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Citan Forum Posts

67,165 bytes added, 21:15, 11 August 2016
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I just read 10 months of dev posts. My eyes hurt.
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==== Engine Switch? ====
: Huh? You had network-latency lag. Whenever you have lag that can be felt by other people in other zones, that's never, EVER due to Unity.
: We use Unity for graphics. That's all. A different graphics engine might get us better lighting (to better show off our oh-so-beautiful artwork...) but it will do jack squat to improve the connection between your machine and our datacenter, which has been having problems recently. But these are hardware issues that we'll work out. We've had two hundred concurrent users before, with no lag -- and yet now we have lag with 50 users... that's definitely not due to the graphics engine, or the server code. It's just hardware.
: Since I presume you "read up" on these engines before recommending them, it should be obvious that we don't use the networking code in Unity, and we couldn't use the networking code in Unreal, either, because they are designed for FPSes and totally useless for MMOs. We have our own networking code. We technically use the physics engine in Unity, but it's just the PhysX library, same as most every other engine on the planet, so the physics would be the same on other engines.
: Finally, suggesting that you can just switch out engines shows a very deep lack of understanding about how a game is made. I would have to spend at least two more years to switch engines. Yes, seriously, YEARS. And the results would be extremely unimpressive, because we'd still have the same artwork. The graphics engine just shows it off.
: Unity is the most popular game engine, so it has the most vocal detractors. It also has real problems... but they all do. I promise that I have done my homework, and this engine is better suited to the game than Unreal or Hero.
: Also, this isn't exactly on topic, but I want to ask you and everyone reading this to please... PLEASE... in the future, for other games, especially indie games, DON'T make recommendations to developers to switch engines. It basically reads as a huge "fuck you" to developers. I know you're trying to be helpful, and I know you aren't trying to be offensive, but it really is offensive. It's like saying "your child is ugly, get a divorce!" It's too late for that. Even if a game really is bad because of the engine, switching is never a viable alternative. Even large teams can't switch engines once they're past the prototype phase.
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==== Wi-Flagged ====
: Oh come on, a "wi-flag"? That looks like a doctored screen shot to me. After all, this is from Monger, the same person who posted that clearly-fake picture of 200 deer in one place. (I mean, come on, why would all those deer stand on that little ice ledge?) Has anyone actually seen this so-called wi-flag when examining themselves?
: If there *is* some sort of "wi-flag", I'm sure it's nothing to worry about. Srand was the programmer who fixed the wi-flag in AC1, so I'm sure fixing this one would be no problem for her. If it existed. Which, of course, it doesn't.
:: http://projectgorgon.com/forum/community-questions-answers/3072-wi-flagged-what-does-it-mean-in-gorgon#15806
==== Endurance ====
: First, Endurance is intended to be easier to level for meleers. It is probably too slow to raise right now, even for melee users, but that's just details that we'll get worked out over time. Being a melee fighter is frankly more dangerous than being an archer, especially if you've just started playing, and you can see the proof of that in how much less Endurance XP archers get! So that's why meleers get a small benefit to help counteract that.
: It's not a huge permanent benefit, since anybody can EVENTUALLY raise the skill regardless of level. But I think it helps when you need it most: if the first combat skill you level is a melee skill, you will need a bit more help surviving than somebody who shoots lightning and uses a cat to kill their enemies (or whatever). Eventually things even out a bit more, and eventually everybody gets endurance levels.
: One of the intended benefits of Endurance is that melee users have an easier time wearing plate mail armor. That's why really heavy armor has Endurance requirements.
: But lots of other types of gear have Endurance requirements, too, and that's just because (as many people have surmised) we needed a way to gate gear so that newbies don't wear level 100 armor. But it does get in the way for higher level players. I like Ianfiniti's suggestion for these cases: removing the Endurance requirement when the item has equal or higher requirements for other skills. I think that's fairly elegant, so it's been added to the to-do list. (It won't be in the next update because it requires new tech, but it'll happen.)
: There will be other combat-related skills down the road, and I expect some of the weirder esoteric benefits of Endurance to move away to those. The extra inventory slots, for instance, are just tacked on there temporarily.
:: http://projectgorgon.com/forum/support/2992-the-endurance-problem?start=30#15415
==== Druid & Knife ====
: There's some technical and practical complications right now, but the plan is (and always has been) that druid+knife will be a viable combination. But unfortunately not for a while.
:: http://projectgorgon.com/forum/general-gorgon-discussion/2968-eric-about-knife#15141
==== Unlocking Races ====
: You understand correct: if you didn't participate in the Kickstarter then the way to unlock the other races is by completing quests in the game with the first three, and then making an alt using those races.
: The other three races have more difficult play styles and they aren't for novices. You will need to know how to play already in order to succeed with them.
: This has been the publicly-explained design for years, and it's not something I could change now if I wanted -- it's too late in development. But I don't want to change it: I like alts. And most MMO players like rolling alts, too. But I want my alts to play differently, so that's what the other races are: different ways to play.
: I know that lots of alpha players like doing every single skill on a single character, but I've explained over and over that that's not a reasonable thing to do in the final game -- the skill dependencies just get too broad to try to do it all at once. So when it comes time to roll an alt, the other races are variant ways to play. They aren't just cosmetic changes.
:: http://projectgorgon.com/forum/general-gorgon-discussion/2789-you-ll-be-able-to-unlock-dwarves-by-completing-an-in-game-quest#14788
==== Storage Trouble ====
: I won't tolerate any further "the game is ruined", "dev has no sense", sort of manipulative bullshit here. Be constructive or fuck off please. This is an alpha, not a finished game, and these forums are for getting constructive feedback.
: I have lots to say about this issue and lots of thoughts on where it's headed, but it's frankly not the top implementation priority right now. This is a game IN DEVELOPMENT, which means that the order things get done is the best order for getting the final game done, not the order which is most convenient for you guys.
: So if your #1 concern is storage, kindly sell more of your shit please. I know, you want to save literally every item in case you need it some day, but you can't, so stop trying to and sell it. If you must complain about how you can't intuitively store all of the 4000+ types of items in the game without a lot of hassle, then at least do it politely.
: Will storage issues get better? Yes. Will the game always have item-management problems, given that the final game will have 10,000 types of items? Yes. I can't see why it wouldn't -- literally every MMO does. I had serious inventory problems in WoW, EQ2, AC1, every MMO there is, so why would this game be different? But we'll certainly be working on improving things to the best of the game's potential, approaching the problem from several different angles, in time.
: Finally, I want to emphasize that I'm not saying don't give feedback and thoughts about this topic -- I'm saying keep it respectful and constructive. I've read and appreciated most of the feedback in this thread, and it definitely informs my plans, both short-term and long-term. But when feedback gets derogatory or dismissive it stops being worth my time to read.
