So after you get the "you were already logged in" message, you have to restart the game again. But you'll be able to log in immediately after that. I'm sorry about that.) :Edited to add: if you have a VPN service, try playing the game through it. This will give you a different route to our host address, and will often circumvent the problem in your normal route.:: 9/13/2020:: https://forum.projectgorgon.com/showthread.php?2656-What-is-going-on-with-the-game-for-me&p=19058#post19058==== Low-Res mode ====:That's very weird. I don't know what's happening. Try starting the game in "force low-res" mode by holding down the CTRL key on your keyboard on the character-select screen. (The "Enter World" button will change to "Enter World FORCE LOW-RES".) That will hopefully rule out any graphics-related issues.:: 9/6/2020:: https://forum.projectgorgon.com/showthread.php?2648-Strange-issue-can-t-interact-with-world-but-can-see-chat&p=19026#post19026==== Death Penalty ====:Hmm, I do remember hearing about a game where after a certain number of deaths, you were dead forever. I don't recall which game that was... but definitely not this one, sorry! Long ago we did discuss various death penalty options on the now-defunct elder game blog, and ultimately settled on the "hardcore" item-break mode. :These days, we do have some players who like to create their own restrictions for their alts, and I've started adding game tools to help them (use the chat command /behavior to see the optional restrictions we track). So I'm sometimes tempted to add a "true" permadeath mode for those crazy players... but it'd probably be after 1 death, or maybe 10... 1000 seems high to me!:: 9/1/2020:: https://forum.projectgorgon.com/showthread.php?2644-Was-there-a-limit-on-number-of-deaths&p=19002#post19002==== More emotes? ====:Yeah, we do plan to flesh out the set of emotes in the future! (There are some technical bottlenecks -- I'm trying not to add new humanoid animations until after we make some other technical changes.) :In the short term, I'll see if I can change the textual messaging of /wave when you have another player selected.:: 8/31/2020:: https://forum.projectgorgon.com/showthread.php?2642-More-positive-emotes&p=18997#post18997==== PC Partner Preference ====:Yeah, I don't see why it wouldn't be open to other races, will rework the dialog a bit. :Internally, that question is really just a way for the game to ask you (the player) what gender you'd want your "background romantic NPC" to have, when they eventually show up. If you choose the elf option saying you don't know what sex they'd be, the game just flips a coin for you! So I wasn't really thinking of this as a "what sexual preference does your character have" question, although from a player's point of view it obviously is, so the jokey elf option seems a bit too flippant:: 8/18/2020:: https://forum.projectgorgon.com/showthread.php?2626-PC-Partner-Preference&p=18917#post18917==== P2W VIP? ====:It really depends on your definition of P2W. The VIP plan will include some extra storage space, probably a little bit of bonus inventory space, maybe extra stable slots, etc. Stuff like that does make the game easier and it could be considered P2W by some people. :But in the sense of the term that I think you mean, no: the VIP plan won't make you literally more powerful than other players. No special high-end gear or VIP-only mods or anything like that. It's important to me that the VIP plan always feels entirely optional.:: 7/22/2020:: https://forum.projectgorgon.com/showthread.php?2606-What-are-the-future-plans-for-monetization&p=18802#post18802==== Settings file reset ====:RE: Spirit Fox movement - not intentional. Will be like other small animals (e.g. Rabbit form) after a fix. :RE: Copying over your settings file -- yes, it's possible. You can rename the old file as the new file, and it will load those settings, they're the same basic format. The danger is that for some players, you'll log in with now-invalid graphics settings, and you'll have a black screen, unplayable resolution (640x480) or other weird problems. But for "most" players I think it would work out fine... so you can try and see! If it turns out to be unplayable, just delete the settings file and let it make a new one. :Note that some settings, like your chat settings, can't possibly be saved, because the format changed. But manually copying your settings file WILL definitely save your keyboard bindings, because that part hasn't changed between the settings files. That's the part I wish I'd managed to retain, but for logistics reasons, we just couldn't.:: 7/17/2020:: https://forum.projectgorgon.com/showthread.php?2599-Update-Discussion-July-16-2020&p=18761#post18761==== Beast Forms at Release ====:It's still a ways away, but the general plan is to wipe all Effects on the player, which will undo any animal forms, as well as all other curses, buffs, and debuffs. But you raise an interesting dilemma that will be shared by a few other animal forms. We might be able to squeeze something in for those cases, it'll depend on how the details shake out when we get closer to that point.:: 7/11/2020:: https://forum.projectgorgon.com/showthread.php?2590-Beast-forms-and-Game-Release&p=18732#post18732==== Fletching ====:I don't want to make changes to fletching that would make it pointless. If I did, I would also need to make archery less versatile and impactful, because the skill's balance takes the difficulty of fletching (and to a lesser extent, having to carry all that ammo) into account. The down side of ammunition is why the skill can be simultaneously super versatile and super damaging. :I wouldn't make fletching pointless anyway, because who wins with that? "I'm a fletcher. I make arrows that add +1 damage and nobody cares." If fletching isn't relevant then I don't want it in the game. We'd just do "imagination arrows" like every other MMO, and I'd rebalance accordingly. But before we throw the entire design out, why not help me make it work as intended? Why not order some arrows from people? There's a work order board. Why don't archers use it to order tons of arrows? :And the weird answer seems to be, in part, because of the sort of person attracted to archery. Because moreso than other skills, archers tend to REFUSE to buy arrows. Sure, there aren't a ton of vendors, but there are more than zero, and if there was a market there would be more sellers. But archers can make them cheaper themselves, and don't want to pay. So... there's no market. How do I fix this? I don't know, but I can tell that "make fletching pointless so there's no need for a market" is not a very good fix. :But the answer is also definitely NOT "make them so trivial to make that every man, woman, and child is selling arrows." Because, again, you wouldn't buy arrows. You'd just make them yourself because they're trivial. The skill would be pointless. :It's a hard problem, so if you have ideas on how to fix it, without just killing the problem entirely by nullifying its importance, then I'm all ears!:: 7/3/2020:: https://forum.projectgorgon.com/showthread.php?2582-Are-there-plans-to-make-Fletching-less-painful&p=18682#post18682==== Giant Monster bug ====:Found the problem with monster scaling! It has to do with how numbers are formatted on your machine -- for instance, if you're in a country that formats the number "1.5" as "1,5" then... it's broken for you. Heh. :I've got it fixed here, and there will be a new beta build up this evening or early tomorrow. In the short term you can switch your OS to US English before running the game; this will make things work for you. Although you may have to delete your GorgonConfig.txt file again. :More about the bug: the 2019 version of Unity supports more localization features than the 2017 one did. And they're turned on by default, which our code definitely didn't expect. So the server is sending over numbers like "1.5" which your game client doesn't understand anymore, since it expects "1,5" now. Similarly, your old GorgonConfig.txt file had numbers in the US English format, and so a volume of "0.5" looked invalid -- defaulting to 1, or 100% volume. Window positions were munged similarly. :And now we have a new problem: in beta builds, the GorgonConfig.txt file is written out in your language-specific format as well. So once you've run the beta, your volume is stored as e.g. "0,5", and after the next beta, that will be wrong again! And you'd have to delete your settings file yet again. :It's all just confusing and I can foresee it causing some headaches, so I'm going to simplify things by just renaming the settings file. That way you'll be given a fresh set of defaults. The current live build uses GorgonConfig.txt; all future builds (starting with the next beta build and continuing with regular builds after that) will use GorgonSettings.txt instead. :I think giving everybody a fresh slate may be wise anyway, since a lot of the graphics options don't work exactly the same as before. :Thank you to everyone that helped us track this one down!:: 6/30/2020:: https://forum.projectgorgon.com/showthread.php?2572-BETA-BUGS-(For-the-2019-4-build-currently-in-the-Steam-beta-system)&p=18650#post18650==== Any pattern to which abilities can go on the sidebar? ====: Flesh to Fuel is the only side-bar-able survival utility power, as far as I can remember; it's one of the perks of the Fire Magic skill.:: 6/11/2020:: https://forum.projectgorgon.com/showthread.php?2560-Question-About-Survival-Utility-and-Sidebar-Placement&p=18529#post18529==== Sun Vale cave buffs vanished ====:Those both create non-timed buffs so if you've hidden "permanent" effects, you won't see the icons. As far as I can tell they are working though. (The buffs aren't permanent, especially the Sun Vale ones, but since they don't have a traditional timer they get lumped into permanent in the UI.):: 6/5/2020:: https://forum.projectgorgon.com/showthread.php?2548-Update-Discussion-May-28-2020&p=18465#post18465==== Connection Trouble ====: That is definitely indicative of a connection problem, and it's unlikely that any in-game settings will affect it. You need to be able to sustain a socket connection to the server, which can sometimes be difficult on wifi -- you could try using a wired connection to your router, and see if that helps. :It may not be a problem in your home at all, though; your route -- that is, the different internet machines that you connect to between your home and the server -- may just be unreliable. In that case the best workaround I've found is to use a VPN service. This will give you a different route to our server. :(And yes, the "retry now" message without actually being able to easily retry is a bug, sorry. The code design changed when we added Steam authentication, and it's not trivial to make that work again. But it's on the list.):: 5/8/2020:: https://forum.projectgorgon.com/showthread.php?2536-Troubleshooting-D-Cs&p=18336#post18336==== Item Management, Do Everything, Grind ====:Thanks for the feedback! One thought and one question. (Edit: and another thought after that, plus parentheticals.)==== Item Management, Do Everything, Grind ====:Thanks for the feedback! One thought and one question. (Edit: and another thought after that, plus parentheticals.) :To some extent, item management is just something the game will have to deal with, because that's the bones of this game. There are thousands of types of items, and probably a thousand more to come, and I can't really give people enough storage to store everything they find. (And if you think managing your current storage is bad, think of what it'd be like with 1000 more storage slots! Bad.) :The intent is to get players to sell the items they don't need right now, and buy them from others when they need them, facilitating trades and transactions. But combined with not having an auction house (they speed up moment-to-moment gameplay but hyper-inflate game economies, so I'm using slightly-slower alternate sales systems), players feel friction in letting go of stuff they don't need right now, because they really will probably need that item some day in the future. It's just not worth the hassle to store it for the next 100 hours before you need it, but how do players know how soon they'll need this thing? They can't. I've been working hard to make that more obvious (with more improvements to the "Item Info" window being my next stab at it), but I don't think I'll ever perfectly succeed here. :The way items work is critical to how I want the game to evolve, with new skills and areas and content being added every month or two, literally for as long as I can keep making the game. This type of free-form expansion requires a LOT of items, so that old items don't become too over-used. Actually, there are a lot of benefits to the game's item design, and only one serious down side: the "everything is useful to somebody so nothing can be thrown away" problem. I've kind of made my peace with the fact that it will always be a sticking point, because the benefits are too important. I'm not removing a thousand types of items, and I'm not giving players a thousand more storage slots, so the problem... will always be a problem. No game design is perfect. If that's the game's big flaw, eh, I'll live. :(Just to clarify: there ARE more storage slots coming, plus more item-management tools. Mounts have a "send to saddle bag" system that I'm hoping will reduce in-dungeon item management. But in terms of the bigger picture, there will always be more kinds of stuff than there are places to put the stuff. So there will always be friction here, because players will always have to make decisions about what they want to keep and what they want to sell.) :NPC favor, on the other hand, shouldn't feel grindy. "Grindy" just means boring. Leveling anything in any MMO is repetitive, and if you really notice the repetition it's called "grindy." NPCs favor is just a generic leveling mechanism, so the actual way that you raise favor can change. Maybe I should reduce the focus on item gifts by adding a few hundred more favor quests. (They'd naturally have to be very samey, but then, so is gifting right now.) My question is: do you think having a bunch more directed leveling goals for favor (kill-ten-monster quests, fetch-the-gizmo-from-the-dungeon-chest quests, etc.) would be worth the effort? :(Some individual skills, recipes, etc. are too punitive or costly and need more tweaking, like bear claws not dropping enough. But those are individual balance problems and I'm talking about the general design here, which OP seems to be referring to.):---:You mentioned "everything I do seems to spiral out of control" and that's pretty much the "I want to do everything" problem: the game lets you do everything, every skill, every NPC, every city faction, every dungeon, everything. But if you try to do everything at once, it means you NEED literally everything, and that just exacerbates other game problems. The design intent is that you'd pick up missing stuff from fellow players, but since you don't HAVE to do that, players tend not to. It often seems like crafting the thing you need won't be that hard, so you just take a detour and do that. And suddenly you're mired three crafting-skills deep, nowhere near the actual skill you cared about. :This isn't exactly the player's fault -- it's a sandbox problem, where the goals are nebulous and self-chosen, so the goalposts tend to move as you decide that no, what you really want is this OTHER thing first. No, wait, it's this other thing... etc. But there are tiers of "sandboxyness", and I think many (most?) players want the game to be a LITTLE bit more directed than it is right now. :So the more I think about it, the more I'm tempted to add new restrictions to help here. Not as limits, but as structure, rails to help players. For instance, maybe I should let you only pick one or two major crafting skills at a time. When you get a skill to 100 (or whatever), you can add another skill and start leveling that, but you have to focus on only a couple at a time until they're "done". Just one example idea. :I want the game to be very free-form and open, but I don't want to burn players out with a lack of direction and a lack of movement on their goals. It may seem paradoxical, but in MMO design, adding more restrictions is often the way to help players feel less frustrated and have more fun. If you have ideas about how to approach that, please share your thoughts!:: 5/8/2020:: https://forum.projectgorgon.com/showthread.php?2529-This-game-ultimately-feels-demotivating-to-me&p=18282#post18282==== Damage Vulnerability Calculation ====:The attacker's damage is calculated using the steps I listed above, then that amount is applied to the target(s). The target subtracts their mitigation, then multiplies the remainder by the appropriate damage-type vulnerability. :There are definitely exceptions and lots of special cases -- a few are intentional one-offs, but others are bugs, or works-in-progress. An example of the latter -- we recently added new vulnerabilities based on attack form: Melee Vulnerability, Burst Vulnerability, etc. You would think those would be applied at the same time as the damage-type vulnerabilities, but right now they're applied earlier, before mitigation is applied. That's a bug -- but one I decided wasn't important right now, since we barely use those vulns yet. It'll become a higher-priority issue when we use them for more stuff. :If there's something in particular that doesn't seem to work right, it's not a bad idea to report it -- even if it's a known issue, seeing someone report it means that somebody cares about it, which raises its priority at least a little bit!:: 5/5/2020:: https://forum.projectgorgon.com/showthread.php?1674-Developers-or-experts-please-help-Cow-Unarmed-and-mitigation-questions&p=18243#post18243==== Animal Husbandry Species ====:Depending on the schedule, it's possible that bees (and possibly rats) will get their genetics later on. But if timing works out right, it'll work with bees too.:: 4/10/2020:: https://forum.projectgorgon.com/showthread.php?2491-Next-Major-Content-Update&p=18125#post18125==== Fairy Magic Items ====:Thanks for the write-up, and to the first point you're maing: you're right -- and I realized it was going to be an issue, but didn't have time to rewrite the transmutation table yet. But I've got it encoding the needed info already. :Whenever you loot or craft an item that has a Fairy Magic power in it, that information is being encoded into the item. In a month or two (when I'm next working heavily with treasure), I'll change the transmutation table to use this information. It'll look to see if an item has the "fairy magic" flag, and if so, all fairy magic and mentalism abilities will be available in all re-rolls. This will also mean you can roll fairy magic off an item, and later roll it back on, if you wanted. That will make it more practical to have two Fairy Magic abilities on an item. :I'll also be adding a few more Fairy Magic treasure mods at some point in the future. (None picked out yet, or I'd have added them already, but there's space for a few more which haven't been filled in yet.):: 4/10/2020:: https://forum.projectgorgon.com/showthread.php?2483-Sub-skill-re-rolling-fairy-magic-transmutation-feedback&p=18124#post18124==== Animal Husbandry ====:The next dev blog is still a week away, so I'll share a little info, sure. :We're never exactly sure when all of the assets we need for something will become available, and the pandemic has made some things take longer than expected. So this next update is different than I'd expected the April update to be. But it's something I've been excited to work on for a while: Animal Husbandry! :Animal Husbandry will let players breed Animal-Handling animals (and eventually rideable horses). We're modeling the genetics after a simplified version of real-world genes, with dominant and recessive genes, mutation rates, that sort of thing. :This means that Animal Husbandry is a long-term skill. Even with the special gene-viewing powers we'll give you, it can still take many hundreds of generations to get the "perfect pet", and each generation takes a few days. But when you have offspring you're proud of, you'll be able to sell pet-only offspring (without breeding rights) to other players, so you can make a name for yourself as e.g. the vendor with glowing-eyed cats, or the breeder who makes the super-tiny grimalkin, or the blue-bear breeder with the extra painful bite. :It's definitely not something every player will be excited about. But for a certain small percentage of players, I think this will be an AMAZING system, perhaps the best genetics simulation in the MMO space, which entertains for years to come. For everyone not excited by that... well, everyone will eventually reap the rewards of fancy pets and mounts when they're on the market. :We're busy building the artificial genomes of rats, cats, and bears, and it'll be another couple weeks before it goes live. We've replaced some animal models to give us more possibilities for appearance mutations. :Aside from Animal Husbandry, there's also various UI improvements, including a couple from the recent forum thread, some more fae stuff, and probably some more content in Sun Vale/Fae Realm if the timing works out. :One thing that probably won't get much attention in a dev-blog, but which I'm happy about: I finally managed to repro the "cursor is stuck in the middle of the screen" bug. It is indeed a Unity bug as suspected, but once I was able to reproduce it semi-regularly, I was able to find a workaround. So the next update should see the end of that one. (This also fixes some of the "cursor got stuck as a certain shape" bugs, but not all of them, I suspect. But we'll get there.):: 4/10/2020:: https://forum.projectgorgon.com/showthread.php?2491-Next-Major-Content-Update&p=18120#post18120==== Forum Feedback ====:I don't think trying to gatekeep opinions based on play time makes a lot of sense, because it's hard to know where the cutoff should be for feedback. In general, if someone has a first-hand opinion about a skill, I want to hear it, even if its ill-informed, because that can still tell me something. And the amount of playtime is really not a good indicator of how in-depth someone's experience is, either. But that doesn't mean their feedback is bad. :A few years ago I remember getting feedback from an avid Druid player, who gave very detailed info on all the pros and cons of every ability, but when it came to the Healing Sanctuary ability, their only feedback was "it doesn't have listed heal amounts, so I've never bothered with it." But in fact Healing Sanctuary was even more powerful then than it is now (for then-max-level content). For a healing druid to ignore it was... crazy! In the end, my biggest takeaway from that multi-page list of feedback was: I really needed to get some numbers displayed for Healing Sanctuary. (Which I did, as soon as I could.) If even a die-hard Druid player wasn't going to bother experimenting, I couldn't expect more casual players to do so. It reinforced that I need to get as much info on the in-game ability popup as I can. :So that was very useful feedback. And feedback that only a long-term player could have given me. And feedback that they didn't exactly intend to give me. And feedback that, if we got it now, would get attacked by other players because they obviously don't know the skill as well as they think they do. :That's the danger in gate-keeping. I don't have a good way of protecting this sort of very valuable feedback, feedback that's objectively WRONG but still subjectively PRECIOUS because it represents what lots of players may be thinking, and needs to be addressed in-game somehow. :So I don't want to do anything that would intimidate other players into not posting feedback. If you have first-hand experience with a skill and want to share it, I want to hear it. Hopefully we can create a culture where we can respect that feedback for what it is, rather than worry about the exact "correctness" of said feedback.:: 4/4/2020:: https://forum.projectgorgon.com/showthread.php?2487-Good-Afternoon&p=18099#post18099==== Augment Loot ====:There haven't been any changes to how loot is generated that I'm aware of. I'll review it, but I don't see anything obvious that may have creeped in. Randomness is streaky though, so it's difficult to get a picture from a handful of data points. One thing to keep in mind is that the skills are determined independently of the item's rarity, so you should keep track of the total number of inaccurate items, not just the ones that are really high rarity. If you got 50 blues and greens with correct skills and 4 yellows with wrong ones... that's just bad luck. Anyway, I'll look further for any weirdness that may have creeped in, but there haven't been intentional changes in that system. (Also important to know: loot-dropped augments do NOT use the same system and are MUCH more likely to be for random skills.):: 4/1/2020:: https://forum.projectgorgon.com/showthread.php?2471-Update-Discussion-March-20-2020&p=18071#post18071==== Loading Crash, Force Low Res ====:The usual reason for game crashes is that the video card runs out of memory. Setting the graphics to "poor" is a good start to diagnosing, but since that didn't help, the next step is to make sure no special settings are causing the problem. Next time you're logging in to Kur, hold down the CTRL key on your keyboard. The login button will change from "Enter World" to "Enter World FORCE LOW-RES". This turns off all overrides and uses "-2: Retro-Terrible" graphics settings. :If you still crash, then we can rule out the usual causes and the next step would be to email me the output log from your crash so I can see if I can spot a problem. But usually the next step is more annoying: it will work fine in that extreme low-res mode, but when you raise it up again it'll crash. In that case I would turn off all graphics overrides (and if that doesn't help, perhaps even delete the local config file) to see if that fixes it. Changing something like View Distance can make a big difference to graphics memory used. :There were no changes (that I can think of) to Kur in the last patch. Did you your video driver update very recently? That could also be a culprit.:: 3/30/2020:: https://forum.projectgorgon.com/showthread.php?2480-Kur-Mountain-Issues&p=18055#post18055==== Fae Magic Bug ====:Yep, it's a bug that non-fae can get access to the Fae racial skill. Even though they can only access the first few levels of the skill, it's still too much, and we'll be wiping it completely for non-fae -- all levels and associated recipes and rewards will be revoked in the next update.:: 3/22/2020:: https://forum.projectgorgon.com/showthread.php?2471-Update-Discussion-March-20-2020&p=18006#post18006==== Dungeon Flight ====:Some dungeons also need their ceiling collision geometry improved. But yes, once I'm confident that the perching code is robust (which will take a while), I plan to open up dungeons to flight on a case-by-case basis as it becomes possible.:: 3/20/2020:: https://forum.projectgorgon.com/showthread.php?2322-Update-Discussion-November-22-2019&p=17988#post17988==== Unarmed ====:@Yaffy - Great write-up, thanks! I'll keep that in mind as we go forward. For the record, the removal of those mods from Unarmed was twofold: at the time I felt Unarmed was a little overpowered (when taken as a whole), and more importantly, removing them made room for some Evasion mods. I figure if there is any (non-animal) skill that can focus on Evasion, it has to be Unarmed, so I wanted to at least get the basics of that slotted in for the skill. Of course, evasion has its own problems with interactivity (or lack thereof) which need improving... Since the old mods weren't strongly themed, they can get slotted in anywhere -- I figured I'll reuse them for the last tanky skill I'll be eventually adding. Or it may make more sense to use a similar mechanic when revising the existing tanky skills.:: 3/19/2020:: https://forum.projectgorgon.com/showthread.php?2467-The-design-behind-quot-Tanking-quot&p=17959#post17959==== Fae Update ====:A quick status report, since I mentioned the next game update would be soon -- it'll be soon A few more days. It started as a quick bug-fix update but then I had to go and add new game mechanics (like the aforementioned stun-decay tweaks), which always take a ton of testing. And meanwhile Sandra's added a bit more fae newbie improvements. :So probably Thursday, Friday if we're unlucky.:: 3/17/2020:: https://forum.projectgorgon.com/showthread.php?2455-Update-Discussion-March-9-2020&p=17912#post17912==== Event Looting ====:We have to walk a fine line here. We've heard resentment from players in the past about ninja-looting during free-form events. It can really spoil the event for people and it can even create a negative impression of the entire game community. I don't want a few bad eggs making these events less fun. :On the other hand, we can't perfectly tell who is helping "enough" and who isn't. Live events are chaotic and messy enough as it is, and sometimes we'll get it wrong. But I still suspect we should TRY to stop ninja-looting, rather than turn a blind eye to it. :So even though we get it wrong sometimes, we'll keep trying to improve our methods and tools for live events, to make them more fair and fun for everyone. It'll take time and experimentation, which is why we test. Thank you for helping us test these events, and for letting us know how the events are working for you.:: 3/15/2020:: https://forum.projectgorgon.com/showthread.php?2462-Testing-of-the-world-boss-event-held-by-Jack&p=17893#post17893==== Convenience ====:The problem here is you're selectively ignoring convenience. A fairy ice mage has a TREMENDOUS convenience of not having to research any of their spells. That is a ton of work... and even unlocking the ice magic skill is hard. You've chosen to ignore all that and say "but AFTER all that convenience, what do they have? They suck!" :But if you're going to completely ignore convenience, then fairies are obviously superior to other races. They lose 16 inventory slots but have a fairy-only storage spell that gives them access to 30. 30 is greater than 16, case closed. Fairies are better if you ignore convenience factors. (They can't use metal armor? That just an inconvenience while finding gear -- we'll ignore it too.) :The point is you can't just selectively ignore convenience. If you want to argue that the inconvenience of accessing those extra slots is worse than the inconvenience of researching 100 levels of ice magic, that's an argument you can make, but that isn't the argument you're making. You have to take all the costs and benefits into account, not just "what have you done for me in the last five minutes of gameplay in this dungeon.":---:In general, I think we'll have to wait some time to see how people feel about the race's tradeoffs. I count it as a win if long-term players aren't incentivized to reroll as a fairy because of obvious mathematical combat superiority. The advanced races are going to be all about tradeoffs, conveniences versus inconveniences, doors opened vs. doors closed. And I'm basically aiming for contention. Because if everyone agrees that the tradeoffs of one race are better than another, I've done a poor job balancing. If there's a fair amount of argument about whether the tradeoffs are worth it, with some players liking the tradeoffs and some disliking it... that's a sign of good balance. So I'm going to mark you in the "not good enough tradeoffs" column, but we'll see how some more players feel before making changes.:: 3/15/2020:: https://forum.projectgorgon.com/showthread.php?2455-Update-Discussion-March-9-2020&p=17882#post17882==== Stunning ====:- It's not intentional that fairy magic be usable from the sidebar, that will be fixed soon! :- Elites and bosses use all kinds of different rage attacks besides aoes, but the fact that you only remember the aoes probably indicates just how ineffective those other attacks are...  :- Stunning IS supposed to have diminishing returns. But it diminishes slowly from a 4-sec down to a 1-sec stun, which takes a while. It was designed around a 15-second battle duration, which has never actually happened. Should be less of a problem when combat is longer, but yeah, maybe this is a system that I should crank up, at least temporarily, to move people away from stun-locking.:: 3/14/2020:: https://forum.projectgorgon.com/showthread.php?2455-Update-Discussion-March-9-2020&p=17873#post17873==== Elite, Thorns, Fae ====:A few answers to questions/comments: :GK elites: Previously, GK bosses received cranked-up chances for Exceptional, Epic, and Legendary gear, above and beyond what bosses already were supposed to receive. They also got bonus health (between 9000 and 15,000 extra), and a bit more damage. In contrast, GK elites received a smallish health bonus and a damage bonus, but they weren't supposed to have extra chances for high-rarity loot. The elites in question (like the yellow Lieutenants) used one of the bonus-tables intended for bosses instead of elites. So they had +9000 max health instead of the intended +6000, they dealt something like 30 more damage per attack, and also had +20% chance for exceptional, +10% chance for epic, and +2% chance for legendary gear. They ALSO had their bonus chances from just being elites (which gave them e.g. +25% chance for exceptional already), so the stacking effect really made them a goldmine. I knew they gave out too much high-rarity loot, but I didn't put together why until just a bit before the update when I was cleaning up the entity files. :Thorns changes: I forget which thread it was in, but someone mentioned that thorns shouldn't do health-bypassing damage, and I realized that no, they weren't supposed to! Meaning that the damage-calculation spreadsheet assumes they deal regular damage. But then I implemented them as direct-health damage. So that was basically a bug fix, a no-brainer fix for me. That helped me understand where things were breaking down in my spreadsheet math. Even so, I still think thorns damage is overpowered when farming weaker monsters, and I'll have to address that at some point. :Fae newbie area: we'll make the trolls a fixed rate spawn so that they don't overwhelm the newbie area. Will also work on the newbie quests a bit more to try to make that intuitive. We'll do another client update with more bug fixes early next week! :Fae hives: these are definitely overtuned at the moment, meaning they are way too hard. They also have really cranked-up loot profiles, so it sort of works out, but not really. Will work on rebalancing those soon, but since these are large outdoor elite encounters, and I don't have a lot of experience making those, I expect it'll take some time to figure out how to make them flow.:: 3/14/2020:: https://forum.projectgorgon.com/showthread.php?2455-Update-Discussion-March-9-2020&p=17863#post17863==== OP Necro? ====:In case there's any doubt: yeah, Necro has some overpowered combinations. It's not the only skill with them, either. I do plan to fix those problems, but in this upcoming update I've had to focus on other things. So it'll stay OP for a bit, but not forever.:: 3/4/2020:: https://forum.projectgorgon.com/showthread.php?2447-NecroHammer-40k&p=17740#post17740==== Purple and Gold Items, Complaining. ====:Ugh. I'm tired of this petty cat-fighting, every thread seems to devolve into it, and I'm just going to start deleting posts that are off-topic. Sorry if I also delete something important you wanted to say -- feel free to repost it without snark and bitching. I know snark and bitching is natural, and I'm not really a fan of censoring, but I just can't handle it. I have to read all this stuff, and if your posts put me in a bad mood, it disrupts my day. That means I end up just glossing over certain posters because they constantly put me in a bad mood. I can't afford that. I have work to do. (Ever wonder why dev teams don't seem to read forums very often? Because it's physically exhausting. Weird but true. In other jobs, I've sometimes had producers tell me not to read the forums at all because it can sink productivity so bad.) :Thank you for your understanding.:---:I didn't make it clear enough before, but purple and gold items are inherently overpowered items. I balance around a good set of red gear (that is, red gear with well-chosen mods). That's why I said that the drop rate of purples and golds is too high in groups -- those items can break the power curve, and when you're in all gold, you're VERY overpowered. :It feels good to be overpowered, though, and I want to let you beat the game's difficulty curve. This is a game where you SHOULD be able to stomp the crap out of enemies if you try hard enough. But I am not obliged to make that easy. And I won't be making it easy. In fact I'd sooner drop gold-tier items from the game than make gold the balancing standard. Seriously. Those items already make my life VERY difficult while balancing. (e.g. "This content is too hard for a balanced group... but if even one group member has all golds, then it's too easy...") :Now, getting a good set of red gear IS a bit too hard at high level when you're just soloing. I acknowledge that and I'm working on it. But I'm not going to be handing out purples and yellows like candy.:---:Also, please consider how you frame your complaints. If you're complaining that it's hard for a max-level player to get amazing gear, you are NOT a newbie player. If you have even one skill over level 60, you are most definitely not a newbie. I know there are other players with REALLY overpowered gear sets, and everyone wants to be like them, but their existence doesn't make you a newbie. It makes them crazy overpowered, yeah, but some of them have put THOUSANDS of hours into the game. Just... incomprehensible amounts of time. Even so, if you've played for 50 hours, you are not a newbie. :Another framing problem: I mentioned this in another thread and I don't want to harp on it, but maybe I should: getting "only" a few hundred hours of gameplay out of an in-development MMO is GREAT by any reasonable standard. Stop trying to say that's not impressive. Stop pretending that you'll be able to play the same game literally forever. You can keep coming back and I'll keep adding stuff, but you'll eventually get bored and have to wait for new stuff. That's life. Not even WoW can keep people engaged literally eternally, so why would I be able to? Please be more reasonable with your framing.:: 3/3/2020:: https://forum.projectgorgon.com/showthread.php?2443-Tuning-Non-Elite-Mob-Availability-and-Drop-Rates&p=17699#post17699==== Overpowered Transmutation ====:Yes, I would in fact say that making overpowered items is in a good place. Players need to keep in mind that legendary items are inherently overpowered. I don't balance against having legendaries -- having them means you will be doing more damage, healing more, etc. than the game plans for. You are becoming overpowered. And yeah, that takes a while. So what? :Look, if you're bored at max level and think everything seems boring, STOP PLAYING. Take a break. If you hate grinding, then don't grind. Come back in a while. Or decide that having spent HUNDREDS of hours in this game is enough, and you're full up on Gorgon, and you can move on. All of these things are okay with me. :Intentionally making it even easier to get overpowered gear -- and thus making it even harder for me to create some sense of challenge for you -- is not in the cards, no.:: 3/3/2020:: https://forum.projectgorgon.com/showthread.php?2445-Transmutation-of-mods-needs-some-serious-help&p=17698#post17698==== Monsters and Augments ====:One of the changes in the next update is relevant here: random augments will drop in loot. (They'll be more common at low level than at high level, and at the eventual max level they won't drop in loot at all -- that's to avoid making high-level Augmentation crafting useless.) My goal with loot augments is to help players get through the tricky parts of the game's difficulty curve. It's not the only needed step, but its another step in that direction. So we'll take that step and then see what the next step should be. :It's not intentional that solo loot is "pointless" compared to group loot -- at any level. Group loot should be better, but exactly how much better? That balance-point has changed many times during development. Right now the scale is tipped too far in favor of group loot. I intentionally cranked the rarities of group loot (during pre-Steam testing) to encourage alpha players to group, because I desperately needed feedback and data on grouping -- and it was VERY hard to find a group with so few players on, so it needed to be REALLY worth it. Now that it's a bit easier to find a group, elite monsters' rarity-chances (and/or possibly the sheer amount of equipment dropped) feels too high to me, and I may tone it down a step. (Just a step -- I don't want to overshoot the mark by nerfing too hard.) :Solo monsters also need a bit more oomph, too, but not all monsters need the same thing. Loot is very personalized, and VERY complex. Every monster has its own loot profile, and many solo monsters just need some general tuning up: the goalposts have moved since their loot profiles were made, and newer monsters are better. I've been working on those behind the scenes in recent updates. The harder ones are the ones that need new content. For instance, a level 70 polar bear drops a single Tuft of Fur 25% of the time... that seems especially poor. I mean, when that bear drops flower seeds, the seeds are pretty high-tier. But you get the same Tuft of Fur from every bear in the game, whether they're level 40 or 70. Tufts of Fur are important for crafting across many levels, though, and its important that you be able to gather crafting needed materials in high-level areas -- I don't want to intentionally send high level players back to kill newbie bears. So fixing this bear will involve creativity, which takes time. Maybe high-level bears drop Massive Tufts of Fur, and I retrofit some recipes to use that instead of plain old tufts. (And maybe you can tear a Massive Tufts of Fur into three smaller Tufts of Fur, a la Perfect Wood. In fact, the reason we have Perfect Wood is to solve this exact sort of problem.) Or maybe in this case I decide its not worth the trouble. Maybe I can just have level 70 bears drop TWO Tufts of Fur. Does that make them worth killing for anyone, ever? I dunno. Whatever I end up doing to the bear, that'll fix one single monster. Then we need to repeat for ... every monster in the game, eventually. :Anyway, figuring out how to improve solo loot will take time, and I'll do it in steps. The next steps are in the next update!:: 3/3/2020:: https://forum.projectgorgon.com/showthread.php?2443-Tuning-Non-Elite-Mob-Availability-and-Drop-Rates&p=17679#post17679==== Lock UI ====:Thanks, that's what I was afraid of. I don't want to add the "Lock UI" feature until I've rooted out all the bugs like the chat window moving. Because the Lock UI option wouldn't fix those bugs... it would just mean you had to unlock the UI to be able to manually fix it. :Do you shut down the game by using the Steam overlay's quit option, by chance? (It's one of the causes of chat-window problems.):: 3/1/2020:: https://forum.projectgorgon.com/showthread.php?2430-Interface-Suggestions!-A-list-before-implementing-housing&p=17658#post17658==== Teleport Binds ====:I don't plan to add any more new ties/binds in the immediate future; I still need to think about how the pacing will work when everyone has a mount! For now I think teleportation is in a good place, in terms of how many different places you can get to at once. We may add some more ways to get to those same points, though.:: 2/25/2020:: https://forum.projectgorgon.com/showthread.php?2428-Some-new-teleportation-spells-please&p=17574#post17574==== UI Updates ====:There were no new features in UI revamp?! Prior to the big UI update you couldn't reposition most of the UI elements at all, so a "lock UI" feature would have been... a bit premature, let's say. That update also added everything from item-highlights when gifting, to right-click item menus, the ability to get more info on items, chat tabs(!), the ability to scale the UI at all(!), and that's just a few off the top of my head. I'm sorry you think its uglier, but there were definitely new features -- features I worked really hard on, and am proud of. :And since that update I've continued to work on the UI, including the crafting panel, the group panel, dialogs, the sales screen ... my point being that I do in fact improve the UI, and I do want suggestions. So please don't tell people what I will or won't add. Let people offer suggestions.:: 2/25/2020:: https://forum.projectgorgon.com/showthread.php?2430-Interface-Suggestions!-A-list-before-implementing-housing&p=17573#post17573==== Elves, Adult ====:Elves are frank and honest about their sexuality, and in-game humans behave much as you do: with disgust. So it sounds like you should play a human and not an elf. In any case I'm certainly not toning anything down about their (honestly extremely tame) dialog. So you can deal or not, it's up to you. End of discussion. :I closed the previous thread because this topic is not up for debate. Please stop restarting the "tone" debate, because it only causes flame wars. The tone of the game is not changing, and I'm not going to discuss it further with you.:: 2/23/2020:: Source==== Critical Healing ====:I'm working on relevant changes to monster stats and higher-level combat for the next update, stay tuned for more on that.:: 2/18/2020:: https://forum.projectgorgon.com/showthread.php?2412-Critical-Healing&p=17414#post17414==== Holistic Wellness Continue Bonus ====:I like this idea a lot. I don't have a way to implement it right now but I'll keep it in mind as new features become available.:: 2/17/2020:: https://forum.projectgorgon.com/showthread.php?2410-holistic-wellness-not-so-holistic&p=17383#post17383==== Match-3 Cheats ====:I think you're wrong that we haven't acted on your cheating reports in the past. But if you know of someone who has definitely cheated at the match-3 game and who is still playing a week later, please let me know who. (For privacy best to send in a new ticket in-game with their character name.) :It's possible to cheat in the match-3 game by using 3rd-party software. We easily detect this (since it doesn't send the correct mid-game metadata to the server), and we routinely perma-ban for it. It usually takes a few days for the ban to happen, since I manually double-check the logs before actually doing the banning. We don't bother to clean up the scoreboards -- their scores roll off the list after a week anyway. There isn't an exploit per se: it's cheat apps. I could do more to block this type of cheating, but it's so easy to detect that it hasn't been a priority. Plus, it acts as a honeypot for cheaters, letting us detect and ban them. :That said, the person in this screenshot claimed to use a different exploit method -- one that doesn't involve third-party software (although it registered in our logs as cheating anyway). Given the bug report, some other details, and lack of prior cheating attempts, we're investigating before taking action. :I would normally not discuss matters regarding banning on the forum, but given that their name is plastered on the high-score lists in game, I guess it's unavoidable.:: 2/16/2020:: https://forum.projectgorgon.com/showthread.php?2409-Quite-the-exploit&p=17375#post17375==== Cheating ====:Please report cheaters via the in-game report tool, because obviously a forum post saying "there are cheaters" isn't something we can act on. But yes, we ban for multiboxing, and we've had to ban more people for it recently, so I can understand that misinformation is spreading. Please help fix that problem by spreading correct information! :Our terms say that you can't multibox for any reason. In the past, for people who unwisely chose to buy multiple accounts, I've given a VERY RESTRICTED permission to log multiple characters online in order to trade items. But only to trade items, quickly and efficiently. :Some players have started twisting that generosity into exploits. I'm not even talking about using multiple accounts in combat, which is obviously cheating. I mean AFK-cheating. Such as: :"I'm just muling... while my mule plays music in the garden". No, that's cheating. :"I'm just leaving my mule AFK here next to this poetry podium while other people recite poetry." No, that's cheating. :"I'm just muling while my mule gives out battle chemistry buffs." No, that's cheating. :As those examples suggest, just being AFK on multiple accounts is often cheating. That's because it's easy to help others earn XP while AFK, and doing that with multiple characters at once is unequivocally cheating. :It's also cheating to leave multiple characters online in order to wait out timers or debuffs (e.g. cow milking mules). :In fact, given the number of cases we've had to deal with recently, I will go further and say: if both of your characters aren't actively trading items with each other, one of them should be logging off. That's just a rule of thumb to help you avoid being banned. :I feel that I was being very generous even letting players item-mule between accounts. But I'm not willing to go any further than that. :And if you see people cheating, please report them in-game so we can investigate.:: 2/11/2020:: https://forum.projectgorgon.com/showthread.php?2381-Having-a-second-account&p=17307#post17307==== Activate Pack ====:The old pre-Steam packages from over a year ago, like the one you bought, have to be manually processed and imported, which I do just before a game update -- which in this case is a weeks from now. (This manual processing step is why we switched systems!) I'm sorry it takes a while, but none of the benefits of the packages are in-game yet, so you aren't missing out on anything. :(Edit: unless your package has a title, which IS implemented, but still doesn't happen until the next game update, regardless of which system you bought from. Titles have to be baked into the game client so they happen alongside Steam patches.):: 2/4/2020:: https://forum.projectgorgon.com/showthread.php?755-How-will-my-quot-PACK-quot-be-attached-to-my-account&p=17250#post17250==== Fairy Questions ====:There isn't a hard lock on running the WN quest so it is possible to carry someone through it, probably, if they are extremely careful. However, the new-player fairy experience is not easy, and it assumes you are reasonably competent at the game. For instance, you need to make your own ice knives from frozen ice that you conjure, which means using several recipes and abilities in conjunction. This isn't super hard stuff, but a complete newbie will be totally overwhelmed and totally lost, and the newbie experience for fairies doesn't cover any of that stuff at all. (It's busy teaching you the new stuff specific to fairies.) :A new fairy will start at level 30 in a couple of skills. There are four combat skills being developed for them, and I think you'll be able to pick two of the four. (Not quite sure yet. Could be you can pick from two skill combinations, or something like that.) After the newbie experience you can always start new skills as usual, although being a fairy means that some skills are a bit harder to learn than they are for humans, elves, and rakshasa -- while others are a bit easier. I don't want to get into what that means exactly, because I'm still fiddling with the details. :Some of the fairy's abilities and restrictions are permanent in every form, but most physical attributes are tied to their physical form. So a fairy turned into a deer will play pretty much like a regular deer. :We aren't designing the experience with the expectation that fairies are receiving support from other characters on the account. That said, no, we won't be adding more character slots for them, sorry. (But the eventual VIP service will include another slot or three.) :The fairy is pretty far out there in terms of design. What I mean is, it has a lot of weird mechanics that may or may not work! But the game's in beta, and this will be a soft-launch of the race, so players just need to understand that the mechanics will probably change over time. I don't think setting up the test server will be too helpful, because I think most of the tricky changes will take weeks to gather useful feedback on. Well, maybe I'll rethink that. But right now I intend to use the main server for testing.:: 1/29/2020:: https://forum.projectgorgon.com/showthread.php?2384-Some-General-Fairy-Questions&p=17183#post17183==== Blocking Stance Upgrades ====:The first few tiers differ by having lower Power costs until they are free by tier 3. Tiers after Blocking Stance 3 are supposed to have a small Armor-heal (healing about 25 armor per tier), and they do in fact do that, but the display data got screwed up somehow, so I don't think the armor healing is displayed. I'll take a look at it for the next update.:: 1/20/2020:: https://forum.projectgorgon.com/showthread.php?2376-Blocking-Stance-upgrades&p=17114#post17114==== Large Conch Shells ====:Shells come in three sizes, small, medium, and large. Small ones are mostly what appears on the beach, and they have extremely low chances of being a Large Conch. But the large shells you find deep in the coral reefs have better chances of being large conchs. :Not every skill needs conchs, so if you're a bard trying to make a horn, you can buy them from other players. Since this is an item that can be obtained by level 30 players, a level 80 player can just pony up some cash for a work order to get the conchs they need.:: 1/17/2020:: https://forum.projectgorgon.com/showthread.php?2362-Update-Discussion-January-9-2020&p=17081#post17081==== Damage Type Immunity ====:Damage-type immunities are an important tool in my game-design toolbox. I started to write out an explanation, but it's turning out to be way too long. (I'm trying to post more on the forum, but my posts always take hours and I can't afford to stop working for hours... which is why I normally just lurk.) I'll try to organize my thoughts about immunities and turn it into a dev-blog at some point. :For now, I'm not going to talk about immunities in particular, but I wanted to say a few things about damage types in general. :The most important thing to know is that monsters' damage-type vulnerabilities, weaknesses, and immunities aren't particularly balanced yet. More content will smooth out some of the imbalances, and other imbalances will be fixed by changing monster types, but most of that type of thing will happen in late beta. In the short term, I'm mostly taking a hands-off approach because I think micromanaging this aspect of game balance would be bad. Here's why. :Damage-type stats are broken up by "monster type" to make it easy to learn and remember their resistances. You can learn early on that skeletons are weak to Crushing damage, and that is true with both a level 1 skeleton and a level 125 skeleton. However, I haven't made level 125 content yet, so I don't know how many skeletons are going to be in it. If a lot of level 120 content takes place on Skeleton Island, then that sounds like a big buff to Crushing damage! But I won't know minutia like that until we get there. :This kind of problem happens on a micro scale all the time: I look at an existing area of the game and say "hmm, there needs to be more herbivores here," and just like that, I'm subtly altering the "balance" of damage types based on how many of each type of monster spawns there. :I change other types of things all the time (like ability damage, or specific gear mods, or whatever). But I feel like damage-type resistances are more broadly relevant than that. It feels like "player knowledge" that should be respected. If you've learned that skeletons are weak to Crushing, and you leave the game for six months, when you return and discover that's changed, it feels a little insulting, like the game didn't respect your previous learning. Actually, you wouldn't think twice about one or two little changes, but if the damage types are different every time you come back to the game, that just feels demoralizing somehow. There's a difference between "all the mods for Sword have been revised... again" and "all the monster damage types you learned over 200 hours of play have changed... again." :So I don't want to constantly change monsters' damage type vulnerabilities. And right now isn't the time to focus on them. I'm struggling to explain why... how about this: imagine the game's balance as a tree. Its roots are the core game rules, the trunk is made up of all the combat skills, and the branches are all the game's dungeons and areas. The specific monsters in each area are leaves on those branches. Right now, not all the branches exist yet, and parts of the trunk are missing, and some of the roots are kinda scraggly... they may need to be replaced. Focusing too much on the leaves now seems shortsighted. :My current plan is to make only a few surgical changes during beta, just fixing whatever is really broken. In late beta when I know more about the shape of the game's balance, I can do one big revamp of monster damage types. (Of course, I'm not planning to stop creating content, so things will likely get out of whack again pretty quickly... but it'll at least be at kinda balanced for a little while. Balance is hard.):---:Anyway, what concrete info can I give you? I can dredge up a lot of minor design goals -- the most obvious one is that Darkness and Fire damage are supposed to have more resistant/immune monsters than other damage types. But even those ideas aren't locked down and could change. :There is one important over-arching design goal that won't change: I want the game to HEAVILY encourage players to have two damage types in their build, not just one. They can have a "main" damage type, but they should also have a secondary damage type that can be used in a pinch. Or barring that, some friends. I'll be keeping that goal in mind as I balance the game. (I have lots of reasons for that design goal, which I'll try to go into in a blog post, but suffice it to say that it isn't likely to change.) :I also wanted to warn you that if you're choosing a damage type because very few monsters are resistant to it... I didn't do that intentionally. It may or may not be something that sticks around. By the way, I also haven't intentionally made lots of monsters resistant to Nature damage. That just happened organically, and I expect it'll work itself out in the level 100 area, which is full of demons. :I'm open to making strategic changes to vulnerabilities right now, if a few surgical changes would make a big difference to game balance in the present moment. (I don't know what those surgical changes would be, off hand, but I'll be lurking if you have opinions.) Otherwise I'm content to wait until more of the game's content is added before making lots of broad changes. :(And I've spent over three hours on this "short" post and I need to get back to work! I have edit-itis and I could spend many more hours trying to make this really concise and clear... but hopefully this is at least coherent! Forcing myself to stop editing.... now.):: 1/17/2020:: https://forum.projectgorgon.com/showthread.php?2370-Damage-Type-Immunity&p=17080#post17080==== No Character List ====:Try temporarily disabling your virus-protection, my guess is something is forcefully disconnecting (or otherwise blocking) the game almost as soon as it gets the connection going. Which we've seen from some overzealous antivirus programs.: Actually, I see a server-side error that may be related to your character -- if so, you won't be able to log in until I can fix that in a day or so. I'm sorry about that! But point being, if the virus-protection isn't the cause, then I think I know the cause, and its on our end.:: 1/11/2020:: https://forum.projectgorgon.com/showthread.php?2363-Cannot-login-since-downloading-recent-patch&p=17004#post17004==== Turn off camera follow. ====:I don't really understand this one... if camera-follow was turned off, the camera would just show the player getting further and further away until they were off-screen. The camera has to follow you to be useful. I'm sure you mean to turn off something else, but I'm not sure what!:: 12/21/2019:: https://forum.projectgorgon.com/showthread.php?2338-Camera-Follow-OFF&p=16919#post16919==== Retroactive favor? ====:This can happen if you did a Hangout with the NPC -- they will do their level up the next time you talk to them.:: 12/21/2019:: https://forum.projectgorgon.com/showthread.php?2140-x-Favor-from-gifts&p=16918#post16918==== Stun Trap ====:Stun Trap had one nerf to its damage. ONE. The rest were mechanics fixes, in my book. The mods that give it random extra traps are powerful as hell, but not reliable -- that's their down side. But I'm willing to talk about other options, sure. Deflating those bonus-trap mods to make room for more reliable damage is an option. But before we can talk about that, though, I have to be clear: I'm not going to avoid fixing things because other things also need fixing. :If a skill can be used to efficiently kill Elites, I'm going to fix it. Yes, that means Fire magic is probably due for a nerf also. What else needs nerfing? Help me out here, I'll fix all the big offenders at once and we can have a more level playing field. It feels like its about time to get it over with, doesn't it? :So what else is more overpowered than Stun Trap was? What yardsticks are people comparing everything to? I need to know what those are so I can fix them too. (Edit: and yes, I really want to know what those are, or at least what people think those are, so I can look at them more closely!) I can't afford to think "Well I can't nerf THAT because that OTHER THING is SO overpowered, I just have to leave this problem FOREVER". I'm one guy trying to make an MMO balanced, along with six or seven other jobs I have to do, and it's hard as hell. I make mistakes and I have to fix them, retry things, sometimes retrying over and over and over. That's just the way it is. :People want me to play this shitty trick on myself where any mistake I make, I have to leave it forever. "Why not just buff everybody else?" Because then I have like 50x more work to do for myself. And when everybody can kill elites, I have to add Mega-Elites and Ultra-Elites just to compete with the growing power curve. Great, even more work for me. And for what? I do tons extra work just so beta-testers don't have to suffer a small power change? How is that sane? :The game is in beta. It needs nerfs as much as buffs. Probably MORE than buffs. So you'll need to get used to nerfs because its going to keep happening. In cases where I can catch myself and fix an obviously-overpowered problem quickly, like in this case, I think it makes sense to do the nerfs fast. But that doesn't mean longer, slower-burning problems in other skills won't get fixed eventually. :If you want to discuss the pros and cons of different ways to change the skill, I am all ears. I'm willing to talk about how to make each skill work well. But I'm NOT playing the "other non-mentioned things are more powerful so you are forbidden from fixing problems" game. :Agreed?:---:If so, then let's talk about options for Stun Trap. It's now in the damage range of several other skills. Maybe a little less, maybe a little more. One benefit is the ability to pre-cast. Fire Breath costs a ton of Power, and you pay that cost in combat. Stun Trap's power cost is paid out of combat, so you can just wait a few seconds before starting the fight and its like the spell was completely free. That's a big advantage. The two-second casting time more than counterbalances that, but its not something we can just ignore. That said, I'm willing to entertain other ways to organize the skill. :My thoughts on the extra-drop-chance mods: they're VERY powerful, but they're unreliable, so that makes them much less powerful. It's super tricky to find the sweet spot for mods like this. But I think they're fun, so I want to keep them if possible. :I'd frankly like to go for a bit more utility on Stun Trap instead of yet more damage. It's a STUN trap, after all. Maybe those mods could become something like "and the target gets stunned again five seconds later" type thing. Mrm, yeah not a lot of room there between exciting and overpowered... but the point is I'm not sure Stun Trap needs to be more DPS. It's in the proper range: it hurts things real bad. And also stuns them. I want to make sure the damage-boosting mods are worth having, but I don't think it needs to be, like, the best burst damage in the game or anything.:: 12/21/2019:: https://forum.projectgorgon.com/showthread.php?2347-Death-of-the-beast-forms&p=16916#post16916==== Indoor Flying ====:About flying indoors: in some dungeons it's possible to use flight to perch monsters without any danger. We've generally just brushed those issues aside because we have bigger issues to deal with, but as I prototype the upcoming playable fairy race, it becomes more pressing. Fairies, who have access to all combat skills, make it really obvious how broken indoor flight can be. I think the sanest solution is to just turn off flight in dungeons, so that's what we did. :As for why we didn't ground bats indoors in the first place, it was due to a technical limitation of how the giant bat flight was implemented. We couldn't disable giant bat flight indoors without stripping it off of them permanently (until they stopped being a bat and became a bat again). So we just left things kinda-exploitable until we had a better solution. :RE: giant bat flight speed, isn't there a flight-speed boost jewelry just for them already? If not they're probably due for one. We may also end up giving giant bats an improved innate indoor floaty-jump bonus, to allow for a bit of acrobatics in-dungeons. (Stuff we're experimenting with for fairies... if any of it makes the cut, we'll backport it to bats.) I also have some fun ideas of how Giant Bat will tie into Vampire synergy... though that's farther off.::Two random things: :- I agree bats should be able to fly in the casino and will make that happen :- I fixed a scripting bug with Sugar the deer, who now has the usual talk/gifting options (but no Favors just yet). It didn't make any patch notes because I edited her script live, so I wanted to document it somewhere.:: 11/22/2019:: https://forum.projectgorgon.com/showthread.php?2322-Update-Discussion-November-22-2019&p=16795#post16795==== Astounding Winter Leather Recipe ====:It will get