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Dev Blog: Say Hello to Playable Fairies
We've long planned to add three "advanced" character races to Project: Gorgon: Fairy, Orc, and Dwarf. Unlike the standard races (Human, Elf, and Rakshasa), the advanced races are unlocked by completing quests in-game. This is important because these races are harder to play. They require more experience and knowledge than the other races and aren't suitable for brand new players -- you at least need to understand the basics of the game first. The next update includes the soft launch of our first "advanced" character race: fairies! Why a soft launch? Because my plan is to create a different play experience for each of these three races. Each will have different trade-offs and new opportunities, and that's going to be tricky to get right the first time. Fairies in particular are fragile and small, but magical and dangerous. As true immortals, they have a very strange relationship with death. Their experiences are very different from the other races - and so are their game mechanics. Let's look at the unique game mechanics for fairies.
First off, fairies are significantly smaller than the regular races. They can't carry much, but they can fly. We've modeled this with a couple of attributes:
When fairy characters physically die, they respawn at their lifestone in the fae realm. In game terms, this means that when fairies press the "Respawn" button after death, they respawn in the fae realm, not in whatever area they died in. They also can't "Enter the Light." This ironically makes fairy deaths more punitive than other player deaths. Story-wise, other races don't "really" die: they're saved from death at the last instant by a mysterious force. (You meet him when you Enter the Light. The mysterious force's name is Richter.) But story-wise, fairies aren't prodigies and don't have this protection. When fairies die, they really do die -- except being immortal, they're reborn at their lifestone. This aspect of being a fairy is true regardless of what physical form the fairy has. A fairy turned into a cow is reborn as a cow in the fae realm. There are many ways for fairies to prevent this. Fairies can benefit from all the regular resurrection methods available to anyone, such as the Resuscitate ability from First Aid, or eating Eternal Greens. Fairies can also use their Fae racial powers to create an item that lets them respawn in the local area like other races would.
That covers most of the bad stuff involved in being a fairy. Let's look at some of the good stuff! Story-wise, new fairies have had a convenient memory-wipe like new-player humans, elves, and rakshasa. But thanks to thousands of years of practice, fairies still retain some combat memories. Fairies start with four combat skills at level 30: Ice Magic, Knife Fighting, Animal Handling, and Mentalism. They also get special bonuses for each of those skills -- some bonuses are small, some large. Let's go over each. Ice Magic: Since the fae realm is controlled by the Winter Court, fairies are currently very in-tune with Ice Magic. It comes quite naturally to them. For game purposes, this means fairies don't have to perform research to learn new Ice Magic spells. Instead, they automatically learn a new Ice Magic spell each time they level the skill, and a few spells are learned from fairy trainers. Knife Fighting: Fairies can create "crystal ice" with their racial skill (see below) and use it in knife-throwing abilities like Hamstring Throw and Fan of Blades, so they dont need to carry metal throwing knives. They also learn an alternate version of the ability Slice which uses thrown ice. There are also a few new treasure effects that may be useful to knife-fighting fairies, although those are available to all races. (Note that the in-game prototype skill "Ice Conjuration" has been obsoleted; fairies don't have to turn their crystal ice into "Ice Throwing Knives"; they just throw the ice directly. Less inventory hassle.) Animal Handling: Fairies start the game with two free pets already in their stable, a bee and a wasp. These pets weren't mind-wiped like the fairy was, and they still remember how to fight! They are level 100 pets with maxed loyalty Bond Levels. (Animal Handling pets are capped to the player's Animal Handling level, so at first they behave as level 30 pets, since fairies start with level 30 Animal Handling. But they don't need any training or bonding time; whenever the fairy levels up, the pets can immediately be re-summoned at a higher level.) The bee and wasp pets are similar to ones that are found in the fae realm. So other races CAN tame these pets, but not until they reach a pretty high level. In addition, fairies can choose to resurrect dead Animal Handling pets using their fae racial magic instead of needing to use First Aid Kits. Mentalism: Saving the best for last, perhaps: there's a new combat sub-skill for Mentalism called Fairy Magic. (Note: "Fairy Magic" isn't the same as Fae racial magic!) Fairies can put both Mentalism abilities and Fairy Magic abilities on their Mentalism bar, mixing and matching as desired. Fairy Magic has new abilities such as Fairy Fire, Astral Strike, and Fae Conduit, plus new treasure effects. Fairy Magic adds more diversity to the types of builds possible with Mentalism.