:: http://projectgorgon.com/forum/support/2669-change-to-the-storage-system?start=10#14576
==== Were-forms ====
: I think croocy was asking about other kinds of were-animals, wasn't he? In terms of adding other were-forms like werebears and wereboars and werecats... eh, no, we probably won't add more animal forms that are considered "lycanthropy". In other words, you might be able to turn into a cat, but it won't be because you're a were-cat. There'll be different fiction and different rules.
: In terms of providing alternate appearances and modes for werewolves, yeah, there will be more appearances available down the road. Some more colors and some alternate models too, hopefully.
:: http://projectgorgon.com/forum/general-gorgon-discussion/2670-no-wipe-at-launch?start=20#14471
==== Game Framework ====
: Well, this isn't a fully free-form game, it's a game where you work within a framework. The framework gives you limitations, and part of the game is planning around those. You can use a sword and a bow together, but you can't use a sword and a hammer together. You can use druid and cow together but not druid and werewolf.
: Some of those reasons are practical (animation limitations, balance concerns, etc.) and some are driven by the eventual story, but they're all limitations to be worked around.
: In the case of werewolves and druids, I have lore plans. I also have balance concerns which aren't relevant right now but will be, eventually, I hope, if werewolf and druid both take off like I want them to.
:: http://projectgorgon.com/forum/general-gorgon-discussion/2670-no-wipe-at-launch?start=20#14471
==== Gear Wipe ====
: I'm not sure why this is popping up again, because there's been no change in our plans for quite some time... like, a year now, I think. As I've said on these forums many times, we are likely to wipe equipment and items, in order to give the in-game economy a fighting chance of taking off after launch. But we won't be wiping player skills and abilities, just items.
: (Also remember that "launch" is not "when it's on Steam" -- the game will be on Steam soon, but that will be Steam Early Access. "Launch" is when it's out of Early Access, which won't happen until next year. Once again, NOTHING is being wiped this year.)
: I understand if the idea of losing your gear is upsetting, I really do. But the items you have right now will be obsolete long before we launch, anyway -- as we raise the level cap, your current items will become junk. But anyway, if this is a deal-breaker for you, I get that. But all I can say is "goodbye for now". I hope you come back and play after launch.
: On the flip side, I understand if you think it's unfair to let players keep their existing levels, but again I'll have to disappoint because we aren't wiping characters. The levels you earn now are your "reward" for dealing with the bugs and problems associated with alpha-testing.
: RE: "why don't you just open another server?" Well, we can't plan on having enough players to do that. If we have enough players to support multiple servers, we'll be able to reconsider a lot of different plans, but until that time, we are planning around a worst-case-scenario where there's only one server at launch. It's an indie game and it'd be a mistake to assume there will be tens of thousands of active players on launch day! But fingers crossed...
:: http://projectgorgon.com/forum/general-gorgon-discussion/2670-no-wipe-at-launch?start=10#14439
==== Animal Life ====
: Yes, there will continue to be new resources available for animal players. Understand though that most animal curse-forms aren't really intended for newbies -- the first curse form that is "legitimately" available to newbies is the cow curse, and there will be more cow-related resources early in the game. The other curse forms come a bit later and so their resources arrive later. (You can get "pig potions" early on, of course, but as it says on the bottle, those are just for testing -- they won't exist in the final game.) So I'm not worried that pig players have limited resources in Serbule -- they aren't going to live in Serbule anyway. On the other hand, pigs have a much easier time in Rahu where very few of the NPCs refuse to serve animals.
:: http://projectgorgon.com/forum/support/2673-a-pig-s-social-life#14434
==== Necromantic Form ====
: Druid and Necromancy will continue to work fine together, although there are lots of druids who don't like necromancers, so you may need to keep your choices hidden.
: As for necromantic form, that is expected to be a sub-class of necromancy (much like, say, rapier is a sub-class of sword), and I haven't designed it yet so I couldn't say for certain that they will 100% always be compatible, but at the moment I expect they will be.
:: http://projectgorgon.com/forum/general-gorgon-discussion/2552-druid-and-necromancy#14017
==== Solo Loot vs. Group Loot ====
: For people wondering "why" -- why can't solo loot be better than group loot, the answer is that I need people to group! And the majority of players will gravitate to the thing that gives them the best rewards. In the past couple of months I've seen a dramatic rise in crafting, and a corresponding dramatic drop off in grouping. This makes it impossible for me to develop the game's group experience. I need players to do group dungeons in order to continue to improve the grouping experience.
: In a nutshell, my mistake was making it possible to get the best loot via a completely soloable process. I expected there to be more reasons to group -- for instance, the Combat Wisdom system, as well as some others -- but those aren't ready yet. Right now, I'm hearing (and seeing) players not grouping because it's "pointless".
: Eventually as more reward mechanisms come online, things will change, and soloing will have benefits that aren't achievable by grouping and vice versa. But we're not there yet.
: If your concern is that "grouping is too hard" or "grouping is too easy because people just get carried through dungeons" or "grouping causes bottlenecks which create player tension", those are all things I have plans for. But I can't work on them until people are grouping again. I need people testing the systems in order to make accurate changes.
: And to reiterate, I'm not removing soloing. The stuff dropped from solo monsters will continue to be good stuff. And it may be useful to know that low-level monsters are designed around Rare (blue) gear and high-level monsters are designed with well-chosen Exceptional (three-ability) gear in mind. Level 60 is mid-level for the game so I expect you to be somewhere in between. (In game-design terms, at level 60 I expect you to have 2.5 synergizing and applicable treasure effects per equipment slot.) So you are NOT supposed to need a perfect set of Epics, let alone Legendaries, let alone Max-Enchanted-Legendaries, in order to solo or to be useful in a group. Some group content will be harder, but not a lot of it. (The only intentionally-overly-hard dungeon right now is labs.)
: If you find that's not true and you can't e.g. find anything soloable even with a set of decent 3-effect gear for your level, please let me know what level you are stuck at and the skills you're using, because that's a fundamental balance problem that I still need to work on.
: Thanks for your patience, and please remember this is an alpha! You are sometimes required to play the role of guinea pigs. I try to make that painless, but I can't always make it painless.
:: http://projectgorgon.com/forum/general-gorgon-discussion/2401-citan-s-notes-5-6?start=40#13878
==== Ability Bar Limit ====
: This comes up every six months or so, so I should really get a FAQ! But here goes again: six abilities for each skill is a hard limit and isn't going to change. There's lots of reasons for this. Here's some:
: - it lets me offer interesting ability choices. Fire Magic is a good example of a skill that would be a lot more powerful (in terms of total damage output) if you had just two more slots to use at once. But that's not an accident. I want to use the six-ability limitation to be able to create interesting choices, without worrying as much about "what if they just use ALL the choices?"
