Difference between revisions of "Developers"

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== Town Hall Transcripts ==
 
== Town Hall Transcripts ==
 
Every so often, Eric holds a Town Hall meeting. Sometimes these meetings are in-game at the Serbule Inn. Other times, they are hosted in a public chat room.
 
Every so often, Eric holds a Town Hall meeting. Sometimes these meetings are in-game at the Serbule Inn. Other times, they are hosted in a public chat room.
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Revision as of 14:38, 17 April 2016


Contents

Involved in Development

Eric Heimburg - Citan

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Sandra Powers - Srand

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Ryan Fritz- Silvonis

Silvonis is a member of the Project Gorgon Development team with the title of Producer.

Conor Brace - Wyrmrider

Conor Brace is a composer, sound designer, and game designer from Austin, Texas. Check out his personal website for clips of Project Gorgon music, and more information.
http://conorbrace.com/
https://soundcloud.com/conorbracemusic

Aaron Victoria - Aviticus Gladius

Aaron is a friend and development partner of Eric Heimburg. Aaron is working on his own MMO, Legends of Etherell: Antavia. His company has provided art assets in exchange for programming support for Legends of Etherell.
https://www.facebook.com/LegendsofEtherell/
https://steamcommunity.com/sharedfiles/filedetails/?id=136716613
Interview discussing partnership with Project Gorgon
https://vimeo.com/104481081

EMs & Moderators

If you are listed here as a moderator and would prefer to remain incognito (or want to be listed here), feel free to edit yourself out.

Auriel

Auriel is the game's only Event Moderator. She sometimes runs organized live activities and can do some snazzy things such as teleporting players, resurrection, and is almost invincible.

Mortitia

Mortitia was listed as a Moderator on the 2014 forums.

Nimor

Nimor was listed as a Moderator on the 2014 forums.

Developer Comments

Citan's Forum Posts

The following are not all of Citan's posts, but just ones thought to be important for the future, sharing his vision, and clarifying some things. Please note that newer posts are listed higher in this list. Older information may be outdated.

Economy & Work Orders

"As I've said before, guys, we WILL have more methods for players to manipulate and interact with the economy.
However, that would be 100% a waste of time right now. There are not enough players to even BEGIN to form a TINY BIT of a player economy. Please stop insisting on it. You can't have it without players. Hundreds and hundreds of active players.
How many players you think need to buy level 20 stuff right now? Not very many.
I've done this before, and I know the bare minimums necessary to make a player economy run. And we can't just achieve it right now.
Work orders are a way to help crafters earn money while leveling up their skills. That was their goal and that is all they are for. Their existence doesn't mean there won't be other systems. If you don't like work orders, that's good feedback, and I'm interested in whether you think there needs to be other ways for crafters to make money from the game or not!
But do not fool yourself into thinking that other players will buy your junk and give you money. They aren't there. The players we have don't need your low-level crap. That's a fantasy that can not come true at this time. Hopefully we will make it happen in time, but pining for it right now is a distraction.
That last post came off pretty harsh, and I meant it to be ""firm"", not harsh. Let me explain why by way of example.
Two years ago I was trying hard to figure out how to make group combat work. But nobody was grouping. There were like 15 people online. They didn't want to group. I tried making it more appealing, polishing, but there was very little action.
You might assume that was because grouping wasn't working well, but actually it was just a lack of players. When more players came, more grouping happened, and it's letting me improve the group experience a thousand times faster than when I was working on it without feedback. I was wasting my time earlier, I should have been focusing on other things until there were enough players.
Player economy is similar. You may think that it's not working because it's not good enough yet. But that's not the case. I can tell because there's so little feedback about the mechanics that already exist. If there was enough energy for a player economy, I would see constant complaints about how shitty the consignment system is and what I need to do to make it work better. Players would be organizing among themselves to work around my limitations, too, like doing ""craft fair days"" as they do in large MUDs. :But nobody is doing that. The consignment system sucks, yes, but almost nobody even wants to try it. I get more feedback about CHEESEMAKING than I do about economic mechanics.
It's not that I think we're in a good place with player economic systems. It's that this is not the time to work on them. When there are players chomping at the bit to make an economy, it will be 1000% easier to get it right. In the mean time, it's a distraction.
That isn't to say that I'm pissed or annoyed at people bringing it up. I just mean to say that I am intentionally ignoring you for now. :)
---
In terms of crafting, my current concern is that it should be reasonably compelling and not seem like a huge waste of time. Because I have enough players who want to craft, mostly for personal gain, that I can kind of iterate on that and see how it's working. Will crafted items ever be the most amazing stuff in game? No, never. The high-end goal of crafting is not items, but augments that improve any kind of gear. You will eventually be able to craft super-rare augments that any player will want, regardless of what kind of gear they have.
The actual act of crafting weapons and armor is not supposed to be better than looting. It's supposed to be more or less on par. A different way to achieve the same results. And a way to level up your skills."
http://projectgorgon.com/forum/support/1053-crafting-and-craft-resources?start=20#7978

Non-lethal Kills?

I like this line of thought, and I'm mulling how to work nonlethal "kills" into the game. Thanks!
Citan

Instances?

"Zergs are ruining the game we need instances naow" : well, there will never be instances in Project: Gorgon for the simple reason that the game server doesn't support instances.
http://projectgorgon.com/forum/general-gorgon-discussion/1055-dungeon-feedback-needed?start=10#7888

Killing broken mobs?

"Yes, we do consider it an exploit, though it's understandable that you can't always tell what's happening, so we don't get upset if you just kill a few before realizing they're broken. It's when you kill broken bosses that it gets problematic.
The broken AI subservers will eventually be auto-detected by the main server, and fixed automatically (and you won't get any loot/XP from broken monsters in the mean time)... but we haven't gotten that implemented yet."
Citan

Messenger Bird Skill

Messenger bird skill is in fact in the works
http://projectgorgon.com/forum/support/997-how-about-a-bird-training-skill#7439

How to Pledge after Kickstarter?

Short answer is We're Working On It! Should have a solution within a week or so. Thanks!
http://projectgorgon.com/forum/general-gorgon-discussion/981-too-late-to-pledge#7290

8/4 Character Limit & VIP time

"By the end of the month, the most important thing to do is to get your account down to 8 (that's the VIP max-character limit). The only immediate action we'll be taking is to delete characters beyond that point. (Some players have 50+ characters on their account, and it's woefully unfair to let them keep all of those when other players have a cap.)
At a future point, probably another month out, we'll implement the part where you only have 4 slots available unless you have VIP time on your account. At that point your other characters would get ""locked"" (but not deleted).
The issue of VIP time is a little tricky. That's because the other perks of the VIP plan won't be available for quite a while, so spending your VIP time now would be pretty crappy -- you wouldn't get all the benefits, just the extra slots.
I'd be tempted to say ""screw it, everybody who pledged just gets 8 slots until launch"" but I feel like that really screws over people who pledged generously. Giving the $25 pledge 18 free months of pseudo-VIP time seems like a dick move to people who actually paid hundreds of dollars for lots of VIP time!
So I don't know of a ready solution that's fair to all parties. But I'm open to suggestions. Maybe we let you ""spend"" our VIP time early but at a better rate (so one month becomes three, since the other VIP features aren't done yet). Something like that?
In any case, if you are at 8 characters or under, you needn't worry about your excess characters being deleted -- they'll just become ""locked"" and inaccessible. And if you're at 8 or fewer, you won't actually lose access to those characters in a month"
http://projectgorgon.com/forum/general-gorgon-discussion/975-only-four-characters-by-30th-september#7237

Tombstones

"Your tombstone will last for a while. It may eventually disappear but you can still get your stuff fixed by going to where the tombstone used to be.
Right-click on your broken items and it will tell you if you are in the right zone and how far away you are from the spot."
http://projectgorgon.com/forum/community-questions-answers/922-dying#6813

PVP?

"We're not a PvP-focused game, so we're not planning to have forced PvP, or PvP areas that PvErs feel obligated to go into, or anything like that.
I suppose we might have a PvP skill or skills, but they'd be PvP-oriented, not something that PvErs have much use for."
http://projectgorgon.com/forum/general-gorgon-discussion/886-pvp-q-before-i-pledge#6483

Steam Early Access?

"If you get the game during Steam early access we'll have a way to tie your Steam account to your existing game account. (Though it may involve emailing us to tie it together manually for you.)
We'll probably wipe unclaimed accounts right before the official launch, in late 2016."
http://projectgorgon.com/forum/general-gorgon-discussion/881-will-non-backers-accounts-be-deleted-some-time-after-kickstarter-ends#6426

Mentalism

As has been mentioned a few times, though (including on the forums and in yesterday's live chat), Mentalism's high damage isn't intentional and will be addressed soon, so I wouldn't go into Mentalism with the plan to be super-high-damaging. It's primarily a support skill.
http://projectgorgon.com/forum/general-gorgon-discussion/860-a-few-questions-on-leveling-and-gear#6409

Kickstarter Lord Tier

Each qualifying account will be able to create their own title, and you'll have a special chat command to give it to others, like "/bestow Bob" or something like that. However your exact example of "Earl" is already reserved by the game. But that's the general idea, yeah.
http://projectgorgon.com/forum/new-and-announcements/857-project-gorgon-questions-answers-town-hall-on-thursday-8-20-2015#6337

Vocabulary

Vocabulary - unfortunately it's so easy to cheat at word games with the internet that I don't want to add much reward to raising vocabulary, because of the achiever-oriented nature of many MMO players, I'm effectively encouraging players to cheat. So I don't expect to tie a ton of intricate things to Vocabulary. But a modest Vocabulary skill is a prerequisite for the upcoming Bard skill.
http://projectgorgon.com/forum/new-and-announcements/857-project-gorgon-questions-answers-town-hall-on-thursday-8-20-2015#6337

Breaking Builds.

"The unfortunate truth is that all your builds will get broken three or four more times. I'm sorry, but that's the way it will go. Every number on every piece of gear you own? It'll change. Your gear will become useless trash overnight and you'll have to find new gear. Ask veteran testers -- it's happened many times before.
And it's absolutely fair that this is rage-inducing, but I can't do anything about it. I can't deliver perfect balance on the first try. Or the second, or the third, or the fourth, or... it will take me another year before I have all the different attributes in some semblance of balance.
And if this is going to make you really unhappy, then alpha-testing is not a good experience for you, because I don't want you to be this mad at a game, and I don't need the stress of people angry at balance changes that I simply must make. So I hope you'll wait a while until late beta when combat balance is more hammered out than it is now."
http://projectgorgon.com/forum/support/865-manticores-disabled-really?start=20#6336

Spawn Camping, Stomachs, Frustration.

"It's not an exploit to camp a spawn. Remember that levels are very fluid (a level 60 player may have level 1 skills they're trying to raise) and the content resources are intentionally widely distributed.
Do I want level 60s camping a level 20 dungeon? No, but if that's what seems like the best thing for them to do with their time, okay, I need to know that. We can fix up the content when it's problematic. (And in fact I lowered the drop rate of stomachs and spleens from 10% to 5% in this bugfix update to make it less worthwhile to farm the corpses.)
When I set up the loot tables on those corpses, I'd forgotten that stomachs are rare right now.
That's a temporary thing, by the way. It's just a side effect of how the butchering and anatomy skills work. When the skills can be raised above level 50, it'll become easier for high level players to get organs from kills. Stomachs won't ever be as common as dirt, but their current extreme rarity is just an accident of how the game's content is being added.
The point is that I don't always realize the ramifications of new content. Please communicate with us about these things! I make lots of mistakes, so please don't assume I ""must have a reason""... maybe I do, but I try to mention things in the update notes if I think they'll have a big impact on the economy.
And please try to keep an objective view about this sort of stuff. Calling him ""greedy"", ""lazy"", ""exploiter"", etc., is over the top. I mean, he's picking up some crap that spawns on the ground.
Now I'm NOT saying that people shouldn't be frustrated by that behavior, or by any behavior, really... if you're frustrated, that means other players will probably be frustrated too, so I want to know that. Please report what's frustrating you. We act on that kind of feedback all the time.
What I'm asking is that you avoid getting into heated in-game arguments about whether people are playing the right way or not, especially when it's something as minor as camping a solo spawn spot. :It just can't end well."
http://projectgorgon.com/forum/general-gorgon-discussion/833-exploiting?start=10#5934

Just for Old-School players? (No)

No, the game isn't just for old-school MMO players -- the game won't be successful unless there's room for a large audience with many ages and backgrounds. My goal for the game is to have 500 concurrent users daily. That's not at all a large number -- hell, there are a couple of text MUDs bigger than that -- but it's still a lot larger than we are right now. So obviously we will need to appeal to more people than the ones playing right now. And also obviously, there will be growing pains as we figure it all out.
http://projectgorgon.com/forum/general-gorgon-discussion/820-im-amazed-happy-and-terrifed-all-at-the-same-time?start=80#5881

Racism

Despite there being in-game racism, you are still not allowed to use real-world racist terms in General Chat (or Local Chat, for that matter). And if your "fantasy racism" is intentional callbacks to real-world racism ("make the deer pick our cotton!", "gas the deer!", etc.), that's over the line too.
http://projectgorgon.com/forum/general-gorgon-discussion/820-im-amazed-happy-and-terrifed-all-at-the-same-time?start=80#5881

Non-Steam Version?

"I can say confidently that we'll have a non-Steam version at least after launch... but that's a ways away. We plan to launch at the end of 2016 so a non-Steam version might be as far away as 2017.
It might happen much sooner -- I just can't promise that at the moment."
http://projectgorgon.com/forum/general-gorgon-discussion/768-going-for-the-kickstarter-but?start=10#5532

Necromancy

"Thanks for the feedback! We do have some changes planned for it down the line. There are just so many things that need attention that it will be a while until we get to it. But one thing that we're failing to convey in-game is that Necromancy is not supposed to be a skill for newbies.
Its current position is basically just a stopgap. During early testing, we had the necromancy altar out in the fields of Serbule where anybody could pick it up and help us test it. When that started to lead to newbie confusion, I moved it to the bottom of the nearby dungeon, past an encounter aimed for a couple of level 30-ish players. The goal there was that you wouldn't stumble on it until you returned to this dungeon in your late 20s, already having some other skills under your belt. I might be better off moving it to another dungeon entirely, maybe one in Eltibule.
On the one hand, I can definitely see the fun in struggling to get the skill early. And it's fine, and fun, for higher-level players to help newbies get the skill early in their careers. But I need to find a way to show that it's a little bit more advanced of a skill.
Brand new players are going to have a harder time with Necromancy's requirements than people who've got a few dozen hours of play under their belts. Everything from bone collection (at higher level, it's much faster to get femurs when you need them... or just buy them from newbies who don't care about necromancy!) to graveyards (you find ways to get much faster as you progress through the game) to just knowing how some things in the world work.
The skill's early power levels are also set up for the idea that you're already level 30 in one or two other skills when you get this one, and will likely want to keep fighting stuff around that level. Maybe you don't rush back to fighting level 30 monsters with your brand new level 1 skill, but : I figured you'd not want to drop all the way back to fighting pigs and such. I figured that with the aid of your other skill (which is already level 30) you'd have an easy enough time in Eltibule.
So the very first power you get, Death's Hold, is INSANELY overpowered against newbie monsters in Serbule. And that first tier of skeletons are ridiculously powerful against deer and such, because I expected you'd be putting them up against fey panthers and I didn't want them to be instantly slain!
This design might have been a mistake, because newbies who get a hold of this power will perceive it as being comparatively more powerful than their other combat skills... for a little while. (And provided they aren't fighting undead.) And then it can lead to disappointment when people run into the sorts of convenience issues Dirtnap mentioned.
(And I'm not saying the skill will always work the way it does now... maybe we'll drop all sorts of aspects of the skill, maybe we'll rework literally everything. Maybe it ends up being a starter skill for orcs! I dunno yet, and your feedback will help guide that. But right now, in the current builds, it's hard for newbies.)
So anyway, I think it might be smart for high-level players to mention to newbies that the skill is a little more advanced. It's not as hard to get the hang of as Battle Chemistry, which is probably the most difficult skill for newbies to try to use, but it's tougher than sword or unarmed etc.
And I might see if I can move that Necromancy altar somewhere else for now!"
http://projectgorgon.com/forum/support/773-the-problem-with-skills-requiring-consumables-conditions#5265

Item Inscription & Crafting Marks

The creator's name shows up on items and isn't removable. You can also inscribe a message onto items, which can be removed by someone with equal or higher Calligraphy skill than the inscriber. But that doesn't remove the creator's name, just the inscription.
http://projectgorgon.com/forum/new-and-announcements/712-project-gorgon-questions-answers-town-hall-on-sunday-8-9-2015?start=30#5023

D&D + Pathfinder

"Hah! Well, I'm a big D&D nerd, yes. I play Pathfinder most weeks via Skype -- our table top group moved around the country so we make do with internet play, but it's still fun!
As far as affecting the game's design... eh, not too much, but I'm sure there's some stuff that has been borrowed by osmosis. One of things that I can most easily pinpoint is something that came from 4th edition D&D. That game has a monster-encounter model that's a bit like ours: your heroes fight a bunch of different monsters at once, not (usually) just one big dragon or something. And each monster has a couple of unique tricks that make it stand out, and those tricks often synergize to create different combat scenarios. I didn't intentionally ""steal"" that idea, but we'd been playing a lot of 4E at the time when development started, and I did like the feel of combat, so that probably bled into the game design from there.
RE: the face in the logo, that's Destriel, the demon lord, who we talked a lot about in the first Kickstarter, but I just realized we haven't mentioned in quite some time. Suffice it to say that he plays a big role in Project: Gorgon's main story arc!"
http://projectgorgon.com/forum/new-and-announcements/712-project-gorgon-questions-answers-town-hall-on-sunday-8-9-2015?start=30#4953

More PVP

"On PvP, we've talked about it a bunch in the past, so people who've been here a while already know the plans, but I guess we haven't discussed it during Kickstarter. This isn't really anything secret so I wanted to explain it before the town hall, so that people aren't unnecessarily disappointed.
In a nutshell: it's just not going to be a PvP-centric game. The social experience I'm hoping to cultivate isn't improved by PvP (in my opinion), and the game isn't balanced around the idea of PvP. And due to the low-structured nature of the game's combat, it will already take a LOT of work to make the game reasonably balanced for PvE... adding in good PvP balance just isn't happening, there isn't room in the schedule.
That said, there will be PvP... it just won't be a big focus. There's already a little PvP dungeon that you can find in the back of Serbule (in the mantis house IIRC). And I expect we'll eventually have basic game mechanics like duels, and some sort of simple PvP rewards mechanics (like arena events or dungeon scoreboards).
And while we won't be balancing toward PvP, I have already set things up so that I can nerf/change PvE abilities that are insanely broken in PvP without affecting their PvE effects. So my expectation in terms of PvP balance is: stuff will be very unbalanced and it's up to you to find a workable build, good luck, but I can nerf stuff that the PvP community agrees are more detrimental to the PvP game than they are helpful.
Will there be open-world forced PvP? Definitely not.
Will there be an opt-in PvP flag (like the Hardcore flag)? Maybe... I'm not ruling it out, but it's not in the plans at the moment. If we have enough people to form a viable PvP community, it might make more sense to open a second world with its own rules. (e.g. a FFA PK world, or maybe an honor-system world) We'll see what the community looks like as we get into beta and will decide then!"
http://projectgorgon.com/forum/new-and-announcements/712-project-gorgon-questions-answers-town-hall-on-sunday-8-9-2015?start=10#4878

Can I rename my character?

