Is it any good? Have lightly followed this whenever I see it pop up.
Project Gorgon is kind of an unknown independent MMO that I've been keeping an eye on. I check up on it every few months just to see the progress they've made. It's made by two people IIRC, who were originally developers for Asheron's Call. This game has come a long way, but has a long way to go. But it does a lot of the things classic MMO players want, so I thought I'd bring it up again.
The best thing is that you can actually go to Project: Gorgon - Home and play it in it's current Alpha phase. Their kickstarter is still going, and as about 12 days left as of this posting.
Here's a video that explains some things.
Last edited by Sithro; 08-11-2015 at 08:02 PM.
Is it any good? Have lightly followed this whenever I see it pop up.
You can play it right now on the website. It's still very very rough and really early. But there's no quest indicators, no yellow trails, or any of that bullshit. There's more skills than I know what to do with. Fuck I think I got experience from dying once. All skills are learned, including spells and shit.
If they could get some money, I could see this being liked a lot by classic EQ players. Also since you can actually play the alpha right now, we know it actually fucking exists (looking at you, Brad).
I will say the scaling seems off right now. Everything is fucking huge.
Last edited by Sithro; 08-11-2015 at 08:54 PM.
Thanks for sharing this! Looks quite intriguing and I like what I've read on the KS page. I may have to check out the alpha.
It really scratches that old school itch. I really like the NPC system where you find em, talk to em to milk them for info, give gifts, do favors, or just hangout offline to increase favor and unlock more. I lost over an hour just checking it out.
Also apparently its only open until the end of the kickstarter. Though I'm not 100% positive on that.
You can get cursed, too. Saw this in the forums.
Last edited by Sithro; 08-12-2015 at 03:38 AM.
You can be a cow.
That in itself almost makes me want to try it.
Played quiet abit last night. If you see Valos running around, try to get my attention and let me know who you are.
If I had a job right now I'd honestly back it. I think letting people mess around with the alpha was a fantastic idea.
Brad should take a fucking note.
Last edited by Sithro; 08-13-2015 at 03:23 AM.
Heard about this project a while ago. Had no idea it was still around. If this gets some traction, I would be willing to back it.
I'll probably fuck around with it some more tomorrow. Due to the kickstarter the game is kind of active right now, so there's people running around that you can group up with.
Anyway, I've decided for the sake of fun that I'm going to make a bare knuckle monk style character. No weapons, straight up old EQ style monk. Someone actually told me that I can learn a psychology skill and completely convince mobs and stuff to not attack me. I'm totally down with that.
Also apparently if you get really good at dying, it makes you a better Necromancer type character.
This game is the truth.
Sithro, thats already my build. I beat people with my fists and my words.
Seems more like UO with Diablo style random loot drops than EQ. Doesn't look like there's a lot of PvE group and raid stuff.
There's dungeons with bosses in them, but no raids yet that I know of. The dungeons are un-instanced as far as I can tell.
Not sure about randomized loot, I'll have to look into it.
I'm quite a bit late but I'm in 100%! Will start up now and will by Nylab in-game. Lets kill some mofo'in cows and rats.
Yikes, they need a better mobile website. Some very wonky stuff going on.
Last edited by Alasliasolonik; 08-18-2015 at 11:21 PM.
PS4/PSN - Lexicon929
New Q&A up!
Project Gorgon Town Hall Meeting Transcript 8.20.15
I’m a lot lazier this time around. I’m not going verbatim, and this is just going to be an outline of the main points and ideas as I see them. If there are any problems, don’t hesitate to contact me in-game (Aurarice) or through the forums. Cheers!
Q: PvP reiteration…
A: The general gist of PvP is that it’s not the main focus of Project Gorgon but we do have it in-game as a dueling concept. It’s just a matter of prioritizing things and we can’t do everything, but we should be able to figure out some systems. More suggestions is always better because we can pick and choose from the stuff that is easy and good ideas. Even if it seems far fetched, we do take pieces from peoples’ ideas and piecemeal something together, so please continue to give feedback about what you would like to see.
As for discussions in the forums, try to keep it civil. Try to keep grudges and that sort of thing out of the forum or we’ll have to close it out. Keep it constructive.
TL;DR Maybe. Just keep making suggestions on the forums and help them figure out some new ideas!
Q: Playing the game as a final product?
A: The game is currently in early alpha stage and change is to be expected. I expect people want to run to that last spot and grind out gear, but that’s not what Alpha and Beta is about. It’s not about getting the best gear right now and hoarding currency. We need your help to make sure we’re testing all the content. We’ve still got a year and a half until launch. There’s no point rushing to the perceived endgame loot since that loot’s not gonna do you any good once the game’s released as far as endgame’s concerned. We’re at level 50 right now and that’s essentially midgame, so that shouldn’t be your priority.
The main thing that we get from alpha is your feedback, so when you give feedback that’s really precious. If the feedback is on point about a particular issue that’s really useful. A lot of times people have been giving feedback that’s not indicative of the scope of where we are right now. Eg. There’s not enough monsters and people are extrapolating that there’ll always be monster density issues. Things that people think are huge, huge issues are just small points in our development process that we’ll get through.