: - it helps players understand that they need two skills in later parts of the game. Being "just a fire mage" (or any other one skill) is going to leave you unable to effectively fight a large number of monsters later. The thing is, at low level, any combat skill is viable for all the newbie content. It's just not that hard. So the natural tendency is to want to focus even MORE into a single skill because the second skill isn't as important. But letting players do that is very bad expectation-management on my part.
: - it helps players understand that they need to spread their gear across two abilities too. Again, this is important later, when you may very well need the Mentalism side of your Fire Magic/Mentalism build in order to kill some of the monsters. If you have no mentalism gear, you're screwed.
: I need to do more to push people (and help people!) make sets with dual-skill focus -- it's something I'm working on. But letting people make single-skill builds would just set back all my effort in this area.
: So anyway, that's not going to happen. It's a very intentional design choice that you only get six abilities from only two skills.
: On the other hand, most everything else about the GUI particulars may change.
: One upcoming feature is something like "configuration snapshots", so you can take a snapshot of the abilities and gear you have at a particular moment, and switch between snapshots for different scenarios.
: I'm also exploring ways that sidebar abilities may play interesting roles. At higher level I'll probably let you put sidebar abilities on any bar slot, so if you know what you're doing and you really only need 5 mentalism abilities (for instance), you can use the sixth for a different sidebar ability. I have to avoid screwing up expectation-management with that feature, but I don't think it would cause imbalances and it may open up some interesting builds.
: Another question that comes up every six months or so: some people would prefer having one row with all twelve slots on it, so the abilities take up less vertical space. But that was the original design and we abandoned it because it didn't work well, so I'm hesitant to allow that again.
: In very early alpha, the bars were set up in one row, 1-6 then 7-12, with just tiny space between them. (And yes, it does look cleaner!) But players just never remembered to use their second ability buttons at all. When I stacked them on top of each other, the second skill started seeing a LOT more use.
: So I'm wary of reverting the progress that's already been made there. I really need to help players get in the habit of using two skills early on.
: But I dunno... we'll see how things progress there. It's not something I'm dead-set against, just something I'm worried about.
: (However, actually moving the bar out of the center of the screen, say over to the left or the right, will be possible when the GUI is revamped.)
:: http://projectgorgon.com/forum/support/1873-more-than-one-bar-from-the-same-ability-tree#13110
==== Sentient Weapons ====
: We have something like this planned, called "sentient weapons". You'll be able to imbue weapons with intelligence and they will take on a random personality, complete with simple "quests" (such as "I want to kill boars today"). Making the weapon happy will level it up. The exact details are still pretty sketchy (as in, they're literally sketches in a notepad) but we'll end up with something in this vein, anyway!
: (Oh, and this is a high-end crafting process, not something you'd do as you level up. That's why it's not in game yet. There will be several different ways that crafters can augment top-end gear, and this is just one of the options.)
:: http://projectgorgon.com/forum/support/1800-levelable-weapons#12610
==== Gorgon Humour ====
: First off, there's a lot of rose-colored-glasses in here. WoW's jokes are INSANELY invasive and terribly un-funny. Every other quest title is a joke referencing a sitcom. Every third monster is a joke referencing a movie. Entire races seem to exist just for shitty jokes based on their stereotypes.
: Humor is subjective. You're allowed to think WoW's humor is good. But I don't, and I'm not replacing my sense of humor with yours. I can't. And even if that was a thing I could do, I don't have time to rewrite all the text.
: That doesn't mean every line in the game is locked down and unchangeable, but "replace the writing"? Come on, there's hundreds of thousands, maybe half a million words of text so far.
: But if you think particular lines are shitty, or unfunny, or offensive, or whatever, then send feedback about them and we can revise. Specific lines, though. Generalizations don't help me revise.
: Bottom line is this: if a lot of the game text really jars you, then I'd just find another game. If it's due to isolated shitty item descriptions or whatever, then help me fix it. If you want to be constructive, be specific. And if you want to rapid-fire your opinions about particular lines, that's great and appreciated -- but it's probably best to send those as suggestions in-game; doing it on the forum will probably not result in very useful dialog.
:: http://projectgorgon.com/forum/community-questions-answers/1725-p-g-writing#12242
==== Player Assessment ====
: The data-miners out there have probably already seen hints of this, but an Assessment skill is in the works. (But not ready for next update.) There will be a way to "foil" the assessment as well.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1719-player-assessment-skill#11980
==== Carrier Pigeon Skill ====
: Yep, a carrier-pigeon skill is planned
:: http://projectgorgon.com/forum/general-gorgon-discussion/1079-announcing-upcoming-chat-interface-api?start=10#11895
==== Bug Submission System ====
: Yep, we do respond when we have time, and those are never automated. (And I'm glad the effort seems worth the trouble!)
: The way it works is that in-game tickets are queued up for analysis, and then one of us (right now usually Sandra) categorizes them, files them in a bug system, and closes the in-game ticket. So when you get a response, it means that we've "processed" it. That doesn't necessarily mean a fix or response will be coming right away -- there's a lot of bugs. But if you get a response, it DOES mean that we won't forget what you said. It is known.
: And yes, the in-game reports include your character name and location.
: Oh and by the way, if people can find precise locations where monsters can "see them through the walls", we could use that info. I've seen lots of reports where people say things like "I have to avoid walking too close to the walls or monsters will see me right through it and come out to hit me." But I've never been able to repro this.
: It might be an illusion -- monsters DO wander, so it may just SEEM like they're seeing through walls. (And of course if you're in combat, monsters can HEAR through walls, and that's intentional.) But if you know with certainty that a specific wall is a problem, I would love to have a reproducible location.
: (What I'd do is have the feedback window open, ready to submit the bug, and not hit Submit until you see the monster coming for you. That way we have an exact coordinate from your bug report.)
:: http://projectgorgon.com/forum/support/1689-feedback-popup-response-to-in-game-bug-submissions#11740
==== Chickens and Feathers ====
: There should probably be more ways to get feathers -- you can get them from spiders, and a few other places, but maybe too rare. But I don't think it'd make sense to make the NPCs care less about the chickens -- the next content update adds eggs, which come from chickens minecraft-style (occasionally popping out of them, that is). So the chickens are more important to them.
: (Elves don't believe in keeping livestock in cages, which is why even the cows have no fence, much to Sir Coth's annoyance.)
:: http://projectgorgon.com/forum/support/1655-elahil-you-plonker#11523
==== Instances ====
: There will never be instancing because the engine can't support it. Making an MMO engine requires compromises -- especially an indie one made by a single person. One of the big limitations is that it simply can't do instances with combat in them. (I can do instanced housing because it will have no combat.)