Sorry, we don't yet have a way to rename characters. Eventually! Just not yet.
http://projectgorgon.com/forum/support/697-regarding-usernames-and-character-names#4660

Gambling

Lore-wise (so to speak), the Red Wing mantis gang is supposed to own a casino near Eltibule. We do intend to add it eventually! You're free to gamble as long as it doesn't result in the transfer of real-world money or items.
http://projectgorgon.com/forum/general-gorgon-discussion/643-question-about-gambling#4573

Character Races at launch?

"The existing three races are the always-available ones. If you unlock the other races during beta, you'll keep those characters at launch, so it wouldn't make too much sense to re-lock the races on you.
So my immediate thought is that they'd stay unlocked indefinitely."
http://projectgorgon.com/forum/community-questions-answers/431-when-alpha-ends-will-there-be-a-reset?start=10#4462

Gourmand

For level 50+ content, Gourmand and food consumption is supposed to be increasingly important. You're supposed to basically always have a food effect on (unless you're using two healing skills... then maybe you can recover health without needing food, but you might need extra Power regen instead).
http://projectgorgon.com/forum/general-gorgon-discussion/660-feedback-7-28#4414

Equipment balance

" This is for newer players that don't know: despite being in development for years, I've done very little equipment balancing. Most numbers are just guesses, and most balancing is just putting out fires (fixing stuff that is grossly over- or under-powered, fix it!) That will continue to be the case for a while.
I know that combat numbers can change everything about a game. They can make a dungeon fun or un-fun. They can make or break entire play-styles. Good numbers can keep players playing and bad ones make them quit in frustration.
But unfortunately, ""getting the numbers right"" is literally the last part of the systems-development process. So expect lots of ups and downs in the coming year-plus of development! I really need your patience, open-mindedness, and vocal feedback to make it all work. Which you're delivering in threads like this. Thanks!"
http://projectgorgon.com/forum/general-gorgon-discussion/660-feedback-7-28#4414

Linux

"We do plan to support Linux! Earlier, Unity for Linux was just too buggy to justify foisting the game on players. But I've heard that Unity for Linux has gotten better now in Unity 5, so the big bottleneck now is my time: I haven't had time to get a decent Linux gaming system setup to figure out why our native patcher program broke a year or so ago. (My old linux machine died.)
We still generate Linux binaries every time we do an update, which is what shardragon's patcher is downloading, so that should keep working until we do Steam integration. After that we'll need to do the Steam for Linux integration, which is a little quirkier than the the Steam for PC integration, so I don't know what the time table will be there, but it will happen."
http://projectgorgon.com/forum/support/77-project-gorgon-on-linux#4355

Skill wipe at launch?

Yep, we'll have a way to map your current alpha game account to your Steam account. (Edit: and we don't plan to wipe skills for launch. We may reset some skills during development if needed, like we did for Fire Magic a while back, but that'd be a special case.)
http://projectgorgon.com/forum/new-and-announcements/633-project-gorgon-kickstarter-campaign-is-now-live?start=10#4312

Animal Forms

"For people who haven't been here for years (when I blogged about the design goals), I wanted to explain the original intent of the animal forms. The ""pig potions"" and ""deer potions"" (and the curative potions!) were intended to be alpha-test items only. (That's why they say ""test potion"" on them.) As originally designed, pig is supposed to be pretty hard to stumble into ... until you reach the first boss in the late-game area, the Crone Hegemony. At that point, it's supposed to be an out-of-the-blue thing. ""Ohhh shit. We screwed up fighting that boss, and we're totally screwed unless somebody can help... and if nobody can help me, I guess we'll have to make the best of it."" I hadn't intended many players to stay in animal-curse forms for long-term. They also weren't especially deep. I implemented cow, pig, and deer all in three days. They had a half-dozen abilities each, just enough to fill the ability bar.
The cow curse was in the tutorial cave because I was testing the curse system and needed a convenient place for it. I hadn't really intended the cow curse to be a low-level animal curse at all. But because it was so accessible, lots of players tried it out, and they liked it. So we added custom gear and did several tuning passes on the abilities to make them more fun.
However, now that the cow curse is out of the newbie dungeon, a lot fewer people seem to be ending up as cows. Which is fine! (Out of sight, out of mind.) But it may mean that these curses would work better as originally designed: a surprise ""gotcha"" curse to foist on high-level group players.
So that's a third possibility: maybe these animal forms don't go past 50 at all. They might just be tuned so that they are useful around the range the curse comes on. (For instance, if the cow boss is level 30, then the cow's power would effectively start at 20 or so, so that you have enough range to level up and break the curse, but not a full game's worth of levels.)
The up side of this is that they AREN'T commonplace. That's okay -- not every player has to experience everything in the game. And because they aren't commonplace, it'd be a lot more shocking, funny, memorable, and concerning when your friend gets turned into a cow after a party wipe.
I'm not saying that's the thing to do here -- I'm not even really leaning that way. But it's another thing to think about.
And a FOURTH thing to consider here: we can always make these ""races"". Players are generally okay with making permanent decisions during character creation, so we could just have a Cow race, a Pig race, etc. To unlock the race, you'd need to level the curse form to 50, or something like that. Then you could roll an alt of that type.
Just another option to consider.
Lots of people here say they don't want to roll alts, but I also get a fair amount of feedback from people who WANT to roll alts, and think the current game doesn't do enough to encourage it. Alt-aholics are not uncommon, and new variant ways to play aren't a bad thing..."
http://projectgorgon.com/forum/general-gorgon-discussion/611-permanent-spider-cows?start=30#4241

Animal Forms 2

"I'd kinda been imagining the animal-curse forms as something for alts, really, or for players who only want to experience the game in an ""outcast"" state. To me, the attraction to the animal forms is NOT being a human. It's basically playing the game on hard mode, to some extent. Maybe that's the fundamental problem -- maybe people are attracted to the animal forms for different reasons than I expect. I kind of got that impression when I heard people asking to make cow form a toggle ability.
I think permanence is a useful step toward making the animal forms fun, because it gives me more balance room to be creative. I want to be able to give these forms some crazy powers and abilities, like giving cows the ability to let other players ride them... sure, why not (when we eventually have the tech for that)? But I can't do that if it's trivial to switch into/out of cow form. It's one thing for somebody to play a cow to high level and get that as a reward, it's another thing for literally every player to be able to carry other players as a mount.
Or a less dramatic example -- I want to let player-spiders waltz past monster-spiders, even bosses. But if anybody can just poof into a spider, that's less a spider-player-reward, and more a trick to avoid spiders that any player can use. It lessens the impact, and just becomes a potential balance problem if everybody can do it.
I'm not sure if I'm being very coherent here, but I guess to reiterate: permanent choices are useful in a game where you can otherwise have all the skills. It's a way to gate powers so that they aren't available to anyone else.
So the reason I haven't added a lot of unique stuff for the animal forms (aside from lacking tech for a lot of my crazy ideas) is because those animal forms are too easy to get at this point. (And I kinda regret giving Druids the Deer form -- it makes the deer ""curse"" much less unique. If I give deer cool special tricks right now, I'm also giving every druid those tricks. Which in turn means I can't give the druid line itself as many cool tricks, because then they'd have too many. I may end up taking deer form out of there... or not, I dunno.)
But yeah, the down sides of not having hands are pretty severe. I'd assumed that perma-animals would have a method to become true humanoids for a few minutes at a time (so they'd have hands), but that wouldn't be a viable way to e.g. level Carpentry for more than a few levels. It would let you fix small mistakes, though.
Oxlazr - thanks for the ideas! Good stuff there. In that vein, I also want to eventually give the animal forms specialty movement tricks. Deer will have ridiculous jumping power as they level up higher and higher. Cows will (someday) be able to act as mounts. Spiders ... might be able to walk on water. (I'd like to let them walk on walls, but the tech just won't be happening, I think.) For pigs, I'd been imagining a power called Piggieport -- a short-distance teleport. These tricks may not be completely unique, but the animals would have the easiest access to them.
Yes, there will be a couple other skills that don't require hands. Dickweed skill is the pure-taunt skill (which I'm not sure if it'll ever actually make it into the game... other skills like Psychology kinda stole its thunder). Dark Geologists just need special headgear, which could be available in special form to animals. And there may be others."
http://projectgorgon.com/forum/general-gorgon-discussion/611-permanent-spider-cows#4132

Lore Levels

"One thing that surprises me is the concern about Lore levels... on paper here, most players should have a lore < 10. There have been exploits and bugs that let you get repeatable Lore boosts, but those are irrelevant for balance purposes. Are people really grinding Lore @1xp to the point that it's an important stat?
Speaking of which, I think the Lore XP for doing words of power was probably a mistake. Lore is supposed to be a reward for interacting with items as you explore, and really that's the only way I want people to level it. So I'll probably remove all repeatable sources of Lore (just as there aren't repeatable sources of Notoriety, for instance). It's tricky to fix old accounts, because Lore is one of the oldest skills in the game and wasn't coded in a way that lets me easily recalculate it. I realized my mistake in time for skills like Notoriety -- if I want to recalculate Notoriety levels, I can do so pretty easily. But for now, broken Lore levels will have to stay broken, until I have time to fix things up more. (I may end up just wiping all Lore levels, if that's what it takes -- but even that isn't completely seamless, because you wouldn't be able to re-get some of the existing Lore sources, so I have to find a way to fix all of that.)"
http://projectgorgon.com/forum/general-gorgon-discussion/608-feedback-7-14?start=10#4131

Group Roles?

"On group roles -- I don't have a ""vision"", a hard and fast rule on group composition. I think the trinity is not very popular among players -- except the DPS part. I also feel like Project: Gorgon is the sort of game where things should be more fluid than that, with different tasks being important at different times.
So I've tried a lot of different things in different dungeons and encounters. Tanking for bosses is definitely supposed to be useful, and healing others needs to be a useful role, but in dungeons I also want Rage management to be an important group role, and dedicated crowd control to be important too. (People do have two skills each, so theoretically a three-person group could handle six roles, right? ... theoretically, anyway!)
I also think there's lots of other roles that might be fun to emphasize in the game. For instance, in Borghild there's very intentionally a role for a high-DPS ranged-attacker (fire magic or archery); the floating death heads are cake for a fire mage but very dangerous to meleers. In Winter Nexus I tried to make it more obvious that you need Rage management. And so on.
But there's so few people running the dungeons in level-appropriate groups that I haven't usually gotten a good feel for how well the mechanics work. The problem with having high-level players try stuff out is that when you crank the DPS up enough, all roles are irrelevant because the monster dies in 2 seconds. (This is exacerbated by bad equipment balance, etc.) So it's been hard to get much test data for those ideas, not only to see what works mechanics-wise, but what players think would be fun roles."
http://projectgorgon.com/forum/general-gorgon-discussion/608-feedback-7-14#4118

Power Levels & Balance

"In the mid levels, balancing around blue gear is actually supposed to be tough! I mean, does the average player find nine useful 40s-level blues? Without buying used stuff, I kinda doubt it. But they'll have some purples from their 30s, say, which they keep using for 20 levels because they're so awesome. And they'll find that one combination of three blues that gives them a huge leg up.
It's an organic process, or at least it's supposed to be, with several ""eureka"" moments when you get gear sets working together and suddenly you feel amazing. I think that's a really important thing, and something that a lot of MMOs miss out on because they have such smooth gear progression that you barely notice the difference between one piece of gear and the next. In Gorgon, as you're leveling up, you're supposed to power up in leaps and bounds. That means at some levels you'll feel underpowered and need to rely on auxiliary powers (mushroom bombs, glyphs, etc.). At other times you'll be kicking ass and murdering things well above your level. Because that's fun!
So really ""balancing for blues"" is kind of meaningless. The real goal is to balance it so that you have that fun moment of finding synergistic gear, every few levels. My guess is that at level 50 a lot of players will be using purples they found in their 30s. That's fine -- gear intentionally has a long shelf life that way."
http://projectgorgon.com/forum/general-gorgon-discussion/602-does-the-game-need-to-be-balanced-around-an-average-set-of-blues?start=10#4081

Hand-me-downs

"And this is a generous community that has been willing to help each other power up, often giving away gear for free. And the NPC vending system makes hand-me-downs very easy to come by. And the more powerful you get, the easier you can get your own gear.
Now imagine that the game has launched, it's reasonably successful, and there are 500 players online at any given time (that's about half of a single WoW server's population). The quality of hand-me-downs will drop dramatically! There will still be lucky players who find amazing stuff in the Used tab, but more often than not they'll just see other newbies' junk. And even the most generous veteran won't be able to provide hand-me-downs for everybody.
Plus, the game will go to level 125, so most high-level players will be farming stuff in that level range. That means their excess items won't be helping newbies anyway -- the level requirements would be far too high.
So the question is, how powerful would you be right now if you never got any help? If you can get past a certain power point, it becomes a lot easier to get gear. (When you can solo the Nexus, for instance.) But would you have gotten to that point? I don't think so."
http://projectgorgon.com/forum/general-gorgon-discussion/602-does-the-game-need-to-be-balanced-around-an-average-set-of-blues?start=10#4079

Max Levels

"You'll raise skills up to 125 eventually, but the monsters will go all the way to 150. Those extra 25 levels come from finding better and better gear. And you'll likely be giving hand-me-downs to your guild mates at that level, helping them build sets and catch up in power just as you are now.
So yes, the end game IS in fact balanced around purples! But the mid-game needs to be balanced around what I expect will be the average loot haul, which is blues."
http://projectgorgon.com/forum/general-gorgon-discussion/602-does-the-game-need-to-be-balanced-around-an-average-set-of-blues?start=10#4079

Will Dancing be linked to performance?