added soon. It just keeps getting bumped down the to-do list, but I suspect we'll manage it soon -- not in the next update (which is in QA now) but probably the one after.:: 11/7/2019:: https://forum.projectgorgon.com/showthread.php?2299-astounding-winter-leahter-recipe&p=16722#post16722==== Future Update Features ====:Yes, as I discussed in blog posts, the mount system and the animation system have run into technical problems, so in the short term we've reordered the schedule to focus on rolling out new/updated land areas instead. :The animation update is necessary for mounts to work, so it can't really be abandoned -- but the method we tried hasn't panned out, and we're trying a new tack. This is programming work that we've contracted out, so I don't have anything close to an exact timeline, but I can say it's not happening before the end of the year. We're going to have to switch from Unity 2017.4 to 2018.4 in order to make it work, and that's a very BIG technical hurdle that we're slowly working through behind the scenes in each update (e.g. replacing particles that aren't supported anymore in the next version, that sort of thing). And beyond that there are a bunch more steps involved before we get mounts into the game. :In my ideal ordering of features, mounts would be added before we added tons of new outdoor areas, because obviously it's not ideal for beta-testers to have to run everywhere on foot. On the other hand, we're trying to create new content in a way that most benefits beta-testers. The next area we're working on is a complete replacement for Sun Vale, making it much larger, because the game needs more level 30 outdoor adventure areas. (This new Sun Vale will also serve as the Fey race newbie-hunting area, as fairies will start with some combat skills in the 30s.) After that, we'll be pushing on to the lands past Rahu and on to Statehelm in the first part of next year. (There's other lands beyond Statehelm, mainly the "end game" lands in the Crone Hegemony, but they're not in our pipeline yet, so I don't have any idea when those will show up.) :There are other big technical tasks that are happening behind the scenes, too. Due to the animation delays, it's looking much more possible that the first version of instanced housing will happen before mounts do. I dunno for sure. But mounts will happen when they can, that's all I can say right now.:: 10/10/2019:: https://forum.projectgorgon.com/showthread.php?2283-ETA-on-new-Animation-system&p=16602#post16602==== Kremmu the Warden ====:Kremmu doesn't currently spawn, but will eventually return!:: 10/1/2019:: https://forum.projectgorgon.com/showthread.php?2267-Kremmu-the-Warden&p=16572#post16572==== Respawns, App Focus ====:Aggro didn't change in Kur at all (or anywhere else, except possibly some tweaks in the Fae Realm), so I don't really know what that's going on there. Respawns likewise haven't been changed, so I'll need more information to try to figure out what's wrong. :If you're being surprised by spawns, do you have the recipe that gives you spawn premonitions? It sounds like that may help. (And will also help us tell if the problem is from extreme respawns or extreme monster aggro.) :RE: app focus: here I have some bad news -- I promise that the game isn't the one changing your app focus. (The Unity engine doesn't really even give me the programmatic ability to change focus, probably because of Unity's multi-platform nature. I could write special focus-changing code that's specific to your OS, but I definitely didn't.) :It does sound like something's interfering with the game's focus, but it's not caused by the game. It could be caused by software that came with a new peripheral, for instance... it's not really something I can debug from here, but try the usual things: shut down everything you can, temporarily disable virus protection, etc., and see if you can isolate the cause.:: 9/26/2019:: https://forum.projectgorgon.com/showthread.php?2265-Update-Discussion-September-20-2019&p=16536#post16536==== Mod Triggering ====:Things that have a % chance to activate are pretty much always rolled separately. (Things that add a % of damage are a different story!) Having both mods that give a 5% chance to stun means you have two 5% chances. They can both trigger at the same time, which in this case does nothing (since double-stun isn't a thing). But the Heal Undead mod you mentioned works the same way, and you'd get two stacking mitigation buffs if they both rolled successfully.:: 9/1/2019:: https://forum.projectgorgon.com/showthread.php?2256-A-question-about-mod-triggering&p=16421#post16421==== Dropoff XP Bug ====:It is indeed unintended that bonus levels affect XP drop-off. Another bug: hoplology, phrenology, and similar recipes are not supposed to have XP drop-off at all; they just got marked incorrectly in data, and will be fixed in the next hotfix or update we do.:: 8/26/2019:: https://forum.projectgorgon.com/showthread.php?2251-Update-Discussion-August-25-2019&p=16372#post16372==== Mogyar Cheese ====:It's true, this cheese is much rarer than it used to be. I'll work the recipe into a drop sometime soon-ish, so that it can be grown like other cheeses. The recipe doesn't exist atm.:: 8/6/2019:: https://forum.projectgorgon.com/showthread.php?2240-Mogyar-cheese&p=16280#post16280==== Zoning Lag ====:The lag you're experiencing is specific to your computer, it's not network-related. In a nutshell, it happens when the game loads blocks of data (from your hard drive) that are too large for your computer to handle elegantly. :Because of how scenes are built in the Unity engine, the first piece of data we need to load (the scene's terrain) is really massive, and although we tell Unity to do this in a responsive way, if your computer is slower, it can end up being unresponsive. The biggest cause of this is a slow hard drive -- using a faster drive or an SSD will make this unresponsive time much smaller or go away entirely. (The other cause is a slow video card, but in my recent experience the hard drive speed is by far the biggest bottleneck.) :The setting that Shieldbreaker mentioned may be useful to you in reducing that time window, although it probably won't remove it entirely. The important thing to know, though, is that your computer is NOT locked up, and is NOT doing nothing -- it's just doing something that's taking so much of its processing power that it can't even get around to updating the screen. So reducing that locked-up time may paradoxically not be what you want, because it may make the total load time slightly longer.:: 8/6/2019:: https://forum.projectgorgon.com/showthread.php?2241-Zoning-Lag&p=16279#post16279==== Invisible Players ====:I think the "people are invisible except their items" problem is a bug with the SphereCull special setting, which we haven't tracked down a fix for yet. (It looks like it may need to wait until we upgrade to Unity 2018.4 later this year, but I may find a fix sooner.):: 7/8/2019:: https://forum.projectgorgon.com/showthread.php?2205-Graphic-settings&p=16133#post16133==== War Cache Runes ====:We've patched a bug that caused some bosses to be unable to spawn portals (or do other things) when they die. :There's another bug I've seen reported a couple times which I can't reproduce in a development environment: some people are seeing no clue-runes in War Caches, the little plates are just empty. If this happens to you, please try relogging and seeing if that fixes it. And whether or not that fixes it, please let us know in a bug report! Please report the results of your experiment whether it fixes it or not. That'll help me understand what sort of problem it is. Thanks!:: 6/27/2019:: https://forum.projectgorgon.com/showthread.php?2189-Update-Discussion-June-26-2019&p=16030#post16030==== Unarmed Equipment ====:The new unarmed equipment (that buffs evasion) explicitly states that you must be using Unarmed, of course. And if it isn't working as listed, PLEASE report that, as it is obviously a bug. And if it wasn't listed that way (which it is), THAT would be a bug, too. Obviously. At least I think it should be pretty obvious... okay, I guess it isn't obvious to other people, so let me put it another way: :If you find something insanely out-of-whack from the norm, which doesn't mention being unusual, it's probably a bug and it would be really helpful if you reported it. For instance, if literally ALL skill-specific gear requires the skill to be active, and a powerful new piece of skill-specific gear showed up without that requirement, the first thought shouldn't be "I guess this piece of gear is going into ALL my skill set builds forever! Nice!" but rather "That's a bug, I should help Eric make the game work by reporting it." :I'm not talking about when something is EXPLICITLY different, such as the special fireball abilities that say they can be used even when Fire Magic isn't active. I'm talking about things that don't say that they're breaking the general rules, but are. If it's not explicitly an exception to the general rule, then ... it's probably a bug.:: 6/27/2019:: https://forum.projectgorgon.com/showthread.php?2189-Update-Discussion-June-26-2019&p=16021#post16021==== Telka's Teeth ====:personal insult? Give me a break. These are separate development topics. You want me to quickly remove parts of a design because you said something on the forum a few days before the update went live? :First, you shouldn't be able to retain the powers of Telka's Teeth in an animal form; that would be a bug. So let's skip all this werewolf stuff. :Second, like I said before, these are supposed to be rare. They aren't supposed to be something you can use constantly. In the same way you can't use Eternal Greens to just zerg through hard dungeons forever (due to a lack of said items), you shouldn't be able to use high-level Telka's Teeth constantly either. So if they do become popular the rarity will make it obvious how impractical it would be to use them every fight. And if that doesn't happen then I'll be decreasing their rarity, so they become a powerful prized possession. Something that will be mimicked in other ways for other races. :Third, I'm working on adding the necessary counters to evasion to make it more balanced -- hence the monsters with Accuracy in this update as a starting point. A few points of evasion isn't really going to be worth rerolling a character for, at the high levels, I think. And if I'm wrong when all is said and done, I'll fix it. :Fourth, stop with the persecution complex. I'm trying my best to be responsive, but things take time. You need to either give me space to do so or just give up on the game, because this whole "you offended me by ignoring me" thing is not okay. I value your feedback, both in the past and the future, but it should be clear by now that I'm not going to delay an entire beta update because you think it will be more imbalanced for a bit longer. I have schedules to keep; that doesn't mean I'm ignoring you. Stop it.:: 6/26/2019:: https://forum.projectgorgon.com/showthread.php?2189-Update-Discussion-June-26-2019&p=16021#post16021==== Secrets in Update ====:There are more "secrets" in this update than usual, mainly due to experimental ideas that didn't pan out, but which left behind something interesting. Some of those are actual literal secrets (such as hidden rooms) but others are just little interactions or items that didn't merit "patch note" status. But one change that maybe should have been added to the notes: there's a book on Joeh's counter in Serbule which teaches new players how Augments are supposed to work. It gives a bit of Lore XP when read.:: 6/26/2019:: https://forum.projectgorgon.com/showthread.php?2189-Update-Discussion-June-26-2019&p=16014#post16014==== Gazluk Caves ====:I actually thought most of those Gazluk caves were full of level 70 monsters already. It's unfortunately too late to adjust much for tomorrow's update, but I'll plan on making some changes there for the update after.:: 6/25/2019:: https://forum.projectgorgon.com/showthread.php?2185-Some-Meaningful-Level-70-Solo-Content-Please&p=16003#post16003==== Value of Mitigation ====:Yeah, in retrospect I should have left this alone as I suspect it's going to derail Yaffy's excellent thread. Well to bring it back around to mitigation: one of the trickiest things is that different content will be very different. Orcs are predominantly melee martial fighters, so that's sort of GK's thing, but at higher level we'll have dungeons full of demons, snake people, and all kinds of other stuff that are less inclined to use swords and hammers. (That said, I expect physical mitigation will always be a bit more useful than the others, just because so many monsters have claws and pincers and so on.) :Since I'm still using GK as the prototype for group combat, I've already made some changes to it for next update -- and I may make a few more based on this thread, just to make it a bit more varied. GK is a really big place, after all...:: 2/21/2019:: https://forum.projectgorgon.com/showthread.php?2180-Estimating-the-Value-of-Mitigation&p=15943#post15943==== Limited Secret Skills? ====:I don't think I want to move toward a "super l33t powers that are intentionally limited to a tiny group" game design. I can see why it's exciting, but from my viewpoint as a game designer it feels... well, kind of psychologically manipulative. We get everybody playing in the hopes of getting this amazing thing, and then only give it to a tiny fraction of people. In that case we might as well just implement paid loot boxes... at least I'd get money out of it that way!  :Kidding aside, there are some ways that can work (e.g. when there are scores or even hundreds of weird overpowered things, and each is super rare). But I don't think that's an approach we'd want to take for this particular game.:: 6/21/2019:: https://forum.projectgorgon.com/showthread.php?2178-A-realistic-way-to-add-dragons&p=15940#post15940==== Dragons ====:I don't think I want to move toward a "super l33t powers that are intentionally limited to a tiny group" game design. I can see why it's exciting, but from my viewpoint as a game designer it feels... well, kind of psychologically manipulative. We get everybody playing in the hopes of getting this amazing thing, and then only give it to a tiny fraction of people. In that case we might as well just implement paid loot boxes... at least I'd get money out of it that way!  :Kidding aside, there are some ways that can work (e.g. when there are scores or even hundreds of weird overpowered things, and each is super rare). But I don't think that's an approach we'd want to take for this particular game.:: 6/21/2019:: https://forum.projectgorgon.com/showthread.php?2178-A-realistic-way-to-add-dragons&p=15940#post15940 ==== Combat Length ====:In terms of combat length I'm basically trying to get battles to last long enough that there can be nuance and difference to each monster. I've long since realized 40 seconds (or even 20 seconds) isn't going to be possible without a lot of annoying restrictions. EverQuest has a lot of very forceful game systems in place, including trash monsters that require grouping, punitive XP formula if a group has members with too divergent of a level range, HUGE level-up power increases combined with huge monster XP drop-offs to push people to new content every level, etc. :Without a lot of those forceful systems, we aren't going to achieve really long fights for trash monsters. But I'm still trying to make combat last long enough that a 12-second DoT isn't "lol that's useless since the combat will have been over for 11 seconds". I don't know exactly how far I can get there, since I don't have the time to try to rebalance/redesign literally the whole game yet again. So we'll see. I will be happy if the average solo monster takes 10 seconds to kill at an appropriate level, and that is a reachable goal... but that may not be good enough if a high-level person can still kill low-level trash instantly (and has a motivation to do so). We may need more gameplay blockers like XP reduction to help with the different problems. But I only like to add restrictive systems as a last resort. There are a lot of ways you can play the game, and adding restrictions tends to make one gameplay style better, but often kills off other ways of playing. :Anyway, the point is, I don't have an exact combat length in mind, and change is slow because there aren't any easy dials I can change to magically make combat longer. For instance, increasing monster health means players run out of Power, and increasing max Power changes... a million other things. Every change cascades into other changes, and I have a lot of hats to wear, only one of which is game-balancer. So right now I'm taking it slow and iteratively, picking and choosing when to jump into a new cascading balance problem, while also nerfing serious outlier builds that are making it even harder to move things where I want them. :As for the existence of difficult-to-obtain-en-masse drugs with serious debilitating effects being available only to rakshasa, that's because Rahu is in the game and the other races' core locations aren't. There will be lots of weird shit for every race eventually. (Will the races be balanced? Well, let's not jump to conclusions, but we'll give it a shot!) If those potions seem wildly too powerful in practice, though, then that's useful feedback. The high-powered versions are also supposed to be pretty rare, so if you're getting enough of them to reliably run GK with them, that sounds like there's a bug somewhere...:: 6/21/2019:: https://forum.projectgorgon.com/showthread.php?2180-Estimating-the-Value-of-Mitigation&p=15939#post15939==== Borghild Acid Bug ====:I've heard of that but have never been able to find it. All the spawn spots look valid to me. I need to see it in game or get game coordinates. So if you see it again please stand as close as possible and send an in-game report, which will include coordinates, and a direction from there. Thanks!:: 6/17/2019:: https://forum.projectgorgon.com/showthread.php?2176-Borghild-Acid-Sigil-Bug&p=15910#post15910==== Moon Phases ====:We calculate the real-world New Moon and Full Moon dates, then make those three days long by starting one day before and ending one day after the real-world date. Then we divide all the remaining days between the other phases. :I guess I'm mis-remembering it. Here are some illuminating comments from the code. It uses a public-domain bit of code I found (and can't find online anymore, the links are dead...) that "determines the fraction of the moon's disk that is illuminated at a given time", and also tells if the moon is waxing or waning, for a given Julian date. (Presumably at midnight, but I don't really know. The formula uses a bunch of hard-coded constants that only work at the date-level.) It's based on calculations by Jean Meeus, I think this book https://www.amazon.com/Astronomical-.../dp/0943396611. I honestly don't understand any of the moon math. :Using that code, my code just divvies the dates up, assigning a moon phase to each date.::// we want the "full moon" to be EXACTLY 3 days. So we find the::// most full day, and declare that day to be full, as well as the day::// before and after it.::// We do the same for the "new moon" and the two quarter-moons, also exactly 3 days.::// the dates that don't have phases yet are the "leftover" phases.::// Their length varies between 3 and 5 days depending on the month::The "leftover" phases are WaxingCrescentMoon, WaxingGibbousMoon, WaningGibbousMoon, and WaningCrescentMoon.:: 6/11/2019:: https://forum.projectgorgon.com/showthread.php?2169-Moon-Phases&p=15873#post15873==== Mentalism Psi-Waves ====:I've been thinking about this also. (Mentalism is coming up in the rotation for skill revisions.) The original goal of the waves was to let players pull off EQ1-bard-style buff interleaving. But I'm not sure that's ever going to be worth the hassle. :Originally gear was the big limiter here, it was just too hard to gear for multiple waves. But now that most treasure effects apply to multiple waves at once, it's relatively easy to gear up for a two-Wave setup. Even so, when I playtest Mentalism these days I always end up just using one Wave over and over, because it's too hard to keep track of which one to interleave each time. :So ... yeah, maybe it's time for that design to go.:---:So why not just make them toggles? We could conceivably do that now (with a few days of coding) : just press the Wave you want, and you get that one at max potency forever. Switch to a different Wave and you get the new one at max potency but the old one ends. :One problem here is the Power cost (and action cost): if you only have to use it one time, out of combat, who cares about the cost? The ability doesn't need to be thought about at all. And we partially balance gear based on things like power cost, casting time, and reset time... so most of the treasure effects would get weaker as a result. In many cases, too weak to be useful. :Since so much of the mentalist's power comes from the waves, I think there NEEDS to be some interactive element, for balance purposes. It can't just be a toggle. I'm just not sure what that should look like. :I recently tested out an idea where you toggle which wave you want, and then every 20 seconds it just "casts it for you", still charging you the usual Power cost. But it's really confusing and clunky. (You still have to wait 60 seconds before that system gets up to full power, switching Waves doesn't do anything until the next 20s time is up, and most importantly, suddenly having your character stop and cast a buff during a tricky fight is ... not always okay.):---:I could definitely change the reset time from 20s to 30s. I just don't know if that'd be enough to change peoples' minds if they thought 20s was annoying.:---:So anyway, more thoughts are welcome!:The most brain-dead simple way to "fix" the waves is to just make them last 20s, the same as the reset time, and have them be 3x as effective, so just using it once gets you the full potency for 20s. After 20s if you want to press a different one, you can. (There would probably be Power cost or potency changes as a result, but they'd stay roughly the same power.) What do you think of that idea?:: 6/11/2019:: https://forum.projectgorgon.com/showthread.php?2165-A-discussion-of-psi-waves-in-mentalism&p=15872#post15872==== Delete Forum Account, GDPR ====:(We're a private non-EU company and are not required to abide by the GDPR, but by separate trade agreements.) We don't currently offer a way to delete all of your forum posts. But if you've revealed your real name, address, or other personal information in a forum post and would like it to be deleted, please email the URL of the forum post to [email protected].:: 5/28/2019:: https://forum.projectgorgon.com/showthread.php?2156-Is-there-anyway-to-delete-this-forum-account&p=15799#post15799==== Ormorek ====:(I have no idea where you're going with this one, exactly, but I've enjoyed seeing your take on Ormorek and look forward to reading more! You made me dredge up my lore notes on him, and see how I can get the remaining important bits into the game. But anyway, I think you've got a decent read on him -- Ormorek does have some followers -- although a lot of them are really just drinking buddies -- and followers do annoy him, at least superficially, but you get the idea he's secretly pleased...):: 5/22/2019:: https://forum.projectgorgon.com/showthread.php?2097-Clip-s-Notes-Arisetsu-and-the-Puzzle-Box-of-Ormorek&p=15773#post15773==== Animal Form switching ====:Animal forms are intended to be semi-permanent, so animals have access to special resources in exchange for the other resources they don't have access to. There will be more animal-only resources and opportunities in the future (to compensate for new resources animals don't have access to in the future). If I reduced the resources in animal town, then long-term animal players would be extra screwed. That would be stupid. The correct fix is to stop people from switching constantly to get the best of both worlds. So I'll do this, iteratively over time (fixing some animal pain points to reduce the need to switch, making transitions take longer or cost something to prevent idle switching, etc.) :In other words, if you're switching back and forth constantly to take advantage of Animal Town resources, you are playing in a way I don't intend to support. That's not illegal or anything, and you have no way of knowing what my intentions are if the game doesn't make it clear. But understand that I will ultimately fix the game to be the way I intend it to be.:: 5/16/2019:: https://forum.projectgorgon.com/showthread.php?2133-Cow-collect-milk-error-message&p=15749#post15749==== Bug Reports ====:Please submit in game bug reports for bugs, thanks! If you have an example of a bow with a crossbow mod please include it in the report.:: 5/9/2019:: https://forum.projectgorgon.com/showthread.php?2136-why-do-all-the-bows-have-crossbow-mods-and-not-archery-bow-mods&p=15675#post15675==== Skill Switch Buffs ====:When you switch skills, your buffs from the old skills should stop working. This has to be coded and tagged manually, and as you might imagine, there is a ton of complex data to configure. So I sometimes don't bother if I think the buff is short and irrelevant. Other times I just overlook it. Anyway, if you have an exploitable scenario where you can swap skills to get lots of buff stacks, please report it so it can be fixed more quickly. It is definitely not intentional!:: 5/9/2019:: https://forum.projectgorgon.com/showthread.php?2102-Update-Discussion-April-26-2019&p=15674#post15674==== Timers ====:There is a bug with Collect Milk 2/3 that will be fixed in the next update. :We will never have a visible timer for things like "how long til I'm a vegetarian" or "how long until I'm treated like a real cow" because needing one tells me that you are gaming a system that is not supposed to be gamed. You aren't making a life decision -- you're just trying to min/max things. I don't want that. In fact I'm considering making the duration for things like that random to help prevent abuse. Animal Town (and future animal resources) are intended for people who want to play that way. They're not intended to be cheap storage for everyone.:: 5/8/2019:: https://forum.projectgorgon.com/showthread.php?2133-Cow-collect-milk-error-message&p=15652#post15652==== Take the Lead ====:If you're talking about the spped boost from Take the Lead, it has a rarity prerequisite, as many other mods do. You'll need an Epic rarity item to roll the high-level versions of that treasure effect.:: 5/7/2019:: https://forum.projectgorgon.com/showthread.php?2103-Rerolling-fire-shield-shoes-iso-Take-The-Lead&p=15638#post15638==== War Cache ====:Definitely the most difficult part of the War Caches is getting the combat balance right. We want them to be fun and challenging for players in the low 50s who might not have good gear -- which really means they should also be good for players in the mid-40s that have great gear. (They will obviously be WAY too easy for players in the 60s+ with good gear; that's okay.) :I would love to hear from players in that target level range. Are certain dungeons too hard? Are they all too hard? Too easy? If you notice especially imbalanced ones, please refer to them by their letter-number combination (e.g. S-4). You can find that by looking in your quest log. Thanks!:: 4/28/2019:: https://forum.projectgorgon.com/showthread.php?2102-Update-Discussion-April-26-2019&p=15475#post15475==== Constructive Comments ====:What I'm hearing is "I am IRATE that I was only able to solo a portion of this light-hearted weekend event! I demand that every event be perfectly labeled as to its exact details before hand or FUCK YOU!" :Is that what you meant to say, cozycats? Because that's what I read. I can FEEL your rage seething through your words, and I gotta tell you: it's feels unreasonable, given that you're upset about a silly little live event that you had absolutely no obligation to participate in. One where you knew we were trying out brand new tech. One where you KNEW it wasn't going to be polished or refined yet. :I had to go back to the in-game chat logs to try to figure out what the hell was so upsetting to you... but that didn't help much either, except to confirm that you were really not having fun. You complained about every possible thing. Grouping, soloing, the difficulty, the rewards. Why did you keep doing the event, when you clearly despised it? When doing so only made you angrier? I don't know. :In this post, I can't tell if you're trying to say "live events should all be soloable" or "you shouldn't have any surprising requirements in an event" or "multi-part events are unfair" or "the Rahu sewers are too hard" or what. I do hear "I AM FURIOUS!", but that's not "actionable feedback", as we say. :This is a brand new system we're trying to refine. We need feedback, but not the outrage. Please keep in mind who you're talking to: people. We are just people. People who are trying to make some fun times for players, for no additional fee, just because we want you to have fun. :You didn't have fun, that's useful feedback! But that's where the usefulness ends -- I've read this post twice and I still have no clue what live event would have made you happy. All I know is how upset you are... and I really can't see why, but I do accept that you're upset. And for what it's worth, I'm sorry you were outraged. Easter Egg hunts are not intended to incite fury. :But please be more constructive with your feedback in the future. Thanks.:: 4/28/2019:: https://forum.projectgorgon.com/showthread.php?2104-Latest-event-quot-for-everyone-quot&p=15474#post15474==== Customer Support ====:I'm sorry we lost your support ticket. That's probably on me: a lot of support situations end up requiring my time, and I can't do all of them in a timely fashion, and when something is put off for a while, it can end up falling through the cracks. This problem is why we now do most of the game-data collection (like titles) within the game, to cut down on how much work I have to do for each title. We're trying to get out from underneath this problem we created, and all I can do is apologize that it happened. :But again, a forum post is beyond unhelpful. I sat down to think "okay! I'll figure out who this is and fix it! ..." aaaannnd nope: I have no idea who you are. Please send in yet another support ticket. It's the only way we can reliably tell who you are.:: 4/28/2019:: https://forum.projectgorgon.com/showthread.php?2106-Appalling-Customer-Support&p=15472#post15472==== Priest Healing ====:I'm interested to hear peoples' thoughts on this -- I have my opinions but I'm not super-well versed in how the skills interact with each other, so figuring out how to balance the different support skills is tricky and something I intend to move kinda slowly on, tweaking iteratively. So I'm in a "gathering feedback" phase here. :I want to say though that Priest is not a "cursed" class and there are no realistic down sides to taking the priest oath besides some possible one-off events -- events which could happen to anyone in any class. ("Oh no, so and so is rounding up anyone with Unarmed skill over 100 for being a dangerous vigilante... you login in a prison!" Could happen to anyone any time with any skill. Maybe it happens to Priests a bit more often, but it doesn't affect your daily or even monthly play, so it's absolutely not something I'm going to balance around). :Druid IS a curse class, so to speak, but that doesn't mean it should be better at healing -- it should offer more diversity of builds to make it useful in more roles and combinations. It is also, on paper, supposed to have "the best debuff in the game", so I actually expect that in return it should be a tiny bit less potent at healing overall. Not saying that's where anything is, just telling you the eventual goal. The various goals are QUITE complicated and getting it all perfectly right is probably impossible. But we'll see what we can do.:---:Please feel free to continue the discussion, BUT keep it civil and try to avoid hyperbole. I'm interested in your opinion about what's over/under-powered, but when there's people saying contradictory things, I have to take those opinions with a grain of salt anyway. The most important thing I want to know in cases like this is: what's the most fun thing? What aspect of each skill is inherently crazy fun? Maybe it's way over-the-top right now and needs a little toning down, but it needs to STAY somewhat over-the-top in order to stay fun. Are there things that are overpowered but not especially fun? Things that could be toned down to make room for other things? :Keep in mind that I have to offer 60+ different treasure mods and 12+ abilities for every skill, so no skill can be too focused on any one thing. I'm not talking about turning a skill into a one-trick pony, I'm talking about more subtle distinctions. Each skill is allowed a handful of intentionally-somewhat-overpowered abilities and treasure mods. So part of what I'm trying to figure out is: what parts of the skill need to be a bit OP to really shine, and what parts of the skill would still be serviceable and useful even if they aren't as powerful as they are now. :I'm not expecting people to give exact breakdowns by mods or abilities. The