: However, making a fun game without instances is hardly a groundbreaking feat. Yes, there are down sides to not having instances. But there are up-sides as well. In a game like EQ2 - and this game - you won't typically "get a group together and then go to the dungeon" -- you'll go to the dungeon and get a group together. The dungeons will be much longer -- remember, this is an alpha, not a beta, an alpha, so zero percent of the dungeons are their final size -- and several large groups plus some soloers will be able to explore the same place without getting on each others' nerves too well. I've seen it done well in the early launch EQ2 content and in many ways I'm basing my dungeon design plans on theirs.
: So the answer is no, no instancing, and no amount of convincing will change that. But for indies, limitations are also opportunities. In many ways I've designed the game around this limitation, and I think this will become more clear when we have a larger population -- and a bit larger world to go with it.
:: http://projectgorgon.com/forum/support/1616-question-to-citan-only-about-instanced-dungeons#11173
==== Can I change character race? ====
: I'm sorry to say that a race change option isn't necessarily going to happen -- because of how race is implemented, it's not trivial to change.
: However, we can change your appearance and gender more easily, and we'll definitely have a way for existing characters to change that. (And maybe race too, depending on exactly how hard it ends up being.)
: The timeline for those features is late in the game's development cycle, though. None of that will be available for many months. It wouldn't make sense to implement that feature before we have new appearances in the game.
:: http://projectgorgon.com/forum/support/1594-race-change#11055
==== Small Team ====
: And now something totally unrelated to these tools, a side note that sorta fits here: I've had players accuse me of explicitly gimping their character builds -- and I have done that once or twice over the past five years of development, but it's really rare. I just don't have time to examine individual characters and see how you're breaking the system.
: It's easy for players to forget that a typical MMO has at LEAST 5 engineers and 5 full time designers... and that's for a super tiny team. But I am the only full time engineer or full time designer on this game. I'm also the entire operations team, part of the customer service team, and the head of QA. I work a LOT of hours. :)
: A side effect of players not realizing this is that they can't understand why I don't focus more deeply on particular things. Why can't I focus on equipment stats and just get it right? In a normal MMO, equipment stats would be a full time job for at least one person. (A job I LOVE, by the way, and have done professionally before.) But that's just a tiny part of my many jobs, and as frustrating as it is for me, I can't focus all my time on it. Sometimes I have to half-ass it while I'm busy working on all the other things that are also in development.
: So tools like this can be a really good thing, because they can help players help me -- you can point out problems and guide me to them. And I REALLY appreciate help in this department! If I hadn't pulled my hair out years ago, this game would have turned all my hair gray by now. It's a BIG game and I am proud that it seems kinda-sorta professional -- but it's an indie game. And indie games live and die by their communities. So again, when you report broken builds or insane power sets, that helps me and helps the community, too: the longer a super-broken thing goes unfixed, the more upset people are when I finally spot it and fix it.
: Anyway, sorry for the ramble. This is a very cool tool, and if there is other data that you'd like in the client files, I may be able to add it for you easily, so feel free to ask.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1570-gorgon-eye-new-website-opensource-tools-for-project-gorgon?start=10#10925
==== Foul Mouthed NPCs ====
: Different people will interpret NPCs' behavior differently, so they aren't really a good guide. That's the point of a code of conduct: to codify a few behaviors so players don't have to guess.
: The NPCs do cuss, but they use it sparingly. That's basically what I want players to abide by also. Just because an NPC says "fuck" in their dialog somewhere doesn't mean you can call yourself "Fuckboy" or scream "fuck" over and over like a 14 year old that's only just stopped being under parental supervision.
: We all know people who are eager to push boundaries by stretching rules to their limits, so the official rules have to be pretty tight. I don't want to try to precisely codify all possible valid behaviors, it's a losing proposition. So the rules have to be tight enough to deal with whatever comes up -- but we can be more flexible in enforcing it. As long as you're generally being civil and helpful in chat, cussing and even occasional lewd jokes or whatever really isn't a big deal to me. But if your behavior gets out of hand then you need to stop.
: In fact there's a bunch of places where I expect we'll let these rules be bent. For instance, we currently have a hands-off approach to moderating cussing in guild chat channels -- the guild master can decide to allow more cussing if they want, or none at all. (And they will eventually have the ability to gag guild members in their guild chat channel, allowing them to enforce their rules.) But that doesn't mean guild channels can break ALL the rules -- just a few, like cussing. Those sorts of special cases are too specific to go into a code of conduct at this point, but we'll try to make some of the more important distinctions clear via in-game screens (e.g. a screen of help text for guild moderation, etc.)
:: http://projectgorgon.com/forum/general-gorgon-discussion/1552-code-of-conduct#10820
==== Werewolf Shifting in Combat ====
: Werewolves shifting in-combat is supposed to be viable -- but risky -- for high-level players, but basically impractical at low level. But to answer your question, yes, that's okay.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1510-druid-feedback?start=30#10640
==== Druid & Werewolf Clarification ====
: And no, you still can't use your druid skill and werewolf skill at the same time, but you can still be a druid and a werewolf -- just not at the same time. This is not a change. A druid/werewolf item has NEVER been in the game and it never will be... and I'm definitely not going to code up a reset over an item that's never existed.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1510-druid-feedback?start=20#10629
==== Druid & Werewolf Lore ====
: Druid will likely not be available for werewolf form for lore reasons -- the gods responsible for druids and werewolves are not friends. (The god responsible for spiders couldn't possibly care less, and there's no gods for the other animal forms.) If there is a druid/werewolf item it'd be a difficult-to-obtain quest thing.
: RE: removing deer from druids -- right now I'm leaning toward giving druids a "spirit deer" form, which looks different than normal deer but fights the same. NPCs would treat druids as people in this form, meaning the NPCs could "see through the illusion" I guess you'd say. So druids could get access to the deer skill easily, but not deal with the down sides (or up sides) of being an actual deer.
: That's my thinking right now -- we'll see how things pan out down the road when more of the pieces of the puzzle are in place.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1510-druid-feedback?start=10#10608
==== Focus and Specialization in Skills ====
: Well, I don't really think of it in terms of "focusing is bad" -- though I guess you might say focusing is the natural end-game.
: One of the goals of Project: Gorgon is to give you an interesting nest of complexity to explore. I often say the game is about "exploration", but I don't always clarify that I mean "systems exploration" as much as world-exploration. So there's a lot of interconnected systems to discover and poke at and interact with, and I hope to attract players that find it fun to find, unlock, and explore these systems.
: A good systems-exploration type of game will be bewildering at first, but then you get your bearings and think you've got it figured out... and then the game throws you curveball after curveball, so you have to keep thinking about how it all fits together. Things like special enemy abilities, curses, environmental hazards, and so on force you to learn and adapt all the way through the game.
