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13,646 bytes added, 23:51, 25 September 2015
Citan's Forum Posts: Around 15 more.
: BTW I have a to-do list item to make high-level gear not work when you're level-cap-exceeded (so that you can't use level 50 sword items when you're raising a level 1 combat skill). That will be a stop-gap solution, and eventually the items will "degrade" automatically when possible, so that your gear effectively becomes a lower-level piece of equipment when possible. But that part's way down the road.
:: http://projectgorgon.com/forum/general-gorgon-discussion/410-the-great-gear-gap#2782
==== Topic Vendor Sorting ====:We'll eventually have some more tools for refining the list (e.g. filtering by equipment slot, etc.), but in the short term, the suggested "is it wearable at all" checkbox was pretty easy to add, so I added it for the upcoming patch. Thanks for the suggestion!:: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/395-usable-check-box-in-buy-windows#2766==== Topic Animal Forms ====:"We don't want to make it easier to switch -- in fact it will become harder to switch animal forms eventually. Keep in mind that a lot of the stuff like pig/deer potions are temporary. And the cow curse won't always be as easily accessible as it is now -- it won't always be in the tutorial dungeon! :I know werewolves and druids have it ""easy"" with wolf and deer forms, but they've taken on permanent character-altering obligations that can never be undone, which is the down side of those skills. So we might add more tools to let the other animal forms change, but only if the player makes a permanent decision that's related. : SourceAnd actually, the spider one is planned out -- players will be able to complete a ritual to become servants of [[Akhisa]], the god of spiders and patience. For cow and pig forms, I don't have anything planned... and none of the 37 gods is particularly cow-themed. But if you have ideas, I'm all ears! : Lastly, as Mortitia mentioned, we've been slowly giving the animal forms more accessibility. NPCs that are outside of towns are generally okay with talking to animals in any form, and I've been adding animal-form access quests to newer in-town NPCs when time permits. There will always be some NPCs you just can't talk to, but in the final game you'll be able to talk to more of them than not.":: http://projectgorgon.com/forum/general-gorgon-discussion/403-more-cursed-cows#2764==== Topic Asheron's Call? ====:"Sandra and I worked on it, yep! We weren't on the original development team -- we just loved the game and so we dropped everything and went to work for Turbine. That led to working on the AC1 expansions and live updates. :Sandra became the live-update producer for Asheron's Call for many years. (She was ""srand"".) I instead wanted to ""save"" Asheron's Call 2, and so I'm mostly known for my time with that game.: Source(I was the live-update producer for AC2 for a year or two.)":: http://projectgorgon.com/forum/general-gorgon-discussion/400-i-was-wondering#2763==== Topic Dungeon Chests ====:I think the chests are important for solo players, because they otherwise have very little motivation to explore solo dungeons (rather than wander outside where it's generally much safer). There needs to be "stuff" for them to find. But it's not my intention for the chest content to outshadow other sources of equipment. :: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/397-another-my-thoughts-on-the-update-topic?start=10#2718==== Topic Crafting & Balance ====:"On randomness -- there will never be a ""make your own perfect item recipe system"". A big part of Gorgon is working with the equipment you find, which is often imperfect -- and which may lead you to use different abilities than you otherwise would, for instance. So crafted items will always have a large randomness element. At higher levels you'll have lots of ways to guide the randomness, much as you do with gems in the existing recipes, but not remove it. :On grinding -- the thing is, the early game (including level 50) is balanced around fairly low gear standards, compared to what you're talking about in this thread. If you make it your goal to find a piece of gear with exactly x, y, z, and w attributes, then yeah that's going to be insanely tedious because of the randomness. But, of course, that specific piece of gear would likely make you INSANELY OVERPOWERED for the existing content, so that's kind of intentional. :) : SourceThis is a tricky thing to talk about because a lot of people do have insanely overpowered gear sets at the moment, because they've been at level 50 a while and there's nothing to do but find better gear. But in the final game, level 50 is not a level where people are going to stay for months at a time. (It's a slow level, because you have to complete quests to unlock level 51, so