first thing to identify is: what is the really fun thing you can do with this skill? I want to avoid cutting the fun bits out of the game! :Of course, sometimes an ability is really only fun because it's crazily overpowered. In those cases, the fun may not be saveable, if the skill has a lot of other things going on. But let me make that decision. :So let me know what bits you think are fun, so I can do my best to keep those bits if possible. (This applies to individual skills and also to skill combinations!):: 4/19/2019:: https://forum.projectgorgon.com/showthread.php?2079-Priest-Offers-Too-much-vs-Other-healing-class-Options&p=15364#post15364==== Skill Cooldown Errors ====:(Edited to fix a duplicate posting, then a bit more detail) :I think for most people, these errors are due to network synchronization issues -- the first two are due to ordinary network lag that happens in in a very particular form. The third is a more complex timing issue. Anyway, I need some fancier heuristics to prevent those false-positives, and those will happen over time. But I do think the first priority is to prevent those errors from putting the ability on cooldown. :For the next update I've changed the error code to resync the client's timer (and refresh the Power meter, since the client would temporarily think the Power cost was still spent). There actually was code to do this already for most errors, but it was buggy -- it only worked for the first tier of each ability (e.g. it would work on Punch 1 but not Punch 2). Should work better soon!:: 4/18/2019:: https://forum.projectgorgon.com/showthread.php?2074-Skills-getting-errors-and-resetting-cooldown&p=15341#post15341==== Brambleskin, Prickly Users ====:I've talked about this before and I know you understand the difference, @User. Is brambleskin overpowered? Okay, fine, it's cool -- I'll nerf it in-place in the future. No big deal. No need to knee-jerk nerf it overnight, we can wait a few months and get a better picture of how to change it. :Now, if getting access to Brambleskin required a player to sacrifice hundreds of weapons in order to unlock it, consuming many many hours of grinding, and I knew it was going to need to be super-nerfed, I would feel a lot more pressure to nerf it immediately. :You can tell the difference between "an ability everybody gets for leveling up a skill gets nerfed" versus "a thing you have to work really hard for gets nerfed", right? I know you can. You're not an idiot, you're a troll.:---:Look, User this is your last warning. I don't need this much pointless flaming and negativity on the forum. I need to be able to read the forum without becoming depressed, and you're ruining this forum for me. I'm not a big company with a moderation team, I'm just a guy who goes to work every day and works his ass off to make the game better. Every stupid day that's what I'm doing, and it's very hard to keep a positive attitude with this... shit from you. It has to stop now. If I read another obviously trolling post I'm going to have to ban you from the forums. :You can express any opinion you want but you can't express it with this bombastic rhetoric, as if every stupid overpowered thing is life and death and proof that I'm the devil. Actually, you know what, I really don't need to hear from you anymore. I understand that you hate the game and think I'm incredibly unfair and I'm a huge asshole. Read you LOUD AND CLEAR. You don't have to keep saying it. And in fact I insist that you stop.:: 4/18/2019:: https://forum.projectgorgon.com/showthread.php?2090-Dangerous-Weapons-were-removed-because-off-balancing-the-game-but&p=15340#post15340==== Damage Types, Bug ====:No combat skill should have access to all three physical damage types. That was an error and will be fixed anywhere it occurs. In general a skill shouldn't use more than three damage types, actually. Certain skills (such as Archery) have access to a wide range of damage types, but those skills have counterbalancing down sides which lycanthropy definitely doesn't have. :Yes, that means sometimes you have to struggle to figure out how to defeat content. Hey, good thing the Winter Nexus is a GROUP DUNGEON right? Almost like one person can counteract the weaknesses of someone else.:: 4/8/2019:: https://forum.projectgorgon.com/showthread.php?2070-Discuss-Dev-Blog-April-2-2019&p=15203#post15203==== Titles, War Caches, Small Groups, Werewolf ====:- You can't get two titles because the system can't support it: you can only have one title attached to each account. If you already bought a title package, don't buy another!:- You can't duo War Caches, and I'm not going to delay an already very long development process to try to shoehorn it in somehow, because duoing content is very underused. If you and a friend start together, duo content makes sense, but that's literally the only time duo content gets used. It just doesn't work psychologically. Nobody wants to join a pick-up-duo because it's way too stressful. A large group spreads out the blame and responsibility, and players find it much more acceptable.I tried for YEARS in pre-alpha to make two-man groups a thing, and then three-man groups, before eventually accepting defeat and doing six-man groups. So that ship has sailed. I try to make content accessible for duoing when convenient, but it's certainly not something that I could conveniently add to War Caches, sorry.:- I feel like the people who think there's already plenty of solo content for the 55-ish level range are completely wrong... to an insane degree, actually. There are literally no solo dungeons for that level range, and the only soloable outdoor content is quite difficult.:- Werewolves will be fine. The updated version improves sustainability, removes annoyances, improves Trauma builds (and tosses out weird remnants like that one Piercing attack). It opens up new options besides the one dumb overpowered build everybody's using. :If your opinion is that the skill isn't overpowered anymore, we'll have to disagree. It's still overpowered in the most extreme setups. (If you aren't using the most extreme setups, then the change won't be as dramatic, but it'll still be a nerf.) Also, comparing one overpowered skill to another overpowered skill really doesn't help your case. Other skills with gigantic burst-damage numbers will also be getting nerfed over time. :Looking at the changes, this actually feels like a buff to the skill, but I'm not going to call it a buff because that would seem disingenuous: werewolf players WILL log in weaker than they were before (assuming they're using the OP build-du-jour), and to get better builds, they will have to remake all their gear, which is tedious and annoying. But after players rebuild, they will be fine in terms of damage and survivability. In the long term, werewolves will not be underpowered.:And if they are, we'll fix them. And if they're still overpowered, we'll nerf them again. :If the idea of rebuilding your entire werewolf setup is too stressful for you, I completely understand. I recommend taking a break from the game and coming back in a while! I'm not trying to be a dick with that recommendation, I'm just telling you what's worked for other players in the past. There's no monthly fee or anything, and your characters will be fine in suspended animation while you're gone, so take a month or two off. By the time you return, other people will have figured out the most-crazy wolf builds anyway and you can copy them if you like. :As for undoing the lycanthropy curse, nope. Never ever happening because permanent choices are permanent. But I am frankly offended by the idea that I'm "forcing" you to use the skill. The beast form is forced on you, but the skill is NEVER forced on you. Have you tried a nice Unarmed/Mentalism build? Werewolves are pretty good at it. There are a dozen other skill combinations available if you really hate the werewolf skill. And as a last resort option, you still have plenty of time to remake your character before the game officially launches. :But we will under no circumstances be offering a werewolf "cure". (Or a druid "cure" either!):: 4/7/2019:: https://forum.projectgorgon.com/showthread.php?2070-Discuss-Dev-Blog-April-2-2019&p=15188#post15188==== Unity Physics, Terrain ====:The alternative is frankly much worse: without a VERY generous physics setup, you just get stuck in the terrain all the time. This is due to Unity's worthless, worthless physics engine (which is obviously tuned for racing games and not for moving around in tiny congested spaces). It actually worked a lot better five or so years ago and then starting with "Unity 5" they shat all over themselves and everyone was constantly getting stuck everywhere, so I implemented the current workaround. I haven't looked for better workarounds in a few years and it's on my list to do, but frankly it's not at the top. I'm more concerned with synching animation to movement, that's something that can and will be improved. As for water, we'll work on it when we want to do more with it. Right now there's not a lot of underwater content and not a lot of plans for more underwater content, so there's no reason to focus development time on underwater movement.:: 4/7/2019:: https://forum.projectgorgon.com/showthread.php?2075-Physics-Problems&p=15186#post15186==== Transmutation ====:This thread is going in weird places... :My screenshot shows mods having an equal chance of being rolled. That's true most of the time, but not always. My point was that you don't know when it's true or not, so the next update will show you. That's what's changing! Not the actual percentages, just the ability to see those percentages. :I want some mods to be super common, and I want a few mods to be hard to get (and I know that upsets some people, but too bad). What isn't acceptable is for some mods to be "secretly" hard to get. I think it should be obvious when you're rolling for something that's rare -- that just seems fair. So the next update will make that clearer. :If you don't think this small change will resolve your problem, you're definitely right! Because I'm hearing symptoms that I simply can't explain right now, so more info is needed. I expect the extra info from the next update will make it a lot easier to figure out what's happening. Then we can discuss things further.:: 3/27/2019:: https://forum.projectgorgon.com/showthread.php?2020-Transmutation-rolling-for-Gear-must-change&p=14988#post14988==== Armor ====:Guys, just to keep things on track: we're not changing armor into a totally different thing. We're DEFINITELY not going to add percentage-based mitigation to every "defensive" skill just because monsters hit too hard right now. We're going to tune the systems we have until they work. I need help on micro-ideas, not macro-ideas. :At this point, I really don't need help inventing entirely new game systems that sound fun on paper. The problem is that actually combining a game's worth of systems is hard. It's especially hard in a game like this, with a LOT of different systems interconnected. At this point, replacing any game mechanic inevitably causes other balance problems to appear, and creates a cascade of new problems. Complete system replacement is the nuclear option. :So my point is this: we're talking about game systems that mostly work. They just need refining and adjusting, like all game systems do. Replacing a game system always sounds sexier and more fun than doing the hard, tedious work of tightening an existing system design. But we're in beta now, not alpha, and it's time to buckle down and start solving the nuts-and-bolts balancing problems. I can't avoid them forever by just trying new stuff. Every design has a ton of weird side-effects that have to be worked out, and each time we replace a game system with an entirely new system, that just postpones the hard work. :The current problems with armor seem like they can be solved by monster rebalancing, so that's the first thing I'll try. It sounds like monster crits aren't scaling correctly, because (obviously) there shouldn't be such a thing as "one-hit kills". So we'll work on that first. If any of the existing systems prove unbalanceable, then we'll open the floor to new ideas.:---:Actually, I feel like I'm yelling and I don't mean to: there are no wrong answers to the questions here. There are just answers that are more- or less-useful to me right now. I definitely don't intend to sound upset just because you're giving me answers I can't use! :I wanted to steer this thread toward smaller points of discussion, but really, I've already received plenty of actionable feedback in this thread. So I think it's run its course and has some great ideas, and I'm just going to close it for now. Thanks.:: 3/27/2019:: https://forum.projectgorgon.com/showthread.php?2038-Critical-hits-bad-behavior-amp-quot-end-game-quot-content&p=14987#post14987==== Character Changes ====:Players will be able to change their character's appearance and sex at a later date. We don't currently plan to let you change your race, however. (It's much more complicated technically, and the three upcoming races will have very different play details.) :Edit: we haven't talked about offering name changes, but I expect we'll eventually offer them in some form.:: 3/21/2019:: https://forum.projectgorgon.com/showthread.php?2044-Gorgon-Shop-Horse-Lord-Package&p=14903#post14903==== Gorgon Shop Package ====:The packages are applied per-account. The VIP features (which are still very TBD) are shared for all characters on the account. Other features, such as items, will need to be claimed on a particular character via an in-game button when they're available. (It will work similarly to how the /redeem command lets you redeem gift items... in fact it might literally just use the /redeem command behind the scenes.) We plan to break the features up granularly so you can claim different parts on different characters, though -- the horse(s) and tigers don't have to be claimed on the same character! :You don't have to (and can't!) pick which character receives each reward yet. However, for other info (such as what title you want), the little golem will ask you questions and record your answers. You can come back later to change those answers, up until we actually implement your feature. :Custom titles are per-account, not per-character. (But if they were per-character, you could just give your title scrolls to your alts, anyway.) I think that titles are the only part of these particular packages that are actually implemented yet -- but it will still take time for you to receive the title, because we need to add the title to the permanent game data. (It has to go into a "string table" so we can eventually get your title translated into multiple languages.) So after you've given your answers to the golem, it sends us a little notification, and we'll add it into data for the next game update. :Our game's housing is probably going to be per-account, just because I don't think it'll be reasonable to have every alt pay for their own house. But it might be per-character with a more complex roommate system... that's still up in the air. Anyway, if you get a house with the pack, you're getting one instanced house... which may or may not automatically apply to all your characters, but if it doesn't, I expect you'd at least be able to let them crash at your place. :Oh, and yes, everyone will be able to buy a house in-game, although they will be quite expensive (many millions of Councils). We will also have a rented apartment system, or something like it, for people who can't afford a house yet. :Similarly, everyone will be able to buy a horse in-game (and horses are per-character), but the horses included in these packs are on the high end, in terms of stats and genetics. Ditto tigers.:: 3/21/2019:: https://forum.projectgorgon.com/showthread.php?2044-Gorgon-Shop-Horse-Lord-Package&p=14901#post14901==== Critical Hits, Roots, End-Game ====:There are some good discussions going on here and I'd like to keep them going! But I'd like to ask for more specifics. I don't get to participate in a lot of group combat recently. I don't have time -- I'm working 12-ish hours a day on the game, so even having time to solo is hard. So I rely a lot on feedback for group combat, and we really don't get a lot of feedback about grouping that's in a format I can act on. :I say I don't group a lot, but I've managed to get in enough pick-up groups to know that grouping wasn't particularly difficult or engaging before we added monster crits. It was basically a cakewalk. (And it can still seem too easy, depending on the level range and group composition... but the crits at least make people pay more attention!) In fact, I do think the monster crit system has been good for the game because it changed the equation from "grouping is too easy" to "grouping is frustrating because it's too hard to control X, Y, Z things." This seems like a step forward to me. Maybe we can dig into more fundamental problems, the kind that we very rarely get feedback on. :Monster crits were added because monsters were too predictable and they dealt too little damage. This solution addresses both problems! It's a first attempt at a solution, and I could fine-tune it (lowering crit damage, reducing the chance of chain crits, etc.), but I'm not sure that's the thing to do right now -- it really was added as a quick-fix so that I could look for other underlying problems. I'm not sure if we'll keep monster crits at all: we may want other solutions to the underlying problems. :If you're unhappy about crits, the questions to answer are: Who was involved (levels, general combat skills type info), what did you fight, what did you do to counteract all that the surprise damage (I assume your team had sidebars full of healing/support abilities, for instance... so were those not good enough? Not fast enough to use?). I need to know how you tried to adapt to the problems, and why it was still unfairly difficult. Help me to understand the issues. :And yes, there are situations where I won't be sympathetic: if you're trying to solo-kill a large number of monsters at once with a CC-mitigated "AoE pit", then I want the monsters to kill you a lot -- a lot more than they probably do now, actually. That's insanely dangerous and should generally result in your death. Were you trying to solo-kill (or duo-kill!) an Elite? Again, I actually want that to result in your death most of the time -- and will probably make those types of scenarios MORE difficult, not less. :But if you're talking about a full group that gets wiped repeatedly because of crits, that's something I don't want to see. Maybe I just need to add a cooldown-timer so crits don't happen too often in a row... but I really suspect that'll hide deeper problems again. I want to dig in. Could you have countered the crits if you'd had more healing available? Are you carrying a bunch of weaker players in the group, and we need better group-composition tools? Or are you not focusing damage well, and the group needs better coordination tools? Better de-aggro? Is taunting just completely useless? Is healing too weak? Is monster detection too good? :This provides an opportunity to improve the game's full-group issues... and I'm not even sure I know what all the fundamental full-group issues ARE. But if you have some clues, I would appreciate your insights! :tldr: I can tweak the "band-aid fix" of crit damage -- but first I need to know it's not bandaging over a more serious problem.:-------:The OP from @Golliathe is a good example, and the reason I chose this thread -- those details about roots/mezzes are good insights and I would love to hear more discussion about those and related things -- things that need focus or improvement, either because they're too good or too irritating. :RE: mezzes and DoTs: mezzes are supposed to ignore DoTs because, until recently, most DoTs lasted 15+ seconds, often lasting 30 seconds... making mezzes useless if even a single group member used DoT effects. Finding the right power curve for DoTs has been extremely challenging, and I didn't feel like DoTs needed the extra stigma of "don't use DoTs asshole, you'll break mezzes". Now that all DoTs are 12 secs or less, it starts to make more sense, but I still worry they would break too many mezzes. :RE: monsters not picking a new target if they're rooted -- that's just crappy AI that I haven't tried to improve. I didn't really think too long about that case, because it opens a can of worms. If a monster changes targets because they're rooted, isn't that a general case of "I should change targets if my most-hated foe is unreachable"? They're the same thing, right? So where do I draw the line? If the monster is moving too slow to keep up (because the player has super-cranked movement speed), should the monster just attack somebody else nearby? Or are we talking about a specific hack for "monster is rooted = find a new target"? In that case wouldn't a 75% movement-slowdown be more effective than a full root? It gets weird. I don't know where to draw the line. :RE: "overtaunt" -- I'd need lots more specifics here to be able to tell what's up.:------:Thanks for your feedback. Also, I've mentioned this before, but since this is a contentious topic, I wanted to remind here: I really appreciate people who are able to separate their emotions from their feedback -- it makes it a LOT easier for me to process it if you aren't outraged at the same time. I'm only human, the game is made by humans, there are lots of mistakes and some of them are stupid mistakes we should have fixed a long time ago. But it's not too late -- we can fix them. :The more you can give me info in a format like "my group did this thing, and we expected this result, but got this other thing", and the less "only a crazy idiot would think X is working", the more practical help you're giving!:: 3/18/2019:: https://forum.projectgorgon.com/showthread.php?2038-Critical-hits-bad-behavior-amp-quot-end-game-quot-content&p=14824#post14824==== Transmutation ====:I don't consider this to be just a "quality of life" feature because it provides probability info that isn't available any other way right now. :The system doesn't remember old mods that used to be on the item -- that info isn't stored on the item at all, and there's no way for there to be a bug where it accidentally reverts. It's just a weighted random roll. But it's weighted! It uses the same probabilities that the random-loot system uses, so if a mod is common in loot, it will be a common transmutation result too. :So if you're seeing A-B-A-B, it means "A" and "B" have very high probabilities of showing up. The exact weights for some mods may be bugged or incorrect (and this display will help us find them). But they can be intentional too. Some mods are very common (such as base-damage mods, which are weighted 5x higher than average). A small number of mods are intentionally rare. And there are some weird cases where we use REALLY high or low weights to get different effects. For instance, if you're re-rolling a generic mod on a crossbow, the odds are like 90% that you're going to get one of the three crossbow mods. (Since crossbow isn't a "real" combat skill, the only way to make sure that crossbows have good chances for crossbow mods is to make those mods' probabilities very high.) :The devil is in the details -- and that's where the bugs hide too -- so this update will make more of those details visible so we can see what's up. :RE: transmute table bug, no I wasn't aware of it, but I'll look into it, thanks. (In general, if a nasty bug is long-running, please re-submit it as a bug. It probably means we lost track of it, or think it's fixed when it isn't, etc.):: 3/9/2019:: https://forum.projectgorgon.com/showthread.php?2020-Transmutation-rolling-for-Gear-must-change&p=14730#post14730==== Transmutation ====:One of the Transmutation changes in the next update is a way to see what you're rolling for. I suspect one of the problems people run into is that they're trying to roll something that simply isn't available on that item, for one reason or another -- be it bugs or just misunderstandings of what can show up where. So this will help expose problems. And beyond that, seeing what's going on will let people plan better. :Here's a prototype of what I'm working on. Basically it just pops up a custom "book" screen that lists each possible outcome, and the odds. Eventually we'll wire it into a nicer-looking UI, but for now I just want to make sure the info is available.:There are other changes as well that are still in development.:: 3/9/2019:: https://forum.projectgorgon.com/showthread.php?2020-Transmutation-rolling-for-Gear-must-change&p=14728#post14728==== Lauch Date ====:Realistically I don't think we are launching this year. There are lots of contracted deliverables needed, and those deliverables have often involved delays and time overruns, so I have to assume there will be more... and right now, a 2019 launch seems unlikely. :But "launch" is just a milestone. Hmm, how to put it... how about this: remember World of Warcraft's crafting at launch? Probably not, because it was abysmal, boring, and 100% pointless. But it was "complete": WoW shipped with a crafting system, and mounts, and character customization, and everything else it was obligated to have. Then their live team spent years making those bare-bones implementations not-sucky. (Edit: with arguable success in some cases... WoW's crafting system is probably not a good example here. ) :So when I say we aren't launching in 2019, it's because there are certain big-ticket features (like mounts, housing, other playable races) that I feel have to be included to consider the game "complete", and only some of those will be ready this year. But delays give us time to flesh out the rest of the game, rework systems that suck, and generally make the game better BEFORE we launch, instead of after. :I'm not in a huge hurry to launch the game in a bare-bones-but-technically-complete state. I think these delays can be a little bit of a blessing in disguise, allowing us to add more content, systems, interactions, and fun stuff, before we pronounce the game "finished".:: 3/9/2019:: https://forum.projectgorgon.com/showthread.php?2023-Any-estimate-or-information-on-full-release-date&p=14727#post14727==== Transmutation ====:Actually, I just made some tweaks to Transmutation costs for the next game update. I was also JUST NOW taking a walk and thinking about a way to show transmutation possibilities in-game. And then came home to read this thread. Weird. Anyway, I definitely want the game to be more communicative about Transmutation. Not sure what the time table there is -- could be next update, if my crazy implementation idea works -- will have to see.:: 3/5/2019:: https://forum.projectgorgon.com/showthread.php?2020-Transmutation-rolling-for-Gear-must-change&p=14649#post14649==== February 2019 Update ====:Thanks for the feedback everyone, please keep it coming! A few notes::- We will be making small tweaks to the new dungeon's spawn rate. But the dungeon is designed with the expectation that you have at least the 3-second spawn premonition. It may not sound like it would help, but it helps. You need it!:- (tagging @Yaffy in particular here, though lots of this is general.) There are no known open bugs with accuracy or evasion, meaning all old reports were closed as Fixed or Invalid. I do believe at least one actual bug report of yours was addressed in the past few months, where others were closed as invalid reports because they conflate different mechanics. There are lots of weird systems in the game that aren't connected.:- For instance, "Miss Chance" is not the opposite of accuracy. Miss Chance is a separate chance for you to miss. It can't be avoided in any way at this time -- only something that gave you a negative Miss Chance buff could counter it, and there's nothing like that. So there's no way to avoid the Darkness debuff in the Dark Chapel, and that's by design. (This also applies to player abilities that apply a Miss Chance to enemies -- right now the debuff from Cloud Sight is completely unavoidable, even on Elites and Bosses.) You can differentiate Evasion from Miss if you are watching carefully, because the floaty "EVADE" will be replaced with "MISS".:- Projectile Evasion is not the same thing as Ranged Evasion -- only literal projectiles (such as missiles) are evaded by projectile evasion. Attacks like Flamestrike are ranged attacks without a projectile. Ranged Evasion is a new stat that covers all types of ranged attacks. (And may eventually replace Projectile Evasion -- not sure yet.):- Accuracy buffs now show up on the Persona screen, so this is an easy way to make sure that the buffs are at least buffing the appropriate stat.:- Skulk smoke screen: we'll try to find something else for it when we next look at the Werewolf skill. We can't currently do translucence for wolves (the shader won't do it), but we can probably find something else.:: 3/4/2019:: https://forum.projectgorgon.com/showthread.php?2000-Update-Discussion-February-20-2019&p=14602#post14602==== Botting ====:Well, I was working on an email answer, but I guess I can just post that here. Please consider your email tickets closed.:--:You were flagged as possibly botting. This involves a lot of factors. (None of those factors involved other players.) You then failed a simple "bot check": you ignored private messages from the admins, and when a special popup box appeared on your screen, you logged out. This is behavior we see from common botting programs, so we did the most appropriate thing... :We reminded you that botting is not allowed. :We didn't punish you, because failing a bot test is not "proof" of botting. It's a heuristic, a test. If you fail a bot check, it could just be a random accident. So all we do is tell you not to bot. If you REPEATEDLY fail the bot check, though, we have to assume you're botting. :This isn't some crazy new idea we invented, either. Bot checks are the same for all MMOs. There's no 100% reliable way to detect all botting, so we use human beings to check up on people that seem suspicious. :I know that being forced to prove you exist (by answering an admin) can feel insulting. That's just the way it has to be though. You are obligated to answer an admin when they prompt you. You can't ignore them. :Since you aren't botting, then I'm sure this won't happen again, and there won't be any more problems. Case closed. Thanks. ::-As to policy changes, there are none here.::-Botting is not the same as AFK howling, or AFK anything else. Botting is using hardware (such as macro mice or keyboards) or software (such as overlays, macros apps, etc.) to automate any part of the game. You were accused of BOTTING, not of doing something while AFK.::-Bot tests are run periodically every day all the time. They are absolutely NOT "admin abuse", that's proof of admins doing their jobs.::-The "headache" debuff you apparently received comes from regular game content, such as when completing a hangout with Yetta, or sometimes when using words of power, drinking from a Cauldron, and more.:: 3/4/2019:: https://forum.projectgorgon.com/showthread.php?2017-Clarification-request-from-Citan-and-Srand&p=14599#post14599==== Damage-Mod Recipes ====:We'll be revising more damage-type-mod gear and recipes in the next update. (Well, not the next quick-fix update, which is tomorrow, but the next "real" update.) :A warning about those damage-mod recipes: I expect we'll increase the potency of those recipes, but due to technical limitations we usually can't convert old equipment that already uses those recipes, so they will probably be stuck with the old (current) values. So unfortunately you may need new gear to get the updated effects. I'm sorry about that, preemptively; we try to update all gear "in-place" when possible, but sometimes it's just too expensive (in terms of dev time). :Edit: hmm, it may be possible to do conversion for those recipes -- I'll have to see. The items don't store what recipes were used on them, so I have to write "sleuthing" code that analyzes the item and tries to figure out what happened to it. "Oh, it has +3% fire damage and it's missing 60 enhancement points, I think I know what happened here..." That sort of code gets really ugly really fast, and usually causes more problems than its worth. But given the small number of recipes involved I may be able to do it. I'm not sure. :At the very least, you should hold off on using those recipes on new items.:: 2/21/2019:: https://forum.projectgorgon.com/showthread.php?2000-Update-Discussion-February-20-2019&p=14453#post14453==== Fixed Update Schedule ====:The idea that I want to be here coding my ass off at 5am on a Saturday because I insist on doing everything? That's complete nonsense. I want to be the person designing, yes, but not the person designing, coding, analyzing, performing database maintenance, overseeing CS, prepping ads, etc. :I would love to hire more people, and we definitely will. Actually I expect the first full-time developer hire may be possible soon... but I'm not hiring anyone unless I can do it responsibly. :I realize you're all familiar with indie companies that burn their budget fast and end up successful. Minecraft (or whoever) did it, so why can't we? Because the successful ones are extreme outliers. I've been involved in a half-dozen of those projects where indie teams burn their money fast and pray it works out. It almost never works out. I'm too old for that shit, and I won't keep passing that sort of tragedy on to other game developers, or to you. Because the people that usually lose are you, the customers that buy in early. :How many Kickstarter MMOs have failed after reaching their goal? Most of them. But I can confidently say we are not gonna fail. Really! We won't hit our time estimates at all... but eventually we will make good on our crowdfunding promises. Reaching the finish line is my top financial priority, and I won't jeopardize that goal. :So we hire contractors when we can. And when we can hire full time people -- and give them realistic time windows to get ramped up before we expect them to pull their weight -- we will! We're watching our bank account carefully and planning when we might be able to hire more people. I'm optimistic, but I don't have a crystal ball. When we can hire, we will, simple as that.:--:As for schedules, this is an MMO in development. We release updates when they're ready for testing. Your job as Early Access players is to help playtest, so we can't release them too early: when we do that, you just find the obvious bugs that we already knew about. Getting bug reports about already-known issues is a huge waste of time for everybody! We need the updates to be clear of obvious bugs or design flaws, so you can give us feedback on finished ideas. :So why don't I just announce a launch day that's like an extra month delayed? Because we need feedback on changes ASAP. We're back here working really hard every day, and we need that new info as soon as we can. So I'm not gonna sit on a finished update for even a single extra week! :And I don't think people want us to delay updates by a few weeks to ensure we hit the deadlines... what I think people really want to know is "why don't you work FASTER!!!!" And it's because we literally cannot work any faster. We are working as fast as humanly possible. When we can hire people to work faster, we will. :I try to keep you in the loop on where we are in the update process. It does change a lot though, and I'm often wrong. But it's the best I've got. If you'd prefer to just be surprised when an update comes out, you can easily accomplish this by not reading my twitter -- that's usually the only place we talk about timelines. :Thank you for supporting us while we struggle with this Herculean task. The game is finally starting to feel like a "real game", which makes people assume we're a large development team. That leaves us in a weird spot because we aren't. We're what we can afford to be. We work super hard, and we haven't stopped for years and we aren't gonna stop until the game is done. And hopefully, soon, there will be more of us doing that work. :And you're here now to see it happening, and to help shape it. I'm excited to show you this next update, but even beyond that, we have great ideas in store for the future. Thank you for the opportunity to show them to you.:: 2/16/2019:: https://forum.projectgorgon.com/showthread.php?1991-Updates-Help-me-understand&p=14399#post14399==== Lost Dungeon? ====:There's a large brick building in Gazluk city, which is the actual Gazluk Keep. There's an entrance into that building. :In the desert it sounds like you're probably at the wrong ruins, there are a couple of dilapidated cities and ruined buildings out there. You're looking for a square basement-entrance type thing that lets you get into an underground area.:: 2/6/2019:: https://forum.projectgorgon.com/showthread.php?1975-Labyrinth-Gazluk-Dungeons&p=14304#post14304==== Brewing Feedback ====:The bug you describe is not something I'm aware of, and I definitely did not see that during testing (when I made about a thousand kegs of hard liquor). That was a while ago, but I don't really see how the system could get out of sync, offhand. All hard liquors use the format of (one of 3), (one of 4), (one of 5), and (one of 4), for a total of 240 combinations, and all hard liquors use the same result set. As long as you figure out which of the new ingredients maps to which of the old ingredients in a previously-figured-out recipe, you should be able to calculate the new recipe. :So if you have a reproducible scenario where that's not true, please report it in game with details of exactly what you're doing (which two recipes you're comparing and which things you're putting in them) and we can try to reproduce and fix it. Thanks!:: 1/25/2019:: https://forum.projectgorgon.com/showthread.php?722-Barl-sorry-Brewing-feedback!