: But no game is going to keep you guessing forever -- at some point you've seen the content and explored how it works enough to make decisions about what you want to do. This naturally leads into focusing on specific skills and gear and so on. (Some people will hit this point very quickly, whereas for others it will take hundreds of hours... it's a very personal thing.)
: At that point, instead of the pleasure of exploration, the game can offer the pleasure of mastery: of being amazing at a certain specific thing, and having ways to share that with other players.
: ... at least until the next content update comes around, where maybe some things get shaken up some more. (We expect to have them every couple of months after the game ships.)
:: http://projectgorgon.com/forum/support/1493-focusing#10475
==== Bottle Stacks ====
: It's not about realism but it IS about gameplay mechanics. I want liquid resources to be "heavier" and the only way to do that is to restrict their stack size. This is important for a lot of game mechanics -- without that "weight", a bunch of the game's systems are pretty stupid.
: For instance in the desert, you need to bring a lot of water. If water stacked to 99, that's not a restriction. It'd just be meaningless busywork, filling infinite bottles. The point of the desert mechanic is that you have to bring lots of water, which means you have less room for other stuff.
: Watering and fertilizing plants is another example. Wells are never in the same spot as gardening zones -- you always have to run a few feet. Not far, but far enough that carrying more bottles at once has benefit.
: These sorts of small game mechanics aren't very important by themselves, but they make emergent gameplay possible. For instance, imagine a guild of gardeners who have one dedicated fertilizer guy and one dedicated water guy, doing that role for everybody else. Those sorts of user-invented roles can only exist if there's a tiny bit of friction in the game world. In this case, the friction is the annoyingly low stack sizes.
: I originally wanted all liquids to be non-stackable. But that was way too much annoyance. I think stacking to 5 is as high as I can go for water -- any higher and it'd lose any gameplay tradeoffs. As for other liquids like fertilizer, the jury's still out!
:: http://projectgorgon.com/forum/support/1457-bottle-of-fetilizer#10299
==== Animal Form Update and Animal Town ====
: While implementing the upcoming "Animal Town" I ended up going with a different plan. The animals in this town only talk to players who have been in animal form for at least 3 hours of game time. My goal there was to keep druids from getting too much benefit from Animal Town -- if you can just turn into a deer and instantly use the shops and storage there, it stops being a special alternative resource for animal forms and just ends up being yet another boon for druids. But on the other hand if you want to actually play as a druid deer, just stay in deer form long enough and you're good to go.
: I haven't bothered to implement the plan I mentioned where you have to re-buy your higher-level animal unlocks if you change out of the form. I'm hopeful that Animal Town will eventually become enough of a draw (and losing access to it enough of a drawback) that no other mechanics will be necessary.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1406-plans-for-permanent-animal-curse-forms?start=40#10263
==== Cooling Improvements ====
: Cooking will slowly become more fleshed out as we add more content and systems. There will always be easier recipes and harder ones, but I think it'll make a little more sense in time.
: Speaking of which, there's a small step toward fancier cooking in the next update when we add new kinds of meat drops. There's nothing that changes gameplay yet, but you can see where we're headed a bit better.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1427-about-cooking#10007
==== Animal Form Update ====
: Hi guys, just a quick note about where animal form curses are heading. (There was a long and important thread about this a few months ago but I figured a fresh thread is useful here.)
: The old thread was discussing the idea of having to lock into your animal form permanently in order to raise the skill past level 50. I've thrown that idea out as being impractical, but I still want to dis-incentivize people from switching constantly.
: So the new plan is pretty simple: when you cure the curse, you'll also lose any level-cap-increases you've bought for the skill.
: Say you're a cow who has bought the level 51-60 skill-cap-increase, and you're level 57 in the Cow skill. Then you decide to abandon Cow form. If you later become a Cow again, your skill cap will be 50, not 60. You will have to re-buy the level-cap-increase from the trainer.
: However, you don't permanently lose XP. In the above example, once you bought the level-cap increase, you'd instantly go from level 50 to level 57 again.
: I like this design because it doesn't penalize people for switching when they're just trying out the curse form, but as they level up higher and higher, the penalty becomes increasingly expensive and time-consuming.
: That's the plan, anyway. We'll see how easy that is to code and how viable it ends up seeming, and change things as needed. I just wanted to keep you up to date on where things are headed.
: The first animal-curse skill to go to 60 will be Spider, because I just happened to flesh out its treasure systems enough to make it raisable. So I think that'll happen late this month. Spider will be our test case for the new tech involved in this plan.
: (Hmm, I guess using Spider is a little weird because it's the one animal curse form that's still supposed to have a permanent mode. As the spider NPC mentions, you will be able to pledge your loyalty to Akhisa, the goddess of spiders, and gain special powers in exchange for becoming a spider forever. But that decision will be separate from the leveling system -- there'll be a quest line involved for that.
: ... and, actually, we may just mothball the perma-spider thing... we'll see how things evolve.)
:: http://projectgorgon.com/forum/general-gorgon-discussion/1406-plans-for-permanent-animal-curse-forms#9844
==== Bugs, Bugs, Bugs ====
: But please understand there are over 2000 bugs and issues in the bug database already, and there's only the one person who is working on game systems: me. I really appreciate you reminding me of the issues that are pissing you off, because that helps me prioritize this sea of issues. Of course, different things piss off different people... but I definitely focus on things people bring up.
: But reminders aren't the same as getting really upset. Please keep in mind that a typical MMO development team has 50-200 people, and we have about two and a half, give or take. Patient consistent reminders are really what I need. When there's this many jobs to do and these few people, a lot of balls are going to get dropped, but we'll pick them up when we can.
: (A side note: every MMO I've ever worked on has shipped with many thousands of open bugs. A large game like this can never really be bug free. But when there's thousands upon thousands of bugs it can be several people's full-time jobs just to prioritize what gets done when. We don't have people for that, so this is a role you help with by voicing frustrations.)
: As for skills needing other skills -- well, that's usually intentional. It's much like most every other crafting system in that you sometimes need materials that other crafters can make. Unlike some games, you aren't artificially limited in how many crafting skills you can learn, but the skills ARE designed around the idea that you only do a few at once, and get the raw ingredients from other players. If you wanted to do every step yourself, that should require a ton of time. So this is something that will get easier when there are more people crafting.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1379-leveling-and-crafting#9656
==== NPCs in Dungeons ====
: I'm torn about the general case of skill NPCs in dungeons. In the future I'll stick to soloable dungeons for NPCs like Furlak, where you're supposed to gain favor with him. But I also want to be able to put exciting rewards in group dungeons, which will sometimes mean new skills or abilities or recipes that you have to group up to get. But they'll be more of a one-shot deal, rather than a favor-gate.