players may be at level 50 for, I dunno, a week? But not months.) : So I'm not balancing these low-level crafting systems around making super perfect gear. (Level 50 is ""low-level"" in the larger scheme of the game.) I don't want level 50 crafting recipes to be useless, but I also don't want it to be easy to get perfect equipment out of them. I want it to be pretty painless to get ""good"" gear, maybe with a couple of specific abilities. (In other words, good blue gear -- items with two relevant powers on it. That's what I balance level 50 content around: players wearing appropriate blue gear.) : If you're saying, ""then what's the point of crafting?! I already have good gear, I want PERFECT gear!"" ... well, to be really blunt, you've basically reached the game's content limit at this time. You've run into part of the reason I still call this an alpha, not a beta! You've already reached an extremely-grindy part of the game, not because I want people to be grinding thousands of gems at level 50, but because... there's nothing else to do. : I wish I could add more levels instantly, but I have to do a bunch of other stuff before rolling out the next batch of levels, so it will be months before the level cap is raised. In the mean time I'm trying to alleviate some of the grind by adding some of the higher-level skills now. The new augment oils are a good example -- they were originally slated for level 75, but I added them now to help people who are seeking ""perfect gear""." :: http://projectgorgon.com/forum/general-gorgon-discussion/399-crafted-armor-randomization#2710==== Topic Food Spoilage (Not going to happen). ====:"Yeah we wouldn't do food spoilage, that's just too tedious. But it would sometimes be fun to do ""fresh ingredients"" recipes, if there was a way to do it without breaking stacking. : For instance, suppose you kill a dragon and get Fresh Dragon Meat -- if you grill it right there in the dungeon, in a makeshift barbecue celebration, the meal would be super fresh and give bigger rewards. But if you just wait a while, the ""Fresh Dragon Meat"" would become ""Dragon Meat"". It wouldn't degrade beyond that. : But as mentioned, I don't have a good tech approach for doing this that isn't annoying (due to breaking stacking), so that idea is on the back burner." :: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/394-food#2709==== Topic Dungeon Chests 2 ====:"The chests in group dungeons (e.g. Nexus) are rewards for a group. People who can solo these dungeons, even surviving long enough to train to the chests, are simply overpowered. This will take care of itself in time! I can't balance everything at once, please bear with me. (In some cases, players are overpowered because they have gear that makes them level 60-equivalent... in those cases, the problem will be alleviated when the level cap is raised.) : The new crafting skills are intentionally diversifying. There will be a lot more craft skills in the future and you simply won't be able to do it all. That's just how it is, sorry.":: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/397-another-my-thoughts-on-the-update-topic#2674==== Topic Swapping Gear In-Fight ====:"Being able to switch your equipment during combat is just something I haven't gotten around to fixing yet, but it won't be possible in the final game. I made it very free form to protect newbies from frustrating scenarios like ""I'm trying to use Sword Slash, but my Sword isn't equipped... oh crap, and I can't equip it because combat's started! I just have to stand here and die!"" That sort of thing can be very disheartening. But I'll find a solution that protects brand new players without letting advanced players swap their entire wardrobe out mid-fight! : (And yeah, the idea behind the presets is you'd only switch out of combat -- possibly with a cooldown timer or something if that ends up being necessary.)" :: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/391-initial-impressions-suggestions#2670==== Topic Limited Ability Slots & Presets ====:"Not much to add except that I know not everybody likes having a limited slot system, but it's crucial to this game's design. With a game that's extremely free-form, where new skills and abilities can be added every month (and will!), it's only possible to even *hope* to balance it by restricting what verbs you have access to at any given moment. :I like giving each skill a broad range of possibilities -- broader than many other MMOs -- so that you have lots of interesting things to experiment and build with. But if every single new ability was always available for everyone using that skill, I'd really be hamstrung in the number and variety of abilities I could add. : SourceIn a few cases more slots wouldn't really make a huge difference, balance-wise -- like having another Wave ability available wouldn't really matter a lot; they are