It will be! Just haven't gotten to it yet :)
http://projectgorgon.com/forum/support/594-dancing-skill#3978

Necromancer Bone Form, Vampirism

"There's a bone-form planned for late-level Necromancers, which is technically an undead form, but nothing too exciting in terms of crazy rules.
I'm hoping we have time to do Vampirism too, and possibly others like lichdom, with more intricate rules. I agree that doing something like ""you die if you go outside during the day"" isn't really playable. Though catching on fire during the day sounds hilarious. But it'd need to be weak enough that you could overcome it with equipment or fire-resistance potions etc. You'd also probably have a damage debuff outdoors in the sun, and maybe be repulsive to some NPCs.
My current plan for the whole ""blood drinking"" thing is to do it offline. (Your ""hang out"" is always ""prowl for blood in a psychotic frenzy"", which means you can't ever do NPCs' hang out options... that's just a weakness of the skill set.)
After you log off, a monster version of your character can appear around town at night, trying to kill hapless players. (It would look like you, but not necessarily have all your stats and equipment... probably would scale depending on where you logged off.) If your monstrous version gets killed, you'd log in with a Headache debuff or something. If it managed to kill somebody, you get a buff when you log in instead.
This might have other effects, too. For instance, sometimes NPCs might give you the cold shoulder some days because ""I saw what you did last night... you're a monster!"" and you have to use Vampiric Hypnotism to be able to interact with them again. There's lots of places to take it... depending on what ends up seeming fun.
But I don't actually know if/when we'll get around to undead forms... it may be something that ends up in an expansion after the game ships."
http://projectgorgon.com/forum/support/592-necromancy-forms#3968

Community Stat

"Humans have an internal stat called Community. (Well actually all players do, but it only has gameplay meaning for humans right now.)
If you're around other players (real players, not NPCs), your community stat will slowly go up. It doesn't matter if they're human or not, just that they're real players. Going into dungeons together or just standing around in town with other players work. When your community level is high you earn +1% XP. You'll see a little icon on the top right of your status bar.
When you play by yourself for a while your community goes down. If it gets to rock bottom you earn -1% XP. There's a little icon for that too.
Human NPCs know when your community value is low, and if they're Friends, they'll cheer you up a little, just high enough that you don't lose XP anymore for a while. (This is a special case of the rule that it has to be real players!)
The XP amounts are so tiny that it doesn't really matter at this stage, you can ignore it. But at higher level you'll have the ability to opt in to more racial options, one of which is higher bonuses/bigger penalties for high/low community score"
http://projectgorgon.com/forum/general-gorgon-discussion/570-why-did-the-npc-helena-give-me-a-hug-and-then-said-i-have-raised-to-level-11#3812

Exact Crafting Results

"First off, I have to say ""no"" to one suggestion here: we're not going to add the ability to dial in an exact set of enchantments when crafting. That would make random loot obsolete. It wouldn't matter how slow or tedious it is to craft, either. This is just the way that players think: they'd see the perfect ideal, realize it will take hundreds of hours to craft it, and either give up and quit or start grinding away... but in neither case would they work for loot gear if there's a way to get non-random gear. To players, random is always less appealing than non-random. It's not logic, it's psychology.
Random loot is critical to the success of the game, so we'll never be obsoleting loot by making crafted gear completely non-random. The AMOUNT of randomness in both looting and crafting, however, will go up and down as we tweak things.
I had a long post explaining how looting and crafting are intended to live together, but I just don't have time to polish it up right now. Let me try to summarize. The basic idea is that crafting has two advantages: crafted items can fit niches better than looted items (for instance, evasion gear might be ideal for certain combat roles... when those roles exist), and crafted augments work on both looted and crafted items.
The niches are problematic because I haven't managed to make any of the niche armors compelling yet. It's hard to make some of them interesting at this low level (for instance, the Evasion armor has mediocre evasion chances at level 50, but much higher at level 125). Others are just victims of how the game's combat meta keeps evolving. I honestly don't know if I'll be able to make any of the niche armors compelling until late beta, when the combat is more locked down. But if you have ideas, I'm interested!
Augments are a big deal. Not just the oils, but all the ways that will come. There will be a lot of different systems to alter, adjust, and repurpose items. This is a place that crafting can really shine without detracting from random loot, and I intend to make heavy use of it. I suspect that for most players, crafting new items will be less important than crafting augments and modifiers (at high level -- again, it's hard to make those augments useful at low level).
That's not to say that I want the crafted items to be useless -- and really, they aren't useless now. They're quite powerful! And if you've crafted a few hundred recipes, I'm 100% confident that you'd be able to defeat any existing solo content in the game, including the werewolf den. It may not be what you want, but I don't consider it junk, is my point.
I realize junk is in the eye of the beholder: it's garbage to you unless it's better than the best looted item you've ever found. But that will only be possible when you haven't found really amazing loot items. (That's randomness for you.)
It's also important to realize that some of the bosses, like Sedgewick, have given out really overpowered stuff in the past. For many months, the major bosses were dropping legendaries like party favors. And before the last update, the werewolf matriarchs were dumping out 300% more treasure than intended -- and all of it magical. That's not indicative of the intended balance... people aren't supposed to be walking around with a half-dozen Legendaries at level 50! I haven't worried about this boss-equipment inflation, though, because level 50 is just a mid-tier in the game. It will work itself out as we add more levels.
I also don't want crafting to be boring, but it's hard to fix that. It already takes less time to acquire decent gear with crafting than farming solo monsters (except for some buggy monsters that gave out too much loot! And ignoring grouping, which is supposed to be more efficient than any solo activity)... but it's tedious. I don't have an easy answer for that.
I don't want to make it faster to craft items -- it's already fast enough in general. I just want to make it more fun. But I don't want to add timed mechanics to it, and without timed adversarial mechanics it's hard to make it more engaging. (I don't want crafting to be timed because it's supposed to require less attentiveness than combat. In other words, it's a thing to do during down time, not Combat version 2. I think that ""combat-crafting"", as it's called in some MMOs, is only fun at first, and then it bogs down the socialization and relaxation aspects of crafting.)
So I'd love to get people brainstorming on how to make crafting more engaging, without it taking more time, and without turning it into quick-time-event type stuff.
The original intent of the survey system was that people should work together to do them. For instance you and your guild mates would all crank out maps while chatting in town, and then you'd sort them based on which quadrant of the map they were in. Each person takes all the maps for one quadrant, and you'd really reduce the amount of running-around-time. I don't know if this idea works yet, because 1) we don't have guilds yet, 2) trading items is tedious without a trade GUI, 3) inventory management still sucks, and 4) there aren't a lot of players online to work with. So I'm not saying it's a failure... I just don't know. It's too early to tell if the social aspect can be fun or not. But it's something to keep in mind.
I have some more explanation and examples that I'll post when I can. I've dumped a lot of stuff in here without a lot of details, for which I apologize!
Oh, about random resource drops, those are used for inventory and cash control. Right now deer have about 1-in-4 chances of giving an antler (combining the chances of getting one as a drop and finding one when butchering). If they dropped antlers every time, antlers would be worth 1/4th the current amount and recipes would require 4x as many! Even if they stacked quite high, that sort of proliferation of resources puts added pressure on inventory management, and inventory management is already tight enough.
There's some interesting pros and cons to random resource drops, though... but I've already gone off on enough tangents. Bottom line, I think random drops are fine. The devil is in the details, though. Some random drops are too rare, and some recipes require way too many of them for no good reason. The fur coat shouldn't require six tufts of fur, for instance!
So I talked about a dozen things here... let me sum up. The following things are especially helpful to brainstorm and discuss:

niches/builds/setups that specialty crafted gear recipes can fill. (These are hard to pin down while combat is still so fluid, but brainstorming is always helpful so I have notions of where to take it.) ways to make crafting less tedious, WITHOUT making it take significantly less time, and without adding time-sensitive mechanics.

please feel free to point out recipes that have seemingly-absurd resource requirements!"
http://projectgorgon.com/forum/general-gorgon-discussion/556-random-drops?start=10#3716

Text Objectives

At this alpha stage players are just going to have to look past some things like muddy text objectives. The landscape of Serbule has changed so many times, and will continue to change several more times, that the careful text directions (and even cardinal directions!) get obsolete VERY quickly after I add it. It makes no sense to add that sort of detail now. But it will be added when the landscape is finalized.
http://projectgorgon.com/forum/general-gorgon-discussion/543-quality-of-life-issues#3558

Dragons & Racial Traits

"If you can be a dragon, it'd be a temporary form. Dragons are so large that they would need their own towns, and would have the whole ""cows can't talk to NPCs"" problem at an entirely different scale. I know there was that one game that let you play as a dragon, did they let you be full size ones, though? I mean, dragons in the Project: Gorgon world are bigger than most of the houses in Serbule...
Each actual race (human/elf/rakshasa/fairy/orc) will have their own racial mechanics. You can see a little bit of that already for the three existing races. They have very small benefits and weaknesses to start, but as you level there will be more opt-in chances to dig deeper into their racial background, unlocking more racial benefits but also taking on new racial requirements.
The other two races, fairy and orc, will have racial features too, but they won't be optional. They'll just throw you into the deep end with all the racial stuff active immediately. For that reason, they won't be available to newbies -- you'll have to unlock the races by completing quests in-game."
http://projectgorgon.com/forum/general-gorgon-discussion/526-what-are-the-planned-races-for-project-gorgon?start=10#3553

NPC movement

NPCs will have the ability to do different things at different times of day, but I haven't decided what they'll actually do differently yet. Most vendors and shopkeepers will stay in their store through the night, ignoring the day/night cycle. But NPCs like Blanche and Rita might head to their homes and sleep. Or, head to Joeh's leather party... or whatever. I'll have to experiment and see what behaviors are fun and also cost-effective to implement.
http://projectgorgon.com/forum/general-gorgon-discussion/503-about-the-announced-changes#3372

Potential Skills & Player Feedback

"You mention the skills, do you mean how individual skills will play out, or more generally how skills advance?
I'm hesitant to give the specifics of too many upcoming skills because they tend to get merged and altered as I implement them -- sometimes becoming multiple skills, sometimes (really, most of the time) getting condensed down into fewer skills with more meat. I want to have hundreds of skills, but I want them to be more than just a number. We do have some ""just a number"" skills like the various Anatomy skills, so it's obviously not a hard and fast rule, but when I'm adding new skills I'm trying to see what abilities, recipes, and special features can be tied into it. And vice versa -- when I add new gameplay features, I try to see what skills can map to it!
So in that way player feedback does drive the skills. For instance, players have mentioned a few NPC features, like being able to see what's in their various storage chests without having to run around the world. Or to see what Hangout options are currently available to them. I plan to add these sorts of features and tie them to new skills -- skills I haven't really invented yet.
But for others, I have a list of skills I want to see happen. Most of them are not very fleshed out until I start implementing them. I had more design docs years ago, but they're all obsolete now since the game has changed so much as it's developed, so all that's really still around is the ideas. To show just how little is really designed about some of these skills, here's the notes for one of them:
- Illusionist! You could shoot fireballs, but only sentient monsters would believe the illusion and catch on fire. And of course there'd be a Mirror Image ability -- description would say ""creates a duplicate so similar to you that only a shrewd observer would notice the difference"". But actually the mirror image would have some random difference from you, like a different skin tone, different armor, different sex, etc., so often it would be very obvious they aren't the same person. If you select them, their name would be the player's name, but just one letter changed. They would run around behind the player shouting one of the comments the player recently made in chat, like an annoying parrot.
That's all I've got for Illusionist -- a couple of cute things that would be fun to see in game.
When it comes time to work it up, I'll sit down and figure out how it fits with other skills. That's if it ever gets into the game... if there are other better ideas, they tend to come first. And ideas like the one above often get merged in with some other skill -- I'll grab these old ideas when I'm trying to flesh something out. But lots of them just won't make it into the game before launch because there's only so much time!
Sometimes I add new skills specifically to help me flesh out part of the game engine or gameplay experience. I'm thinking of adding the Osteomancy skill -- bone magic -- as a useful low-tier skill that leads you to other skills like Necromancy. So in that case it's not because Osteomancy sounds more fun, but that it fits a need.
Speaking generally about skills, the basic idea is that most skills go to 125, but after level 50 you need to unlock further advancement by completing various quests. So you'll do a quest to unlock 50 to 60, and a quest to unlock 60 to 70, etc. Most skills will have branching sub-skills that unlock after level 50. For instance, at level 65 or so, a Staff Fighter could unlock Spear Fighter. Spear skill uses many of the same abilities from Staff, but also some new ones. That's also how dual-wielding swords would work, and magic-wand usage, and lots of other stuff: sub-skills.
There are also going to be sub-skills for the craft skills -- skills like Leatherworking let you create some basic leather suits, but the fancier pieces of equipment need more specialized skills. For instance the best leather helms might be made via Haberdashery.
The point of sub-skills is to help players differentiate themselves from one another. I expect to have so many skills that it's not really plausible to have all of them maxed out. At least, not for years! The first part of each skill (up to 50-ish) is pretty fast, but advancing beyond that takes more time: the XP requirements are higher, and you also have to do quests to unlock further advancement. So this is why high level sword fighters may be extremely different from one another, and high leather armor crafters might have very different products for sale, etc.
Hmm, hard to give too much in the way of specifics without more idea of what you're asking. If you have specific questions I can try to answer them!"
http://projectgorgon.com/forum/general-gorgon-discussion/492-maybe-an-idea-of-how-citan-sees-how-the-game#3307

Equipment slots for Pets

"Heh! Well I would love to do equipment slots for pets, but it's mostly an art budget thing. They can't wear normal armor so they have to be crafted per pet. And the store-bought 3rd party animals we use aren't actually rigged for wearing armor anyway (the cow and the wolf are custom models and can wear armor, but the deer and pig and cat are store-bought and can't really be augmented too much). So it will depend on how much of an art budget we can drum up when we're on Steam to see what sort of things like that are feasible for launch.
That said, we do have a bunch of plans for pets. Animal Handlers will be able to practice animal husbandry, breeding animals to get stronger and more interesting offspring. And sometimes discovering entirely new art styles for pets.
We'll also probably end up with some non-visual equipment slots (tail rings?), and possibly something silly like hats. (We can ""glue"" some items onto the models, like the top-hats on the mantises, if the art is very carefully done so that it doesn't intersect with the animal's animations.)
Some of the other ""pet"" skills that haven't been added yet will also work a bit differently. Demon summoning, for instance, involves a live sentient demon from another dimension. When you summon your demon they'll be wearing whatever they happened to be wearing when you summoned them -- usually some armor but sometimes you catch them at a bad moment! And some have better fashion sense than others..."
http://projectgorgon.com/forum/support/481-pet-idea#3272

Group XP

"Yep, group XP is split amongst nearby group members, and the XP should already be getting a bonus based on the group size. The current numbers are:
1 person: 100% of the monster's XP value
2 people: 125% total (split two ways)
3 people: 133% total
4 people: 150% total
5 people: 166% total
6 people: 175% total
7 people: 190% total
8-10 people: 200% total
So it's not a huge amount, but should be noticeable! Instead of further raising the percentages, I've been thinking there might be a support role in there, like the bard class might literally boost that XP group bonus, or something like that.
Only nearby group members count, so people that are far away from the combat shouldn't get a split (and shouldn't count towards the number of group members, above)."
http://projectgorgon.com/forum/support/460-benefits-for-what-makes-this-game-great-socializing-and-community-aka-grouping#3157

Behavior Badges.

"I think they've all been mentioned at one point or another in the patch notes, so it's not exactly a secret... I mean, it's never mentioned in-game, but it's something that could find its way into the wiki.
I like the notion of keeping them secret so players can have the fun of discovering them, but I also need people to test the badge system, so... at this moment, the possible behavior badges are:
Pacifist
Vegetarian
Vegan
Hunger Artist
Teleportation Denier
Nudist
Jewelry Refuser
Hatless
Shirtless
Pantsless
Shoeless
Beltless
These have all been in game for many months, but I've never gotten any feedback on them. This makes sense, given that most of these are voluntary ways to make the game harder, and this being alpha, not a lot of people want to do that. But if there are people who want to try them out, let me know when you have the badge on your character!
(I might keep the next batch of badges a secret if these seem to work without a hitch.)"
http://projectgorgon.com/forum/general-gorgon-discussion/414-is-there-a-list-of-behavior-badges#2915

Roadmap Goals (Before Kickstarter)

"In terms of big-picture details:
the eventual game will have 125 levels (the current 50 levels are the newbie levels, basically)
there will be at least three times the number of dungeons and land areas (and hopefully a fair bit more than that)
over 200 skills (we have 100 now.)
There are six playable races planned, including some unique racial skills and other content for each
Many user-interface elements are slated for overhaul, including the inventory and chat windows
The game will also have day/night cycles and dynamic weather, among other niceties that haven't made it into the game yet!"
http://projectgorgon.com/forum/community-questions-answers/429-is-there-a-road-map-document#2913

Bipedal wolf

"RE: bipedal wolf form -- I don't have plans for a bipedal form for player werewolves. I feel like the Skyrim-style wolf form is kinda overdone, personally. But more importantly than that, it makes it much harder for players to understand the drawbacks of the form. ""What do you mean I can't chop wood?! These hands could easily hold an axe!""
The wolf-form also helps reinforce the benefits of pack behavior, because we have images of wolves hunting in packs, whereas bipedal werewolves tend to be ""lone wolves"" in fiction.
I could definitely imagine adding a bipedal form for top-level werewolves as unlockable expansion content, but the ""vanilla"" werewolf experience is going to be a quadrupedal form."
http://projectgorgon.com/forum/general-gorgon-discussion/419-werewolf-discussion?start=10#2893

Full Moon

"my goal for the full moon has always been for it to become a time of celebration, not a time of being pissed off. One step towards that is howling -- werewolves who Howl together in a pack get much better bonuses than ones who Howl alone, and naturally it'd be easiest to get a large howling group together during the full moon. But given the small number of players online right now, that sort of mechanic doesn't really come through too well yet.
I'm working out the details on another full-moon mechanic which will be for level 50+ werewolves.
Basically, during the full moon you'll have access to a bunch of tasks. Things like ""kill 50 orcs"" or ""eat 100 corpses"" or ""kill the Scion of Norala"". For each of those you complete, you'll get a point to spend on special werewolf buffs that will last until the next full moon. So, for instance, if you have three points you can buy ""+25 Max Health""; if you have 5 points you can by ""+50 Max Health"" (or if you have 8 points you could buy both!). Other things ""for sale"" include some run-speed abilities, enhanced versions of a few werewolf powers, and similar things. Maybe the ability to be ignored by monster-wolves would be something you can buy, too.
I think the fun part of being a werewolf during the full moon is hunting together with other wolves, running in a terrifying pack of doom. So this change is intended to give werewolves something to strive toward during the full moon so that they have reasons to hunt together.
When you can run around as a large pack and take advantage of Howling and Pack Attack and these special quests, then hopefully it will start to be a uniquely fun time, where you stop doing your usual things and start doing special werewolf stuff with the other wolves.
That's the goal, anyway, and we'll keep iterating things until we get there!"
http://projectgorgon.com/forum/general-gorgon-discussion/419-werewolf-discussion#2869

High Level Gear w/ Low skills

BTW I have a to-do list item to make high-level gear not work when you're level-cap-exceeded (so that you can't use level 50 sword items when you're raising a level 1 combat skill). That will be a stop-gap solution, and eventually the items will "degrade" automatically when possible, so that your gear effectively becomes a lower-level piece of equipment when possible. But that part's way down the road.
http://projectgorgon.com/forum/general-gorgon-discussion/410-the-great-gear-gap#2782

Vendor Sorting

We'll eventually have some more tools for refining the list (e.g. filtering by equipment slot, etc.), but in the short term, the suggested "is it wearable at all" checkbox was pretty easy to add, so I added it for the upcoming patch. Thanks for the suggestion!
http://projectgorgon.com/forum/general-gorgon-discussion/395-usable-check-box-in-buy-windows#2766

Animal Forms

"We don't want to make it easier to switch -- in fact it will become harder to switch animal forms eventually. Keep in mind that a lot of the stuff like pig/deer potions are temporary. And the cow curse won't always be as easily accessible as it is now -- it won't always be in the tutorial dungeon!
I know werewolves and druids have it ""easy"" with wolf and deer forms, but they've taken on permanent character-altering obligations that can never be undone, which is the down side of those skills. So we might add more tools to let the other animal forms change, but only if the player makes a permanent decision that's related.
And actually, the spider one is planned out -- players will be able to complete a ritual to become servants of Akhisa, the god of spiders and patience. For cow and pig forms, I don't have anything planned... and none of the 37 gods is particularly cow-themed. But if you have ideas, I'm all ears!
Lastly, as Mortitia mentioned, we've been slowly giving the animal forms more accessibility. NPCs that are outside of towns are generally okay with talking to animals in any form, and I've been adding animal-form access quests to newer in-town NPCs when time permits. There will always be some NPCs you just can't talk to, but in the final game you'll be able to talk to more of them than not."
http://projectgorgon.com/forum/general-gorgon-discussion/403-more-cursed-cows#2764

Asheron's Call?