And to add on for Manticores, there’s been some talk about it and we’re going through the process, but those are currently the highest creatures in game. Once the game releases, those are going to be mid-level creatures, so they’re not gonna be tuned as if they were an end game creature. We do have work to do and we appreciate the feedback, but again it’s not just about farming them for good loot. It was really an experiment to figure out if we could make outdoor content that makes a group experience rather than dungeons. We’re basing it on EQ2/EQ1 type camping spots, but our game mechanics make it a little hard for us to do it in a really fair and elegant way. This stuff is essentially ‘junk’ for endgame. By the time you get to Lv. 120, you’re not even going to look twice at it.
TL;DR This is NOT the final product. It’s still being fixed around. Don’t expect anything and just play the game like it’s supposed to be played in alpha – try everything out and put in feedback!
Q: Do we really care about reports for graphical glitches?
A: Sometimes we do and sometimes we don’t. If you’re reporting a monster in the trees, there’s usually a spawn node at that specific spot which allows me to delete or fix it. But for things like this particular tree doesn’t look right at a particular resolution, it’s less important because we’re probably going to end up replacing all the trees anyway.
Erring on the side of caution, giving data is always better. I try to send thanks in private messages to people when I act on the feedback. Monster position, weird lighting, pretty important. Texture resolution isn’t that important right now.
TL;DR Report everything that seems out of place. Even if it’s not important, it might be important later on and any information is good information.
Q: Will we be have any way in the future to be able to see the total added bonus provided by gear listed in the character stats panel?
A: I’m not sure how we’ll get there or how it’ll exactly look like. As you level up a skill, you’ll be able to see what benefits you’ve received from previous levels of that skill. Some of the gear bonuses are very hard for us to calculate because they’re all coded with special bits of code so it’s not as easy as displaying a simple number. We’re not sure how great our display will be, but we’ll certainly have more information. Eg. This ability is giving this buff, this buff, and this buff, which allows you to compare and contrast. We’ll do what we can.
TL;DR there will be more information. We’ll see how it goes.
Q: Spider. Tailoring. Fits the theme. I don’t understand what the difference is between cloth, leather, and heavy gear. Is there any information regarding the differences?
A: We don’t really have them hammered out yet. I’m still not 100% satisfied with how armor works, so I expect to fairly dramatically rebalance armor at some point down the road. If you keep playing, keep playing and reminding me if anything breaks in terms of spiders being able to do tailoring. I think thematically it’s fun and I don’t always make sure that animals can do those sorts of things. In the future there will be a sort of lost animals city with a few more trainers available for just animal players that will cover basics, such as tailoring and an animal version of first aid. That’ll get there.
TL;DR Gear types will get more information later on.
Q: This game isn’t super strictly based on the trinity, and I was just curious if you had any visions for the versatility of specific skills? Do you want a skill to based in one particular role or multiple? (TL;DR Will mentalism stay the way it is? Can I use it as a support/buffing role?)
A: Mentalism is overpowered as a damaging skill and it will get weaker as a damaging skill. It should be more clear that it’s a skill for healing and support as we go on. It does have that one damage multiplier effect that’s pretty great for DPS, it may always be something that people keep as their secondary skill in order to multiply the damage of their base skill, but I don’t want to see it be a mainline attack skill ala sword. It just means that the skill has too much variability and versatility. Are we imagining skills having certain roles – kind of. It’s a balance of how much healing vs how much damage vs how much crowd control vs how much agro a skill has, but I’m not usually sitting down and going “What exactly is this skill for?” I kind of want a floaty variability. We’re still trying to figure out how important the trinity is for the gameplay.
The manticores were really the first attempt to make a holy trinity encounter that requires that, so you’re on the bleeding edge of us figuring out where that fits in the game. Our original goal was a lot more of each dungeon has its own scenarios or issues and when people go to a dungeon they kind of assign themselves accordingly. I think that we will have a large number of skills and some mechanics that are a little less trinity oriented. Eg. Sword will not be the best damage dealer or taunting device, but it will be the best at removing rage from the rage meter.
TL;DR The game may or may not pull on the holy trinity of tank/dps/healer, but it will vary from content to content. Some skills may be better than others at certain roles, but there’s variability.
Q: Is there ever going be a sorting feature for storage, recipes, filters, etc.?
A: Yes; there will certainly be (pretty soon) a sort button into storage banks. A deeper fix is giving more variable ways to control your inventory like having bags that you can put stuff in and organizing the bags. You’ll have tabs for guild storage, presumably, and those sorts of the things.
TL;DR Yes. OCD rejoice.
Q: Is there ever going to be a centralized bank / auction house?
A: There is already a centralized bank in the sense that you have a global storage machine that you can buy slots in, so that’s sort of the central storage area. As for auction house, we don’t intend on having an auction house. These sorts of things you’ll have to shop around from basically player stalls. For things like arrows, we’ll probably have a more general auction house for those sorts of consumables. A split of features, but no one universal auction house.
TL;DR Yes to the bank – you already have Hulon’s love machine/storage. As for auction house, yes to certain items no to a universal one.