:: http://projectgorgon.com/forum/support/1361-unarmed-unable-to-reach-unarmed-npc-in-winter-nexus#9559
==== Decapitate ====
: Yeah, as mentioned, the idea behind Decapitate is as an "oh shit" emergency type ability, strong enough to do major damage to an add, or alternatively, with enough healing to pull you out of a tight spot.
: With that in mind, if the damage is too high my first thought would be to increase the reset timer a bit more to compensate, rather than reducing its use in that emergency role.
: I agree that the ability to reset Decapitate's timer is brokenly powerful. I've removed it in the next update, along with a lot of other resets. I'm basically going to give up on the resets altogether because they're too powerful: they're so potent that I have to lower the potency of the ability to make room for them. Which means they're too good.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1267-decapitate#9558
==== Boss Curses ====
: I think it's definitely true that boss curses will cause some players to rage-quit. We know from MMO history that any death penalty with real meat to it will cause players to rage-quit.
: Giving people a "freebie" won't help anything because you will be just as pissed off if you die the second time as if you died the first. (In fact, probably more so.)
: I want to allow for the exciting highs of dangerous battles, and you can't do that if there's no real danger. The down side of having real danger is that sometimes you get frustrated and quit. That's the age-old trade off.
:: http://projectgorgon.com/forum/support/1330-boss-curses#9428
==== Player Stalls ====
: I envision stalls of all sorts (and yep, the little back area in Serbule is where we'll prototype player stalls). There'll be stalls for augment gems, new sword hilts, blade sharpening, sentience upgrades for your flaming club, spring heels for your boots, and so on and so forth. I expect players will basically feel they "need" a lot of these crafted enhancements in order to be competitive at high level. But they will still usually find the initial item in loot, because that's fun.
:: http://projectgorgon.com/forum/support/1272-what-type-of-payment-model-will-this-have-my-suggestions#9416
==== Mules & Multi-Boxes ====
: I'm okay with people using two accounts to mule items. (Although soon you will need to buy two accounts to do that...) The Unity engine actually has a checkbox that would disallow multiple game clients running on the same PC, and people have asked why I don't just do that -- for one thing, you'd still be able to multibox, just with multiple computers, and for another, I don't really mind. I guess muling stuff to another account is slightly cheaty, but it doesn't raise too many alarm bells personally.
: It's more problematic to use mules to get free loot from the in-town event. I've asked mods to be on the lookout for people doing that, because the last thing we want is thirty or more dummy accounts standing around in town. Not only is that a terrible message to send to new players ("the best way to get ahead is to stand in town with six accounts") but it also hampers ping rate in that area, makes tabbing harder, and generally just makes things less fun for the people trying to actually fight.
: My preference is always to have code solutions to disallow behavior so that there aren't any gray areas, but cases like this one are very hard to deal with. If I made it so that only people who do damage can loot bosses, that would screw over healers. If I make it so you just have to heal somebody to get loot, that's easy enough to fake just by pressing one heal ability mid-fight. It makes it harder but the gray area still exists.
: Compounding this particular issue is that the Halloween monsters are scripted to not be too invasive. If you don't attack, they won't track you for long, and they don't wander away from the altar. That's to prevent newbies from being killed when they wander by, or worse, being spawn-camped.
: So although we can't enforce it reliably (at least not yet), I think this is a multi-boxing scenario that's against the rules. I'm sure there are other multiboxing scenarios that are gray areas, and we'll have to figure those out on a case by case basis.
:: http://projectgorgon.com/forum/support/1309-multi-boxing#9380
==== Solo Content ====
: Of course there will be solo content and ways to play solo. As I've explained elsewhere, we're working on the group combat experience because it needs more design work than solo play does. Right after raising the level cap is the best time to work on it, because that's the easiest time to get feedback.
: So in that sense, yes, I am currently "forcing" people to group. You're helping me test, you're guinea pigs. That's the down side of being in alpha!
:: http://projectgorgon.com/forum/general-gorgon-discussion/1284-my-feedback-on-the-last-2-updates?start=20#9312
==== Expansions once the game is out ====
: yes, we intend to do expansions every so often. Those are important for marketing and outreach purposes because they get the game back in front of reviewers and back onto Steam lists.
: we also will be doing regular content updates every 4-8 weeks (depending on the complexity). That will include new skills, quests, items, dungeons. Probably we will save large new landmass additions for expansions, but continue to improve existing areas (and the game in general) as free updates.
:: http://projectgorgon.com/forum/support/1272-what-type-of-payment-model-will-this-have-my-suggestions#9251
==== Weather Witching yet? ====
: Yep, it's still on the schedule. It's just not going to happen for a good while due to tech requirements.
:: http://projectgorgon.com/forum/community-questions-answers/1273-what-happened-to-weather-witching#9234
==== Sewer Portals and Lore ====
: There's no way to know this (since it's not mentioned anywhere) but that sewer isn't supposed to be under Serbule; story-wise it's under Statehelm, the capital city of the Council Lands. I expected to add Statehelm pretty quickly, but it ended up working best as a very high-level city, so it won't be in the game for a while yet.
: There were plans to add more to that encounter, and to make it a sort of "hub" where you could travel to various locations easily. Those plans are on hold for two reasons:
: One, I think that would make travel a little too easy if there were a half-dozen additional portals in there,
: And two, the sewer dungeon set I used is very crappy. It's a third-party dungeon kit from years back, and it has lots of glitches. If you were here a few years ago you might recall all the animal-form players getting stuck in there... and that's when it's just a one-room dungeon!
: So at some point I will redo it using different art. It's part of the game's overarching storyline, but the story ties into Statehelm, which isn't in-game yet, so I can't easily add those story elements yet.
: As for adding other portals, I'm thinking I'll add one or two more, but they'll require more effort to unlock or access. (Or maybe they'll change destinations from day to day.)
:: http://projectgorgon.com/forum/general-gorgon-discussion/1224-death-sewer#9038
==== Role of Crafted Gear ====
: The intended "end game" of crafting has always been augmentation -- various ways to alter and enhance gear, whether looted or crafted. That way, crafting is important for every player, but it doesn't overshadow looting. It builds on it.
: In some cases these augments are things you'll be able to sell to other players (similar to how augment oils work now), while in a few cases you have to actually have the item on-hand in order to improve it. Some of the planned augmentations include: changing the item's appearance, adding stat boosts, adding treasure effects, adding sentience, attuning weapons to specific enemy types, and more.
: The role of actually-crafted gear is intended to be more niche. The stock leather crafted armor is very generic and isn't really optimal for anybody, but other types of armor are supposed to be useful to specific builds.
: For instance, there's recipes for evasion armor, which could theoretically be useful for a monk-type build. In that build, you minimize the amount of Armor points you have so that you can more easily get the benefit from treasure with effects like "+25% damage when you are below 33% armor". The evasion-boost theoretically helps you survive even though your armor is low.