"Sandra and I worked on it, yep! We weren't on the original development team -- we just loved the game and so we dropped everything and went to work for Turbine. That led to working on the AC1 expansions and live updates.
Sandra became the live-update producer for Asheron's Call for many years. (She was ""srand"".) I instead wanted to ""save"" Asheron's Call 2, and so I'm mostly known for my time with that game.
(I was the live-update producer for AC2 for a year or two.)"
http://projectgorgon.com/forum/general-gorgon-discussion/400-i-was-wondering#2763

Dungeon Chests

I think the chests are important for solo players, because they otherwise have very little motivation to explore solo dungeons (rather than wander outside where it's generally much safer). There needs to be "stuff" for them to find. But it's not my intention for the chest content to outshadow other sources of equipment.
http://projectgorgon.com/forum/general-gorgon-discussion/397-another-my-thoughts-on-the-update-topic?start=10#2718

Crafting & Balance

"On randomness -- there will never be a ""make your own perfect item recipe system"". A big part of Gorgon is working with the equipment you find, which is often imperfect -- and which may lead you to use different abilities than you otherwise would, for instance. So crafted items will always have a large randomness element. At higher levels you'll have lots of ways to guide the randomness, much as you do with gems in the existing recipes, but not remove it.
On grinding -- the thing is, the early game (including level 50) is balanced around fairly low gear standards, compared to what you're talking about in this thread. If you make it your goal to find a piece of gear with exactly x, y, z, and w attributes, then yeah that's going to be insanely tedious because of the randomness. But, of course, that specific piece of gear would likely make you INSANELY OVERPOWERED for the existing content, so that's kind of intentional. :)
This is a tricky thing to talk about because a lot of people do have insanely overpowered gear sets at the moment, because they've been at level 50 a while and there's nothing to do but find better gear. But in the final game, level 50 is not a level where people are going to stay for months at a time. (It's a slow level, because you have to complete quests to unlock level 51, so players may be at level 50 for, I dunno, a week? But not months.)
So I'm not balancing these low-level crafting systems around making super perfect gear. (Level 50 is ""low-level"" in the larger scheme of the game.) I don't want level 50 crafting recipes to be useless, but I also don't want it to be easy to get perfect equipment out of them. I want it to be pretty painless to get ""good"" gear, maybe with a couple of specific abilities. (In other words, good blue gear -- items with two relevant powers on it. That's what I balance level 50 content around: players wearing appropriate blue gear.)
If you're saying, ""then what's the point of crafting?! I already have good gear, I want PERFECT gear!"" ... well, to be really blunt, you've basically reached the game's content limit at this time. You've run into part of the reason I still call this an alpha, not a beta! You've already reached an extremely-grindy part of the game, not because I want people to be grinding thousands of gems at level 50, but because... there's nothing else to do.
I wish I could add more levels instantly, but I have to do a bunch of other stuff before rolling out the next batch of levels, so it will be months before the level cap is raised. In the mean time I'm trying to alleviate some of the grind by adding some of the higher-level skills now. The new augment oils are a good example -- they were originally slated for level 75, but I added them now to help people who are seeking ""perfect gear""."
http://projectgorgon.com/forum/general-gorgon-discussion/399-crafted-armor-randomization#2710

Food Spoilage (Not going to happen).

"Yeah we wouldn't do food spoilage, that's just too tedious. But it would sometimes be fun to do ""fresh ingredients"" recipes, if there was a way to do it without breaking stacking.
For instance, suppose you kill a dragon and get Fresh Dragon Meat -- if you grill it right there in the dungeon, in a makeshift barbecue celebration, the meal would be super fresh and give bigger rewards. But if you just wait a while, the ""Fresh Dragon Meat"" would become ""Dragon Meat"". It wouldn't degrade beyond that.
But as mentioned, I don't have a good tech approach for doing this that isn't annoying (due to breaking stacking), so that idea is on the back burner."
http://projectgorgon.com/forum/general-gorgon-discussion/394-food#2709

Dungeon Chests 2

"The chests in group dungeons (e.g. Nexus) are rewards for a group. People who can solo these dungeons, even surviving long enough to train to the chests, are simply overpowered. This will take care of itself in time! I can't balance everything at once, please bear with me. (In some cases, players are overpowered because they have gear that makes them level 60-equivalent... in those cases, the problem will be alleviated when the level cap is raised.)
The new crafting skills are intentionally diversifying. There will be a lot more craft skills in the future and you simply won't be able to do it all. That's just how it is, sorry."
http://projectgorgon.com/forum/general-gorgon-discussion/397-another-my-thoughts-on-the-update-topic#2674

Swapping Gear In-Fight

"Being able to switch your equipment during combat is just something I haven't gotten around to fixing yet, but it won't be possible in the final game. I made it very free form to protect newbies from frustrating scenarios like ""I'm trying to use Sword Slash, but my Sword isn't equipped... oh crap, and I can't equip it because combat's started! I just have to stand here and die!"" That sort of thing can be very disheartening. But I'll find a solution that protects brand new players without letting advanced players swap their entire wardrobe out mid-fight!
(And yeah, the idea behind the presets is you'd only switch out of combat -- possibly with a cooldown timer or something if that ends up being necessary.)"
http://projectgorgon.com/forum/general-gorgon-discussion/391-initial-impressions-suggestions#2670

Limited Ability Slots & Presets

"Not much to add except that I know not everybody likes having a limited slot system, but it's crucial to this game's design. With a game that's extremely free-form, where new skills and abilities can be added every month (and will!), it's only possible to even *hope* to balance it by restricting what verbs you have access to at any given moment.
I like giving each skill a broad range of possibilities -- broader than many other MMOs -- so that you have lots of interesting things to experiment and build with. But if every single new ability was always available for everyone using that skill, I'd really be hamstrung in the number and variety of abilities I could add.
In a few cases more slots wouldn't really make a huge difference, balance-wise -- like having another Wave ability available wouldn't really matter a lot; they are all tied to the same reset timer anyway. But in other setups (including some Mentalism setups), six is already stretching it -- and I kinda wish I'd kept it at 5. Not that I'm planning to take the sixth button back out again, but I'm definitely not adding any more!
Sometimes you just have to reorganize your bars for specific situations, like when you enter a dungeon. At high level you often need to change gear to meaningfully use other skills anyway. (This is an intentional design element so that the small number of ability slots mirrors the small number of equipment slots.) At some point in the distant future I expect there will be several Gear+Ability preset buttons available for each player, so you'll be able to swap into your soloing setup, or your group support setup, or your exploration setup, etc., with the push of a button."
http://projectgorgon.com/forum/general-gorgon-discussion/391-initial-impressions-suggestions#2667

Why does Unarmed have knockback abilities?

"Fighting more than one opponent. At mid-level and higher the game is balanced around the notion that you will be fighting at least two enemies at a time.
Unarmed is also a nice combination with ranged skills because of its knockbacks. Remember, you are NOT using just one skill. Your ""class"" consists of TWO active skills, not one.
Unarmed is a skill with many useful, cheap, but low-damaging abilities, which offer interesting combination points with lots of other skills."
http://projectgorgon.com/forum/general-gorgon-discussion/398-why-would-unarmed-have-a-knockback-skill-much-less-two#2665

Metal Armor Crafting?

"There will be an Armorsmithing skill which is a sub-skill of Blacksmithing. It's a high-level skill -- gotta have some fun stuff for higher-level players to unlock! Various weapon-smithing skills will also be sub-skills of Blacksmithing.
(Those skills won't show up until later this year when the level cap is raised.)"
http://projectgorgon.com/forum/general-gorgon-discussion/363-regarding-the-upcoming-changes-with-item-imbues-and-the-oils?start=20#2623

Globalized Resource-House.

"I wanted to mention another trading feature that's on the ""maybe get added"" list. The consignment system is sort of a boutique system for unique items, but that may become too tedious for ""resource"" type purchases. For instance, archers who want to buy thousands of arrows shouldn't have to go window-shopping. They should just be able to buy their arrows and get on with life.
So if that sort of bulk-sale ends up being problematic, we can add a globalized resource-house.
The unusual feature is that stuff you buy from the resource house can't be re-sold! The items will be flagged so that they can't be sold again. So if you buy a pack of arrows for $50, you can't turn around and put them back up for $100. This keeps super-rich players from manipulating the market too much.
(In fact, we might end up flagging consigned items this way, too -- we'll see.)
For people who want to do face-to-face trades, there'll always be a place for that (for instance, there'll be some specific crafted things that require face-to-face interaction), but I think ONLY having face-to-face transactions is too annoying for people trying to buy stuff at odd hours.
The goal is to find a middle ground where sellers can make decent money, but buyers aren't overly inconvenienced in finding what they want. So we'll see how things evolve, and try to make that goal happen."
http://projectgorgon.com/forum/general-gorgon-discussion/363-regarding-the-upcoming-changes-with-item-imbues-and-the-oils?start=10#2560

How do Golems work?

"The golem does one command every 5 seconds. It goes down the list of commands, starting at the first one, until it finds one that's ready to go (and whose Conditional is met). So if the first rule resets every 4.5 seconds, and has the ""Always"" Conditional, it will always be picked!
If you want to use the ""Always"" conditional for several different abilities, you should put the slower-reset command in front of the faster-reset command, so that the slower one gets picked whenever it's ready to be used.
If you want the golem to randomly pick between different abilities, use one of the randomizing Conditionals on the first rule. (Like ""50% of the time"". That will mean that it only picks the first rule 50% of the time.)"
http://projectgorgon.com/forum/general-gorgon-discussion/364-golem-commands#2558

Favorite Recipes

We'll eventually have a way to let you flag recipes as Favorite Recipes so that you can access them quickly, but that feature will be a ways down the road!
http://projectgorgon.com/forum/general-gorgon-discussion/365-a-few-things-myself-and-a-few-others-feel-need-fixed#2557

Auction House

"RE: auction house; it's been discussed in the forums a few times, so I don't want to repeat myself too much (because it's long) but in a nutshell we're not adding a global auction house, we're going to rely on consignments, and later, player-owned vendor stalls. It's intentional that players have to search around a little bit for what they want, maybe travel between a few towns (and eventually visit player shops/stalls).
This is a game that's supposed to be fun for crafters. (Not for auction-house junkies... for crafters. AH junkies have plenty of games to play, but crafters have very few.) It's also supposed to be fun for non-crafters, obviously, but those goals have to be more balanced than they are in most MMOs. An auction house isn't balanced at all: an auction house depletes the fun of crafters in order to give buyers an easier time. It forces every single crafter to compete with every other crafter in the whole universe. In most MMOs, this means that by year 2 or so, crafters literally make no money on most sales -- they just hope to recoup their costs. It's the antithesis of fun.
Obviously crafters will have to compete at some level, but the consignment system at least breaks things up a bit by geography. As the world gets larger, that will add another angle to the shopping system. (We'll also be adding ways for crafters to compete on things besides price and geography... but those are big parts of the equation.)
That's the short explanation.
My hope is that we can evolve the consignment systems to the point where it's easy to use and understand, and players can use those as ""localized auction houses"" for selling rare items or expensive crafted things. Buyers won't always get the best price or have the entire world's selection at their fingertips, but they won't be stuck screaming ""WTB blah blah blah"" either.
If your concern is that the reason there's not a lot of trade in-game right now specifically because of a lack of a global-type auction house... probably not. There's only one city in the game, so at this point, the consignment system is practically an auction house as it is.
There are lots of things that need to happen before the game's trade economy flourishes, including:
- having more levels (because nobody under level 40 is going to buy anything expensive on consignment... it makes no sense, the levels go by too fast)
- having more players online (when there's like twenty people online, everybody knows everybody else, people are happy to just give their stuff away at this stage)
- better consignment searching tools (when one NPC has hundreds of consignment items, the existing system will be completely unusable... but at this point, it's not a high priority task)
- commodity-style items worth trading (and too time-consuming to just make all of them yourself)
It's not going to happen overnight. And the upcoming changes aren't going to magically make trading happen (hopefully there will be *more* trades, but not a flourishing trade system just from this). That's okay... the game is a year away from being finished. This is just a step toward the final goal!"
http://projectgorgon.com/forum/general-gorgon-discussion/363-regarding-the-upcoming-changes-with-item-imbues-and-the-oils?start=10#2556

End-Game & Why Eric is Awesome.

"There will be traditional equipment tiers in group dungeons for level 125s to work through -- basically finding rare drops of items and hard-to-acquire special abilities -- so their effective level goes beyond 125. And presumably a dungeon or two of insane stuff for the ""effective level 140"" players to do. People who want to keep on keepin' on will be able to do so, albeit at a reduced pace. (And probably not very soloable, just because of the extreme difficulty of making ultra-high-level soloable content that isn't easily exploited, or an insane grindfest.)
But that said, I do expect players to basically never run out of skills. Not even half the skills are in game yet, and the ones that are in only go to 50 -- the easy part of the advancement curve. As you get past 50 it starts to make more sense to focus on your favorite skills rather than trying to do them all, so that you're able to progress in those chosen skills at a good pace.
And so players who max out their character can go back and start other skills. This is an intentional design goal because it pushes high-level players back into low-level dungeons and cities.
There will also be content updates (think DLC or mini-expansions) three or four times a year. (I'd previously mentioned doing one a month a la Asheron's Call, but it doesn't look like that's a realistic timeline given my resources.) These updates will include new areas, new skills, and so on, and will also have ""story events"" which can result in permanent world alterations -- and possibly permanent character alterations. Think things like ""the volcano is erupting and we have to fight back the lava drakes or Sun Vale will be destroyed!"" These are PvE crafting and combat tasks that players can band together to accomplish, if they choose.
I also intend to have a large number of minigames and other diversionary activities, so people who just want to hang out in game have stuff to do.
I think most end-games fall flat because they are trying to change the game into something else. I'm happy to add some raid-style dungeons if players want to do them, but I don't intend to push players into raids or PvP or whatever else.
And some times, you know... it's a good feeling to say ""I beat this game. In fact, I beat the SHIT out of it. I won!"" And then you go play some other MMO. Maybe dropping in on weekends to do some quests and say hi to friends, or perhaps just quitting completely and coming back in six months when there's new content.
There are a million MMOs out there today, and I think it's naive to pretend that players will stick with the same one for years and years without interruption. While I definitely envision Project: Gorgon being a lot of players' ""main"" MMO, it can also fit the role of a ""side MMO"" pretty well. And I'm okay with that."
http://projectgorgon.com/forum/general-gorgon-discussion/358-end-game-fantasy#2493

Character Wipe (From March 2015)

PS: I don't plan to wipe characters. We'll probably wipe your inventories, but leave players and their skills intact.
http://projectgorgon.com/forum/general-gorgon-discussion/321-my-worst-game-day#2300

Camping Bosses

"Someone asked why I was so against camping bosses -- it doesn't make me angry or anything, but it's not ideal. In my experience, static camping burns players out. Imagine: you sit down at the computer for the fifth day in a row and think, ""time to spend another two hours standing in one room looting the same monster over and over, which poses no real challenge to me"", and... you decide to go play something else instead! A modern game needs to be more involving than that.
At the very least, I want to make it so that groups are motivated to travel around the dungeon, going from boss to boss to boss, rather than standing in one place. That's usually how things worked in EQ2's early dungeons, and it was much less tedious than standing around idly. So that's what I'm working toward right now. I suspect I can make that work if I add enough bosses, though I will also probably have to slow down the respawn on each boss. (Because if it takes even 11 minutes to fight your way between bosses, the motivation to just stay put for 10 minutes will be very high.)"
http://projectgorgon.com/forum/general-gorgon-discussion/300-feed-back-from-the-new-patch-22-feb?start=10#2241

Boss Respawn Time & "Dailies"

"There's an old saying in MMO design: ""don't balance via tedium in an MMO, because players will do it anyway and then bitch about it."" What that means is that it doesn't work very well to make something super dull so that players won't do it. They'll do it anyway -- some even claiming that it's fun (because they're chatting with friends) -- and then get burned out and quit because it's too grindy.
The ten minute timer is trying to find a balance between discouraging camping and also being short enough that other players have a chance to kill the monster. But that isn't working very well right now -- it's too short. But if I slowed down respawns to, say, an hour, then players would show up and be disappointed the boss is already dead.
Chests are one way I can fix that, pushing players to move on, explore other areas, have fun, not just stand in one spot camping because it's low-risk-high-reward. (I can also make the bosses have a loot timer instead, so you can kill each boss and loot them only once -- that way I could respawn them even faster than 10 minutes. Or other variants of the same idea.) I'm trying different things to solve that problem. Right now I'm trying BOTH -- having bosses on ten-minute respawns with good loot, and also chests with good loot -- hoping that players will go do the chests, and only come back to camp the boss if they've run out of other stuff to do. But if that doesn't work, I'll try something else.
I'm not trying to push people to do daily activities at this time. If you're perceiving them as dailies, that's just your OCD talking :) There's no way to avoid some OCD-like compulsion: ""I have to log in every day to pick a new Hangout Activity!"" Well, you can if you want, but the only person pushing you to ""have"" to do those things is you. The rewards of hanging out are intentionally low-impact so that you DON'T feel compelled to constantly log in.
But maybe I will do dailies eventually -- I don't hate them, and if players want a log-in-every-day incentive I can do that. I'd use classic game incentives, like limited-time rewards (""get special dyes in the loot chests this month only!"") or score competitions (""who has the most chests opened this month?"") etc. It can be useful to do those things sometimes to drum up players when the game is in a doldrums -- gets people back into the game. But I'm not doing that here."
http://projectgorgon.com/forum/general-gorgon-discussion/300-feed-back-from-the-new-patch-22-feb#2184

Two-skill Belts

Crafting two-skill belts: my plan with those is to make them rare drops (like some of them are now). They're the sort of thing that would make good Consignment sales items. I could even imagine player-run shops full of just rare belts. But we'll see how it goes.
http://projectgorgon.com/forum/general-gorgon-discussion/236-level-50-skills?start=40#2030

What is Cheating?