&p=14168#post14168==== Animal Tame Network Lag, Real Time ====:Seeing that message while taming is definitely due to overclocking the computer. Basically the server tells your game client, "okay, now show a progress bar for 10 seconds while the tame happens", and the client says "okay I'm done"... but it's been less than 9 seconds. (More than 10% too soon.) If the client were to report in too LATE (say after 15 seconds), that could be due to network latency or a bad connection. But if the game client is finished significantly SOONER than expected, that means the client is running faster than real time. :This doesn't necessarily mean someone is trying to cheat -- we've seen it happen especially with "CPU overclocking" and "RAM accelerator" type software that comes bundled with new gaming computers. It's a cheap trick that can make some some games feel more responsive: by making the game think time is moving 10%-15% faster, you can move faster, etc. This is fine in singleplayer games, but it's unfair in multiplayer games. :@user - I don't know what you're referring to, but if you have a reproducible scenario please report it in-game. And of course make sure you aren't running anything that can overclock your computer It kind of sounds like you're using overclocking software that is just barely under the threshold that we check for.  :(In the patch notes, we mentioned that we removed an error about overclocking when you try to reuse a toggled ability. That's a different scenario: toggled abilities have a reuse timer like every other ability (say, 10 seconds). The game client assumed you could turn the ability off without waiting 10 more seconds. But the server assumed you had to wait the full 10 seconds to turn it back off. So if you tried to turn it off after only a few seconds, the client would be fine with it, but the server would tell you that you seem to have overclocked your computer -- because it assumed the client actually tried to wait the 10 seconds. That scenario was just a bug, and is fixed now. The overclocking error message can still show up, correctly, in other scenarios.):: 1/16/2019:: https://forum.projectgorgon.com/showthread.php?1940-Can-t-Tame-Animals-Anymore&p=14081#post14081==== Change Race? ====:We don't plan to offer a way to change your race. You'll be able to change your appearance and sex, however.:: 1/8/2019:: https://forum.projectgorgon.com/showthread.php?1922-Race-change&p=14023#post14023==== Dangerous Weapons "Fiasco" ====:A fiasco?! Hmm, that sounds like I've done a bad job managing expectations.:Look, I know nerfs are painful. I can respect that you're angry, but let's stop pretending this is a balanced and finished game. Stop comparing your skills to OBVIOUSLY overpowered skills. You know we're going to nerf those, right? Of course we are!:There are a lot of nerfs coming.:To repeat, a lot of nerfs are coming.:A LOT OF NERFS ARE COMING. Does shouting help? :I mean, I think it should go unsaid, because it should be REALLY obvious that a werewolf who can deal a bazillion damage a second, while also healing themselves completely every few seconds, is overpowered. We all know it. :But we also know the game's framerate isn't very good, the UI is clunky, spawns are appearing underground in some cases and some video drivers have crashes and there's too little content in various level ranges and there's tons of confusing game systems and... on and on it goes. :We're working pretty much nonstop, and scaling up as quickly as we can, but we can't fix everything at once. And high-level balance has had to take a back seat. That doesn't mean it's not happening. :Bottom line: I am not planning to make every skill as powerful as the most overpowered skills in the game. I am planning to nerf overpowered skills and game systems. Because that's what a true beta is: a time to get the balance right. :So we will be nerfing and buffing repeatedly, over and over. I will try to be respectful of your time investments whenever possible. That's the best I can do. Constructive feedback is appreciated, but calling a nerf to an extremely imbalanced game system a "fiasco" ... well, if that's a fiasco, expect a lot more fiascos to come, I guess.:---:So why did I nerf this, when all those other things are overpowered too? Because, again, I want to be respectful of players' time. Most of the nerfs that will be coming are in-place nerfs: treasure mods or abilities will have their numbers lowered, but they'll otherwise keep working. In this case, when I became convinced I couldn't salvage the design, and it would need to be entirely replaced, I shut it down immediately so you wouldn't keep wasting time and resources with it. :That doesn't mean I think it was the most overpowered thing in the game. It means I want to do right by my beta testers as much as I can, and letting you invest resources into it for another few months would have been cruel.:---:I know nerfs suck. I wish I didn't have to. But I do. If this one pissed you off a lot, well, this isn't the last nerf by a long shot, so if you can't tolerate them and want to come back when the game is done, I completely respect that. But complaining about nerfs during a beta is just not understanding what a beta is.:There will be a lot more nerfs, a lot more buffs, a lot more game systems, a lot more major revisions. If you approach the game with that understanding it can be a lot more fun than if you expect everything in-game to stay the way it is now. Because it won't! :As for the replacement to this system, it won't be a recipe at all, I think. Right now I'm playing with a system where you hand your weapon to an NPC and they apply a random permanent buff... or debuff... to the item. Very simple and approachable for the target audience of level 40-ish players. :We'll convert existing "do nothing" items to use positive buffs from the new system. But keep in mind the system is designed for level 40s, so the buffs are in that power range. (I don't think that should be too surprising to hear, either: the old recipes consumed garbage newbie metal, they were learned in the level 40 city, and had meager level 20 blacksmithing requirements... obviously the main audience was NOT people who can mine legendary metal out of Gazluk!) :So don't expect the replacement buffs to be as amazing as a +300 weapon, but they will still be a noticeable and useful buff to your items. In addition, we'll return some of your lost resources where it seems appropriate (e.g. refunding the price of the recipes, maybe refunding the metal in some cases, etc.):: 1/7/2019:: https://forum.projectgorgon.com/showthread.php?1912-Dangerous-Weapon-revamp&p=14019#post14019==== Ecological Voodoo ====:Hmm... hmmm. Very interesting ideas in this post, thanks!:: 1/6/2019:: https://forum.projectgorgon.com/showthread.php?1906-New-Skill-Ecological-Voodoo-Do-something-(creepy)-about-those-pesky-respawn-rates&p=14003#post14003 ==== Can't use First Aid Kit on sidebar ====:First Aid Kits are "ammo" for the First Aid abilities; those abilities are what you should put on your sidebar.:: 1/2/2019:: https://forum.projectgorgon.com/showthread.php?1920-trick-to-first-aid&p=13969#post13969==== Twitter, Necromancy ====: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.):: 12/15/2018:: https://forum.projectgorgon.com/showthread.php?1899-Christmas-Patch&p=13874#post13874==== Player Maintained Roads ====:I like this idea. No real way to implement it at the moment but it's something I'm keeping in mind as we design the game systems for mounts.:: 11/11/2018:: https://forum.projectgorgon.com/showthread.php?1806-Player-Maintained-Roads&p=13590#post13590==== Chat Channel mix-up ====:that's very weird. There haven't been any changes to the config file system. :We do have some code in there for the upcoming Demo version, and if that went wrong, it could explain why your chat channels were messed up, maybe. (The demo only has access to a few channels.) But it doesn't explain any other changes. :Did anyone else using the linux version have problems? It sounds, off-hand, like a permission problem, as if the game didn't have permission to read the file for some reason.:: 11/9/2018:: https://forum.projectgorgon.com/showthread.php?1836-Update-Discussion-November-3-2018&p=13582#post13582==== Dev Question: Inventory Sort Order ====:Hi guys, I've got a question I'd like feedback on. I want to improve the way the inventory sort button works. (We'll eventually have more sorting options for inventory, with a little drop-down menu so that you can sort by e.g. item value or item name. But even when we have multiple sorts, we'll still have a default "smart sort" option, which is what the current sort will become. So I want this smart sort to be as smart as it can be!) :The current sort hasn't been updated much since it was added in pre-alpha two years ago. It's definitely got some weird stuff in it, and some weird ordering, and that can be very frustrating when you're trying to find stuff. So if you have suggestions on how to improve it, please share! I'll incorporate your suggestions when I update the sort logic. :Here's the current way the sorting works: * First comes helmets. If you have multiple helmets, the currently-equipped one comes first, then the ones with highest rarity, and further sorted by item value. Broken helmets come last.* Then come chest armor, sub-sorted in the same way.* Then leg armor* Then hand armor* Feet armor* Main-hand weapons* Off-hand weapons* Necklaces* Rings* Belts* Racial jewelry (all of these equipment categories are sub-sorted in the same way as helmets)* Next come "kits": first aid kits, then armor patching kits* Next are healing potions* Next are cheese* Next are other prepared food* Next are decoctions* Next are other alchemy potions* Next are Bottled items* Magic oils* Poisons* Dyes* Arrows (sub-categorized by regular, then barbed, then long, then dense, then reservoir, then snare)* Fletching stuff* Augments* Augment-related stuff (phlogiston etc)* Magic dusts (e.g. fire dust)* Maps (sub-sorted by motherlode, mineral, mining)* Treasure clues* Treasure maps* Recipes* Work orders* Other documents* Tools* Armor stakes* Crystals and gems (sub-sorted only by crystal value atm)* Metal slabs* Leather rolls* Tannin* Flawless skins* Other skins* Textiles* Wood* Carpentry items (sub-sorted by barrels, stools, benches, chairs, storage crates, other furniture, then misc carpentry)* Flowers* Plants* Seeds* Skulls* Other Bones* Body Organs and corpse trophies* Gadgets (e.g. vending machines)* Grass* Skill ingredients not yet covered (such as inks, papers, metal slabs(?))* Recipe ingredients not yet covered (anything else that can go in a recipe)* Fish* Meat* Herbs* Other vegetables* Other ingredients (?)* Figurines* Game chips* Coins and moneybags* "Vendor trash"  :So just typing that out I see some weird stuff. Items can only be in one bucket in this list, and they go into the first bucket that matches. So the item "Evil Grass" could theoretically fit into the "grass" category, the "recipe ingredients" category, and possibly the herbs category -- whichever one comes first is the one they get sorted into. Since the "grass" category comes first, that's where they go. And that's correct! (Although the grass category should probably be sorted closer to the flowers and plants...) :But it's a problem with fish, meat, and vegetables -- those categories come AFTER "recipe ingredients not yet covered", which means most raw ingredients fall into "recipe ingredients not yet covered", so your meat and fish and veggies are all intermixed (sub-sorted by item value). The only thing in the "meat" category is meat that isn't used in any recipe yet! :I'm already fixing this for the next update: I'm moving the "skill ingredients not yet covered" and "recipe ingredients not yet covered" categories to be below "other ingredients". And I'm moving the "grass" category to be right below "seeds". :So how can I make this work better? Are there new categories of items we should add to the list? Should things be reordered? :Again, this isn't "what kinds of different sorts do you want" -- that will come later. Right now I want to make the smart-sort button less stupid. :I realize this is a tricky somewhat-technical topic. If the above list makes your eyes water, just let me know when the sorting doesn't work for you: "I want to find my snacks, but they're sorted in with the meals", for instance. Whatever makes you go "wtf" when you're trying to find stuff. :I won't be able to make everyone happy -- a single sort can only be so useful -- but it can definitely be improved!:: 10/27/2018:: https://forum.projectgorgon.com/showthread.php?1825-Dev-Question-Making-the-sort-button-better&p=13463#post13463==== Metal Armor Crafting ====:I don't think it's too late for new ideas here, but I do want to make use of low-mid tier metal ingots, because they're relatively unused and will basically always be relatively unused. (Actual metal-armor-smithing is a level 80 thing, so while it'll be possible to hammer up some level 40 platemail, it's unlikely to happen often.) :So if people have ideas for other ways to "dangerously" (riskily) augment gear, using metal ingots (possibly among other things), that they think will work better for the target level range, please share!:: 10/24/2018:: https://forum.projectgorgon.com/showthread.php?1815-Update-Discussion-October-18-2018&p=13448#post13448==== Notes about New Recipes ====:Some notes about the new recipes: :@Yaffy - I did see your post about the new recipes and, obviously, I disagree with your assessment. It sounds like you will never be happy with anything that might destroy a weapon. That's fine. I understand that concern -- we've had this discussion with players before during alpha, and my takeaway was that I should make certain that you don't NEED to risk your equipment to be successful. And that will remain true: you will always be able to have really amazing builds without risking your gear, even at max level. But there will be many ways to alter gear. Dozens of ways, eventually. :These recipes are intended for about level 30-40ish players. That's obvious, right? It's in the level 40 city and has relatively easy prereqs. Yes, you can use them on high-level weapons, but you certainly don't NEED to "dangerously improve" a weapon to have a successful high-level build. In fact, players at level 70 could ALREADY be really, really overpowered. As in: soloing elites, often soloing bosses... very overpowered. Too overpowered? Yes, but not as overpowered as it seems at first glance... because those gear sets are insane! Getting 50 treasure mods that synergize takes a lot of time and work. Shouldn't it be kind of broken? It should! The exact amount of overpowered is a question we'll have to figure out, but I'm not trying to balance the game around players having perfect gear at level 70. You can get that, and it's cool, and I want you to feel like a badass for all the work you did. I do not, however, have any personal need to let you have "the best possible" gear. If the argument is that you just want to have the absolute very best stuff and it's too hard now... I don't care. But if players feel like they NEED to dangerously improve high-level weapons, that's wrong and I'll fix it. Right now, certainly, they don't. :The new city (the casino) is for level 40s, because that's where we lose players. Somewhere after the 30s, but before the 50s, players get exhausted. There aren't (weren't) enough goalposts, so the goals feel too distant and the game feels too grindy. So the casino is a hub for new kinds of goals. Those earlier goals (like running GK, or learning Battle Chemistry, or whatever thing they're working on) are still there, and I don't want to take away from them. But there need to be lots of new goals, new ways to improve, new things to do. :This being a casino, it's obvious that there should be some high-risk, high-reward techniques. Again, getting the exact numbers right will take time. But I think I'm right that this is where a risky technique should fit into the game, and I'm pretty sure I can make it work. (Eventually.) :Players in this level range tend to have several weapons they've been holding on to, but none of them are very good. Adding 100 simple damage to one might make it last another 10 levels, though, and if they get one to +300 and end up feeling overpowered for a few levels, GREAT, I love that. They worked hard and they should feel overpowered for a while. :But just to be clear: in the final game, I can't imagine anyone with legendary level 70 gear risking it in one of these recipes, because why in the everliving FUCK would they do that? That's a terrible risk for tiny reward. Keep in mind these players will probably only have one or two legendaries at that level at most, since they won't be staying at level 70 terribly long. I don't currently see a situation happening at level 70 that's comparable to what level 35 players are experiencing. But if I'm wrong and these recipes end up seeming "mandatory" at higher level, I'll limit the recipes further until they aren't. Surely by level 120 a recipe that "adds 2 simple damage with a 3% chance to destroy your weapon" is a terrible, terrible deal. There will be other better ways to enhance top-end gear. :I still need to tweak these recipes more in the future; I'm still trying to figure out the right risk/reward, and what sorts of limitations they should have. They use a new type of damage so that I can organize the calculations in different ways as needed. When I'm happier with how they work I'll add versions for more skills, but right now it's nice to keep it contained a bit. :(Edited to add: I might add one or two more recipes soon in order to get more data and feedback coming in. Not a lot of people are testing the Knife one, which is the one I'm most worried about, balance-wise, because you can dual-wield knives and double stack the simple damage.):: 10/24/2018:: https://forum.projectgorgon.com/showthread.php?1815-Update-Discussion-October-18-2018&p=13445#post13445==== Damage Calculation Formula Feedback ====:Yaffy, thank you very much for taking the time to write that all up! You are right that the way conditional multipliers work is unintended -- they should be added to your other multipliers, not multiplied by each other. I knew about that bug but I've not considered it to be a pressing one... I don't think I really realized how many mods fall into that category, or that there were lots of large mods in there (such as the knocked-down damage mod on Seismic Impact). I may try to get that fixed for the next update; otherwise the one after. :Just to be clear, I suspect this gear+ability combination will still be overpowered even after that fix! Figuring out how to untangle the different damage sources is an ongoing process, because most of the big problems happen when players have a lot of high-level mods that synergize... and I want to fix the problems in ways that don't overly hurt people who DON'T have legendary gear. But fixing conditional damage mods is a step forward, and I appreciate the help! :(For people trying to repeat this technique, note that it takes a whole lot of specific gear mods plus a long chain of abilities -- for this one I think you'd need to use Way of the Hammer, Reinforce, Reverberating Strike and Leaping Smash all in quick succession before finishing with Seismic Impact.):: 10/14/2018:: https://forum.projectgorgon.com/showthread.php?1801-Damage-Calculation-Formula-amp-Why-Deadlier-Weapons-are-so-Strong&p=13327#post13327==== Deadlier Weapons Recipe ====:As Greyfyn said, we could use more info. I don't know how people are converting a few hundred damage into the vaguely-reported "over 10k extra damage!!!!!" stuff. I really don't see how that's possible; the damage should only multiply to a couple thousand extra, and that's only with TOP-tier level 70 gear, AND only when using the heaviest-hitting attacks in the game. :Nobody I've asked will explain these mega numbers they're supposedly getting. I've seen people mention it in chat yet when asked about it moments later, they'll ignore me or even quickly log out. I've downloaded the characters of those people bragging in chat, and I still can't replicate it even with their exact characters. In other words, some of these people are trolling. But not necessarily all of them! So that's an open question. :Anyway, we'd already realized it was bugged and overpowered, which is why we disabled it in the hotfix. Remember how the hotfix patch notes said: ::''- the "Dangerously Improve Weapon" recipes were enhancing the wrong attribute, leading to more damage than intended. These recipes have been temporarily disabled --they can't be purchased, and if you already have them, they do nothing. They will return in a future non-hotfix update. Items that were already enhanced with the earlier recipes will be updated at that time'':That is exactly what's going to happen in the next non-hotfix update, which is next week. :If you have one of these weapons and can get HUGELY broken numbers (instead of just somewhat overpowered), please explain how it's done so I can confirm that my fix is going to address that scenario. Thanks.:: 10/12/2018:: https://forum.projectgorgon.com/showthread.php?1778-The-casino-deadlier-weapon-blacksmith-Recipies-have-broken-the-game&p=13313#post13313==== New Employee II ====:You've probably seen Sims in-game or on our forum (or the reddit forum... or the Steam forum... or any number of other forums...). We're happy to have Sims join our team to help with community outreach and growth, as well as helping with customer service and in-game events. When Sims is playing in his employee capacity, you can find him as Admin Lemon. (I didn't pick that.) Please join us in welcoming him to the team!:: 10/3/2018:: https://forum.projectgorgon.com/showthread.php?1788-New-Elder-Game-employee-Sims!&p=13222#post13222==== Casino Delay, Feedback, and Minigames ====:What a thread to wake up to. I'm not sure how "we are delaying the casino so we can make it a hub city worth using", turned into the idea that we're adding hundreds of minigames. So to set expectations right: there are only two actual minigames in the casino and you've seen them in screenshots. There are no others. I cut the other games because they weren't fun enough... and I did that a month ago. :On the one hand I'm definitely still working on minigames: I spend about an hour at "breakfast" each day testing these two games, banging on them, tweaking them. And there are some other gambling diversions in the hub city that I'm trying to make worthwhile. But the majority of every day is spent making regular old MMO content. :First, the visuals of the casino didn't pan out. In a nutshell, we tried a new idea and it didn't work: it was slow, ugly, and would be hard to improve in the future. So we had to return to our traditional approach, which is working fine, but means we we basically have to remake the whole casino layout. :But the visuals are just visuals. Think about all the other work needed to make a good hub city: new interesting NPCs to raise favor with, new player vendors, new storage, new recipes, new abilities, new favors, new hangouts, new work orders, on and on it goes. It's a LONG list and it takes time. None of the remaining work can be outsourced, so it's being done by just srand and I. And we're crunching. We literally cannot go any faster than this, so please bear with us. :I really hope you'll like the two minigames we're adding, but if not, there will still be stuff for you to do in the casino. If you're bored right now, I seriously suggest trying WoW for a while, the new expansion is out and it's a fun game with a ton of content. And no, I'm not back-handedly disparaging WoW -- I like WoW as a second game. I think it's great for MMO players to play several MMOs. That's because no single MMO can stay fresh forever. You need to rotate between a couple of games. Don't burn yourself out on this game. (Please!) Just take a break. :Thanks for your support, and I'll be back soon when we have more news to share.:: 8/30/2018:: https://forum.projectgorgon.com/showthread.php?1741-Dev-Blog-August-28-2018&p=12817#post12817==== Spring Fairy Dye ====:The color is always the same, but the lighting in the area makes it look different. The dye is applied to an underlying grayscale texture, and the part of the texture that's the "straps" has a slightly different shade of gray than the leggings, so non-ambient light sources show up at a slightly different shade. (Probably exacerbated by some outdoor areas having slightly yellowish or reddish light.) :So it's an art issue, basically, due to how we added dye support. This suit of armor was made early on, before the dye-map technology existed, and it was retrofitted after the fact. It will probably never be perfect. :If we ever have this armor set remade, though, we'll make sure that dyes apply perfectly.:: 8/14/2018:: https://forum.projectgorgon.com/showthread.php?1726-Dyed-Spring-Fairy-armor-Is-this-what-I-am-supposed-to-look-like&p=12707#post12707==== New Employee: Rummencola ====:You may have chatted with Rummencola in-game as a volunteer Guide. He's now also an Elder Game employee! :We're still working through growing pains as a company, so we haven't ironed out his exact responsibilities or job title. But you'll see him in-game as usual (possibly on his admin alter-ego Jackencola), so please help us welcome him to the team!:: 8/3/2018:: https://forum.projectgorgon.com/showthread.php?1702-New-Elder-Game-employee-Rummencola!