Lastly, there is a new racial skill for fairies, representing things that only fairies can do. This involves several new mechanics. Fairies have a new energy meter for Fae Energy, similar to the Metabolism meter. They can use Fae Energy in several ways, usually in conjunction with two new material resources, Crystal Ice and Fairy Dust. Fairies learn how to turn junk items into Crystal Ice, and how to turn unwanted magical equipment into Fairy Dust. As a side-effect, these transformations also generate Fae Energy to fill up their energy meter. Fairies can use Crystal Ice directly as thrown weapons (with the Knife Fighting combat skill). They can also directly consume Fairy Dust, which acts as an instant healing item and a flight-speed buff. But the most impressive fairy tricks involve combining ice, dust, and fae energy together. Fairies eventually learn how to create temporary items such as health kits, utility knives, short-lived food, and more. This "fairy stuff" is made partially from ice and so eventually melts if not used, but can act as sources of common items, or at least backups. The fae racial skill is also where we've stashed other "fairy things" ... powers and abilities that magical beings like fairies ought to have. Some powers are basically cosmetic, such as summoning colored lights or changing the color of their wings. Others are precious convenience features, such as being able to teleport without needing expensive materials. Fae can also craft a few unique items that other races may want, such as potions that randomly (and permanently) change hair color or beard shape.
All told, fairies have to be more careful when fighting, and they have to travel a bit lighter than other races. But these negatives are offset by positive benefits and unique combat tricks. My hope is that playing a fairy feels like a fresh way to play, with different things to think about and consider. There are a lot of different aspects to the race's balance, so it's likely to be a bit bumpy at first. But we'll work out the kinks over time. Being a low-level fairy is also notably harder than being a high-level fairy. That's just sort of how it goes, I'm afraid: since fairies get new tricks as they level up, they can eventually take more risks and have less downtime. I'm trying to counterbalance that a bit by giving low-level fairies some extra gifts from quests. For instance, some "pocket pants" help newbies cope with reduced inventory space, and there are alternative ways to unlock a few skills early on (such as Transmutation). But even after unlocking the later tricks and features, fairies will always need to be more careful than other races. So if playing a fragile yet powerful spellcaster -- or a tiny flying knife-wielding maniac -- sounds fun, then this is the race for you!
There are also a bunch of combat-mechanics changes coming in the same update as fairies. This includes changes to pets, to monster stats, and to monster behaviors and traits (such as the "Thick Armor" monster trait). I'm working on a blog post about those changes which should be ready soon! The actual update will be ready "soon" too, though, so if the update arrives before the blog, I'll just work some of the background info into the patch notes. (I'm hoping to get both things done by the end of February, but testing and tweaking is taking a while, and the patch may end up being in the first week of March instead.)
[ 2020-02-21 23:29:47 CET ] [ Original post ]
Say Hello to Playable Fairies
We've long planned to add three "advanced" character races to Project: Gorgon: Fairy, Orc, and Dwarf. Unlike the standard races (Human, Elf, and Rakshasa), the advanced races are unlocked by completing quests in-game. This is important because these races are harder to play. They require more experience and knowledge than the other races and aren't suitable for brand new players -- you at least need to understand the basics of the game first. The next update includes the soft launch of our first "advanced" character race: fairies! Why a soft launch? Because my plan is to create a different play experience for each of these three races. Each will have different trade-offs and new opportunities, and that's going to be tricky to get right the first time. Fairies in particular are fragile and small, but magical and dangerous. As true immortals, they have a very strange relationship with death. Their experiences are very different from the other races - and so are their game mechanics. Let's look at the unique game mechanics for fairies.