Cheating does include "escaping" dungeons, using jump-exploits or transformations or camera bugs or whatever else. If people use it to kill monsters with impunity, that's something I'd have to ban people for. Cheating would also include using dupe bugs, NPC logic bugs, etc., although of course we don't consider it cheating if you find an exploit and report it (and then stop using it).
http://projectgorgon.com/forum/general-gorgon-discussion/267-i-m-not-retiring?start=10#1988

Notepad Storage

"I like the idea of using some sort of offloading item to allow you to store your notes. Maybe I will add a cartography skill that lets you store all your current dots on a blank map, and anyone that uses the map will have their dots replaced with the ones from the map.
There will also be items eventually that let you boost your maximum number of map dots, and other skills that increase the number of dots and also add other options to your map.
I actually had a large set of features planned for the map, and technically I still do... but there's just so many other things that are higher priority right now! But eventually I hope the map will be a lot more useful.
The maps may also be one of the few places where I can easily allow user-provided content -- people could load their own maps into the game, as was done with EverQuest 2 long ago. I haven't explored the details of that yet, but it's doable with the game engine, so that might be something we try down the road."
http://projectgorgon.com/forum/general-gorgon-discussion/268-concept-using-books-to-reduce-used-map-markers#1986

Elves and their Vices

"There are definitely people who will not play the game because the NPCs say dirty stupid stuff. If those people would also refuse to play a game with ""lingerie model armor"", then I can't fault them for that: they have beliefs about sexuality, and as long as they aren't hypocritical about it, that's fine by me. (If they're the sort who like women in games to be nearly naked, but to keep their mouths shut about sex, then that doesn't sit as well with me. But still, whatever. I'm not here to lecture people: play or don't.)
The design of the elves came from seeing all the prefabricated ""elf models"" I could buy when I was developing the game. They were supposed to be mighty archers and swordsmen, but they could never take off their high heels or wear a supportive bra... it was ludicrous. So I did the indie thing and dug into why: if they look like this when they're fighting, they must have a reason, right? They wouldn't dress this way just to entertain the game player. And it became obvious that elves would be pretty into sex.
That artwork is long gone and elves are much more modest in their appearance (which is how I want it). But they remain very ""into"" sex. I find it a useful racial attribute. Most games have elves which are just ""humans but arrogant"" and dwarves which are ""humans but stubborn"". If we have to stereotype a whole race in order to make it work in a fantasy game (and we kinda do -- otherwise they just come across as ""humans with different appearances""), we can at least give them new stereotypes!
That stereotype also helps explain racial animosity between humans and elves, provides backstory hooks, and gives roleplaying opportunities. (Although it also has created a few unfortunate ""roleplay"" scenarios, too, so like every design, it's a double-edged sword.) As the game goes on and we see how each race approaches sexuality, it will let me highlight the differences between the races in a way that few other games manage to do. I find it interesting, and that's basically my litmus test.
If I had to change the elves in order for to be successful, I'd just remove them. I don't really need ""humans with long ears and no other discernible differences"" in the game -- I'm an indie, and artwork costs a fortune. I need every aspect of the game to pull its weight from a gameplay point of view. Elves weren't in the original design of the game, it was going to be only humans. So I have considered removing the other races and tightening things down -- but at the point I'm not planning to do that. It doesn't seem to be a deal-breaker for most people."
http://projectgorgon.com/forum/general-gorgon-discussion/261-they-lost-me?start=10#1928

Ancient Coins & Crone Hegemony

Lore wise, the three "ancient coins" are named after different greek coins because they come from the part of the game-world that's inspired by greek myths -- the Crone Hegemony is full of harpies, hydras, sirens, gorgons... and eventually there will be a substantial part of the game set in that country, where those old coins are actually still legal tender, but Councils are worthless. So they'll prove useful in those lands.
http://projectgorgon.com/forum/general-gorgon-discussion/242-appreciation-of-the-ancient-coins#1725

PVP, Again

"For our purposes let's call PvE ""player versus environment"" and it specifically means ""killing monsters that are driven by the AI and not under the orders of other players"". PvP is ""player versus player"", which also includes ""player versus another player's AI-controlled pets"".
It's also useful to point out that there's a ""PvP flag"" but not a ""PvE flag"" because PvP is a superset: you're always PvE flagged. (Otherwise you could wander through dungeons with impunity!) So when I want to use very specific terminology, I tend to say ""PvP"" and ""non-PvP"", because PvE isn't the opposite of PvP. They are complimentary game modes.
Anyway, someone earlier asked why the game doesn't just have one set of numbers for PvP abilities and another for PvE. And the answer is that the game engine can already do this! But it's not actually very helpful.
For one thing, equipment is a huge part of your character build, so I'd have to give different stats for both abilities AND every single piece of equipment. Basically, the problem isn't technical; it's time: that's an exorbitant amount of time to make it work!
Let me try to explain how long it takes by comparison. This is a game with a fairly open character-build system, and those are already much harder to balance than games with strict classes and simple equipment (like WoW). And yet it's taken WoW a very long time to even come close to having both their PvE and PvP content semi-balanced. And they had multiple people working on it full time, for years.
And to make matters worse, it's not just number tweaking. It often ends up that there's no numbers that can go into an ability to make it work. For instance, mezz abilities are just not fun in PvP. If I wanted to focus on PvP, it's not enough to make it ""balanced"", it also has to be tolerably fun, and that means being locked in place for 30+ seconds is not an option. Which means now there's a fundamental difference between PvE and PvP. I'd need to either make those mezz abilities do nothing in PvP, or else make them do some entirely different thing, inventing a new mechanic just for PvP. That's a very generic example, but it applies to lots of aspects of the game, from crowd control to damage to armor levels to well, everything.
Also, I'm not really planning on the game being extremely well balanced even for PvE. I'm committed to doing a passable job of balancing the PvE skills against each other for a few common use cases (soloing, small groups, etc.). But I'm not under the delusion that this will be an easy thing, or a perfect thing. It will take literally years; the game will ship and I'll still have to make more changes periodically, just like every single other MMO in existence does.
So given that, I can't also take on balancing PvP as well, because that will more than double my workload: I need entirely different numbers, but also entirely different scenario models (one-vs-one, two-vs-two, gang fights, etc.), and various different gameplay tweaks. I just don't have time.
Plus, I want to be adding new content every month after the game ships. Which means new balance variables every month. I won't have time to make sure every new item or skill or pet makes sense in both PvP and PvE.
Maybe when the game is on Steam it'll sell enough that I can stop ""thinking indie"" and instead hire a couple of systems designers to work on these tasks for me, but at the present moment, it just can't possibly fit into the schedule without throwing out other things that I think are more important to the game."
http://projectgorgon.com/forum/general-gorgon-discussion/75-is-pvp-really-off-the-table?start=50#1413

Griefing that's fine to do.

"That doesn't mean there's no griefing! There are lots of places in the game where players can grief each other, and that's okay. For instance, even in its early state, you could:
- trick newbies into saying horrific words of power
- give them poisoned food
- convince them to drink pig potions and then laugh and laugh"
http://projectgorgon.com/forum/general-gorgon-discussion/186-regarding-the-trade-system?start=20#1411

Is this a Beta (No).

"We've never been in beta; we're in alpha.
We had a pre-alpha version during the first kickstarter in 2012; that was ""pre-alpha 2"". When that kickstarter didn't succeed, we closed down for a while, and later came back as ""pre-alpha 3"". We went into ""alpha 1"" earlier this year, and we're still in alpha 1. There will be at least one more alpha stage before we go to beta 1. But it's an indie game, so the terms are kind of wishy-washy anyway. MMOs are insanely big projects; we'll get there when we can get there!"
http://projectgorgon.com/forum/general-gorgon-discussion/171-i-am-soooo-confused#913

Valiance?

"Yeah the wording here is unfortunate. Valiance isn't being done by Elder Game (my company). We're just part of a collection of indie companies that help each other out when possible. I'm letting them use my toolset and server tech, because their game design fits my engine's capabilities very well.

But Gorgon itself doesn't have anything to do with Valiance. Though there are a few things in the game that were added to help them out. For instance the Valiance team needed flying and super-jumping (since it's a superhero game), so I added basic versions of those to the engine -- and then promptly added them to my MMO too, because who doesn't like flying and super jumping!

I don't have any day-to-day contact with the Valiance team, though -- I just don't have time. Haven't for many months. The team has their own client-side engineers, and hopefully if their Kickstarter succeeds, they'll be able to pay for a server-side engineer to add some engine improvements -- which should benefit Gorgon too, since they share the same code base. Fingers crossed for them!"

http://projectgorgon.com/forum/general-gorgon-discussion/44-valiance-and-project-gorgon#220

Feeling Dead Inside?

Stop killing sentient beings for an hour or so and you'd stop being dead inside. (For instance, the Serbule crypt has pretty much no sentient beings.) There will be racial jewelry which makes this much less of an annoyance / work differently.
http://projectgorgon.com/forum/general-gorgon-discussion/40-rakshasha-always-dead-inside#174

Why Unity Engine?

"This game's first prototype happened over four years ago, and we've evolved with Unity since then, creating elaborate custom tools for MMO content creation. Unity also got MUCH more vibrant as a community, making it easier and cheaper to create quick content.
But it doesn't really matter, as switching engines isn't feasible. There's way too much to rewrite, and I don't have a spare year to do it! Neither game engine has anywhere near enough ""built in"" functionality to make an MMO, so I've done a lot of custom coding, some of it quite fancy, to make Unity work as an MMO.
About Unity doing poorly: I'm not really worried. At this point it would take a MAJOR misstep to do them in. They have a strong market share and a vibrant community. So any screw ups would be due to a serious management blunder. The asset store alone does tens of millions of dollars in sales. Contrast with Unreal's community, and Unreal seems like a ghost town.
If they really do screw the pooch, I'm sure there will be paths forward, probably by buying maintenance contracts from a second-party company. That's how the Gamebryo engine continued to be viable after its parent company died. Unity also does offer a source code license -- it's just insanely expensive -- but that would probably drop in price if people started freaking out and demanding source as a safety net.
But bottom line: I frankly believe Unity has a healthier ecosystem than Unreal. So I'm just talking about speculative futures there."
http://projectgorgon.com/forum/general-gorgon-discussion/36-project-gorgon-s-game-engine#147

Silvonis's Forum Posts

The following are not all of Silvonis's forum posts, just those that answer important questions, not related to tech support. Please note that newer posts are listed higher in this list. Older information may be outdated..

Where is the UI overhaul?

Yes! We are working on a major UI overhaul, but it is still a ways out. It will offer much requested flexibility and customizations.
We aren't quite ready to discuss the specifics, but I do plan on having a formal write up on it in the future.
http://projectgorgon.com/forum/support/1727-ui#12047
There are many circumstances that are involved when you develop a game. When that was posted, we were still developing under Unity 4 and since that time have transitioned into Unity 5. That is not a small feat in itself. We are currently in the process of a major UI overhaul, but we don't have any specifics to share at this time and as such I have temporarily removed the above mentioned album.
Since we are in alpha, development shifts frequently and sometimes rapidly. If you think the current state is "bare bones", then you probably haven't been around long enough to notice the significant changes since alpha began. If you are unhappy with the level of progress, you are free to rejoin us when we officially hit beta or when we officially launch.
http://projectgorgon.com/forum/support/1727-ui#12092

When will X skill be updated?

We don't usually give specifics on when "x" skill will be raised or when "x" will be updated due to the nature of development. If we do have a "sneak peak" to share it will usually be posted here on the forums or on social media.
http://projectgorgon.com/forum/general-gorgon-discussion/1718-animal-handling?start=10#11992

Where is the Chat API at?

We shifted focus, so this has yet to be released. Once it does, we will be sure to make an announcement. No ETA at the moment, but thanks for your interest.
http://projectgorgon.com/forum/general-gorgon-discussion/1079-announcing-upcoming-chat-interface-api?start=10#11885

Do you read everything?

We read and log every in-game submission, even if you don't receive a response. It's definitely not automated.
http://projectgorgon.com/forum/support/1689-feedback-popup-response-to-in-game-bug-submissions#11728

One-button builds

This is not directed at anyone and is more of a general statement but if you are relying on one or two abilities for 99% of your damage output then you are probably going to face issues as combat (and those abilities) are fine tuned. It has been the case that those who rage at ability changes are those who overly rely (and base their entire build) on only a handful of abilities. In the end, I wouldn't count on a rotation that relies entirely on one or two abilities.
http://projectgorgon.com/forum/general-gorgon-discussion/1667-citan-s-update-evasion-hotkeys-pennoc?start=30#11709

Is this a typical alpha?

First, we are not running a typical "alpha" as indicated by several unique circumstances - the main one being: no planned complete character wipe at launch. As such, there will be unique circumstances and requirements. Second, as Citan has already mentioned, we are not going to have a free for all or "anything goes" during testing. If you don't like that concept, then these early phases may not be for you.
http://projectgorgon.com/forum/general-gorgon-discussion/1641-dissapointed-in-citan#11456

Negative Feedback

Being in alpha, there are many game systems that are in their infancy and as such there will be many more changes forthcoming. What we need from testers is constructive criticism - that is, feedback grounded with the understanding that the game systems are going to undergo significant changes and sometimes those changes correlate with other changes not yet in place. We can't put everything in place at once in a live alpha such as this.
That said - we do want your feedback on this topic, but the changes have been in place for less than 24 hours. We need players to go out and actually TRY the system before embarking on a quest to have the changes scrapped. Could we change the system? Sure. Will we? Maybe. In the meantime, I would ask that people actually play and give feedback on what they’ve experienced.
http://projectgorgon.com/forum/general-gorgon-discussion/1624-evasion-is-bad-and-only-makes-the-problem-worse?start=20#11269

Dirty NPCs

The Code of Conduct applies to the players, not the NPC/Game dialogue. ^.^
http://projectgorgon.com/forum/general-gorgon-discussion/1552-code-of-conduct#10850

Permanent Choices

We don't plan on allowing reversal of permanent choices, even as a one-time exception.
I realize that many testers are playing as if Project: Gorgon is a released title and are growing attached to their characters - but we are in early testing and many skills will be reconfigured, revamped or completely changed. That's the nature of testing, and it's usually not an issue due to character wipes at launch. As to that, just because we don't plan on a complete wipe at launch, it may still be beneficial to re-roll at launch due to the numerous changes that your character will go through.
http://projectgorgon.com/forum/general-gorgon-discussion/1510-druid-feedback?start=10#10578

Email verification issues

Occasionally, usually with foreign email providers, there have been issues with receiving emails. As of now, the best resolution is to create a free email address at a provider like GMAIL. We can manually approve her account, but she will need to email support and include all the details related to the issue. Again, creating a new email address with a different provider will ensure all emails are received including email registration, password resets, etc.
This issue is likely to be resolved in the next month or two, but until then the above suggestion is the best solution.
http://projectgorgon.com/forum/support/1506-are-there-problems-with-e-mail-verification-to-create-a-permanent-account#10463

Post-launch content

It's a bit too soon to fully discuss DLC and Expansions, but I can say that we will have post-launch content updates in addition to your standard bug fix patches. As for full-fledged expansions, it's a safe assumption that there will be fee attached to obtain them.
At this point we don't have anything further to announce, but stay tuned for future updates.
http://projectgorgon.com/forum/community-questions-answers/1487-regarding-buy-to-play#10408

Dropping "Project" from Project Gorgon?