&p=12621#post12621==== Crafting Profit ====:Leathercrafting and other recipe groups that generate wearable equipment don't generate profit. The idea is that they have intrinsic combat value that the NPC market can't possibly recognize. This breaks the rule of thumb that crafted items generate at least some profit. But it's necessary to make other parts of the game make sense. (For instance, similarly magical loot-drop items are not worth thousands of Councils, so there needs to be parity.) :The early recipes that don't require gems are literally just to let you grind up XP, and they are probably a mistake since people use them much longer than intended. So I will probably remove or diminish them so that people don't grind to 70 on newbie recipes. I want to flesh out the versatility of the crafting skills a tiny bit before doing that, though.:: 8/1/2018:: https://forum.projectgorgon.com/showthread.php?1695-question-problem-with-leathercraft-amp-other-skills&p=12583#post12583==== Noob Experience ====:This is good feedback, thanks! It does sound like there's a couple of bugs in there: the high-level pocket gear should have a default Endurance prereq so that literally-brand-new players can't wear them. (That's a long-standing bug that I didn't address for a long time because we didn't have "default-prereq" tech, and I didn't want all crafted cloth gear to be saddled with Endurance reqs... but it's a bug I can and will fix now.) :And healing is supposed to generate a fair amount of aggro... so it's probably broken for Priest in some way that I'll have to investigate. Or it could have gotten entirely broken again. Aggro is one of the hardest systems to balance and maintain, in large part because it requires a group, which is hard to emulate during development! But we'll get it right eventually. :But anyway, thanks for the insights!:: 7/29/2018:: https://forum.projectgorgon.com/showthread.php?1691-One-Month-In-The-quot-PG-Noob-Experience-quot-Streamer-s-Long-Winded-Comprehensive-Feedback&p=12513#post12513==== Vampires? ====:The game isn't finished yet, which is why it's in Early Access. We haven't cut vampirism from the full game. We haven't cut dwarves or housing or horses either. We've promised things and we're delivering those things, so there is no misrepresentation here. :I'm not going to waste my precious development time cutting new videos every month when something changes. We'll do an updated video eventually, and people will have something new to bitch about and the circle of life continues. It's never possible to make a video that people don't bitch about. :And Spider, you know that people always complain about every game trailer... so this whole post frankly seems like just a new way for you to complain about wanting vampirism again. But it won't make it come sooner. At this point vampirism is probably six months away or more. It has to come after horses and fairies because it uses tech features from them. If I was pressed to do vampirism right now, with the tech and assets I have, vampirism wouldn't be nearly as fun and impressive as it will eventually be. Early Access requires patience.:: 7/25/2018:: https://forum.projectgorgon.com/showthread.php?1682-Um-I-dont-know-if-im-the-only-one-who-saw-the-huge-flaw-in-the-steam-trailer&p=12442#post12442==== Treasure Mods Calculation====:Generally speaking: :If a treasure mod says there's a percentage chance of something happening, those percentage chances are always rolled separately. If you have two "10% chance to blah" mods, that's two dice rolls for a 10% chance, not one 20% chance. :Additive bonuses for damage, mitigation, and everything else I can think of stack. (There are probably exceptions, but not for typical combat stats.) :Multiplicative bonuses for damage and mitigation also stack. They are added together before multiplication. Two "+10% base damage" mods give you +20% base damage. :When calculating damage, the order of calculation is:::- additive damage for that ability (e.g. +5 to Slashing Strike)::- additive damage for that damage type (e.g. +5 to Slashing Damage)::- multiplicative damage for that ability (e.g. +10% Slashing Strike damage)::- multiplicative damage for that damage type (e.g. +5% Slashing damage) :(That's off the top of my head, and there's lots of weird cases because there's hundreds of weird stats, but that's the gist for basic damage.) :Bubble mods ("magical field that protects") are a special case of the usual stacking. They are real procs ("procedures") in the old-school sense, meaning that each bubble adds a little bit of code to your character briefly, and that code intercepts the damage calculation to mitigate damage by X%. If you have two of those, they both apply, but since they are separate code snippets, they don't combine; they are each applied one by one. :Example: if you have two 10% mitigation bubbles and take 100 damage, then the first 10% mitigation would remove 10 damage, and the second one would see the damage as being 90, so would mitigate 9, for a total of 19 mitigation. (If they were additive like other percentage mods, two of them would mitigate 20, not 19.) :Bubbles, reflections, drains, and anything else that falls outside of the basic combat flow are implemented as callbacks (or procs if you prefer) that intercept the combat flow and change the results. Those are applied individually, one after the other, in the order they were buffed onto your character. :(At the risk of making this more complicated than necessary, I wanted to add that percentage-chance-to-do-X mods are also implemented as callbacks, which is why they are each rolled separately. And since the MUD term "proc" means both the callback ("procedure") and the act of the procedure going off (or "procing"), you could say that the mod "21% chance to conjure a magical field that mitigates 10% of all physical damage" is a proc that can proc a proc. And that explains why I don't usually use the term "proc" for anything!):: 7/22/2018:: https://forum.projectgorgon.com/showthread.php?1674-Developers-or-experts-please-help-Cow-Unarmed-and-mitigation-questions&p=12404#post12404==== Free Trial Please ====:Given that there's not a demo yet, I think it's perfectly reasonable to buy the game, test if performance is good enough for you, and if it isn't, seek a refund via Steam. But please remember: ::You must request the refund before Steam shows you having 2 hours of time in the game. After that point, it's not possible to get a refund.::Make sure you experience performance in the large outdoor areas like Serbule before making a decision, as the newbie tutorial area isn't as graphically expensive. Two hours should be more than enough time to get off the tutorial island, but if you're stuck on the island and you're getting antsy to test performance elsewhere, you can use the cheat command /leavetut (type this into the chat window and press enter). This will teleport you to the mainland; you can go back to the island later. But note that the game won't let you use that cheat unless you've already made efforts to leave on your own!::We definitely don't ban or punish people who get Steam refunds! I don't actually think many developers do that. However, Steam has said that if you request refunds for too many games, they'll stop giving them to you. If you haven't refunded many games, I wouldn't worry about it. I've refunded a few games and my account is fine.::It may be impossible to re-buy a game that you requested a refund for. (I'm not sure.) In which case, if you get another PC later, you still won't be able to play. (Edited to add: it seems like I can re-buy the games I've gotten refunds for, so it's probably fine.):: 7/19/2018:: https://forum.projectgorgon.com/showthread.php?1666-Concerned-about-hardware-Free-trial-perhaps&p=12373#post12373==== Hard Core Broken Gear Location====:What did it say when you right-clicked and used your broken items in the inventory window? Like Niph said, it should either tell you how far you have to go, or if you're close to your death spot, it should fix the item. :If it doesn't do that, what does it do? :Those names aren't very reliable yet because some dungeons are shared with others, and the group of shared dungeons currently has to share one name. And one of the server areas with the name "Caves Beneath Kur Mountains" does have the winter nexus in it. :So if you go in there it should give you a distance. If it's insanely long distance, then it's in a different dungeon... probably one that is actually beneath Kur. (If it's a medium-large distance, it could just be in the deeper parts of the nexus, past the boss teleportation spot.):: 5/20/2018:: https://forum.projectgorgon.com/showthread.php?1497-HC-gear-locations&p=11170#post11170==== Zone Performance ====:In terms of server performance they aren't connected. Each time you see the loading screen, you're moving to a different server area. The outdoor zones all have their own "areas". Some dungeons share an area (like, say, the two goblin dungeons, or the Serbule crypt and Serbule Sewers), and if a dungeon in a shared area gets too busy we can break it out to a new area (like we did for Gazluk Keep), but that's not what's happening right now. :There are performance problems with monster AI, which I think I made worse in the most recent update. So anywhere there's a lot of players fighting is going to be sluggish. The next update has fixes -- and I was hoping it'd be ready for this weekend, but it didn't happen, so I'm going to shoot for the middle of next week. (In other words, in time for NEXT weekend, but with some extra time to test, and fix bugs, and sleep some).:: 5/18/2018:: https://forum.projectgorgon.com/showthread.php?1489-Question-about-server-zone-architecture&p=11129#post11129==== Gorgon Shop Open Yet? ====:We are integrating some aspects of the shopping process more directly into the game server so that there's less manual labor (on our parts). That integration will be done in the next game update in a couple weeks, and the shop should go online around then.:: 5/10/2018:: https://forum.projectgorgon.com/showthread.php?1469-ETA-on-Gorgon-shop-going-back-up&p=10951#post10951==== Code of Conduct Confusion ====:The code of conduct is not up for debate. It demands civility, which is a social skill, and one that I realize some people have trouble understanding. But that is not my problem. Bottom line: if you don't quite know what's civil then we will tell you when you are over the line, but if you keep being over the line, then you lack the social skills to play the game and will have to leave. :If you think you're being mistreated you can send in Abuse reports about the incident, but fair warning: I've seen your name in abuse scenarios already and I do not feel you have been mistreated in the episodes I've reviewed.:: 5/8/2018:: https://forum.projectgorgon.com/showthread.php?1460-Code-of-Conduct-Confusion-and-Questions&p=10893#post10893==== Admin message about behavior ====:Yeah, I saw you were being a total douchebag in chat. What is the exact point of bringing it to the forum, though? :(And the context that prompted that response was THIS specific bit of asshattery, from your long and tedious day full of asshattery: ':'Global: when dumb people ask the same dumb questions all day its more fun to string them along'' ):: 5/6/2018:: https://forum.projectgorgon.com/showthread.php?1450-i-got-this-message-today&p=10822#post10822==== Lycan Bug ====:Hmm, there haven't been any changes to the wolf system in a long time, but we actually had somebody with a very similar problem in the past few days. In that case, the cause was a bugged item obtained via a very weird method -- have you created and used any gadgeteering vend-o-matic machines recently? (I don't mean buying items from other peoples' vendomatics, I mean setting up one yourself.):: 5/5/2018:: https://forum.projectgorgon.com/showthread.php?1445-Critical-lycan-morph-bug&p=10796#post10796==== Confirmation Prompts ====:That sucks, I'm sorry that happened to you. (We don't have a way to do confirmation prompts on recipes yet, but I'll add it to the to-do list.) :It sounds like you've gotten about as much fun as you can get from the game right now anyway, so yeah, seems like it's a good time to take a break. When you come back, there'll be tons of new stuff to try out! We'll see you then.:: 5/5/2018:: https://forum.projectgorgon.com/showthread.php?1446-I-m-quitting-for-a-while-because-I-made-a-big-mistake&p=10794#post10794==== Ability Unlock Order ====:The intent is that you must learn the earlier levels of anything numbered (Ability #5 requires knowing Ability #4 ), and similarly for any recipes with clear level steps ("Decent" is a prerequisite for "Nice" recipes). When you find a case where that doesn't happen, it's just a data bug, please report it in game! :(And yes, we've gone back and forth on the pros and cons of this during development, which is where lots of the data problems came from: different iterations of ideas. There are some quality-of-life benefits to letting you learn recipes out of order, but ultimately I decided that the negatives far outweigh the positives. For a long time I was trying to find a way to hybridize it: to let you learn the low-level recipes out of order, but then start having requirements at 50 or 60. That change is too abrupt and unintuitive, though, as this thread shows! So now all recipes should have their earlier versions as a prerequisite.):: 5/2/2018:: https://forum.projectgorgon.com/showthread.php?1434-Amutasa-the-Carpentry-trainer-or-why-consistancy-is-important&p=10720#post10720==== PVP for Better Economy? ====:Hey guys, we aren't going to add PvP centric features, and we aren't going to add item destruction (which is why PvP can onstensibly help an MMO's economy). Those are not the only way to make an economy work, and in my opinion they cause a million times more problems than they solve. :We've already tried the notion of item destruction with our player base during alpha (in the form of crafting recipes that have a chance to destroy your items -- nobody used them no matter how good they were). Losing items is literally never a fun thing to happen. If the game offers any alternative methods to get or use gear that avoids a chance to lose items, players will always take those routes every single time. Human beings are loss-averse. We could MAKE players lose items by forcing universal item loss. But this is a fun game, not a punishment simulator. We are not going to be destroying players' items. :And even if we did, PvP economies are always shitty anyway. Yeah, the crafters get more work, but players are miserable, always hoarding their best gear and never using it because it might break or get lost. Using "good enough" gear all the time, and always trying to make sure you have a big pile of shit gear to use in case problems arise. That's not fun. It's boring meta-management in order to prevent bigger losses. We already have plenty of meta-management and I'm not adding more in order to appease PvP hawks.:---:That said, don't mistake the in-game item creation recipes for all of the game's crafting. Those are recipes for solo players -- or players with close friends who also play -- to create gear. They aren't supposed to replace group hunting for gear. Group monster-hunting and solo item-crafting are two alternative ways to reaching the same goal of having good gear. Neither are designed with inter-player trading in mind. :At the highest levels of the game (which are not yet implemented), crafting will take on additional roles in the form of temporary but long-term buffs (e.g. sword makers can add +10% damage to your sword that lasts for a real-time month). Other transaction-based crafting interactions already exist, such as trading augmentations. :Those sorts of interactions will become more critical at high level. But they will never be needed at low level because low level players already have more than enough things to worry about as it is.:---:The idea that PvP or item-loss "fixes" a game's economy is based on the notion that players will stick around and suffer through a lot of punishment, literally suffering for years because the game is just so damned good otherwise. The idea that a UO-style Trammel scenario could work in a major modern game is 100% fantasy. Players have hundreds of MMO choices now, and since they don't HAVE to suffer through that shit, they simply won't. Rule of thumb: if a game design requires the constant anguish of players in order to work, it's not coming back. :But hey, maybe there's a game design that's fun enough for that. (This isn't it.) And maybe there's a community out there willing to slog through constantly being beaten back to the stone age in order to play this fun game for years. But Project: Gorgon's community has not shown any willingness to do that. I guess more importantly, I personally am not willing to do that, so it ain't happening. :But if you have a brilliant idea for how to make it work, a way to keep PvPers from the inevitable burnout that creates ghost-towns ("it's dead now, but it had a great crafting community for a while" being the epitaph of too many MMOs), then I encourage you to give it a shot. I'd love to cross-promote with other indie MMOs who tailor to different audiences. But please don't try to shove those ideas here where they very clearly don't belong.:: 4/25/2018:: https://forum.projectgorgon.com/showthread.php?1402-The-Economy-is-lacking&p=10505#post10505==== Skill Wipe AMA? (No) ====:That really seems like you're trying hard to read malicious scheming in there. You have not uncovered a secret plan to wipe 49% of your skills. Come on. :We have no plans to wipe any skills. But designs change and problems sometimes arise. We've had to wipe a few skills in the past when the design changed too much, and if that happens again during beta, it happens again. But it will be a limited thing. As limited as possible, whatever that happens to mean. :In all likelihood, the total number of skills we'll wipe will be exactly zero. But beta is going to be long. Maybe we have to wipe something. We'll do what we have to do to make the best game we can.:: 4/24/2018:: https://forum.projectgorgon.com/showthread.php?1392-Conflicting-information-from-the-AMA&p=10423#post10423==== Another Kickstarter ====:I think doing another Kickstarter right now would be kind of... weird. Kickstarter is for things that probably wouldn't exist without it. And I don't want people to worry about that -- the game will reach completion! (I can't guarantee when it'll leave beta, but I'm comfortable that we'll make it there.) :And I guess the real scary thing is it would probably need new stuff -- in my experience successful Kickstarters really need exciting stretch goals. And I really don't want to add more stretch goals to our to-do list! Since we're still heavily in development, we haven't yet delivered on most of the package features of the first Kickstarter, let alone the stretch goals. :We'll be bringing the Gorgon Shop back soon, though, with add-on packs you can connect to your Steam account that will give you many of the same benefits that Kickstarter/indiegogo backers received (once those features are implemented). Some of the benefits aren't coming back -- I think I have to write like 20 gossips for Rita and Blanche, which is already a pretty daunting task! -- but we'll introduce some new things people might be interested in.:: 4/23/2018:: https://forum.projectgorgon.com/showthread.php?1376-Another-Kickstarter&p=10405#post10405==== Server Reboots ====:The past week hasn't been especially bad. It's just been the first week that I had enough info to start isolating server performance problems, so I've been patching bugs in the server each night, then getting new logs the next day, rinse and repeat. :So the number of server reboots doesn't indicate we're having more problems than before -- hopefully less, actually. :This evening, though, the server got bogged down by something and had a hard time recovering. That's about all I can tell just yet. If I can fix it, or at least add more debugging info to help find it if it happens again, we'll do another server patch tonight.:: 4/23/2018:: https://forum.projectgorgon.com/showthread.php?1384-Anyone-Else-just-get-kicked-and-cant-log-back-in-or-is-it-just-me&p=10404#post10404==== Epic Crop and High Yield Mushroom Boxes ====:You need to do a particular thing for those. They are his secret reward recipes, and they probably should be hidden entirely until you meet the requirements.:: 4/20/2018:: https://forum.projectgorgon.com/showthread.php?1370-Mushroom-Farming-Recipes-Glitched-and-unable-to-be-learned&p=10327#post10327==== Quest Directions ====:The quests don't give specific directions because we are still moving stuff around and the text seems to CONSTANTLY become wrong, and it's impossible for us to maintain right now. And having wrong directions is much worse than no directions. Quests will eventually give general cardinal directions after the geography of the world is more locked down. :Also note that as you raise your skills you will get some tools for finding quest points. For instance, there's an ability that will orient your character toward the goal spot (if the objective has a specific area). There will eventually be an ability that marks it on your map for you, akin to how surveying maps work. The quest-objective-finding feature is kind of limited right now -- for instance, if you need to get something from a dungeon, it doesn't point you in the direction of the dungeon, it just says "not around here" -- but we'll eventually make it fairly robust.:: 4/19/2018:: https://forum.projectgorgon.com/showthread.php?1364-Couple-of-QoL-Suggestions&p=10323#post10323==== Free Trial? ====:We do plan to have a free trial. But there's a lot of questions to answer first. Some thoughts: ::Mikhaila's points about paying=investment are really important. The game requires you to pay attention, at least for the first few hours. And maybe that's a hard sell in a demo.::We're still heavily improving the game in terms of performance, graphics, balance, content... and we'll keep improving in leaps and bounds for a long while, before we eventually settle down into more careful tweaking and tuning. So does it make sense to wait on the demo until things settle out more? Maybe... but maybe a demo is necessary sooner, to help keep server population at a lively size. It's a little too soon to tell there.::We'll need to restrict them to a special chat room ("Demo" room) so that some asshole can't just make infinite Steam accounts and keep spamming everyone with vitriol. (Which happened a few times during alpha, but I'd like to avoid a return in beta.) But locking everything down to a single chat room will take a lot of client-side code, and it may not be a good enough solution. Do we need to separate "DemoChat" from "DemoHelp"? Do we need a "DemoLocal"? I dunno.::Gold-farming (!!) could be possible with trial accounts unless we carefully restrict every method that trial acocunts could use to transfer their items/gold::Assuming we've reached our target audience with this demo, I'm not 100% sure the island is enough content to let them make an informed decision. Maybe we need to give them access to a bit more. For instance, if they have access to the island and the island's dungeon, maybe there's a secret way to teleport to one other dungeon. Say the Serbule Crypt. Or that might be overkill...::The island is also the newbie experience for non-demo players. Will having an indeterminate number of demo-players muck up the experience too much? I'm not too worried about loot items, because we already have "instanced loot" on the island -- there are certain mushrooms, spoons, bottles, etc. that are always there for every player, just to make sure there's enough to go around. But are there enough monsters? In short, do we need a separate island for demoers? Maybe make the existing island bigger, something like that? Not sure. :Anyway, the demo version is definitely something we're thinking about. And we'll definitely have a demo -- the only real question is when, and in what form. :If you'd asked me a few weeks ago, I would have said that getting the demo out was a top priority, but now I'm not as sure. It may make more sense to first focus on the existing players for a while, working on performance, graphics, and content first. But I may change my mind again next week.:: 4/18/2018:: https://forum.projectgorgon.com/showthread.php?1361-Early-Access-Cost-solution-Island-only-Free-Trial&p=10281#post10281==== Custom Player Music ====:This has come up before, and the answer is still basically the same: probably not happening until post-launch. There's no open-source library for any of this; AFAIK every company that's produced this feature has independently implemented it. It's definitely possible to add, and it's something I'd expect will get added eventually, but engineering resources are allocated for other things (like housing, new skill mechanics, etc.) for a long, long time. The thing is, it's a big chunk of programming time with only one cool feature as a result, whereas the engineering time for something like instanced housing may result in tons of other new features and tricks.:: 4/17/2018:: https://forum.projectgorgon.com/showthread.php?1353-Music-System&p=10245#post10245==== Alpha Account Recovery ====:If you send an email to [email protected] with your alpha account info, we can decouple your Steam account from the new account you made, so you'll be prompted again to enter an alpha account name. Two caveats: it takes us a couple of days (on average -- lots of tickets right now), and the characters you've made on your new account will become inaccessible. We don't currently have a way to merge characters between accounts.:: 4/14/2018:: https://forum.projectgorgon.com/showthread.php?1332-Merging-Alpha-Account-with-Steam&p=10148#post10148==== Server Lag ====:We're exploring the causes of server latency (when the server is slow to respond to interactions with NPCs or entities). That's probably the most serious kind of "lag" because it means the whole area you're in will be experiencing the same lag. However it's not immediately obvious what's going wrong. It seems that a particular "thing" people are doing is causing much higher impact than usual, and it only happens under high loads. It could be something like the poetry podium, or the player work-order board, or perhaps player shops, or... well, lots of other things. :I may end up creating a debug build of the server with lots of logging enabled, and run that for a day or two to see if we can track it down. That will mean worse performance in the short term but hopefully will let us find and fix the culprit.:---:The chance of dropping items based on your active skills is exactly the same as pre-patch. The chance of it being exactly mapped to your two skills (and not generics or randomly-picked skills) is only like 65-75% or so, and always has been, so we often get reports that it's broken after each game update. But it's just random, so give it a bit of time to average out some!:---:RE: panthers - we haven't altered spawn density or anything like that since the update. Spawners have random spawn profiles, so sometimes there will be more or fewer panthers than at other times. It should average out to a fairly high number of panthers in general.:: 4/11/2018:: https://forum.projectgorgon.com/showthread.php?1298-Discuss-the-Update-April-7&p=10073#post10073==== Gorgon Shop Closed ====:We've just now closed up the Gorgon Shop; it will probably return in a month or so. We've discontinued the old bundles, so we need to create new ones (which are still TBD), and we're recoding the shop to remove some manual-labor steps that were making purchases very slow. :The new Shop packages are still up in the air, but the general idea is that you can buy an "early access bonus package" that gets attached to your existing Steam account. :And, of course, the game is for sale on Steam!:: 4/4/2018:: https://forum.projectgorgon.com/showthread.php?1284-Shop&p=9770#post9770==== Damage Calculation ====:Thanks for the bug reports! :The mods that boost or multiply an ability's damage are calculated first -- deltas are added first, then multipliers are applied. So if an ability deals 100 damage and you have a +100 mod and a +25% mod, it'd do (100+100)*1.25 = 250 damage. :Multipliers on a skill's "base damage" are calculated separately from other mods -- they don't stack. So in the example above, if you had a third mod that added +20% base damage, that mod would add +20. And it will always add +20 regardless of other mods.:: 4/2/2018:: https://forum.projectgorgon.com/showthread.php?1272-Staff-Mods-for-Strategic-Thrust-are-not-working-correctly-Images&p=9696#post9696==== Mouse Cursor Stuck II ====:Hmm. Well, I'm still stumped, so please bear with me -- gonna be a little long-winded and try to explain what's going on and what will help me track this down!:This must be caused by not leaving mouselook mode cleanly. :I've double-checked the code, and there's only one time when we ask Unity to put the game into "stuck in the center" mode: when you right-click your mouse while the cursor is over the game world (not over a UI window), and drag the mouse a bit, you enter mouse-look mode. That hides the mouse cursor, and sticks the mouse in the center of the screen. Each frame we detect how much the invisible mouse cursor has moved from the center, and we pan the camera by that much. Then Unity snaps the mouse back to the center and we do it again the next frame. That's how mouselook mode is implemented in Unity games. :When you let go of the right mouse button, it unhides and unsticks the mouse. :The previous bug was actually a Unity bug: sometimes Unity failed to notify us when you let go of the right mouse button. So the fix was to constantly poll the mouse every frame, and if the mouse button had mysteriously been released, we un-stuck the mouse. (We already had code that did this exact thing, but it only un-HID the mouse cursor, it didn't un-stick it. That's why you could see the cursor but not get it out of the middle of the screen.) :That hack seemed to fix the problem. Incidentally Unity fixed this bug in a patch a few weeks ago -- but I'd already added the code to constantly check, and we'll just leave that in forever in case Unity screws up again. :So we have code in the game right now that CONSTANTLY tries to fix this condition... but apparently there's a scenario where it still doesn't work. I can't really come up with a reliable scenario where it could break, either. It seems impossible. But obviously it isn't. :Does entering mouselook mode and exiting it again fix it? :If your mouse cursor is stuck in the center of the screen, you should be able to fix it 100% of the time by right-clicking IN THE WORLD (not overtop a GUI screen), moving the mouse a bit so that the camera pans, and then letting go of the right mouse button. That should fix it reliably. But the problem is that if you have a GUI window in the center of the screen when your mouse gets stuck (like a corpse window), you can't do it: you can't click outside of a GUI window, because your mouse is stuck overtop a GUI window! But any other time, that should fix it. :So, for anyone experiencing this bug: can you enter mouse-look mode, then leave mouse-look mode, and the mouse is still stuck in the center of the screen? Or, perhaps, can you not even enter mouselook mode at all while this is happening? Or does it only ever happen when a GUI window is in the dead center of your screen?:Invisible boxes :Now, there's one additional variable: there are actually invisible GUI windows overtop selectable entities in the world. (That's how you can click on monsters and items and stuff in the world.) But these boxes don't normally count as UI windows. After all, you can enter mouselook mode even when the mouse is overtop a monster. But we're looking for a weird scenario, so maybe they're involved. :The reason I'm suspicious of these invisible boxes is that we recently added an optimization: when there are shit-tons of selectable things on the screen (more than 15), the invisible boxes are slower to reposition themselves -- they update every few frames instead of every single frame. That helps performance a lot. But if your framerate is low, maybe the optimization is buggy somehow: maybe a window gets stuck taking over the whole screen or something. Lots of "maybes" in any scenario I come up with, but... <shrug> maybe it's buggy. :Another reason I'm suspicious: the bug seems to happen when there's lots of stuff on-screen, judging by the anecdotes so far... and that further points the blame at this optimization. :That's why I'd like anyone affected by this bug to add the word NoSlowBoxes to their special settings window. This turns off the optimization! It would be really helpful to know if NoSlowBoxes fixes the issue or not. If so, then I have a much better idea of where to look. If not, then I can look elsewhere. :External app interference? :Brainstorming other ways this could happen, maybe there's another program interfering somehow: maybe a popup from a chat app, or the Steam overlay screen itself. Something like that. When this happens, are you in full-screen mode? Are other programs taking focus from the game around the time it happens? I'm looking for any clues that might help track this down. :I know this stuff is tedious, and I'm sorry it's interfering with your gaming! I'm hoping the answers to these questions will give me a clue about what's happening.:: 4/1/2018:: https://forum.projectgorgon.com/showthread.php?1056-Bug-Cursor-Stuck&p=9666#post9666==== Group Combat Roles ====:We'll definitely see more group roles in the future... and we've had tanky content in the past. In fact, I can probably restore the "tank" role to Gazluk Keep with a single change that gives group mobs their hit points back. They were nerfed because when there were ~50 people online, there were simply no tanks available. Most players do not want to tank at all. It's not a popular role in general and never has been. And while it's definitely possible to build practically-invincible tank characters, they do take a lot of preparation. Lots of gear. :So anyway, right now, the monsters can all be burst-DPS'ed to death, and so people do that. If I give group monsters more mitigation, armor, and health, players won't be able to DPS them efficiently -- meaning they'll have to take lots of damage in the fight -- and support and tank roles will be more useful. Lots of tuning needs to happen beyond that, of course, but often in the past what has happened is that players just choose to solo instead. There weren't enough players to form groups. We do have a lot more players online right now... and probably enough to reliably have some tanks and supports... but I'm not sure if enough are high level yet. :So I'm torn -- I may restore GK elites and bosses in this upcoming update. That would be useful because we can see where things are at, and what needs to change. But I don't want to make GK basically unplayable again. So might wait another few updates for more players to get higher-level. (The somewhat lower-level dungeon known as the Labyrinth could also be made more tanky pretty easily, but again, pretty high-level.) :Also: as you may know, we have another support skill, the Priest, waiting in the wings. I haven't bothered getting it ready to go because, well, no grouping means no need for healers. But it can be made to go with a couple weeks' work. Combined with the existing healing builds, that will give us lots of coverage of the basic trinity roles. I'd like to add some other roles as well, including armor-removal and crowd control. It will take iterations and lots of feedback, but it'll happen.:: 3/31/2018:: https://forum.projectgorgon.com/showthread.php?1231-Improving-on-the-solid-foundation-that-is-the-Combat-System&p=9619#post9619==== Computer Crash ====:If your computer completely crashes when you play the game then it's not going to be due to the game. If the game crashes, or even if the video driver soft-crashes, there could be things the game is doing... but when the whole computer reboots, it's outside of our ability to help you. There is something wrong with your machine. It is probably hardware, but it could be a driver issue. :I'm sorry we can't be of more help -- the usual steps to try to help would be to lower the graphics and see if you could play that way -- sometimes in cases where the video card is overheating, using lower-res graphics lets you play even though your machine is damaged. But you already tried that. So unfortunately you're out of luck: there's nothing