: In reality, none of these niche armors has yet to find much use, and that's partly because the numbers aren't right. Either it's overpowered or crap, and it's hard to get the sweet spot... so I've had to err on the side of crap. I won't actually be able to nail the stats on these niche armors until six months or more from now, when I have a lot more of the game's numbers worked out.
: In the mean time, crafted armor remains sub-awesome and everybody complains about how crafting sucks.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1214-citan-asks-are-crafted-items-important#8966
==== Geology Magic? ====
: Yeah, I really like the idea of doing geology magic, but I haven't found a direction to go with it that I liked very much yet. I had to brainstorm some pretty off-the-wall stuff in order to get a full set of spells. It felt kind of random, as in you couldn't really foresee how the skill would play until you'd found every single spell, because they were so different in theme and utility. So I mothballed it ... and later, borrowed several of those ideas for Ice Magic. (Stoneskin became Ice Armor, Earthquake became Tundra Spikes, etc.)
: I expect it's something that will be easier to add down the road when the combat is pinned down a bit more, so that it's easier to say "ice magic is like X but with less Y, whereas geomancy is X but with a lot of Z". Right now the combat isn't hammered down enough to make that work too much.
: One skill that I haven't played with too much is warding. The combat wards could be turned into a complete skill line instead of side-bar abilities. But not a terribly good newbie experience, I think.
: I guess my posts are getting pretty derailed!
: Really, there isn't going to be any "newbie magic" that makes a ton of sense, because if magic was easy to learn then every townie would be doing it, and they aren't all tossing fireballs or controlling the weather. Fancy magic is hard -- harder than mastering a sword. But I need to make some magic accessible to newbies anyway. I have a way to do that with the new newbie island, so that it makes sense story-wise. So that's not a huge worry to me.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1184-citan-asks-necromancy-in-newbie-experience?start=10#8816
==== Necromancy Lore ====
: In this game world, it's not too far fetched, and I think that will be more obvious as we have more content in the world.
: Undead often rise even without any necromancers around -- it's one of the major worries that townsfolk have, especially in big cities. (They don't have to worry too much about disease, but instead they worry about their grandparents passing away and then rising up to kill them in the night.) So necromancy is really just tapping into something that happens naturally, and leashing it.
: That's also part of why it's so reviled by townsfolk -- undead are people who died in unfortunate ways, and they're being taken advantage of even after death. So Necromancy is totally dickish. But not really harder than other magic -- and probably easier than Fire Magic, which requires careful manipulation of super hot matter.
: I think that distinction will be more obvious to players as the game progresses and there's more world visible. Or maybe not... hard to tell just yet.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1184-citan-asks-necromancy-in-newbie-experience?start=10#8814
==== Animal Skulls ====
: Animal skulls are never used for phrenology and you can safely turn them into fertilizer or whatever.
: Aberration skulls will eventually be used in aberration phrenology. Basically any sentient monster type's skulls will be useful for phrenology, so crone-kin would work that way as well.
: Demon, aberration, and crone-kin phrenology are probably only going to have recipes at high level, though (70+), so it will be a while before they're actually useful. I would sell them, personally, because there will be a whole lot more of those monster types at high level and so the skulls will be easier to get.
:: http://projectgorgon.com/forum/general-gorgon-discussion/474-is-animal-phrenology-aberration-phrenology-a-thing#8794
==== Research Difficulty ====
: Research is supposed to be a sonofabitch. I know the various parts aren't balanced right, so I'm not saying it's in the "right place", but I'll just give you the rundown on its intent. Each skill has something that's needed in order to make it work well. Every skill will have one.
: For unarmed, you have to do meditation to be dps-heavy. For sword, you are supposed to need calligraphy to be high damage. (I know, people ignore it. But they won't when we're done.) Archers must make arrows forever. And so on. There's always something else you're doing, something tied into crafting and non-combat-related materials.
: For the research skills, research itself is supposed to be the down side. After you complete the research, you are "free" of annoying down sides. You never need to craft arrows or seek out meditation pillars or any of that. So the actual process of researching needs to be slow and expensive. Otherwise it doesn't work and I'd need to replace it with something else.
: As for finding them yourself... you aren't really supposed to be able to just find all you need via playing. You should need to buy them from other players. You (the mage who needs sulfur etc.) are the reason those items are valuable commodities in the player economy. There's no player economy yet, though, so ... it's not really working yet.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1131-toughts-on-low-level-fire-magery#8575
==== Enthusiasm ====
: At the moment, enthusiasm determines if your pet will gain happiness when it fights. Happiness determines how much XP the pet earns from combat. That's it.
: (The pets actually have a bunch of other attributes which were used earlier, but do nothing at all right now. Since they literally do nothing, they've been hidden, but pets also have Loyalty, Intelligence, Friendliness, and Virility. These will probably be re-used with either the pet rework or the animal husbandry system.)
:: http://projectgorgon.com/forum/general-gorgon-discussion/1116-animal-handling#8419
==== Objective Feedback and Bad-Faith Feedback ====
: Thanks guys. I appreciate the feedback, and I appreciate the specifics, Greenmeanie. Specifics are always good. But I could do without the accusatory tone. It just creates drama.
: I think this thread is going to go off the rails, and I'm about to go to sleep, so I'm going to lock it to avoid problems. (I've made power changes for the next update, so we'll need a new power thread pretty soon anyway.) Before I close this thread, let me ramble a bit about feedback.
: Bad-faith feedback is when somebody lies. It does happen. But it's not at all an epidemic, at least right now. I have a database that tracks what people kill, how quickly they kill it, and what skills they were using -- stuff like that. Unfortunately data analysis is usually a full-time job on an MMO team, and I just don't have time to dig into it as deeply as a large team would. But when I do dig into it, I have found a couple of people whose behavior definitely doesn't match their comments.
: But here's the thing: it's so rare as to be a statistical anomaly. If you're seeing it all over the forums, you're imagining it.
: The much more common scenario for "munchkins" is to shut up and lay low. The typical munchkin never gives feedback about their skills at all. They try very hard to avoid drawing attention to themselves because they don't want me to notice whatever crazy thing they're doing. This tends to work, because I don't have time to trawl my data to find people with insanely overpowered builds right now.
: If I was going to complain about "munchkins," those are the ones I'd be upset with: the people quietly min/maxing while trying to keep me from finding out. The people who tell their friends about overpowered setups and then say "don't tell the devs." Those people are Hitler. They're intentionally making my job harder, and my job is already really fucking hard.
: And sadly, among the hundreds of active players there are a couple of those. Just a couple. Most people with overpowered setups either 1) don't realize they are particularly overpowered, or 2) have sent feedback about their build, and I haven't had time to respond yet.