all tied to the same reset timer anyway. But in other setups (including some Mentalism setups), six is already stretching it -- and I kinda wish I'd kept it at 5. Not that I'm planning to take the sixth button back out again, but I'm definitely not adding any more! : Sometimes you just have to reorganize your bars for specific situations, like when you enter a dungeon. At high level you often need to change gear to meaningfully use other skills anyway. (This is an intentional design element so that the small number of ability slots mirrors the small number of equipment slots.) At some point in the distant future I expect there will be several Gear+Ability preset buttons available for each player, so you'll be able to swap into your soloing setup, or your group support setup, or your exploration setup, etc., with the push of a button.":: http://projectgorgon.com/forum/general-gorgon-discussion/391-initial-impressions-suggestions#2667==== Topic Why does Unarmed have knockback abilities? ====:"Fighting more than one opponent. At mid-level and higher the game is balanced around the notion that you will be fighting at least two enemies at a time. : [[Unarmed]] is also a nice combination with ranged skills because of its knockbacks. Remember, you are NOT using just one skill. Your ""class"" consists of TWO active skills, not one. : Unarmed is a skill with many useful, cheap, but low-damaging abilities, which offer interesting combination points with lots of other skills." ::http: Source//projectgorgon.com/forum/general-gorgon-discussion/398-why-would-unarmed-have-a-knockback-skill-much-less-two#2665==== Topic Metal Armor Crafting? ====:"There will be an Armorsmithing skill which is a sub-skill of [[Blacksmithing]]. It's a high-level skill -- gotta have some fun stuff for higher-level players to unlock! Various weapon-smithing skills will also be sub-skills of [[Blacksmithing]]. : (Those skills won't show up until later this year when the level cap is raised.)":: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/363-regarding-the-upcoming-changes-with-item-imbues-and-the-oils?start=20#2623==== Topic Globalized Resource-House. ====:"I wanted to mention another trading feature that's on the ""maybe get added"" list. The consignment system is sort of a boutique system for unique items, but that may become too tedious for ""resource"" type purchases. For instance, archers who want to buy thousands of arrows shouldn't have to go window-shopping. They should just be able to buy their arrows and get on with life. : So if that sort of bulk-sale ends up being problematic, we can add a globalized resource-house.: The unusual feature is that stuff you buy from the resource house can't be re-sold! The items will be flagged so that they can't be sold again. So if you buy a pack of arrows for $50, you can't turn around and put them back up for $100. This keeps super-rich players from manipulating the market too much. : (In fact, we might end up flagging consigned items this way, too -- we'll see.) : For people who want to do face-to-face trades, there'll always be a place for that (for instance, there'll be some specific crafted things that require face-to-face interaction), but I think ONLY having face-to-face transactions is too annoying for people trying to buy stuff at odd hours. : The goal is to find a middle ground where sellers can make decent money, but buyers aren't overly inconvenienced in finding what they want. So we'll see how things evolve, and try to make that goal happen." ::http: Source//projectgorgon.com/forum/general-gorgon-discussion/363-regarding-the-upcoming-changes-with-item-imbues-and-the-oils?start=10#2560==== Topic How do Golems work? ====:"The golem does one command every 5 seconds. It goes down the list of commands, starting at the first one, until it finds one that's ready to go (and whose Conditional is met). So if the first rule resets every 4.5 seconds, and has the ""Always"" Conditional, it will always be picked! : If you want to use the ""Always"" conditional for several different abilities, you should put the slower-reset command in front of the faster-reset command, so that the slower one gets picked whenever it's ready to be used. : If you want the golem to randomly pick between different abilities, use one of the randomizing Conditionals on the first rule. (Like ""50% of the time"". That will mean that it only picks the first rule 50% of the time.)" :: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/364-golem-commands#2558==== Topic Favorite Recipes ====:We'll eventually have a way to let you flag recipes as Favorite Recipes so that you can access them quickly, but that feature will be a ways down the road! :: Sourcehttp://projectgorgon.com/forum/general-gorgon-discussion/365-a-few-things-myself-and-a-few-others-feel-need-fixed#2557
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