else we can do from here.:: 3/31/2018:: https://forum.projectgorgon.com/showthread.php?1261-Trying-to-launch-the-game-but-it-crashes-and-restarts-my-PC-Help-please&p=9613#post9613==== Level after soulmates? ====: Nothing yet!:: 3/29/2018:: https://forum.projectgorgon.com/showthread.php?1254-Is-there-a-favor-level-after-soul-mate&p=9560#post9560==== Moue Cursor Stuck ====:So what you're seeing is that you can move the mouse, but when you try to click, it jumps back. Or is it that whenever you mouse over certain rectangles on the screen it jumps back? Hmm. That's super weird. A few more questions for you: :Does right-clicking and dragging the camera around (then letting go) fix it for a while? :What sort of framerate are you getting when this happens? (If you enable the FPS indicator, it'll give you a color-coded number -- I'm wondering if it's red, yellow, or green when this happens, basically.) :Also, please try opening up the Settings window and adding the word "NoSlowBoxes" (without quotes) and see if that fixes it.:: 3/29/2018:: https://forum.projectgorgon.com/showthread.php?1056-Bug-Cursor-Stuck&p=9550#post9550==== Linux Support ====:Because we use the Unity engine, we can only support what it supports. Officially, I believe that means we can only officially support Ubuntu (and that's what we test against here). But I know other distros have been used by other players successfully. Hopefully someone who uses a different distro can comment here... :Where does the error message appear? Is it showing up within Steam before you download it, or is it showing up after you've downloaded the game and try to play it? :Oh, it's not a 32-bit version of the OS, is it? We need a 64-bit OS.:: 3/29/2018:: https://forum.projectgorgon.com/showthread.php?1251-linux&p=9545#post9545==== Gorgon Shop ====:We expected the deluxe purchases to be picked up by existing or returning players -- in other words, players who already had an alpha client. So waiting a few days isn't expected to be a huge burden, because you can still play, and none of the special-package features are live yet anyway. I really appreciate the purchases of people who hadn't played before now, though, and I see where it breaks down for you: you don't have the alpha version because we just rolled out a brand new front-page site which doesn't have the link anymore (since the alpha version will be going away in a couple of days). :By using the link I posted above, you can play via the alpha launcher through this weekend, and if you haven't gotten your code yet, please use this to play now! (You will be able to transition your alpha account to Steam painlessly via an in-game screen once you get your Steam key.) :As to the shop -- it isn't automated because it was designed to do a one-time-email burst. When the game became available on Steam, we burst-emailed everyone who'd bought a special package. But before we took the shop offline we kept getting a few more straggling purchases -- and still do -- so we're doing new mini-email-bursts every few days to process them. I:t's obviously not ideal, and not sustainable, but the store is literally going away in a few days... so there's not much we can do with it at this point that wouldn't just be more work and more chaos during these last four days of its existence. :(And if we have another "shop" site in the future, which is up for debate, we'll definitely fully automate it! Because this sucks for everyone involved.) :I appreciate your patience, and I'm sorry for the lack of communication here.:: 3/28/2018:: https://forum.projectgorgon.com/showthread.php?1247-I-bought-the-game-at-the-Gorgon-store-and-nothing&p=9535#post9535==== VIP ====:We'll find ways to address this going forward. The VIP plan will definitely be able to help there, but we'll have other ways to make muling practical for people who don't use VIP. For instance, maybe the instanced housing system will be the answer -- park your mules in your house and dump your items on the floor. I don't know yet. It's a problem we weren't really thinking about too much before Steam, and we have aggressive schedules to keep (or try to keep...) so I don't want to try to code a complex technical answer that ends up costing us lots of development+maintenance time, or limits us in other ways... but that said, when I'm confident I can squeeze a solution in somewhere, it'll happen. I understand it's a problem for you NOW, but I hope you can bear with it for a while.:: 3/2//2018:: https://forum.projectgorgon.com/showthread.php?1245-Tedium-is-a-game-killer&p=9495#post9495==== Working: Connected Bug ====:Those symptoms usually mean that you can't get a stable connection to our main server. The game can make a connection, but then there's too much packet loss to transmit anything, and the connection breaks. The game keeps retrying though, and eventually one of the unstable connections manages to generate some invalid data before hanging up. (That's what the 256 error is, a corrupted game packet. It's generally a symptom of the same problem as the constant disconnect/reconnects.) :Typically this means there's a hardware problem with your internet connection. If you have 100% reliable connection to the rest of the internet, then it could be a routing problem between your ISP and our ISP, which we can talk to our ISP about fixing... but if your internet is generally flaky, the game is probably never going to be usable for you, I'm sorry to say. :We'd usually recommend reinstalling the game at this point, to rule out version problems or corrupted downloads, but you've already done that. Please try the verifier in the launcher, though: run the launcher, click "Options..." instead of the Login button, then press "Validate Installation". If you still have problems after that, I would really suspect it's not a software problem at all. (If it was a problem with your firewall, you wouldn't get any connection at all.) :(Edit: were you the person that sent in your log file via email? I remember seeing a log about a similar situation, but the log file just described problems keeping a connection to the server; it didn't have anything more specific.):: 3/24/2018:: https://forum.projectgorgon.com/showthread.php?1168-Getting-Disconnected&p=9382#post9382 ==== Bug Reports ====:Thanks for reporting it! But we still appreciate reports from other players too to help us gauge the importance of a bug. We have several thousands open bugs at any given time. (Every MMO does, including fully-launched ones.) Many are tiny issues, while others are a big deal... but figuring out which is which in a hurry isn't easy. We're a tiny team and we have no full time QA people, so we rely on player input to help us gauge priority. :We do eventually work through all the bugs -- as long-time players can hopefully attest! Sometimes it can take a very long time, though. For something like a data bug in a mining recipe, those bugs would probably sit in the DB until we do an update that focuses on surveying, and then we'd hit all the relevant bugs at once. :However, there's a way for bugs to move "up the queue": if we hear from a lot of players about a certain bug, we realize it's pissing players off, and we try to get to those quickly. :So if a bug pisses you off, please report it in-game, even if you're sure other people have already reported it.:: 3/22/2018:: https://forum.projectgorgon.com/showthread.php?1215-Surveying-mining-bug-in-quot-Kur-Mountains-Simple-metal-motherlode-quot&p=9290#post9290==== Roadmap, Serbule ====:Optimizing Serbule is definitely a high priority, and we've got some framerate improvements ready for the next game update (which will be next week, probably). But it's a complex problem with a lot of different parts, and we'll have to iterate and improve over several months to get things settled. This next update will give a noticeable FPS boost to everyone by fixing some problems in the Serbule scene itself, but there are other issues that need to be worked on. :One issue is that our monster-movement subservers seem to become unstable when there's more than 300 people on a single map. That happened during the "poetry" player event on Sunday for the first time. Those sub-servers are designed to crash and restart cleanly, and they did so, but whenever one crashes, players in the area experience noticeable lag (and can also have weird monster behavior, such as monsters "skating" around). That lag lasts until the subserver restarts, usually less than a minute later. The Serbule sub-server crashed five or six times during the few hours around the poetry event, so that's pretty annoying. :I'm still looking into why the subserver crashed this weekend, and fixing it will probably take iterative improvements and testing. But in the short term we'll set up dual physics sub-servers for Serbule so that they can share the work and fail-over if one crashes. That configuration hasn't been tested before but we'll set it up this week and see how it behaves this weekend when populations are highest. And, of course we'll work on fixing the underlying crash problems! :We also need to optimize a lot of things, from LODs to animation-visibility ranges. There's a lot of work to do. But most of it isn't unknown work -- it's just a lot of work we need to do. So we will! :Just to be clear: it should definitely be possible to have hundreds of people on the Serbule map, but having hundreds of players ON-SCREEN is always going to be expensive. I doubt it will ever be possible to have 150+ people in town without having significant framerate drops in town. Our character-customization hooks are pretty deep (for instance, every piece of armor can be dyed separately on three layers in any of hundreds of colors), so rendering players will always be somewhat expensive. However, the "OptimizeMeshes" special optimization feature is especially useful when there's tons of players on-screen, and I encourage people to test it out! (Check the patch notes for details.) We have plans to improve that further. And as we fix other problems with CPU-bottlenecks, the pressure will ease a bit. :But part of the long-term fix is to push players to spread out more. If there's 1000 people online, they should be distributed across multiple cities, not all standing in Serbule square! To that end we've been working on making Rahu more useful as a high-level city, and we'll keep working on that in future updates, too. And we'll have to experiment with systems or content that will help player-run "events" like the poetry event succeed. :So to sum up: we'll be trying something this weekend to address the sudden FPS spikes that happen when the physics sub-server crashes. The update next week will have some FPS improvements. And the updates after that will continue to improve things. We use an iterative approach, so it's not feasible to give an exact timeline of when Serbule will be "optimized", but it will improve noticeably in steps.:: 3/21/2018:: https://forum.projectgorgon.com/showthread.php?1191-PG-Beta-Development-Roadmap-(Serb)&p=9240#post9240==== AH is Broken ====:<eye roll> yes, it will NEVER EVER get that rework. Now that we're in beta, obviously everything is finished, so don't expect any more skill revisions! Except, like, in every single patch for the rest of beta. :We'll get there. There are lots of things to do, but Animal Handling hasn't been forgotten. The next update has fixes for ability UI problems. We're also looking at damage output. As for making your pet be a tank, that will happen eventually, but there's lots of other balance stuff that has to happen first. There will never be one magic rework of the skill. It will happen iteratively over many updates.:: 3/20/2018:: https://forum.projectgorgon.com/showthread.php?622-Animal-Handling-unplayable-(because-)&p=9221#post9221==== Uniform Questing and Main Story ====:So there's hundreds of quests and tons of NPCs with their own things going on. There will be lots of player choices like druidism, vampirism, plenty more, that will alter your character's story. In short, you can go do whatever you want. :Yes, there's the beginning of a "main story" quest. I'm not sure if you're pissed because you want LESS story quests ("please take out these quests because they offend me") or MORE ("please add 1000000 unique story quests and only let each player do one"). Either way, that's not happening. Yes, there will be a "main story" quest. It has branches and choices and it differs by race, but it does exist. If you hate it, you won't be pressured into doing it. There are no major skills locked to it or whatever. Like everything else in the game, doing the storyline is a choice. :For the record, I'm REALLY not moved by the argument that "everybody can't be the chosen one." Players aren't "chosen ones" here. But you have a shared history (you went to the same school for a while). Of course you have a shared history. What else would even make sense? You obviously aren't average townsfolk, or even average adventurers. You're fireball-throwing master swordsmen with pet bears for fuck's sake, you tower over the NPCs with your prowess and you can literally kill thousands of enemies without dying. You're badasses, and you have a badass history, and while the game won't define all of that, you deserve for the game to at least TRY to pay off on a little bit of your history, not just stick its head in the sand and go "I guess I don't know where all these thousands of immortal lightning wizards came from. Something in the water I guess lol." That's stupid. So I'll do the best I can. And if you don't like it, it's fine, you can skip all of it. :Anyway, if the very existence of those quests is a deal breaker for you, and you've played less than two hours on Steam, you can get a refund and I encourage you to do so.:: 3/17/2018:: https://forum.projectgorgon.com/showthread.php?1174-Plot-questing-is-linear-uniform-will-this-change-before-launch&p=9080#post9080==== Resource Nodes ====: I do feel this is kinder to new players in newbie areas, and we already use this idea in some places where it won't hamper other people (for instance, you can autopsy anything you kill... you'll just screw it up if you aren't good enough). And I might use it for low-level resources, but it doesn't really scale to high level items. : Just as an example: suppose you completely ignore mining all through the game, and now you're in Rahu and you see a bunch of level 60 mining nodes. You've got lots of fighting skill, so you go killing monsters and using those mining nodes. But you get nothing from those nodes -- you just waste them, since you don't have any skill. You might get 1 or 2 points of Mining XP from it, but not enough XP to level you quickly. So in the mean time you are basically just unintentionally griefing people who DO have the necessary skill. And unless you want to pointlessly use a million level 60 nodes, you'll still have to go back to an earlier zone and raise the skill the right way. So it's just... pointless. And frustrating in its own way. : But for the low-level tiers of resources, those concerns aren't very important, so we might use the technique there in the future.:: 3/16/2018:: https://forum.projectgorgon.com/showthread.php?1166-Suggestion-%93you-can%92t-pick-up-this-xxx-as-you-have-not-the-proper-level-in-quot&p=9039#post9039==== Art Improvements ====:We don't yet know the full scope of what we'll be able to do in terms of major art changes. To some extent it really does boil down to how well we do on Steam, and it's a bit early to tell. (And I don't want to jinx it.) But the first thing on our list, and the thing I'm most confident will happen, is animation improvements. In fact that work began shortly before the Steam launch. :Before we start trying to improve specific animation problems, first we have a big hurdle: a major code rewrite. We're remaking our animation system to better support fluid animation transitions and animation blending. This will fix a lot of the weirdness that happens in combat -- or, at least, it will give us the ability to iteratively improve animations by adjusting weighting and positioning in ways that we simply can't do right now with our old (5 year old!) animation system. That code overhaul is underway now, but as it's partially outsourced I don't have a timeline -- I expect it'll be ready soon, but these major code overhauls always take longer than I think they will, so we'll see. :We'll also be replacing some of the "problematic" animations that are live now. Some of them will change in conjunction with the code overhaul, but most will be replaced iteratively. :We've also begun fleshing out our animation list, adding missing ones that we didn't have budget for in the past. I've just ordered a batch of animations from our animator Vincent, and I expect those will show up in a month or so. This first new batch of animations includes combat animations for two skills: hammer (right now, hammer uses sword animations and it's kinda disappointing-looking) and off-hand knife (right now, knife can only be in the main hand due to animation limitations). We'll order more animations after that, although we'll need to go slowly at first while we work out the kinks in the new code system. :We also have some plans underway for new armor shaders and, eventually, new skins, faces, etc., but that's further down the line. I'd also like to replace some of the monster models that are currently using store-bought Asset Store models. But that work will have to wait until after the new animation system is done. :So we have lots of plans, but as usual I can't give much of a time line -- it's really hard to predict when all the pieces will line up. When stuff is ready to go, we'll get it live! In the mean time, we'll continue with our other work including new dungeons, new outdoor areas, new skills, some major skill overhauls, and major revamps to existing areas. Expect a game update every 2-3 weeks on average, the same pace as during alpha. :Not much else to say right now, except thanks for playing and backing us, and I'm excited to show you some of the stuff we've got in development!:: 3/16/2018:: https://forum.projectgorgon.com/showthread.php?1156-Question-about-improved-visuals&p=8998#post8998==== Icon Changes ====:Yeah, the icon changes are part of a continuous process to replace the ancient prototype icons. We don't usually bother to mention those as they fall under "miscellaneous art tweaks" type stuff, although this time around there were more changed icons than usual. :RE: purple sugar and other weirdness: a few of those old icons were shared by multiple items and we didn't notice, so when we made the icon better represent one thing, it represents the other thing worse. We'll break them off into their own icon and fix them... unless of course it turns out to be more fun leaving them un-fixed.:: 3/12/2018:: https://forum.projectgorgon.com/showthread.php?1143-Update-Discussion-March-12-2018&p=8846#post8846==== Asheron's Call ====:Thank you for the kind words! But I should clarify that I wasn't on the development team for AC until after it launched. In fact, I had a similar experience to you. I was in my 20s working as a programmer, but not in games. I was playing EverQuest with friends and we would spend all lunch every day complaining about the game. Then we found Asheron's Call, and it instantly changed my career trajectory. I suddenly realized I needed to be involved in making these worlds! So I applied to Turbine and almost immediately flew off to Boston. :So my actual first work on Asheron's Call was with their monthly updates after the game had launched, and with the Dark Majesty expansion in 2001. After that I was taken off to work on AC2, and I could only help out with AC a bit on the weekends. :My wife Sandra (well, she's my wife now... not back then) is probably more deserving of accolades, as she worked on AC1 for a lot longer. She loves the game more than anything -- in fact when she was required to switch over to work on AC2, she quit the company because she wasn't interested in the new game... and then Turbine changed their mind and hired her back to work on AC1 some more. Sandra kept working on the game's updates for years and eventually became the producer for the game. So it's safe to say it was a huge influence on her, too. :We've both thought a lot about what made Asheron's Call special. And while this game is very different from that one, I do hope a bit of that magic can be found in Project: Gorgon.:: 3/8/2018:: https://forum.projectgorgon.com/showthread.php?1135-Eric-Heimburg-thank-you-SO-MUCH!&p=8782#post8782==== Rahu ====:We have a few more important crafting NPCs to add to Rahu (for not-yet-released craft skills) which should flesh out the storage. As for connectivity, I expect the next outdoor area will be connected to the west side of Rahu and that will help with its utility. It just takes time to get there!:: 3/5/2018:: https://forum.projectgorgon.com/showthread.php?1127-Rahu&p=8727#post8727==== Map Fog and Completion ====:The current max-completion percentages are just temporary -- they're based on the idea you can reach every fog square, which of course is impossible, especially in dungeons. Instead of trying to figure out exactly which squares players can reach, we're letting players figure it out for us. In a month or two we'll examine all player data and find the "real" max-completion percentages, and set them so that it's possible to reach 100% in each map.:: 2/28/2018:: https://forum.projectgorgon.com/showthread.php?1120-Fog-and-exploration&p=8647#post8647==== Redeem Command ====:I'd been planning to use the package-redemption system (In other words, the /redeem command, but with a UI instead of making you type commands.) So you'd have several packages to choose from each month and could pick the one you want, when you want. :I worry that using a special "pay currency" sends weird messages to players who are used to "pay shops" being full of overpowered gear, so I wanted to avoid that. I also want to be able to offer different items at different times, so bundles seem like the way to go. But I'm sure there are other ways to reach those goals and I'm not married to any particular implementation yet!:: 2/26/2018:: https://forum.projectgorgon.com/showthread.php?1107-What-features-is-the-VIP-status-planned-to-have&p=8577#post8577==== Leveling Speed ====:I do think some level ranges in some skills are too slow right now. But we'll get there. One thing to keep in mind is that when I see a curve that's too slow, I don't think "this curve needs to be fixed", I think "we could hook another game system here to let players accelerate this curve." So while there will definitely be tweaks to earned XP, there will also be new skills and things to speed up slow spots. Finding those slow spots in advancement is very useful when I'm trying to integrate new game mechanics. :(As a designer, I wouldn't use that rule of thumb for other games -- it's just the way this particular game works!):: 2/24/2018:: https://forum.projectgorgon.com/showthread.php?1105-Nice-conclusion-to-the-Massively-Op-CMA-series&p=8542#post8542==== Game Engine and Server ====:The game uses Unity for the client graphics, but the server is our custom Gorgon Engine, which is written in Java. The game world can support up to 1500 concurrent players max (but the game's content will be designed to fit 1000 people comfortably). If we have more than 1000 concurrent players on a server for sustained amount of time we can set up new game servers. :During the Indiegogo campaign we had 250 concurrent players without major issue (except there weren't nearly enough monsters to go around at the time), and the engine could easily have handled more. So I'm not too worried about short-term influx from Steam. :Optimizing framerates in large-world games is always hard and Unity doesn't give magic bullets for fixing framerate problems. It always takes tons of engineering work to get framerates high. And that's a large part of what we'll be doing during beta. :Other MMOs in Unity have the same problem for the same reason: it's hard. And Unity appeals to a lot of inexperienced developers. If the devs haven't worked on MMOs before, they may not have realized what they were getting into until it's too late. But we've done this work before for other MMOs and I'm confident in our ability to get good framerates -- it just takes a lot of iteration. :Edited to add: we made our own server engine specifically because Unity's networking code and server system sucks for MMOs. (And the available off-the-shelf extension packages suck too.) That's another reason other indie MMOs run into trouble: if the developers think they can use a cheap networking package for an MMO, they will likely run into problems with high player counts. No commercial networking system I've seen is good enough for an MMO yet, so I had to write my own. In fact we're letting a few other indie MMO teams use our server engine, because there just aren't good alternatives.:: 2/24/2018:: https://forum.projectgorgon.com/showthread.php?1108-Max-Player-On-1-Server-And-FPS-Issue&p=8535#post8535==== VIP Status ====:We'll be talking about that soon, but I can't give specifics yet since we're still discussing what's in it internally. I'm working hard to find ways to make it appealing without significantly impacting day-to-day gameplay. In general, it consists of slots -- item-transfer slots, character slots, horse slots, and so on. :Anything in a VIP package can be considered "really unfair" from somebody's point of view, so I'm sure there'll some be people who hate it, but I really don't think it'll be seen as a huge deal to most players. We definitely don't expect players to "need" it for anything. It's a luxury. :Ah, yes, I'd forgotten about that from the KS page. It's outdated -- I don't think we're going to do a special currency, instead we're currently talking about giving VIPs a special "gift basket" each month with items like special dyes and appearance skins -- but that post gives the general idea.:: 2/24/2018:: https://forum.projectgorgon.com/showthread.php?1107-What-features-is-the-VIP-status-planned-to-have&p=8531#post8531==== Dev Question: Renaming Vulnerable ====:As you may know, monsters can sometimes "go vulnerable". The word "vulnerable" flashes over their head along with an icon and a particle. For the next few seconds, the monster is "vulnerable" and there are abilities and mods that do extra things to vulnerable targets. :When I'm looking at what changes are needed to combat, this mechanism stands out as being especially hard to figure out. It's actually super simple -- it's either on or off -- but players don't figure it out, sometimes even after playing for many hours. :We can add pop-up hints and stuff, but I think part of the problem is the name "vulnerable". It's very generic. "Vulnerable" can mean lots of things, such as being weak to a specific damage type. Players see "Vulnerable" over the monsters' head and go "huh, that's good... I guess." They see that abilities do extra damage "to vulnerable targets" but that doesn't really click with the word "Vulnerable" over monsters' heads. :So I'm thinking of renaming it to something else. Right now I like "Off-Guard". You'll see "Off-Guard" pop up over monsters, and you'll see some abilities do more damage to Off-Guard targets, and I think that'll be a little easier to figure out. But before I go changing the text in a thousand places I figured I'd see if you have other suggestions!:: 2/21/2018:: https://forum.projectgorgon.com/showthread.php?1103-Dev-Question-Renaming-quot-Vulnerable-quot&p=8461#post8461==== Linux UI Scale Bug ====:I've been trying to think of what could cause that but I don't have any good ideas. Unity does have problems with some linux video drivers reporting the wrong scale. I don't know whether Unity or the video driver is at fault, but sometimes Unity's GUI thinks the screen is the wrong size. (Some people reported that the UI grows infinitely big ... same issue. It's fixed by using a different driver.) However, the nvidia driver is the one I'd recommend, and you're already using that. :So I don't have any good leads on what could cause that. I would first try using the "safe mode" setting in the launcher (or just deleting your GorgonConfig.txt) to make sure it's not a corrupted or invalid configuration. If that doesn't work, it could be that the driver is improperly configured after an update, so you might try reinstalling it. But really, those are just guesses.:: 2/20/2018:: https://forum.projectgorgon.com/showthread.php?927-Project-Gorgon-Experimental-Linux-Launcher&p=8408#post8408==== Package Delivery Timeline ====:No package features will be rolled out in the next month or so. The plan is for pledge rewards to be rolled out during beta -- after the game is on Steam but before it leaves "Steam early access". The features will be rolled out when they're ready in regular game updates. There's no exact timeline. Some features, such as player titles, are close to completion and I expect they'll arrive in a few months. Others, such as housing, aren't even started yet. :Since we haven't finished coding them, I should also include this disclaimer: it's possible that certain pledge-reward features may not be available until the game officially goes live, for logistical reasons. :For pledge rewards that include VIP time, we'll give you some control over when that VIP time starts -- either during beta or when the game leaves early access.:: 2/19/2018:: https://forum.projectgorgon.com/showthread.php?1072-Dev-Blog-How-Will-the-Upcoming-Steam-Integration-Work&p=8396#post8396==== Anagoge Rework ====:To help put worries at ease, I want to mention that quite a few items on the island are actually "instanced" for each player. There's always a sword in that first backpack, and the amethyst bag is always there (in one of two places) for every player. There's always two spoons hidden around, two bottles, five mushrooms, a few other things. (Plus however many other "non-instanced" items spawn on the island.) These instanced things are only visible to the player -- other players can run right through them. :So no matter how many players are there, it's always possible to complete the basic tasks and leave the island. We don't have the ability to instance entire areas, the engine just can't do that. But we do use this sort of pseudo-instancing in places that might be crowded.:: 2/16/2018:: https://forum.projectgorgon.com/showthread.php?1088-Anagoge-Island-Rework-for-Steam-Release&p=8342#post8342==== Working Beta and Changes ====:Silvonis was reminding people that the game will change during beta. This will be a working beta, not a PR beta. Lots of big games these days use the word "beta" to mean "free play time," and you can expect very few changes during those betas. But we will be working very hard on the game design so a lot of things will change. :We do sometimes need to dramatically redesign skills, and basically reset them as a consequence. That's only happened a couple times during the game's long development time, so I expect it'd only happen once or twice during beta. But I don't know for sure. That's not even related to the "partial wipe". That's just something that might happen as we work on balance. :Much more likely than actually "wiping" a skill is changing it to the point where it's unrecognizable. I've talked about changing Battle Chemistry very dramatically by breaking it into two skills, and that still may happen. So what you currently call Battle Chemistry may not be the parts of the skill you love; they may be moved to a new skill. And if that happens, you'd need to level up that new skill to get it back. Other skills may get reworked in similar fashion. :And I can pretty much guarantee that your favorite abilities will change their stats, gear mods will be revamped multiple times, monsters' relative power will go up and down as we try to bring this very complex game into a basic sort of balance. (It'll never be perfectly balanced, as that would be impossible and also super boring. But it will be a lot more balanced than it is now.):---:Let me put it another way. If, during beta, we realize something needs to be changed, we will NEVER say, "no, we can't make that change -- it's beta! Too late! The players' current characters would be impacted too much!" No. It's beta, meaning that it's the perfect time to make critical changes. So please expect them. :Also expect that we'll do our best, given the circumstances of each individual change, to lessen the impact of those changes. For instance, when skills have changed really dramatically in the past, we've given players free gear transmutations for a week to help get them back into fighting form. Or when an item is changed too heavily for the auto-updater to automatically rebuild the item, it becomes "legacy gear", which means it keeps working in its now-imbalanced state for 30 days to give you time to find a replacement. That sort of thing isn't always practical or called for, but we'll do what we can to keep beta players happy and engaged. :But yeah, changes. Tons of changes. Often uncomfortable nerfs. That's to be expected during beta. And if you don't want to deal with that, and want to wait until the game launches, that's entirely understandable.:: 2/16/2018:: https://forum.projectgorgon.com/showthread.php?1072-Dev-Blog-How-Will-the-Upcoming-Steam-Integration-Work&p=8325#post8325==== No