We feel that Project: Gorgon is a "proper" title and we don't have any intentions of changing it at this time.
http://projectgorgon.com/forum/general-gorgon-discussion/1496-dropping-project#10401

Re-downloading the entire game

There is an engine limitation that requires a significant portion of the game to be re-downloaded whenever there is a patch. We've worked to optimize the process and will continue to do so as development continues.
http://projectgorgon.com/forum/support/1488-problem-updating-new-client#10358

Battle Chemistry

As previously mentioned, we plan on reworking it - but we don't have an announcement as to when that will occur
http://projectgorgon.com/forum/general-gorgon-discussion/1473-battle-chemistry-advise#10270

Accomplishments & Loot

We have a vision for Project: Gorgon and that includes how different functions come together to create the final product. Give us a chance to get there - and you may just be surprised!
Regarding skills and gear: When someone levels a skill to max level, that should be an accomplishment. When someone gets a good or better set of gear that fits their unique skillset, that should be an accomplishment. We are talking about single skillsets here - multiple skillsets and corresponding gearsets are going to be a "wow, that's an accomplishment" moment.
There are many MMO's that don't allow the player to specify the exact type of gear that they are going to get from drops. The inability to do-so shouldn't deter the player from trying. I've certainly raided consistently, in other games, for the chance of rolling on an item that fits my desired playstyle. When I finally got the prized piece, it was that "Yes!!" moment. We want players to have that sense of accomplishment.
Anyway, the TL:DR is that we want leveling skillsets and obtaing gearsets to be an accomplishment. It's a tough balance when working on a loot system, but it's still a work in progress so give us a chance to get there.
http://projectgorgon.com/forum/support/1454-a-solution-for-belts?start=10#10208

Loot distribution system.

The loot distribution system will see further changes as development continues, but the belt system as previously implemented wasn't the permanent solution. Thus, the previous incarnation of the belt system is not likely to return.

When implementing a loot system, there are a lot of factors to consider and a unique balance has to be struck. Without going into great details, loot distribution will be tightened/refined moving from alpha->beta->release. It's definitely not advised to get your heart set on any game system at this point of development as everything is subject to change.

http://projectgorgon.com/forum/support/1454-a-solution-for-belts#10175

Size of bat players.

The Project:Gorgon world is separate from our real world. Just because something is "X" in the real world doesn't mean it will be "X" in Project:Gorgon.
http://projectgorgon.com/forum/general-gorgon-discussion/1278-giant-bat-feedback?start=10#10060

Long flight times.

I wouldn't grow accustomed to perma-flight or even prolonged flight. There's going to be certain limits on flying in general.
http://projectgorgon.com/forum/support/1400-flying-skill-with-the-bat#9933

Availability of high-end gear.

As for high-end gear, it is always going to be difficult to obtain - especially if you are looking for specific mods for a particular skill set. That's not to say we won't continue to adjust loot distribution as development continues, but it's safe to assume that getting high-end gear with the exact mods that you are looking for will be difficult and feel like an accomplishment when it happens.
http://projectgorgon.com/forum/general-gorgon-discussion/1381-citan-asks-what-s-the-most-irritating-bug?start=50#9893

Feedback

Since the patch just dropped, I would like to see more statistics and hear more input based on different group sizes, skill sets, etc before making significant changes. I am not saying that your concerns are not legitimate, but I would like to see more feedback and see the numbers. That said, I'd love to hear more feedback on the dungeons and mob difficulty. Please be sure to submit your feedback in-game!
http://projectgorgon.com/forum/general-gorgon-discussion/1394-the-nexus-recent-changes#9764

Restrictions on some skills.

We appreciate your feedback, but as far as limitations go - every MMO has them. In other games it ranges from restricting classes based on race to end game gear restrictions. The reason we have such requirements in Project: Gorgon is because we feel it allows us to give significant bonuses, but at significant cost. Players will need to determine if it's worth it to them.
http://projectgorgon.com/forum/community-questions-answers/1102-new-player-what-do-i-do?start=10#9506

Is there PVP in the game?

Just a quick note: there is limited PVP in-game now, which is essentially a consent based system that promotes dueling. We don't have plans for forced, open world PVP.
http://projectgorgon.com/forum/support/1354-pvp#9505

Is there a set timeline?

Since we are so early in development, we aren't going to lay out the specifics/timeline. There's numerous reasons for this, but mainly because development is fluid and announcing anything specific (or even vaguely) can cause players to get their heart set on a timeline and if the timeline changes it can cause issues. This is especially true at this stage because we may have plans for "x" then decide to do "z" instead. If we announced "x" and instead went with "z", there could be disappointed players - and we don't want that!
The stretch goals and other skills will not be arriving in the immediate future. They are a ways off, and the same is true for major changes to crafting.
As for Steam, we are working on getting ready for early access and we will have more on that shortly.
http://projectgorgon.com/forum/general-gorgon-discussion/1353-fiending-for-some-information-on-patch-progressions#9504

New Belt System

The belt system and the new system is intended to boost the chances of getting items beneficial to your unique skill combination. The system is not intended to give you exactly what you're looking for everytime. We have many different skills thus making the loot distribution a challenge. The drop system could have been left random, like a lot of MMOs, and that would make it a significant challenge to get exactly what you wanted. It's a unique balance of allowing you earn the gear that you want, while not handing you everything exactly as you want it.There should be the excitement of getting that perfect piece that you spent the time and effort obtaining.
We'll continue to work on the loot system and appreciate the feedback.
http://projectgorgon.com/forum/general-gorgon-discussion/1335-what-s-the-deal-with-belts?start=20#9467

Boss Curses

Ignore the warnings at your own risk. (Devil Face Emoji).
http://projectgorgon.com/forum/support/1330-boss-curses#9391

Multi-Boxing

As you mentioned, we are in alpa so it's not necessarily easy just to "change the mechanics". We do not allow exploitation, and that's been mentioned on numerous occasions.
As for having rules and a full set of terms of service - they're coming, soon! In the meantime, if it seems like your conduct could be called objectionable: don't do it!
http://projectgorgon.com/forum/support/1309-multi-boxing#9350

Why are there so many changes to the game?

Being in alpha, players should expect major revisions, complete system changes and completely new aspects - as development continues. Updating graphics and adding character races will come, but those will come as part of the developmental process.
I'll add to what Citan posted above, we are in alpha. Major changes will happen. Systems will be unfinished or feel incomplete. If you are playing like it's a finished game then you're probably not going to be happy with major system changes and be upset when certain systems aren't where you want them. At this point, we just need testers to explore and focus on the content with the knowledge that they are playing an alpha that's most definitely going to evolve.
http://projectgorgon.com/forum/general-gorgon-discussion/1284-my-feedback-on-the-last-2-updates?start=10#9307

What type of payment model will this game have?

Just as an fyi, VIP pricing is not yet set - the pricing is not final (as mentioned above). That said, it could be slightly higher, but we are confident that it will be $10 or less a month.
We will post more information on the VIP Subscription and the details related to how everything will work in the future.
We appreciate the discussion, suggestions and thoughts surrounding implementation though.
As to whether you will be able to purchase additional copies for friends, that shouldn't be a problem and we are already working on making that possible.
http://projectgorgon.com/forum/support/1272-what-type-of-payment-model-will-this-have-my-suggestions#9238

How about more Citan Asks?

We aren't necessarily going to post a new one every week. It is more likely to be sporadic as we need information on certain subjects.
http://projectgorgon.com/forum/general-gorgon-discussion/1246-so-when-will-be-next-citan-asks#9145

Why are some skills hard to obtain and level?

There are certain skills that are going to be harder to obtain - and progress - than others. Fire Magic takes effort, like most skills, and it's not a skill that you are going to bull rush through. The items can take effort to find and obtain, but they are not "ultra rare". It really depends on your luck with drop rates and whether you are looking in the right areas.
http://projectgorgon.com/forum/general-gorgon-discussion/1131-toughts-on-low-level-fire-magery#8567

VIP delivery time

We have discussed the potential of having the VIP subscription start during alpha/beta for those who elect to do so. That said, certain VIP benefits and other reward items are going to be implemented at different times throughout the development process. The official "delivery" time is listed as December 2016 on Kickstarter and is subject to the official release date.
http://projectgorgon.com/forum/general-gorgon-discussion/1117-kickstarter-bonuses#8415

Can I get a horse if I missed the Kickstarter?

You will still be able to get a horse, but you will have to work for it! There will be more details about that in the future.
http://projectgorgon.com/forum/general-gorgon-discussion/1086-horse-names?start=10#8362

Upcoming Chat-Interface API

We will also have Terms of Service with a specific section for the API, and I expect that you will see that in the near future.
http://projectgorgon.com/forum/general-gorgon-discussion/1079-announcing-upcoming-chat-interface-api#8032

View on Feedback

We love feedback, but it seems like a lot of people are approaching Project Gorgon as if it was a fully released game and they are providing feedback with that mindset.
We are in early alpha, and it's important to remember that game systems/features will go through changes. We need players to approach it as such, because having players skip content and farming for loot is not what testing is all about. I'll be posting a testing guide soon, hopefully that'll give more insight into what we are looking for.
http://projectgorgon.com/forum/support/1053-crafting-and-craft-resources?start=20#7983

Why do you not post all of the game updates on Kickstarter?

We will be posting an update soon, but we aren't going to focus on Kickstarter as a source of news. I'll make that clear in the next update. We want people here and on our official pages.
http://projectgorgon.com/forum/general-gorgon-discussion/1033-kickstarter-emails#7981

Can I stream Project Gorgon on Twitch?

Project Gorgon is listed as a supported game, and I just checked it and it's working here. I've seen other streamers using it as well.
http://projectgorgon.com/forum/community-questions-answers/642-streamer-wondering-if-i-can-stream-the-alpha-on-twitch-tv#7723

Exploits

Taking advantage of a bug or exploit, even if reported, can result in a character having skills reset, inventory/currency reset or even a permanent ban. We aren't going to be lenient on those who knowingly take advantage of a bug/exploit. If you find one, report it. Don't take a chance.
http://projectgorgon.com/forum/general-gorgon-discussion/1032-is-exploiting-broken-dungeons-ok#7698

32bit Operating Systems?

"We don't officially support 32bit Operating Systems at the moment, but do hope optimizations in the future will allow for it.
The problem is that Windows 7 32bit has a physical memory limit of 4GB. So, even if you have 8GB the system can't access it. That's the root of your issue and upgrading to a 64bit OS is your best bet for now."
http://projectgorgon.com/forum/support/993-love-the-game-about-to-quit-because-of-crashes#7398

Permanent Choices

"When we say something is permanent or has disadvantages, it needs to be taken seriously. If you don't want to take a risk, even if it's not in-game yet, then I would suggest being conservative with your choices.
We are in alpha, there will be changes and unfortunately some of those changes could negatively impact your character. Sadly, that's the burden of testing an MMO. Especially one so early in development.
Traditionally, in MMO development, there's a wipe at launch so it doesn't really matter. Here, we aren't planning that route but we are also not planning on letting you remove permanent choices or negative consequences of skills.
There are a couple options:
1) Choose carefully, heed warnings, and don't expect skills to remain the same. Don't expect the ability to drop anything because of negative changes.
2) Play like it's an alpha, test everything, and create a new toon at launch. That way you'll know what you want and what you don't want."
http://projectgorgon.com/forum/community-questions-answers/949-lycanthropy-druid-skill-wipe?start=10#7162

Lycanthropy Removal (Not going to happen).

" If it says its permanent, then move forward with that understanding. We won't have a way to remove Lycanthropy as it's designed (coded in a way) not to be.
Animal forms may also be permanent once leveled past 50, but that's not yet final.
Skills and animal forms are designed to have certain advantages and those come with disadvantages. We can't have really great aspects of a skill or animal form if people can easily take advantage of them and avoid the negative at will.
TLDR: heed the warnings and don't assume otherwise."
http://projectgorgon.com/forum/community-questions-answers/949-lycanthropy-druid-skill-wipe#7060

Skill Wipes

As we have previously stated, we don't plan on complete skill wipes.
http://projectgorgon.com/forum/community-questions-answers/949-lycanthropy-druid-skill-wipe#7057

How can I email you?

[email protected]
http://projectgorgon.com/forum/community-questions-answers/942-need-citan-and-silvonis-s-help-please-read#7010

Terms of Service

"We will be posting the Terms of Service in the future.
Meanwhile, intentional trolling, spamming, disruptive behavior, vulgar or racist language can and will result in a ban.
If you are unsure if what you are doing constitutes a violation, error on the side of caution."
http://projectgorgon.com/forum/general-gorgon-discussion/901-image-boards-overzealous-moderation-bans-and-terms-of-service?start=20#6690

Ban Appeals

We review ban appeals on a case by case basis and the review is initiated by emailing [email protected]. The review process can take time, and spamming the email account or our accounts on Twitter, Facebook and on Kickstarter won't make it happen any faster.
http://projectgorgon.com/forum/general-gorgon-discussion/901-image-boards-overzealous-moderation-bans-and-terms-of-service?start=10#6617

Steam Launcher

Steam will replace our current launcher through testing and onto launch. We may have a custom launcher sometime after launch, but I wouldn't worry about Steam as our early build doesn't show any memory leaks!
http://projectgorgon.com/forum/new-and-announcements/633-project-gorgon-kickstarter-campaign-is-now-live?start=70#4788

Windows 10?

Windows 10 is supported, so any issues are very likely to be user specific or group specific. For anyone reading this looking for help, please follow the basic steps in the link that I posted previously in this thread.The log file is critical in solving issues. Thanks!
http://projectgorgon.com/forum/support/637-game-quit-working-on-win10#4423

Can I Stream?

Please feel free to stream! We are already setup with Twitch, so you will be able to select Project Gorgon as the game being played. We just ask that you do acknowledge that it is early alpha, but other than that we don't have any restrictions on streaming.
http://projectgorgon.com/forum/community-questions-answers/642-streamer-wondering-if-i-can-stream-the-alpha-on-twitch-tv#4288

Permanent Animal Forms

In order to make animal forms a truly unique experience with benefits, the choice really does need to be permanent. I understand, from a player perspective, that it would be great to have a toggle but from a developer perspective that would defeat the purpose behind animal forms. When you become an animal you will face difficulties normal players won't, but you'll also have unique abilities and experiences. If there was a toggle it would completely defeat the balance. As a side result, players may be more willing to create alt characters instead of trying to cram every possible experience into one character.
http://projectgorgon.com/forum/general-gorgon-discussion/611-permanent-spider-cows?start=10#4154

Why can't the game be free?

"I understand many people want Project Gorgon to be free, and I understand that there are AAA titles going free to play. There are major differences between Project Gorgon and those other games. First, we don't need hundreds of thousands of players to survive. Many of those major titles do, that's why they open the flood gates to get people in game. 2) Generally, ""Free 2 Play"" is not truly free to play. Typically there are several pay gates to access the full features of the game, not to mention true pay to win cash shops. We don't want Project Gorgon to be that type of MMO. Pay one price and then play the game. The VIP is optional and does have beneficial features but you can definitely experience the game without it.
I know everyone is hungry for more information, and we'll be posting details soon. Stay tuned."
http://projectgorgon.com/forum/general-gorgon-discussion/494-sneak-peak-project-gorgon-kickstarter-video?start=20#3455

Storage Space

"We've talked about storage space a lot in the past and I don't want to rehash everything, but having constrained non-centralized storage is a specific intentional element of the game. Players have to earn that extra space and even still you will have to make tough decisions on what to keep. I understand that it's become the ""norm"" to have nearly limitless storage in other games, but we have specific reasons to avoid that in Project Gorgon.
That said, we are still early in development and storage will continue to go through the development process. Keep the feedback coming."
http://projectgorgon.com/forum/general-gorgon-discussion/370-so-i-had-this-brilliant-idea#2586

Second Chances & Cheating

Generally, the principle of second chances is one that I typically agree with. However, we will not tolerate cheating in Project Gorgon. We gave warnings, both in-game and out. We are in early alpha and everyone who plays is helping us test and shape the development of Project Gorgon. When someone cheats to give themselves an advantage it doesn't just hurt the other players, it hurts the development process in numerous ways. We don't ban players lightly. When players knowingly break the rules, especially in such an egregious manner, we have to step in to ensure that the integrity of Project Gorgon is protected.
http://projectgorgon.com/forum/general-gorgon-discussion/284-the-easy-way-out#2090

Manipulation

Just a reminder, we don't allow discussions that relate to cheats, hacks, etc. As you know, Project Gorgon is in early alpha and the data we collect helps shape the future game design. When people manipulate the system that data is skewed and it really does hurt the development of the game. If you notice someone cheating, please report them immediately.
http://projectgorgon.com/forum/general-gorgon-discussion/267-i-m-not-retiring#1966

Why can't the game be free (again).

"I think that it's sometimes easy to overlook the fact that a lot of the top MMO's that transitioned into F2P (no mandatory subscription, limited non-subscription content) have or had an initial purchase cost. That also includes expansions. It is extremely difficult to have a completely f2p model with no upfront cost and just optional subscribers.
Sadly, there are certain decisions that some people just won't like. It seems we have a wide array of opinions on the matter and we appreciate the feedback. That said, we have a vision for Project Gorgon and all will be revealed in due time."
http://projectgorgon.com/forum/general-gorgon-discussion/187-if-they-started-charging-tommorow?start=20#1052

Valiance.