Fairy Physical Attributes
First off, fairies are significantly smaller than the regular races. They can't carry much, but they can fly. We've modeled this with a couple of attributes:
- They can fly with a default speed about the same as other basic flight, e.g. raven flight.
- They have reduced inventory space -- 16 fewer slots than other races.
- They are slightly more susceptible to knockbacks. (They are knocked slightly farther away.)
Fairies and Death
When fairy characters physically die, they respawn at their lifestone in the fae realm. In game terms, this means that when fairies press the "Respawn" button after death, they respawn in the fae realm, not in whatever area they died in. They also can't "Enter the Light." This ironically makes fairy deaths more punitive than other player deaths. Story-wise, other races don't "really" die: they're saved from death at the last instant by a mysterious force. (You meet him when you Enter the Light. The mysterious force's name is Richter.) But story-wise, fairies aren't prodigies and don't have this protection. When fairies die, they really do die -- except being immortal, they're reborn at their lifestone. This aspect of being a fairy is true regardless of what physical form the fairy has. A fairy turned into a cow is reborn as a cow in the fae realm. There are many ways for fairies to prevent this. Fairies can benefit from all the regular resurrection methods available to anyone, such as the Resuscitate ability from First Aid, or eating Eternal Greens. Fairies can also use their Fae racial powers to create an item that lets them respawn in the local area like other races would.
Skill Bonuses for Fairies
That covers most of the bad stuff involved in being a fairy. Let's look at some of the good stuff! Story-wise, new fairies have had a convenient memory-wipe like new-player humans, elves, and rakshasa. But thanks to thousands of years of practice, fairies still retain some combat memories. Fairies start with four combat skills at level 30: Ice Magic, Knife Fighting, Animal Handling, and Mentalism. They also get special bonuses for each of those skills -- some bonuses are small, some large. Let's go over each. Ice Magic: Since the fae realm is controlled by the Winter Court, fairies are currently very in-tune with Ice Magic. It comes quite naturally to them. For game purposes, this means fairies don't have to perform research to learn new Ice Magic spells. Instead, they automatically learn a new Ice Magic spell each time they level the skill, and a few spells are learned from fairy trainers. Knife Fighting: Fairies can create "crystal ice" with their racial skill (see below) and use it in knife-throwing abilities like Hamstring Throw and Fan of Blades, so they dont need to carry metal throwing knives. They also learn an alternate version of the ability Slice which uses thrown ice. There are also a few new treasure effects that may be useful to knife-fighting fairies, although those are available to all races. (Note that the in-game prototype skill "Ice Conjuration" has been obsoleted; fairies don't have to turn their crystal ice into "Ice Throwing Knives"; they just throw the ice directly. Less inventory hassle.) Animal Handling: Fairies start the game with two free pets already in their stable, a bee and a wasp. These pets weren't mind-wiped like the fairy was, and they still remember how to fight! They are level 100 pets with maxed loyalty Bond Levels. (Animal Handling pets are capped to the player's Animal Handling level, so at first they behave as level 30 pets, since fairies start with level 30 Animal Handling. But they don't need any training or bonding time; whenever the fairy levels up, the pets can immediately be re-summoned at a higher level.) The bee and wasp pets are similar to ones that are found in the fae realm. So other races CAN tame these pets, but not until they reach a pretty high level. In addition, fairies can choose to resurrect dead Animal Handling pets using their fae racial magic instead of needing to use First Aid Kits. Mentalism: Saving the best for last, perhaps: there's a new combat sub-skill for Mentalism called Fairy Magic. (Note: "Fairy Magic" isn't the same as Fae racial magic!) Fairies can put both Mentalism abilities and Fairy Magic abilities on their Mentalism bar, mixing and matching as desired. Fairy Magic has new abilities such as Fairy Fire, Astral Strike, and Fae Conduit, plus new treasure effects. Fairy Magic adds more diversity to the types of builds possible with Mentalism.