Guild Wipe ====:no, we aren't wiping guilds. We're wiping items to make the launch economy work better. Deleting guilds doesn't impact the economy so it'd just be dickish for no benefit. :Yes, of course skills earned during beta will be kept. Again, we're wiping items, not skills. :And yep, there will be more levels added during beta, that's what I meant by extending the game. :We aren't wiping items NOW, because that the game isn't balanced yet and many of the economic features aren't implemented. :Item wipe isn't a punishment. "Why not punish us now and get it over with?" is really the heart of your question, and the answer is: it's not being done as a punishment. It's an attempt to make the game economy work better after the game mechanics are fleshed out and balanced. It's not finished yet, so if we wiped things now we'd just have to wipe again at launch. :I know you have lots of questions, probably more that haven't been asked yet, and I'm happy to answer them. But please start from the idea that we're trying to be kind. I'm extremely grateful for the people who've taken the time to play this very-unfinished game over the years and I want to do right by them. That's why I don't want to wipe prematurely or over-aggressively. I'm going to be as surgical as possible about WHEN and WHAT we wipe because wiping stuff sucks: most people feel like it's wasting their time, making them repeat things they've already done and don't want to do again. But we can't avoid wipes entirely, so we'll make it as minimal as we can.:: 2/14/2018:: https://forum.projectgorgon.com/showthread.php?1072-Dev-Blog-How-Will-the-Upcoming-Steam-Integration-Work&p=8274#post8274==== Gorgon Shop Stop? ====:'''Will you still be able to buy the packages on the Gorgon Store after the Steam release? Will you be able to continue donating after Steam release, as well?''':We don't have any reason to stop accepting donations, but at some point soon we need to stop accepting new purchases of the more expensive Gorgon Shop packages. I'm not sure the exact cutoff date. Probably right about the same time the two-week transition period ends. :I also wanted to mention that this is not to create artificial scarcity (the game is only going to beta, not launching, so why stop offering pre-launch bundles?). It's just for pragmatic reasons: the more expensive rewards involve a lot of hand-done bits, so it's best to do the work all at once, or as close to that as possible. :As an example, the packages that include a custom in-game title involve editing permanent data files for the game, and then carefully connecting that engine data to your in-game account after the next game-update. There's a lot of places where errors can creep in, so it's sanest to collect all the titles and do them at once, so we can test and debug better. (Plus another pass for scragglers and bugs we don't find in the first pass.) :But we may be able to offer other pre-launch packages with nice rewards that don't involve as much customization work on our parts. We haven't talked about that yet though.:'''Will multiple gorgon accounts need multiple steam accounts and how easy or difficult will it be on steam to change from one account to another ?''':Yes, each mule would need its own license of the game. And unfortunately it's a little bit slower to cross-account mule under Steam. You can't switch Steam accounts while the game is running, so you'd have to shut down the game, then switch accounts in Steam, then re-launch the game. :So personally I would hold off on buying extra copies of the game for mules. We're busy thinking about ways that the VIP package can make muling easier (for instance, by giving your account more character slots and a bigger shared-account-storage box). I think the VIP plan will be the easiest way to be a pack-rat in the future.:'''what sort of influx are you guys expecting and wha adjustments to the world are being made to be able to handle it (spawn rates, etc)''':It's hard to predict, really, but I'm expecting a modest influx that hopefully gets bigger over time. :Back during the indiegogo campaign we had about 250% more players online than we do now. And while the game was still playable, the newbie experience was extremely cramped. That led to the complete rewrite of the newbie experience (the "newbie cave" became the "newbie island") and the addition of Serbule Hills as another low-level zone. So given that I'm not expecting a huge tidal wave of players on day one, I think we'll be fine now, and when we find new level ranges where things feel cramped, we can add new content during our regular updates. :As a backup, we have the ability to change outdoor spawn rates very easily, so if we get a surprise rush of players we'll speed up spawns with a quick reboot of the server.:: 2/12/2018:: https://forum.projectgorgon.com/showthread.php?1072-Dev-Blog-How-Will-the-Upcoming-Steam-Integration-Work&p=8235#post8235==== Gazluk Lag 2 ====:I think we've tracked down the problem with Gazluk. It's due to issues with the new 2017.2 version of Unity; they screwed up their physics engine again. The problem can cause lag in all areas, but is most noticeable in Gazluk because it's the largest area with the most monsters. We're working on a fix for the next update!:: 2/3/2018:: https://forum.projectgorgon.com/showthread.php?1049-Update-Discussion-January-27-2018&p=8165#post8165==== Gazluk Lag ====:If this update caused you to have dramatically reduced framerate in Gazluk, it may be because of the new map. The new Gazluk map image isn't any bigger than the new maps in other areas, but Gazluk itself uses a lot more memory, and perhaps the map has put your video card past what it can do without constant memory-paging. That's just a hypothesis... but if that proves to be a problem for a lot of people we'll figure out a fix. :To test this idea, please try turning off the minimap and map, and seeing if performance improves in Gazluk!:: 2/1/2018:: https://forum.projectgorgon.com/showthread.php?1049-Update-Discussion-January-27-2018&p=8145#post8145==== Cursor Stuck Center of Screen ====:Thanks for the video! Stuck in the dead center ... yeah, that's definitely caused by mouselook mode not stopping correctly when you let go of the right mouse button. Did this start with the most recent update (on Friday) or was it happening before that? :To fix, you should be able to just right-click and pan the camera a bit. By explicitly going into mouselook mode and letting go, it should fix the mouse state. But I don't know what could cause that. There must be something unique about how he's playing, like chording the mouse keys by accident or something. If anybody has insight into how to reproduce that, I'd appreciate it!:: 1/31/2018:: https://forum.projectgorgon.com/showthread.php?1056-Bug-Cursor-Stuck&p=8128#post8128==== EQ Assist Idea ====:I'm sorry, I still feel like I'm missing something... what does the /assist command do that the key bindings don't let you do already? :I really don't think "everybody in the group should now make a macro with my name using /assist" counts as an easy-to-use tool. Most players don't even know about critical (IMO) commands like /isearch, so I'm wrapping those commands in UI features. Although we'll add more slash-commands over time for people that like them, the golden age of that kind of stuff is long over. We need to make the game intuitive without needing to type commands or make macros. So I'd really like to understand when binding a /assist macro would be more useful than binding the assist-like command that already exists in the game. Or did I miss your point? :(I grouped a lot in in EQ2 (early days post-launch was great grouping, though it's mostly a solo game now) and I've based lots of the commands and targeting logic on that game. I don't think we ever had /assist in EQ2, or if we did, I never used it.):: 1/25/2018:: https://forum.projectgorgon.com/showthread.php?1041-assist&p=8021#post8021==== Alpha Test Title ====:Actually, the title turned off a few days ago. We expected to be on Steam in early January and once we're on steam we'll be in beta instead of alpha. But Steam is still a little ways away so I'll adjust the date on the alpha title in tomorrow's update.:: 1/17/2018:: https://forum.projectgorgon.com/showthread.php?1017-Alpha-Tester-Title&p=7852#post7852 ==== Release Reset ====:First, a reminder that the item-reset happens when we leave steam early access, and that's a year away. (And that's being kind of optimistic.) So I wouldn't worry too much about it personally. :Yes, NPC favor levels will be reset. The biggest reason we're doing the item-reset is to reduce inflation and give the game's economy a little bit of breathing room. Because favor gives you so much added money-making power, I think letting you keep your favor will undermine the point too much. :On the other hand, your favor-quests will also be reset, and with higher level it's likely that you'll be able to breeze through a lot of the favors to easily get the first few favor levels. So you'll still have a very significant advantage. But hopefully not "potatoes are trading at 1k apiece in the first week" levels of bad.:: 1/17/2018:: https://forum.projectgorgon.com/showthread.php?1009-Will-we-keep-our-NPC-Favor-at-Steam-launch&p=7799#post7799==== New Player Feedback ====:thanks for the feedback. What were the other straws on your back, so to speak? What else frustrated you as a new player? I presume it wasn't ONLY some jerk leaving nuclear waste in town. We can address that if it's a common occurrence (it's the first time I'd heard of that happening), but I would like to know what else angered and frustrated you as a new player. :I don't want the game to "hold your hand" and teach you every little thing. But I DO want to improve systems that are pointlessly obtuse or frustrating to newbies -- I just don't know what those things are. I haven't been a newbie in a long time, so your feedback is very valuable!:: 1/12/2018:: https://forum.projectgorgon.com/showthread.php?1007-This-game-sucks-for-new-players&p=7780#post7780==== Parse Chat Logs ====:Yep, you can parse chat logs, as they aren't part of the game installation itself. :Two relevant things to note: :1- As mentioned in the "Special Settings" help screen, LogChat will eventually become VIP-only. That's a ways away, after we robustify it and extend it to support other kinds of logging. But the point is that eventually players will need a VIP subscription to log chat. :2- we're still planning to create a system where guilds and groups can plug in chat bots to the game's chat channels, which will allow a way for two-way communication via external tools. (Although for sanity's sake, we won't allow chat bots in standard channels like Global chat, so that may not be relevant for what you're trying to do!) That's not likely to happen until mid-2018, however.:: 1/7/2018:: https://forum.projectgorgon.com/showthread.php?1003-Is-parsing-log-chat-files-allowed-by-the-EULA&p=7736#post7736==== Parchment Vendor ====:Joeh used to be the calligraphy vendor and we'd accidentally left him set up with consignment settings for calligraphy (which includes parchment and book-like things). But Joeh's only supposed to be for equipment now. : We'll probably set up Sammie Grimspine (the new calligraphy vendor) in Serbule Hills to do parchment consignments instead, maybe somebody in Rahu too.:: 1/2/2018:: https://forum.projectgorgon.com/showthread.php?992-Is-me-not-being-able-to-put-poetry-books-in-npc-consignments-a-bug-from-the-update-or&p=7693#post7693==== UI Themes ====:Unfortunately Unity doesn't currently have a way to do dynamic theming. Changing the "theme" involves several hours of manually editing colors in the Unity editor. I could write a theme manager, but I don't think that's a good use of limited development time... so for now, we have to settle on one color scheme for all!:: 12/30/2017:: https://forum.projectgorgon.com/showthread.php?990-Update-Discussion-December-29-2017&p=7669#post7669==== Druid and Lycan ====: In terms of game mechanics, you can be inducted into druidism and lycanthropy on the same character, but there are no plans for letting you use Druid+Werewolf skills at the same time. You can use them separately, though. : There may also be future political implications for being both, because the relevant gods involved are... not friends. But who's to say how political turmoil like that will fall out.:: 12/26/2017:: https://forum.projectgorgon.com/showthread.php?980-Druid-lycanthropy&p=7632#post7632==== Firewall ====:Ah, yeah Norton has been trouble for us before. They seem to think every new version of our launcher is a trojan horse, just on principle that it's not the same as the old version. It's very annoying. :Norton's firewall may also be responsible for the launcher being unable to connect to the net. Since your browser can read http://client.projectgorgon.com/fileversion.txt but the launcher can't reach it at all, that tells me that either your browser is set up in a special way to access the internet (which is unlikely), or some software is firewalling the launcher so it can't access web pages. See if turning off all firewalls for a few minutes allows the launcher to work.:: 12/22/20177:: https://forum.projectgorgon.com/showthread.php?972-Cannot-connect-to-server&p=7606#post7606==== Tooltip Anchor ====:The anchoring of tooltops is a very annoying problem to me because I would very much like to make people happy with their position, but I can't seem to please people. :First: in the old GUI, ability tooltips were anchored in the top left. They could not be moved. They were about the same size as the new UI, too. (People who say their ability tooltips are "huge", I don't know what you're seeing. They're tiny little boxes for me, so I'd love to see screenshots.) :In the first preview of the new UI, I had tooltips appear overtop the abilities directly, like typical tooltips do, but people complained VOCIFEROUSLY. As in, they fucking hated it. So I anchored those tooltips out of the way, in the upper left, like they were before. I anchored them on the character avatar since it is in the top left by default. :Now, I can definitely anchor them on something else. But please understand here: they MUST be anchored on something. You cannot move them like regular windows because tooltips disappear when you move. And they can't be free-floating with the new UI. I MUST anchor them on something. So the million dollar question is: what do you think I should anchor them on? I picked overtop the avatar window because people already complained it was useless: it is redundant with the orbs, after all. Fair enough. But other people hate that too. So... what do you want? :(And yes, I can add some hacky thing to let you pick. But it won't be elegant and will just be some hacky special command. Let's ignore that for now. What I want to know is: what should the DEFAULT BEHAVIOR be? Where do you think it will be out-of-the-way for most people?):: 12/7/2017:: https://forum.projectgorgon.com/showthread.php?932-Combat-icon-screen&p=7339#post7339==== Upgrade Pledge? ====:That's still the answer, yes, we can upgrade your earlier purchase manually if you email.:: 11/17/2017:: https://forum.projectgorgon.com/showthread.php?897-Two-pledge-packages&p=7006#post7006==== Role-Play Bug Reports ====:I don't know who told you to post on the forums, it's not in the short history here. If I had to guess, (and I say this because you're a long-time player who I hope can take it constructively -- I would avoid saying this to a new player), someone saw a bug report in the queue that seemed like just role-playing, and asked you to take it to the forums. And then your forum post was a clear, concise bug report, so we told you to take that to the in-game system. Concise bug reports are very much appreciated over ones that are hard to parse. While I want to encourage roleplaying, we have such little time back here. So anything that speeds up our ability to understand what's going on is great. :We already have an open bug report on the first issue reported. It's a long-term issue that is literally never going to be fixed in the old (current) UI -- too time-consuming. It will eventually be fixed in the new UI, but only after the old UI has stopped being supported. In the mean time, when players report specific dungeons or portal drops that are "hot" (attack them before they can load) I've taken pains to clear those areas. If there's a specific area that you think should be cleared, please report it! (In-game.) :The second issue is not one I see in the database. I also don't see anything in the code -- it does a check and uses the same variable to display the percentage when you fail. :(Assuming you are talking about the message shown when you fail, e.g. "Had a 55% chance") So that will have to be investigated.:: 11/4/2017:: https://forum.projectgorgon.com/showthread.php?858-Open-and-Closed-bugs-running-amiss&p=6734#post6734==== Black Dye ====:It's reserved for live events. We're slowly gearing up for doing more live events in the future, but since none are being run right now, it can't be obtained.:: 11/4/2017:: https://forum.projectgorgon.com/showthread.php?863-Obtaining-black-dye&p=6733#post6733==== Your computer seems to be running faster than real-time ====:It can happen if you have an EXTREMELY laggy connection, or just a sudden spike where connectivity drops. It means the server threw out your commands because they seem invalid, but it's not flagging you as being a dirty hacker or anything. :I added that message text because some people don't even realize they are running clock-accelerator software, because some AMD machines come with it pre-installed. If you get this 100% reliably while meditating, it's definitely software. (Meditating takes 30 seconds, so even small clock acceleration can add up to a measurable amount.) If you get it only occasionally, it's probably just network lag.:: 11/4/2011:: https://forum.projectgorgon.com/showthread.php?864-Error-Your-computer-seems-to-be-running-faster-than-real-time&p=6732#post6732==== Halloween ====:I think it was generally agreed that last years' event was WAY too much of a good thing. Just way too much loot -- some players ended up with literally hundreds of pieces of high-tier gear. And the Halloween event we had years prior was a bit too cruel to newbies: "town invasions" where Serbule was overrun by monsters. Some players liked it, but others were very frustrated by it. :So I've taken a couple days off of the UI polishing to cook up something new this year. It's not going to be super huge, obviously, but we have some new tech since last year, and some fun little things laying around which I haven't found a use for in the past. I'm actually working on it right now, hoping to get it live on Monday. :Hopefully it'll be a fun new direction for seasonal events. And if it doesn't work out, well... it's alpha, the time for experiments, and we'll try something else next time!:: 10/29/2017:: https://forum.projectgorgon.com/showthread.php?843-Halloween-Event-and-the-New-Loot-Locking&p=6653#post6653==== Hugs ====:This thread helped me find a bug in NPC logic! I went looking for Sie Antry's message because I realized she never displays it, but she has one written. It turns out that NPCs that are animal-friendly don't do some of their checks, including loneliness in humans and anti-necromancy sentiment. I fixed Sie Antry, but will have to find the others and manually fix them.:: 10/26/2017:: https://forum.projectgorgon.com/showthread.php?846-Why-humans-are-the-bestest&p=6635#post6635==== Steam Alternatives? ====:Yeah, in the short term the only way to play will be via Steam. We'll eventually have non-Steam integration, but we don't have the development bandwidth to support more than one system right now, and Steam is by far the most popular storefront service for PC games.:: 10/21/2017:: https://forum.projectgorgon.com/showthread.php?840-Quick-question-before-I-consider-investing-in-this-game&p=6566#post6566==== Glassblowing ====:Glassblowing was a skill that was planned long ago, but I didn't find a way to make it interesting enough, so it's been mothballed. But I do like the notion of crafting combat beakers and flasks! Could be the way to go here.:: 10/18/2017:: https://forum.projectgorgon.com/showthread.php?824-Glassblowing&p=6516#post6516==== Animal NPC Soulmates ====:I don't think it makes sense to "unlock" an NPC after it reaches Soulmates, because that requires you to NOT be an animal for a long time before you can then be an animal. The conceit of most animal forms is that these are curses -- sudden, horrific transformations. (And in many cases they really are sudden and undesired, such as when you fail to defeat Maronesa and find yourself turned into a cow.) So I don't want to give extra benefits to people who do lots of legwork beforehand. Unlocking things as an animal should be done in animal form. But there will definitely be more animal-form NPCs -- and animal-friendly NPCs -- over time. :Also, remember there will be more travel options in the future. The way Enter the Light works is temporary -- it won't always be a magical transport to the newbie town. I've left it that way until we have mounts and some of the other travel tools that are planned.:: 10/18/2017:: https://forum.projectgorgon.com/showthread.php?828-Animal-form-and-soulmates&p=6514#post6514==== Hint Title ====:Probably not, because the hints are stuff you can already find in the wiki. It seems silly to add a feature and then incentivize players to not use the feature! Plus, the hint text is included in the JSON we export for third-party tools, so if there was a reward for not using the hint buttons, you could just use an out-of-game tool to get the hints.:: 10/13/2017:: https://forum.projectgorgon.com/showthread.php?818-UI-Question-on-quot-Stuff-to-Do-quot-section&p=6455#post6455==== Sidebar Key Commands ====:They're for the side-bar (where the miscellaneous abilities go), when it expands. You can increase the size of the sidebar via drugs or special gear or things like weekend events. It's designed to expand up to 12 slots long, although that's not actually possible in-game at the moment. So the extra 6 key binds are for those extra 6 slots, when and if they appear. :(You can get at least one more slot pretty easily as a high-level player, via Gur-Horta potions.):: 10/5/2017:: https://forum.projectgorgon.com/showthread.php?805-Question-about-keyboard-key-commands&p=6361#post6361==== Transmutation Tiered Recipes ====:The point of tiered recipes is to keep high level players from using low-level players' gear to power-level, depriving low-level players of what they need. Interfaces often get messier before they can get cleaned up, that's just how development works, and the interface will sort itself out in time. We might wire it up as a right-click auto-behavior instead of as recipes... or something else. Don't worry too much about the interface at this point -- we just have to keep evolving systems toward where they need to be.:: 10/3/2017:: https://forum.projectgorgon.com/showthread.php?803-New-Transmutation-is-a-mess-(visually)&p=6342#post6342==== Poem Problems ====:Thanks for the poetry feedback! Regarding the poems not showing up for some people, it's likely they were "busy", from the game's point of view. If they were, say, trading with another player or shopping with an NPC, the window doesn't interrupt them (because those are modes the GUI can be in -- interrupting them with a poetry screen would mean aborting their trade). It tries again repeatedly for several minutes, or you can just click the podium to force it. I think dancing also keeps poetry books from arriving -- from the game's point of view, dancing is an active endeavor, so I'm not sure how easy that will be to fix, but will take a look when I get there! :If you can repro a scenario where you definitely aren't doing anything else, including dancing, and yet you still don't receive book screens, please let me know. :RE: targeting when in a large crowd -- I think it will become less of a hassle when people can spread out some more. The new GUI will also make it easier to keep track of private message conversations (eventually). A short-term workaround might be to /invite people into a temporary group, because clicking on a group member's name in the group screen will select them. (And if they're far away, you can use a heal ability -- your character will path until they're in range to use the ability.) Definitely something we'll refine as we go forward and see what's needed!:: 10/2/2017:: https://forum.projectgorgon.com/showthread.php?798-Poetry-Reading-Feedback-and-Bug-Discussion&p=6323#post6323==== Rage Gauge Reset ====:It's coded that way intentionally, as a sort of "you can't make me stop being angry just by dying!" sort of thing. I also think it adds something to the game to see that somebody has been here before you ... and left some monsters angry about it. There are pros and cons in terms of balance (rage-control becomes more important... is that good or bad? We can't say until later in the balancing work), so that hasn't really factored into it. I guess I feel like it's not really a big deal, but if it's causing a lot of unhappiness we can change it.:: 10/2/2017:: https://forum.projectgorgon.com/showthread.php?800-Should-the-rage-gauge-reset&p=6322#post6322==== Spinning Framerate Lag ====:The scenario you're describing is always, 100%, due to a sudden framerate drop on the client. To fix it we'd need to figure out exactly what causes it, which is an ongoing search, because there are likely dozens of causes. But none of them are related to your network connection at all. :The first thing to check whenever this happens is your framerate. See if it dips, then see if it dips when you turn your graphics settings to the lowest. Then see if it happens in specifically one place. :If you don't normally have this problem, but on some days it occurs worse than others, that's useful to report. For the "it suddenly happens/now it's gone again" scenarios, my current guess about the cause is that there's a round-off error in Unity's pathmapping system that very rarely causes monsters to get stuck in rocks or the ground. When the server is up for a month or so, the number of monsters can reach in the dozens. As you turn around, those monsters become non-culled -- the game tries to render them, even though they're in a nearby rock or whatever. And when the game suddenly has to render dozens of monsters animating, it causes a huge framerate drop for a moment, which can cause all kinds of client control issues. You can't see the monsters, but they're there, and tanking framerate. The fix is not simple but I'm definitely working on it! :The server rebooted on Sunday due to ISP work, so it shouldn't be occurring now. If it's still occurring now, but DIDN'T occur BEFORE Sunday, that'd be great to hear too, as it might mean my hypothesis is wrong. :For people who have this problem all the time, but only at specific places, that means there's too much graphical stuff coming into the camera view at once. It's something that can be fixed by localized optimization, which we aren't doing right now, but which we do on an area-by-area basis when we have enough reports. :For people who have this problem all the time everywhere, that means your FPS is bad all the time. You need to lower your graphics settings; there's not really anything we can do to magically improve FPS across the board during alpha!:: 9/26/2017:: https://forum.projectgorgon.com/showthread.php?610-Spinning-around-Lag&p=6221#post6221==== Rubberbanding ====: Guys, thanks for the feedback, but we need more to go on than "rubberbanding/lag". This is a dirty word among MMO developers because it's meaningless. There are a thousand things that players call lag, rubberbanding, etc. But they aren't all the same problem and they don't have the same solution. Without specific details, we can't fix anything. So please tell us exactly what you're experiencing. I can tell there are at least two utterly different issues in this thread alone.: First, know that there is no player rubberbanding. (It's been disabled for over a year, and we aren't turning it back until other development is closer to finished.) That means that the server never moves your character without your client telling it to. In other words, if your character doesn't seem to move when you direct it to, or or moves erratically, that is never due to the network. It's always, 100%, due to the game client, and usually due to bad framerate. So if that's the symptom you're seeing, the first thing to ask is, what is your framerate when this happens? Turn on the FPS meter so you can tell us. Turn down the graphics settings and see if it continues.: If it's something else, we really need to know what actual symptoms you're seeing. Are you seeing monsters skate back and forth along the ground? Monsters, unlike players, can be moved erratically by the server. But if you see that happening often, it's not likely to be your personal connection to the game -- that would probably be on our end. Our ISP has been doing work so that's entirely plausible, but we'd need to be able to give them specifics to help them fix it. : Another case is that monsters stop moving or slow down fighting, like they become stuck in mud. That could definitely be due to your network connection. To track that down, we'd need to know your ping to the server, what country you're connecting from, and if you experience other corroborating symptoms, like a very slow login from the character-select screen. It might not be something we can fix right now, especially if you're on a different continent from us.: But it might not be networking at all. It could be due to a bug related to your specific character or account -- we've seen that too during alpha. There's a ton of other possibilities. All options are on the table, but we can't fix "lag". We can only fix bugs.: The more specific you can be, the better. Thanks!::09-26-2017:: https://forum.projectgorgon.com/showthread.php?769-Rubberbanding-lag&p=6214#post6214==== Real World Skills ====: Nah, this is a case where it makes sense to have them separated. Much like we won't have one skill to make armor and weapons at the same time, we won't have a skill that augments all the slots at the same time. In some cases balance is much more important than the "fiction". : The idea that, say, a leathersmith naturally can't also make swords is a fiction that happens to be useful for balance purposes. Leatherworkers obviously aren't metalsmiths, right? Even though, realistically speaking, the two skills will have very similar recipes.: In this case, there's no real-world comparison to augmentation, and it seemed pointlessly complicated to try to invent four totally unique fictions. So there's one. But for balance purposes, they are separate skills and I want players to choose them separately. That's just the way it has to go sometimes to make balance work.::09-26-2017:: https://forum.projectgorgon.com/showthread.php?780-Question-to-Skill-Makers&p=6207#post6207==== Solo Content ====: While grouping should be the most efficient way to get gear, I want soloing to be viable at all levels and I agree that it's too slow to get gear while soloing at some level ranges. We'll be working on this in the future, though I'm not sure yet what form that will take. ::09-14-2017:: https://forum.projectgorgon.com/showthread.php?750-Loot-frequency-and-game-style&p=6032#post6032==== Hard Bard ====: To repeat, again: bard is supposed to be moderately hard to level. Because we don't need 5,000,000 low-level bards in the world, so it should be something you have to work a bit for. That's how you gate things in a game where everybody can be everything: are you willing to spend a few hours to get there? If not, use Sword, it's great and it doesn't require any extra work.: As to "what about bards requires you to grow plants", well, my idea of a bard is somebody who likes nature, so I picked nature-oriented skills. Maybe it's too hard to level right now, maybe it's too easy. It's alpha, and those are prototype prereqs. Again, we'll be revising all skill's prerequisites into their final forms in late beta after more skills are online. I don't know what the final prerequisites will be for bard, of course, because we don't know which skills will make the cut. I usually toss out about half the skills that get prototyped, so we'll just have to see. There are no planned changes any time in the near future, though we can tweak the temporary settings up or down if they've proven to be too tough.::09-09-2017:: https://forum.projectgorgon.com/showthread.php?729-On-Bardin-prerequisites&p=5975#post5975==== Market Stalls ====: The reason the market stalls are chopped up the way they are is for occlusion culling. Basically, it's so that your framerate doesn't go even worse than it already does in there. When more optimizations are in place, I hope we can improve the layout, but we can't right now.
::09-08-2017
:: https://forum.projectgorgon.com/showthread.php?740-Player-Vendors-high-rent-slow-sales&p=5954#post5954
::01-18-2017
:: https://forum.projectgorgon.com/showthread.php?97-Seeking-Understanding&p=537#post537
 
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<noinclude>[[Category:Game Blogs]]</noinclude>

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