: The people in this thread are not hiding. And I don't have reason to doubt their sincerity. So name-calling isn't appropriate.
: That doesn't necessarily mean it's objective feedback in terms of game mechanics, however. But subjective feedback is just as important -- sometimes more important. If someone wants to tell me "I found this to be un-fun", I want to hear it. (I may choose to ignore it, but if I don't even hear the feedback, I don't have a choice in the matter.)
: Most players haven't used every skill set and every gear combo. Most players are not aware that Elites are supposed to require a three-man group and take at least 15 seconds for that group to kill. Pretty much EVERY player that reaches level 60 is insanely overpowered in my book, due to bad balance and normal player herding behaviors. (They see somebody kicking ass, they follow suit. That's not exploiting, it's Game Playing 101.)
: In this thread I'm not really hearing "I am weak because of Power issues." I'm hearing "I am running out of power and it's not fun." That's a subjective thing, and maybe it's not fair, but I still want to hear it. I have to decide on whether it's actionable.
: Bottom line: please don't get on people's cases about their motives for leaving feedback. It's really important not to scare people away from leaving feedback -- I get precious little enough as it is. If you have evidence that somebody is doing something naughty, the in-game report tool is the thing to use.
: While I'm at it: it's also not okay to accuse people in-game of intentionally exploiting. For a lot of reasons. Just report their behavior if you're worried about it. Don't attack them. Attacking fellow alpha players is damaging to the game at this point, because whenever people see drama in chat, they get turned off. I really need less drama.
: The end.
: And seriously, thanks guys for your feedback, please keep it coming.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1056-feedback-on-power-regen-changes?start=30#8311
==== Language Support ====
: Unfortunately we don't plan to have other language support.
: If the game ends up being a hit and we have 100,000+ players, we will of course reconsider.
:: http://projectgorgon.com/forum/community-questions-answers/1090-will-this-game-have-translations-to-other-languages#8240
==== Why do you raise some skills and not others? ====
: Some background for people talking about specific skills:
: I only raise skills' level caps to 60 when their treasure effects profile is fleshed out. (That's why it's taking so long.) I shoot for 50-60 different treasure effects for each skill. Ice Magic has 35, so it's a little thin. I may be able to get that in before the big update, but not sure.
: Werewolf also has limited equipment. And actually I was just looking over the werewolf treasure mods (the ones that exist so far, at least) and... blah. I think the skills need some revamp. So I'm going to take the whole skill back to the drawing board a little bit. Try to get some more feeling of being a "skirmisher" to come through better. I'll probably drop the combo equipment, or at least revise them completely. Lots of stuff! BUT that's outside the scope of this rework right now. It will have to happen a bit later.
: Animal Handling and Battle Chemistry also need more fundamental work (as well as a bunch more equipment mods), but I similarly don't have time to flesh them out just now.
: The animal forms are mostly in okay shape in terms of their abilities -- with the exception of pig, who has had the most reworking and still isn't very fun. But all of the animal forms have VERY limited equipment available, and that will have to be fixed before they can be raised to 60.
: Necromancy actually has most of its equipment ready and will be raised to 60 soon. There's a catch, though: I want to turn it into a research skill like fire/ice magic. (I think I want all the "real magic" skills to use research to unlock their spells.) So that might take a little while longer.
:: http://projectgorgon.com/forum/general-gorgon-discussion/1093-here-comes-test-server-changes?start=20#8193
==== Time is Power ====
: Yes, the essence of MMOs is that time = power. This is true in lots of other game types also such as ARPGs, and even single player RPGs like Skyrim really fall into the same formula. But the details matter a lot in determining if players notice the "treadmill" or not. Previous experience matters a lot, too.
: I'm reminded of the WoW beta. At the very end of the beta they slowed down the XP curve and added "rest XP". This was perceived as a punishment by beta testers because you only earn the "real" amount of XP during the rest XP period. There was a lot of shouting about how they had ruined the game. Then it launched, and the shouting was utterly drowned out, because new players didn't perceive it as a nerf, since they had never experienced the earlier levelling speed.
: Not really related to the topic, just a random thought that floated by.
:: http://projectgorgon.com/forum/support/1081-deterioration-in-skills?start=30#8187
==== Character Limit for Horse Names ====
: 40 and yes!
:: http://projectgorgon.com/forum/general-gorgon-discussion/1086-horse-names#8134
==== Permanent Animal Forms ====
: Just to clarify an earlier posting: I have no intention of forcing pig/cow/deer on players who have currently raised the skill above 50 via synergy bonuses.
: My earlier plan was that you would agree to "lock in" the form when you bought the upgrade that let you raise the skill to 60. So in any case it would be a player choice, not a surprise.
: That plan is pretty much dead at this point (and animal form advancement is up in the air), but in any event there's no danger to leveling up the existing animal forms. You won't log in one day and find yourself a perma-cow.
:: http://projectgorgon.com/forum/support/1088-lycanthropy-animal-forms?start=10#8127
==== Skill Deterioration ====
: think that deterioration is a useful game mechanic to have in the designer's toolbox, and it solves some serious power-escalation problems, but it's not a technique that works for every game.
: The problem is a psychological phenomenon called loss aversion. People routinely assume that losses will hurt much more than they really do, and they tend to work to avoid losses much more aggressively than logic would dictate.
: In short, players hate to lose things and will work VERY hard to avoid losing things. Even if they don't really need those things. This leads to either tedium (e.g. logging in every day to avoid losing something) or risk aversion (never using your great item or skill or whatever in case it "breaks").
: So in a game that focuses on system exploration, these loss mechanics aren't a great fit because it encourages players to be more cautious, to plan very carefully, and to avoid taking risks. But in other games, that's exactly what you want players to do! If this was a PvP sandbox with town building, I'd weigh things differently.
: tldr: I like the benefits of deterioration (longevity of the world economy, dramatic slowdown of power creep, etc.) but not at the price you have to pay, for this game.
: As an aside: I've made a few small stabs at using deterioration mechanics anyway -- for instance, I had a system where you could slightly add power to an item but there was a chance the item was destroyed in the process. This system was very much despised, even though on paper it was a net win to use it. To overcome players' natural aversion to loss, I would either have to make the rewards overly large, or else force the system on players. (And you could argue that if I make the system overly rewarding, I am in fact forcing it on players anyway, at high level, because content would come to be balanced around that higher tier of power eventually.) I think this is one of those mechanics that has to be baked into the low level of a game in order to make it work well.
:: http://projectgorgon.com/forum/support/1081-deterioration-in-skills?start=20#8126
==== Economy & Work Orders ====
:"As I've said before, guys, we WILL have more methods for players to manipulate and interact with the economy.

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