Project Gorgon is absolutely separate from Valiance as both are developed by separate organizations. The confusion likely derived from the fact that we both are affiliated with the SHOGN network, which works to promote and assist indie developers. We have allowed the Valiance team to use our MMO engine solution as part of our SHOGN network affiliation, but again they are a separate project. I hope that clears up any confusion.
http://projectgorgon.com/forum/general-gorgon-discussion/44-valiance-and-project-gorgon#216

Town Hall Transcripts

Every so often, Eric holds a Town Hall meeting. Sometimes these meetings are in-game at the Serbule Inn. Other times, they are hosted in a public chat room.

10/09/2015 Town Hall Meeting

Thank you to Aurarice for transcribing a summary of this meeting and adding a TLDR for each question.

Q: PvP reiteration…

A: The general gist of PvP is that it’s not the main focus of Project Gorgon but we do have it in-game as a dueling concept. It’s just a matter of prioritizing things and we can’t do everything, but we should be able to figure out some systems. More suggestions is always better because we can pick and choose from the stuff that is easy and good ideas. Even if it seems far fetched, we do take pieces from peoples’ ideas and piecemeal something together, so please continue to give feedback about what you would like to see.
As for discussions in the forums, try to keep it civil. Try to keep grudges and that sort of thing out of the forum or we’ll have to close it out. Keep it constructive.
TL;DR Maybe. Just keep making suggestions on the forums and help them figure out some new ideas!

Q: Playing the game as a final product?

A: The game is currently in early alpha stage and change is to be expected. I expect people want to run to that last spot and grind out gear, but that’s not what Alpha and Beta is about. It’s not about getting the best gear right now and hoarding currency. We need your help to make sure we’re testing all the content. We’ve still got a year and a half until launch. There’s no point rushing to the perceived endgame loot since that loot’s not gonna do you any good once the game’s released as far as endgame’s concerned. We’re at level 50 right now and that’s essentially midgame, so that shouldn’t be your priority.
The main thing that we get from alpha is your feedback, so when you give feedback that’s really precious. If the feedback is on point about a particular issue that’s really useful. A lot of times people have been giving feedback that’s not indicative of the scope of where we are right now. Eg. There’s not enough monsters and people are extrapolating that there’ll always be monster density issues. Things that people think are huge, huge issues are just small points in our development process that we’ll get through.
And to add on for Manticores, there’s been some talk about it and we’re going through the process, but those are currently the highest creatures in game. Once the game releases, those are going to be mid-level creatures, so they’re not gonna be tuned as if they were an end game creature. We do have work to do and we appreciate the feedback, but again it’s not just about farming them for good loot. It was really an experiment to figure out if we could make outdoor content that makes a group experience rather than dungeons. We’re basing it on EQ2/EQ1 type camping spots, but our game mechanics make it a little hard for us to do it in a really fair and elegant way. This stuff is essentially ‘junk’ for endgame. By the time you get to Lv. 120, you’re not even going to look twice at it.
TL;DR This is NOT the final product. It’s still being fixed around. Don’t expect anything and just play the game like it’s supposed to be played in alpha – try everything out and put in feedback!

Q: Do we really care about reports for graphical glitches?

A: Sometimes we do and sometimes we don’t. If you’re reporting a monster in the trees, there’s usually a spawn node at that specific spot which allows me to delete or fix it. But for things like this particular tree doesn’t look right at a particular resolution, it’s less important because we’re probably going to end up replacing all the trees anyway.
Erring on the side of caution, giving data is always better. I try to send thanks in private messages to people when I act on the feedback. Monster position, weird lighting, pretty important. Texture resolution isn’t that important right now.
TL;DR Report everything that seems out of place. Even if it’s not important, it might be important later on and any information is good information.

Q: Will we be have any way in the future to be able to see the total added bonus provided by gear listed in the character stats panel?

A: I’m not sure how we’ll get there or how it’ll exactly look like. As you level up a skill, you’ll be able to see what benefits you’ve received from previous levels of that skill. Some of the gear bonuses are very hard for us to calculate because they’re all coded with special bits of code so it’s not as easy as displaying a simple number. We’re not sure how great our display will be, but we’ll certainly have more information. Eg. This ability is giving this buff, this buff, and this buff, which allows you to compare and contrast. We’ll do what we can.
TL;DR there will be more information. We’ll see how it goes.

Q: Spider. Tailoring. Fits the theme. I don’t understand what the difference is between cloth, leather, and heavy gear. Is there any information regarding the differences?

A: We don’t really have them hammered out yet. I’m still not 100% satisfied with how armor works, so I expect to fairly dramatically rebalance armor at some point down the road. If you keep playing, keep playing and reminding me if anything breaks in terms of spiders being able to do tailoring. I think thematically it’s fun and I don’t always make sure that animals can do those sorts of things. In the future there will be a sort of lost animals city with a few more trainers available for just animal players that will cover basics, such as tailoring and an animal version of first aid. That’ll get there.
TL;DR Gear types will get more information later on.

Q: This game isn’t super strictly based on the trinity, and I was just curious if you had any visions for the versatility of specific skills? Do you want a skill to based in one particular role or multiple? (TL;DR Will mentalism stay the way it is? Can I use it as a support/buffing role?)

A: Mentalism is overpowered as a damaging skill and it will get weaker as a damaging skill. It should be more clear that it’s a skill for healing and support as we go on. It does have that one damage multiplier effect that’s pretty great for DPS, it may always be something that people keep as their secondary skill in order to multiply the damage of their base skill, but I don’t want to see it be a mainline attack skill ala sword. It just means that the skill has too much variability and versatility. Are we imagining skills having certain roles – kind of. It’s a balance of how much healing vs how much damage vs how much crowd control vs how much agro a skill has, but I’m not usually sitting down and going “What exactly is this skill for?” I kind of want a floaty variability. We’re still trying to figure out how important the trinity is for the gameplay.
The manticores were really the first attempt to make a holy trinity encounter that requires that, so you’re on the bleeding edge of us figuring out where that fits in the game. Our original goal was a lot more of each dungeon has its own scenarios or issues and when people go to a dungeon they kind of assign themselves accordingly. I think that we will have a large number of skills and some mechanics that are a little less trinity oriented. Eg. Sword will not be the best damage dealer or taunting device, but it will be the best at removing rage from the rage meter.
TL;DR The game may or may not pull on the holy trinity of tank/dps/healer, but it will vary from content to content. Some skills may be better than others at certain roles, but there’s variability.

Q: Is there ever going be a sorting feature for storage, recipes, filters, etc.?

A: Yes; there will certainly be (pretty soon) a sort button into storage banks. A deeper fix is giving more variable ways to control your inventory like having bags that you can put stuff in and organizing the bags. You’ll have tabs for guild storage, presumably, and those sorts of the things.
TL;DR Yes. OCD rejoice.

Q: Is there ever going to be a centralized bank / auction house?

A: There is already a centralized bank in the sense that you have a global storage machine that you can buy slots in, so that’s sort of the central storage area. As for auction house, we don’t intend on having an auction house. These sorts of things you’ll have to shop around from basically player stalls. For things like arrows, we’ll probably have a more general auction house for those sorts of consumables. A split of features, but no one universal auction house.
TL;DR Yes to the bank – you already have Hulon’s love machine/storage. As for auction house, yes to certain items no to a universal one.

Q: Exploration and the death penalty – Will there be less information for where you are in the world? Eg. Not knowing where you were. Pay attention to your surroundings or get lost. Hardcore mode + This = Really hardcore mode. Ever consider taking away the map and giving us a compass? Maybe a mapmaking or directional skill?

A: I like the benefits of those in terms of exploration, but I think it just cuts too many players out. As a player myself, I find it very hard to play with just a compass and without a map. I don’t think I’ll be taking my map away. I hope to have a more elaborate exploration tool in the sense of not giving you JPG of a map and good luck. I’m not sure if we’ll be able to fog of war or unlocking part of the map, but there’ll be more to exploration and unlocking stuff.
Eg. Make desert 3x longer and you only have a map of the center part. Portioned control. Different things in different places.
TL;DR Kind of. Still working on it, but there will be some degree of exploration.

Q: Account transfer box – make it the magic storage machine? Just be done with the transfer chest and have a banker in every city and make that the transfer space. The 8 spaces is just really a bummer.

A: There will be a Hulon type person in every city for that sort of transfer chest. Some of them will have larger space than he has, but I guess that’s it.
TL;DR This isn’t that long. Just read it.

Q: Is there any timeline for implementing the new character races? (Dwarf, Fae, etc)

A: I’m not sure what the timeline is. The first one that will go in is the fairy race because we have the most prep work done for that one, and then the orc. After that, I’m not sure. It’ll be some months before we get to the dwarf.
TL;DR Fairy then Orc then months before Dwarf. Patience.

Q: What is the next step after the Kickstarter ends Sunday? (How long will people be able to play before Steam starts?)

A: There’ll be probably a week I would guess. When the Kickstarter ends, we will send out a poll to users to tie their account name to their Kickstarter reward package and make sure the account is flagged for continuous access. It’ll probably take a week to make sure everyone gets their stuff in, so until then the game will stay open, but after then people will need to be able to log in with their authorized accounts. After that, I’m going to kick the dirt off the implementation of the Steam interface and expect to get that up in a month or so.
TL;DR About a week of free play for everyone while they get all the accounts linked to the Kickstarter, then it’s byebye. Steam interface gonna get booted up soon!

Q: Vampire hype? What if we don’t hit the kickstarter goal?

A: We’re so micromanage-y of our cash assortment that I don’t know without that 5 piddly thousand I don’t know if we have the art money to actually get it done. I can’t say we won’t do it, and I’m confident to say that we’ll do it in an expansion pack if nothing else, but it’s just a matter of timing and scheduling things.
TL;DR They need the money because they manage every dollar to hit every goal.

Q: Is there anything that you could elaborate on for your vision for the Vampire?

A: I’m still playing with some ideas. Let me reveal it a little bit later. I don’t want something with a huge downside and a huge upside – it’s really tedious as a game experience. We’ll get back to you.
There will be a Project Gorgon twist, but it’s still something we’re gonna work through. Daytime/Nighttime buff/debuff.
TL;DR Please don’t let this be Twilight. If I sparkle I’m going to cry.

Q: Will there be 10 or 25-man specific raids?

A: The current plan is 6-9 man larger sized raids, but we don’t currently have any plans for gigantic scope raids. Not enough feedback about that, and we’ve gotten diverging feedback about that. Basically when we’re getting to the midway of beta, we’ll have a more concrete answer. A lot of the game’s design is wait and see, so we’re gonna find what’s most fun.
TL;DR Not yet. FEEDBACK!!!

Q: Chatrooms : Multiple useful rooms are not being populated because people aren’t autojoined into those rooms. Can we do that?

A: We’ll end up doing that pretty soon. It’s just a matter of getting the code, we’ll get there pretty soon.
TL;DR Yes.

Q: Everyone can do everything to a max, but then people have to do other things to add more levels to them. I was wondering if you were going to add masteries, or pinnacles, to get toward the end of a skillset? Get to a certain “end” point – specialize certain masteries.

A: We’re not planning on doing that right now – perhaps in the very long term that could be the case but getting from 100 to 125 is already a pretty slow process that you’re going to want to focus on. It’s an incredible amount of resources. It’s kind of hard to lock people in too much without locking people down to one character per world or something like that. The important thing to keep in mind is that it’s expensive to level the last parts of those skills in order to unlock the highest tiers of recipes/crafting. I intend it to be something that people grind 1 or 2 of rather than max all of them.
TL;DR Maxing a skill is going to be very, very difficult/tedious/expensive. If it gets to the point where people can max out multiple skills, there might be something.

Q: Is crafting going to be changed so that gear is going to be proportional to what is dropped at endgame levels? Crafting VS Endgame Gear

A: Right now crafted gear is underwhelming, but I expect crafted gear to end up very similar in power to loot gear. You’ll always be able to craft gear that is useful, but crafting’s claim to fame will be augmenting gear. (Eg. Adding pockets)
**A lot of the game’s systems and specific skills: Will it change? Probably. Don’t be surprised if things change several times.
TL;DR Crafting gear has certain niches that it fills that dropped gear won’t.

Q: Is there going to be change to vendor mechanics? If you have a character that you can get the favor up and make an alt (Spend ~10k get that favor up), you now have a loop of 500-600k gold per character.

A: If it turns out to be really efficient to level an alt to have millions of gold available, we’ll look into it.

Q: Are there any plans to disallow people for maxing out everything?

A: Not currently. The first 50 levels of a skill are the easy levels, and then it gets slower and slower. I don’t think it’ll be a big problem right now.

Q: Will fairy boots be dye-able?

A: Yes.

TL;DR PornStar is happy.

Q: Will we see any more zone bosses added?

A: I’m going to end up doing some preliminary version of the Druid world bosses very soon. We’ll see how those go. Stay tuned!

Q: Will there be a mega server or individual servers?

A: Eric has a big interview style article on MMOCentral coming out soon that delves into it. (It’s not going to be a megaserver.) (Maybe a PvP server :^) )
TL;DR Individual servers probably. Maybe a PvP server?

Q: Is [x] system going to change?

A: Yes, but we don’t have a timeline right now. Please give us the feedback!

Q: Stealth?

A: Yes, in the future at some point. See 1st Q&A. (Aurarice transcribed it :^) )

Q: Animal stretch goal – any cool ideas it COULD be?

A: I think the animal forms are special in that they are more focused on a particular role than a typical skill is. Eg. Cow is supposed to be a very tanky skill, the deer is an offtank with decent DPS, the pig is supposed to be crowd control which it’s not doing too terribly well now at now, so the new animal form is going to be another take on crowd control or a non-tank pet. Spiders pretty good at DPS. I’m hoping we can fit some other kind of strong roles.
TL;DR CC animal or DPS animal incoming.

Q: Is there going to be any sort of legendary item quests/title system?

A: There is going to be a title system, but as far as legendary weapon quests…

There’ll be quests to get really good loot, but as for EQ-style: Probably not. Random loot is where it’s at in Project Gorgon. The sorts of things you’d get instead would be an, for example, and enchantment oil. Just keep reporting things. Don’t skip content – get us valuable information and get it set for later on!

08/09/2015 Town Hall Meeting

Thank you to Aurarice for transcribing this meeting.

(0:00) Q: Are there any plans to increase dungeon difficulty in order to promote more grouping while leveling combat skills?

A: Yes! We’re still trying to figure out the difficulty curve. Dungeons are supposed to, more or less, a three man experience. One of the big problems we’re having is that equipment is wildly imbalanced – the higher level you get, the more difficult it is to balance the content. So, you know, normal alpha problems. The plan is to make most dungeons a group experience.
There are a few dungeons, like the Goblin dungeon, we’re trying to make either solo or duo and experimenting with that because people want to solo a fair amount of the time. But we’re trying to make those less rewarding. I think right now the Goblin Dungeon is too rewarding so we’re tweaking that now.

(2:01) Q: PvP. Tell us your thoughts on that and basically the short form version.

A: Basically, it’s not a PvP centric-game. There’s a lot of those, and they’re fun, but this is a different experience. PvP is not really the goal of the game. Frankly, we just don’t have the kind of resources to make balancing for PvP good. The game is so wide open and there’s so many skills, and there’s so many ways you can build your character, it’s already a very difficult challenge to make PvE fun, interesting, challenging, and compelling. Doing PvP well is really going to hamper the PvE experience, and I don’t want to do that.
In the short term (Through launch), we’ll adapt after we want. Initially, we’re basically looking at: Yes, there’s PvP. No, it’s not very important. Arenas, dueling, etc. If we have enough people to really have an exciting and large PvP experience, we can always set up a PvP world and have a dark-type anything goes kind of experience or any kind of rules people want to explore there.

(4:50) Q: Just a followup question on the dungeons, what sort of range of group sizes are you aiming for?

A: We had originally been planning on 3-man groups being our target. That’s probably still going to be the case for most content through leveling up because it’s a lot easier to get 3-man groups together and working. 6-man is currently our plan for large, sort of epic dungeons. We kind of have one in game right now that’s a bigger, more elaborate experience. As the game gets closer to the level cap, it becomes more a 6-man and maybe larger experience. We’re seeing how the alpha and beta testers enjoy the different sizes, and we’ll scale from there. So 3-man for most, and 6-man for the epic stuff.

(6:42) Q: I was just curious about the Steam integration and any updates to that. Maybe when we might see an ETA.

A: I don’t have an exact ETA. We’re basically looking at a month after the Kickstarter ends.

(7:27) Q: Are there any plans of having randomly appearing bosses or special events that happen randomly in the open world?

A: Yeah, if you’ve found the Druids, they already mention that there are occasional world-shattering nightmare monsters that come from different places and have to be stopped by the druids (And really anybody that doesn’t want to be murdered by giant nightmare monsters.) So there’s a fair amount of those sorts of thing that will show up. We’ll also do live events and hopefully a fair number of story-driven events. I haven’t really planned those out too terribly yet, but we have the tools and the system to do them, so we expect to do them a bunch.
And to add to that, if you’re talking about bosses, there’s certainly a lot of game systems that can result in bosses. (E.g. Eltibule – you can dig up treasures, and you can occasionally dig up a giant boss monster.) At higher levels those could be a serious problem that could act as a call-to-arms.

