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→Citan's Forum Posts
: 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."
:: Sourcehttp://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==== Topic 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." :: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/602-does-the-game-need-to-be-balanced-around-an-average-set-of-blues?start=10#4079==== Topic 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." :: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/602-does-the-game-need-to-be-balanced-around-an-average-set-of-blues?start=10#4079==== Topic Will Dancing be linked to performance? ====:It will be! Just haven't gotten to it yet :) :: Sourcehttp://projectgorgon.com/forum/support/594-dancing-skill#3978==== Topic 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!) : SourceThe 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==== Topic 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!" :: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/556-random-drops?start=10#3716==== Topic 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. :: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/543-quality-of-life-issues#3558==== Topic 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." :: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/526-what-are-the-planned-races-for-project-gorgon?start=10#3553==== Topic 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. :: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/503-about-the-announced-changes#3372==== Topic 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! : SourceSo 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==== Topic 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: Source//projectgorgon.com/forum/general-gorgon-discussion/410-the-great-gear-gap#2782
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