Fae Racial Skill
Lastly, there is a new racial skill for fairies, representing things that only fairies can do. This involves several new mechanics. Fairies have a new energy meter for Fae Energy, similar to the Metabolism meter. They can use Fae Energy in several ways, usually in conjunction with two new material resources, Crystal Ice and Fairy Dust. Fairies learn how to turn junk items into Crystal Ice, and how to turn unwanted magical equipment into Fairy Dust. As a side-effect, these transformations also generate Fae Energy to fill up their energy meter. Fairies can use Crystal Ice directly as thrown weapons (with the Knife Fighting combat skill). They can also directly consume Fairy Dust, which acts as an instant healing item and a flight-speed buff. But the most impressive fairy tricks involve combining ice, dust, and fae energy together. Fairies eventually learn how to create temporary items such as health kits, utility knives, short-lived food, and more. This "fairy stuff" is made partially from ice and so eventually melts if not used, but can act as sources of common items, or at least backups. The fae racial skill is also where we've stashed other "fairy things" ... powers and abilities that magical beings like fairies ought to have. Some powers are basically cosmetic, such as summoning colored lights or changing the color of their wings. Others are precious convenience features, such as being able to teleport without needing expensive materials. Fae can also craft a few unique items that other races may want, such as potions that randomly (and permanently) change hair color or beard shape.
Balancing Pros and Cons
All told, fairies have to be more careful when fighting, and they have to travel a bit lighter than other races. But these negatives are offset by positive benefits and unique combat tricks. My hope is that playing a fairy feels like a fresh way to play, with different things to think about and consider. There are a lot of different aspects to the race's balance, so it's likely to be a bit bumpy at first. But we'll work out the kinks over time. Being a low-level fairy is also notably harder than being a high-level fairy. That's just sort of how it goes, I'm afraid: since fairies get new tricks as they level up, they can eventually take more risks and have less downtime. I'm trying to counterbalance that a bit by giving low-level fairies some extra gifts from quests. For instance, some "pocket pants" help newbies cope with reduced inventory space, and there are alternative ways to unlock a few skills early on (such as Transmutation). But even after unlocking the later tricks and features, fairies will always need to be more careful than other races. So if playing a fragile yet powerful spellcaster -- or a tiny flying knife-wielding maniac -- sounds fun, then this is the race for you!
Combat-Balance Blog Soon
There are also a bunch of combat-mechanics changes coming in the same update as fairies. This includes changes to pets, to monster stats, and to monster behaviors and traits (such as the "Thick Armor" monster trait). I'm working on a blog post about those changes which should be ready soon! The actual update will be ready "soon" too, though, so if the update arrives before the blog, I'll just work some of the background info into the patch notes. (I'm hoping to get both things done by the end of February, but testing and tweaking is taking a while, and the patch may end up being in the first week of March instead.)
[ 2020-02-21 23:29:47 CET ] [ Original post ]
Project: Gorgon
Elder Game, LLC
Developer
Elder Game, LLC
Publisher
2018-03-12
Release
Game News Posts:
108
🎹🖱️Keyboard + Mouse
Very Positive
(2072 reviews)
The Game includes VR Support
Public Linux Depots:
- P:G Linux [7.37 G]
Available DLCs:
- Project: Gorgon VIP Membership
- Project: Gorgon - Extra Character Slots Pack
GO ON AN ADVENTURE
Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) featuring an immersive experience that allows the player to forge their own path through exploration and discovery. We don't guide you through a world on rails, and as a result, there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill-based leveling system that bucks the current trend of pre-determined classes, allowing the player to combine skills in order to create a truly unique playing experience.
AN IMMERSIVE WORLD
When you play Project: Gorgon, we want you to feel as if you’re immersed in a whole new virtual world. Rather than trying to manage this with just graphics and excessive backstory, we’ve designed the game with dozens of gameplay features that make you feel like you’re really there interacting with the world, such as:
- Each non-player (NPC) you meet has their own goals and interest, and reward players that choose to be their friend.