(9:33) Q: My question is: Any questions to redesign werewolves? (Skills, art, choice to decide to walk on hind legs or all fours, etc)

A: We do have a bunch of skill changes planned. Things like their howling system or metabolism system are going to be revised a bunch. I’m not sure what kind of art we’re looking at, but I doubt we’ll have a two-legged werewolf to launch.

Q2: So if I put like a hundred extra dollars on my kickstarter you can’t… ;)

A2: Well, I mean, I hope to make the actual model of the wolf look better. I don’t think we want to do a bipedal werewolf because the mechanics of the game are more oriented to running in packs. We’re trying to make werewolf packs more powerful than solo, and you don’t have use of your hands. Being more wolf-like conveys to that idea. That doesn’t mean we won’t have bipeds – I’m guessing that would be kind of an expansion kind of thing where you can unlock a more lone-wolf sort of “mode”.

(11:17) Q: Are we going to improve the graphic system smoothing forward through development?

A: (Citan): Yes. The major parts of the funding from the kickstarter are going towards improving graphics. That will definitely be a huge part of what we’re doing the next year and a half.
(Silvonis): We definitely will be improving the graphics, but we’ll also be optimizing. At the early state we’re in, it’s to be expected for people to bring it up. However, Project Gorgon isn’t all about graphics.
(Citan): There’s essentially no art in the game that’s definitely locked down. We definitely plan to do another pass on character models. I’m not sure if it’ll be a 100% redo, but we’ve found quite a few flaws we need to fix. Along with a lot of terrain art and that sort of thing. We’re trying to figure out ways to make transitions more elegant rather than blue-swirly-portal on the ground.

(13:11) Q: Do you have any skills that you plan on adding that have the Project Gorgon twist?

A: Yeah? There’s around 10 or 12 more combat skills in the pipeline. I’m just going to step back and say the ship goal is a milestone and we expect to continue working on it after that. So I can’t say for sure how many of the almost dozen more combat skills will make it in before that, but they’ll get in. We’ve got Weather Controlling, various Animal Forms, Dark Geologist, Demonologist, Vampires… I don’t think we’ll be hurting for skill choices.

(14:56) Q: Will there be any chance that we will see stealth any time soon?

A: (Citan): That’s a really good question and I don’t really know the answer. I would like to do stealth. We have a few very simple mechanics that are “stealthy” - like if you’re a deer, than other deer don’t run from you and animals don’t care about you. There’s an underlying idea that there are ways to avoid detection and I would definitely like to explore that more. I don’t have a skill planned out yet, so I’m still poking at that.
(Silvonis): I would just like to add that we’re big on player feedbacks. If there’s an interest or something like that, we consider everybody’s comments. We’ve already made dozens of changes based on player feedback.
(Citan): The Gorgon engine that we’re using is really optimized for adding these sorts of mechanics, so I expect there will be a very large number of mechanics like that. I don’t have all of them 100% planned out because we really do like to iterate on them and see peoples’ opinions on them.


(17:15) Q: Is there any chance to see additional storage for characters on top of what’s already available?

A: Yeah there’ll be more storage. Basically it goes by major cities. We’ve hit the storage that’s going to happen in Serbule, but there are four more major towns and several more minor towns planned so there’ll be four-times or more storage in the final game.

(18:04) Q: So, a lot of games nowadays come out and they have a bunch of glitches that can be exploitable. Is there any chance that you could potentially create a test server in order to implement the changes beforehand and have a small group of people extensively test that so when it rolls out to the live server there won’t be any issues?

A: We’ve used a test server before. During the Kickstarter, we’re using the hardware to make sure there’s not any hardware limitations. We had to normally use a test server to test things that are more elaborate in terms of combat mechanics.
Right now my main goal is to really understand how higher level combat mechanics work so I’ve been iterating that on the test server. As we get further down the road and have more players involved, it’ll become more important to test a lot more stuff on the test server. Right now, it’s usually more efficient to throw up a build and if someone says “Hey it doesn’t work” or some other edge case, then I can turn around and update it as opposed to spending an extra week on the test server.

(19:52) Q: When we report bugs (Account Status on the right side), does that also send our System Specs in case that could be an issue?

A: Yes, but they’re not shown on my console yet. They will be, but right this second it’s probably a good idea to mention your Operating System.

(20:42) Q: Will cooking be improved in the future and with effects? Will there be new foods? (Eg. Cupcakes, cakes, etc.)

A: I think right now I have three and possibly a few more subskills of cooking. For example, fire mages can unlock a special kind of flame cooking. There’s also baking and cheesemaking. I expect there will be a very large number of recipes. In terms of their mechanics, I’m not sure what they’ll be, but we’ll just keep iterating on them so that they’ll be more compelling and useful. My goal at the higher level is that players pretty much have to eat and drink routinely so that players who choose not to eat or drink will be noticeably underpowered. People who want to be chefs will have a target audience so people will want to buy their food.

(22:30) Q: Will there be raiding? (Think WoW-esque)

A: We don’t actually have any planned right now and that’s because when we started developing this three years ago, the audience that we gathered at the time didn’t sound very excited about it. But we’ve basically kept the mechanics open so that as we get closer to beta, we can make a decision about what kind of content will be at the higher level. I’m certainly not against doing raids, and we have some interesting tools in our toolkit to make raiding an experience that’s pretty interesting. But right at this very second, probably not more than 6 or 9 people expected at the high level. But we’ll see what people are excited about.

(23:46) Q: How flexible would it be on the Archduke as far as having vendors and being able to charge tax?

A: (Citan): I hadn’t considered taxes. Basically the idea that you could give descriptions, names, and personalities for NPC’s is absolutely part of the bundle. In fact, if you wanted to do a dosier of all the people in town and hand that over that’d be cool. Sometimes I enjoy not having to invent hundreds and hundreds of NPC’s. As far as making money from them, we can talk about what would be the most reasonable way to do that that isn’t super cheesy but still worthwhile.
(Silvonis): On that Archduke level, we are willing to discuss specific requests as long as they’re not game breaking. Some very specific requests can come from that, but the main thing that can come from that is that they’ve gotta be fair and not gamebreaking.
(Citan): Fair is sort of relative. In one of our earlier Kickstarters, we offered you the ability to smite other people which kind of freaked people out immediately. But when they played the game for awhile, they realized it wouldn’t be gamebreaking at all because if you have a limited number of people you can smite per week, and smiting gives people Death EXP from a new kind of a death, people might actually be lining up to ask you to smite them just because of the way game mechanics work. It’s often possible to make things that seem a little abusive seem fun.
The whole point of the Archduke thing from my point of view as a developer is it’s kind of an opportunity to get other peoples’ ideas and kind of run with them and work with them. Right now, it’s kind of an echo chamber. There’s not as much collaboration. It’s a fun time for me to get ideas and kind of collaborate. I’m talking several back-and-forths and making things happen that way.

(27:22) Q: If when we report a bug, does it include our coordinates?

A: Yes.

(27:33) Q: What’s most helpful for you in the bug reports that can fix the bugs? What information would you like to see to fix the bugs?

A: (Citan) If you find something that’s weird in the world, getting as close as possible to it and then reporting it is great because I will actually teleport to the coordinates on my test machine and see what’s going on there. That’s definitely a major thing – be as close as possible. Sometimes people will leave the area and the coordinates end up being someplace completely unrelated, so that can throw me off a little bit.
(Silvonis): We have to ask you guys – please don’t use the stuck feature to abuse the system. It records every time you do it, and we go through those. I’ve had to tell several people to stop doing that.

(29:09) Q: Are there any plans to change the report system – will there be the possibility of people adding on to the same report ticket?

A: We’re actually planning to do an integration with a third party bug tool. One of the problems is that it’s just time consuming to make sure the bugs don’t have sensitive information with them. Yes, it’s a little more complicated than we expected, but yea we will have a system for where you can come and see the reported stuff.

(30:40) Q: Will there be a hide button for the helm slot and will there be satchels (separate inventories) for seeds, meat, wood, etc.?

A: The helm slot thing we’ll figure that out. I don’t know if it’ll just be a GUI option or if we’ll come up with an ingame mechanic. The inventory system in the game right now is the alpha inventory system, and I’m expecting to add a bunch more features to it including separate bags that are essentially like WoW backpacks/bags so you’ll be able to organize your stuff as you see fit.

(31:48) Q: Are there going to be any major changes to the crafting skills as far as the modifiers? Are there going to be any significant changes to the crafting skills?

A: During Alpha, every single number in the game is not permanent. We will definitely change the stats on every piece of equipment that gets generated probably 3 or 4 more times in the next 18 months. So yes, you’ll laugh, you’ll cry, you’ll see your stats go up, you’ll see your stats go down. It’s a rollercoaster - that’s development. We’re still trying to figure out what’s going to be fun in terms of different kinds of armor (Eg. Plate v. Cloth) and from there we’ll extrapolate appropriate stat mechanics. We do expect to have more differences and more craftable stuff.

(33:49) Q: How’s housing going to work? What’s your vision?

A: We have a pretty conservative plan. Players will be able to buy apartments, which are sort of instanced indoor areas that they will be able to configure as they see fit. Guilds will have a bit more complicated system and they’ll have guild halls that are physical large buildings that people can meet in. (If the guild wants to let non-guild members enter.) The non-instanced part of the guild hall has stalls so that guild vendors can set up shops and other services as they see fit, and there’s also a back part of the guild that has a lounge and storage.

(35:36) Q: What would have to happen to have open world housing?

A: It’s just out of our budget right now. The world needs to be a lot larger in order to accommodate a lot of houses. There’s a lot of tech involved, so right now we don’t have the room to support more than a few hundred houses, and if we added the room to support the houses than we’d need a lot more players. It’s really a matter of money, funding, and time. If you want to send me a million dollars, I will get it done. In the meantime, we’re basically keep it conservative. If the game is a runaway hit, we can approach this with expansions and make it happen.

(36:55) Q: Will there be any benefits to having a house?

A: You can store your stuff there and you’ll have a way to teleport to your home. There’s also a bed there that you can sleep in and use various crafting surfaces. One of the weirder mechanics we’ve been talking about is that there’s a favor level that’s above the favor level in the game right now. Right now you can get your NPC’s up to Soul Mates and above that is Married. The idea behind that is that certain NPC’s you can marry, and they will appear in your instanced apartment and have their own entire set of mechanics and basically live in your house.

(38:12) Q: Will housing be an in-game feature or will it be something affordable for a new player? A:

(Citan): Somewhere in the middle. Think early WoW where you had to save up pretty hard to get a mount – you’re not expected to have to grind months and months but you don’t expect to get it in the first few weeks either.
(Silvonis): Housing’s still one of the things that we have a ways to go on. It’s certainly a subject that brings excitement to the players, so we definitely want to encourage feedback. Specifically on the forums, if you want to talk housing that’d be great. Just remember we have to work within a budget here, so just remember that when you’re giving suggestions.

(40:25) Q: Will there be a quest/rework to allow for better tanking? (Holding agro better, maybe a shield rework?)

A: I’m not sure that a rework is completely necessary. There will be stat changes to make Shield a more tanky skill. We have another skill called the Dickweed skill that is a subtype of Combat Psychology which is focused on getting monsters’ attention and making them hate you a lot. I’m not sure if we’ll move that into the game or move it into currently existing skills, but we’ll make sure that tanking will be viable.

(42:26) Q: I was actually wondering how camps will be handled? (Pretty much Killstealing)

A: (Citan): I don’t expect to have a Play Nice policy. I think it’s kind of antiquated. I think the problem is more of a mechanics problem. I’m not sure where you’re being KS’d from, but we should probably be able to solve that in mechanics. As you know, the bosses in the game are group lootable so everyone gets their own copy of loot from the boss so there’s nothing to steal there. There might be ways that people could abuse solo monster stealing, but I don’t know if the play nice policy would really be enforceable there. On the other hand, if someone’s just being an asshole, we’ll just ban them. We have the right to make that happen. If the players are just abusing constantly, than that’d be sort of a play nice policy. Or ban the asshole policy.
(Silvonis): We do have logs of everything that happens in the game, and intentionally griefing people will not be acceptable. We do see it, and we do address it if it does happen.

(44:45) Q: Would you be releasing an API if we could create add-ons or interface upgrades/modifiers?

A: Unfortunately I don’t have that on the schedule at the moment. What we’re kind of hoping is that someone will solve this for us in the Unity Assets store and we’ll be able to integrate some sort of modifiable pack for GUI’s. The answer is probably not but we’ll keep our eyes open.

(46:24) Q: Can players have their own NPC’s to sell their stuff?

A: We do plan to do that, actually. If you go to the back of Serbule there’s that weird indoor area that’s where we were going to prototype stalls that players can buy. There’ll be an area that players can rent and have an NPC shopkeeper who will be randomly assigned to them and they can give instructions and inventory to. We also have mechanics to make shops memorable. (Ex. Inscribing)

(48:20) Q: How would we accommodate the rush of players coming in from Steam? (Eg. Dungeons getting cramped)

A: Basically I need to sit down and look at the data we’ve been gathering and see where the big bottleneck points are. It’s hard to know how many people will show up at a given moment at the Steam Early Access. A few more hundred players we can definitely accommodate. If we have a runaway success, we just start up more servers (“shards”). Before we launch on steam, I’m hoping we’ll have a better understanding of where the problems are and to address them with some wider content.

(49:57) Q: What are your thoughts on emergent gameplay and will there be any tools for player driven content?

A: We don’t want to do instance that won’t fit the world, so you won’t be able to make your own dungeons. But we do want you to be able to make your own content – what that means is that you could be able to add stuff to the existing world. Eg. Adding quests to existing NPCs.
We do hope to have player generated quests and content of that kind. We’ll be rolling it out as we can, and be prototyping some of it in early beta.

(51:23) Q: Will there be more jumping-type puzzles added to future content?

A: Each of the dungeons we have now are different in that they have different things they are trying to test. I don’t know if people have been real excited about jump puzzles so far, but we’ll do a few more tests and see what people say. It’s a pretty wishy washy answer, but I just want to make fun content and we’ll have to see what people think is fun.

(52:43) Q: Will there be any twists on the standard MMO features like having a barber or a way to change your looks?

A: Definitely. I will also probably do a one-time reset mode for people in Alpha so they can re-tailor themselves once they have more faces and hairstyles to pick from.

(53:40) Q: Followup to the griefing question earlier, I’m ok with getting kill stealing to a certain degree and I like the idea of having to compete for it, but at the same time it could dissuade newer players from doing certain things. Would there be a chance of having separate channels?

A: We have that kind of setup so we could run another copy of Serbule, but the vendors wouldn’t quite set up. The various kinds of permanence we have that aren’t in other games kind of cause some wrinkles in that. We do have that possibility, though. That’s one of the tools in our toolkits to handle surprise influxes of population.

(55:30) Q: TL;DR Powerleveling – Detrimental or nah?

A: It is allowed, and it is sort of a game where I think it’s fine. It’s not really that broken to be able to powerlevel to a certain point. One of the problems right now is that you can get to level 50 pretty easily. The final game goes to level 125, so it’s not a very high level. It’s not that big a deal to me that you can jump there. It becomes a big deal if newbies are powerleveling to the endgame so that’s something we can think about more. I don’t really want to deal with that. Powerleveling everyone to the midgame is fine if they wanna do that. If you guys really hate powerleveling, it’s really a matter of what the userbase ends up liking. (Mention that on the forums if you don’t like it!)

(57:53) Q: Right now all we’re able to tame are rats and cats. Will there be a limit to certain breeds or kinds of animals we can tame? Also, will we be able to have more than just one pet out at a time?

A: Not all animals in the world will be tamable. Lots of animals are mod-marked as sentient. I’m not sure if you’ll be able to tame certain monsters, such as bears, which have skills that are fine for fighting players but broken for fighting other monsters. The animal handling class is designed around one animal, so you won’t be able to have multiple animals out.

(59:25) Q: Is there any chance you could make Mr. Squeaky non-sentient so that I may tame him?

A: I can’t lobotomize Mr. Squeaky, sorry.

(59:50) Q: Would we be able to see the ability to have players create their own music or paint their own paintings?

A: Someone pointed me to a sort of textual language that a few games use for player driven music and it’s not like there’s a library we can just plug in to make that happen so that’s a fairly elaborate thing. I’d like to eventually allow you to write your own music and have some endgame jam session music. I’m still exploring what it would mean to let you do your own painting. We’ve been prototyping a mechanism for a painting skill that lets you take screenshots in game and turn them into pictures, but it’s kind of boring. It might be fun to let you upload little images, but then there’s the issue of uploading inappropriate content. I’d like to do some more things to let players be creative, though.

(1:03:02) Q: Guild/Friendlist ETA?

A: (Silvonis): Working on it. Will have improvements on the Friendlist. As for ETA, we’re looking for sometime after the Kickstarter ends. Sometime around the Steam Integration, 2-5 weeks. The guild features were part of the reason we did the Kickstarter, so you will see those relatively soon. Definitely keep the suggestions coming. We already have some ideas that we’d like to do.

(1:05:12) Q: All the skills seem to be much interconnected. Will this dependency tree ever be toned down so that certain groups of skills can be received without having to get a bunch of unrelated skills?

A: I don’t think the skill tree is that complicated at the moment, so I don’t think so. I think 150 is my goal of additional skills, a lot of them being crafting and utility skills and they do kind of clump in interconnected groups. I don’t know if they’ll be less complicated than they are now, but you will have to learn several different skills to learn other skills. That’s just the kind of game it is.

(1:09:29) Q: Will there be a dancing skill?

A: Yes! Just haven’t gotten to it yet.