- You can drop items on the ground, and other players can pick them up. What’s so great about that? Imagine laying down a trail of literal (virtual) breadcrumbs to guide your friends (or lure your enemies) into the woods.
- Shopkeepers keep inventory, so you can buy items that other players have sold to them. Want to help out new players? Sell your cast-off items to the shopkeeper in the new player zone and watch the new players go to town.
- If you are on fire, you can jump into a lake to put it out. This type of mechanic can have a subtle effect on your strategies, especially when you are fighting a fire mage!
- You can inscribe messages onto items, write books, and even leave notes for other players. Make your name as an in-game poet, or pronounce your greatness to the world!
UNIQUE EXPERIENCES
In Project: Gorgon you kill monsters - a lot of them - and you take their loot. In order to keep the experience fun and interesting, we’ve developed unique combat experiences to keep the fights feeling fresh. The loot is randomly generated, monsters have unique abilities, and dungeons have puzzles, traps, and terrifying bosses! The combat skills are entirely free-form. You can learn as many combat skills as you want, and use any two of them at the same time to create your own personal “class.” Project: Gorgon features dozens to choose from, including:
- Battle Chemistry: Create huge explosions, inject yourself with mysterious mutagens or program a pet golem!
- Unarmed Combat: Grapple and control enemies using a situational-aware combo system that varies based on where you are and what day it is.
- Animal Handling: Tame animals and train them to become ferocious fighters. Then breed your best and sell their offspring to other players.
- Necromancy: Seek out corpses and graveyards to raise an undead army. No graveyard around? Well, there are always the corpses of your friends.
- Cow: Got turned into a cow by that boss? That sucks. But learn some kicks and how to stampede, and you'll be right back out there kicking grass in no time!
- That’s just a few! There’s also Sword Fighting, Combat Psychology, Staff Fighting, Sigil Scripting, Mentalism, and more.
Player Choices are important in Project: Gorgon. You can learn as many skills as you want, but sometimes power comes with downsides. You can become infected with lycanthropy and gain access to very powerful skill sets. As a lycanthrope, you are able to roam the world in a pack or as a lone wolf; however, when there is a full moon (which is tied to the real world lunar calendar) you are stuck in your beast form. There’s no cure for lycanthropy.
You can become a Druid - which will give you great power, but you have to vow to drop everything when there’s an emergency involving nature. It could be a forest fire, a monster invasion or even a pesky insect. Nature never lets you ignore your duties, ever.
New opportunists come open, but others will be closed. Can you bear heavy burdens in exchange for greater power?
JOIN THE COMMUNITY
The community is a critical aspect of Project: Gorgon. We strive to maintain a strong, engaged community, supporting our players through:
- Live Events with a focus on story.
- Mechanisms For player-created quest content.
- Player housing (limited and instanced).
- Player-managed shops and vendor stalls.
- In-game communication tools like bulletin boards.
- Bookshelves where you can write and submit your own books and stories (and players can vote on their favorites).
HELP DEFINE THE GAME
During our beta ("early access") period, your feedback helps improve the game, from small things like bug-reports to large things like new skill suggestions, monster ideas, and more! We've already used hundreds of player-provided suggestions during our alpha period, and we'll use even more suggestions during beta as we get into the down-and-dirty details of combat, crafting, and exploration.
MINIMAL SETUP
- OS: Ubuntu 18.04
- Processor: Intel Core 2 DUO 2.4 GHz / AMD Athlon X2 2.7 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: ATI Radeon HD 3870 / NVIDIA 8800 GT / Intel HD 4000 Integrated GraphicsNetwork: Broadband Internet connection
- Storage: 10 GB available space
- OS: Ubuntu 18.04
- Processor: Quad Core Processor 2.4GHz or fasterMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: AMD Radeon R9 / NVIDIA GeForce GTX 1070Network: Broadband Internet connection
- Storage: 10 GB available space
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