Q: Exploration and the death penalty – Will there be less information for where you are in the world? Eg. Not knowing where you were. Pay attention to your surroundings or get lost. Hardcore mode + This = Really hardcore mode. Ever consider taking away the map and giving us a compass? Maybe a mapmaking or directional skill?
A: I like the benefits of those in terms of exploration, but I think it just cuts too many players out. As a player myself, I find it very hard to play with just a compass and without a map. I don’t think I’ll be taking my map away. I hope to have a more elaborate exploration tool in the sense of not giving you JPG of a map and good luck. I’m not sure if we’ll be able to fog of war or unlocking part of the map, but there’ll be more to exploration and unlocking stuff.
Eg. Make desert 3x longer and you only have a map of the center part. Portioned control. Different things in different places.
TL;DR Kind of. Still working on it, but there will be some degree of exploration.
Q: Account transfer box – make it the magic storage machine? Just be done with the transfer chest and have a banker in every city and make that the transfer space. The 8 spaces is just really a bummer.
A: There will be a Hulon type person in every city for that sort of transfer chest. Some of them will have larger space than he has, but I guess that’s it.
TL;DR This isn’t that long. Just read it.
Q: Is there any timeline for implementing the new character races? (Dwarf, Fae, etc)
A: I’m not sure what the timeline is. The first one that will go in is the fairy race because we have the most prep work done for that one, and then the orc. After that, I’m not sure. It’ll be some months before we get to the dwarf.
TL;DR Fairy then Orc then months before Dwarf. Patience.
Q: What is the next step after the Kickstarter ends Sunday? (How long will people be able to play before Steam starts?)
A: There’ll be probably a week I would guess. When the Kickstarter ends, we will send out a poll to users to tie their account name to their Kickstarter reward package and make sure the account is flagged for continuous access. It’ll probably take a week to make sure everyone gets their stuff in, so until then the game will stay open, but after then people will need to be able to log in with their authorized accounts. After that, I’m going to kick the dirt off the implementation of the Steam interface and expect to get that up in a month or so.
TL;DR About a week of free play for everyone while they get all the accounts linked to the Kickstarter, then it’s byebye. Steam interface gonna get booted up soon!
Q: Vampire hype? What if we don’t hit the kickstarter goal?
A: We’re so micromanage-y of our cash assortment that I don’t know without that 5 piddly thousand I don’t know if we have the art money to actually get it done. I can’t say we won’t do it, and I’m confident to say that we’ll do it in an expansion pack if nothing else, but it’s just a matter of timing and scheduling things.
TL;DR They need the money because they manage every dollar to hit every goal.
Q: Is there anything that you could elaborate on for your vision for the Vampire?
A: I’m still playing with some ideas. Let me reveal it a little bit later. I don’t want something with a huge downside and a huge upside – it’s really tedious as a game experience. We’ll get back to you.
There will be a Project Gorgon twist, but it’s still something we’re gonna work through. Daytime/Nighttime buff/debuff.
TL;DR Please don’t let this be Twilight. If I sparkle I’m going to cry.
Q: Will there be 10 or 25-man specific raids?
A: The current plan is 6-9 man larger sized raids, but we don’t currently have any plans for gigantic scope raids. Not enough feedback about that, and we’ve gotten diverging feedback about that. Basically when we’re getting to the midway of beta, we’ll have a more concrete answer. A lot of the game’s design is wait and see, so we’re gonna find what’s most fun.
TL;DR Not yet. FEEDBACK!!!
Q: Chatrooms : Multiple useful rooms are not being populated because people aren’t autojoined into those rooms. Can we do that?
A: We’ll end up doing that pretty soon. It’s just a matter of getting the code, we’ll get there pretty soon.
Q: Everyone can do everything to a max, but then people have to do other things to add more levels to them. I was wondering if you were going to add masteries, or pinnacles, to get toward the end of a skillset? Get to a certain “end” point – specialize certain masteries.
A: We’re not planning on doing that right now – perhaps in the very long term that could be the case but getting from 100 to 125 is already a pretty slow process that you’re going to want to focus on. It’s an incredible amount of resources. It’s kind of hard to lock people in too much without locking people down to one character per world or something like that. The important thing to keep in mind is that it’s expensive to level the last parts of those skills in order to unlock the highest tiers of recipes/crafting. I intend it to be something that people grind 1 or 2 of rather than max all of them.
TL;DR Maxing a skill is going to be very, very difficult/tedious/expensive. If it gets to the point where people can max out multiple skills, there might be something.
Q: Is crafting going to be changed so that gear is going to be proportional to what is dropped at endgame levels? Crafting VS Endgame Gear
A: Right now crafted gear is underwhelming, but I expect crafted gear to end up very similar in power to loot gear. You’ll always be able to craft gear that is useful, but crafting’s claim to fame will be augmenting gear. (Eg. Adding pockets)
**A lot of the game’s systems and specific skills: Will it change? Probably. Don’t be surprised if things change several times.
TL;DR Crafting gear has certain niches that it fills that dropped gear won’t.
Q: Is there going to be change to vendor mechanics? If you have a character that you can get the favor up and make an alt (Spend ~10k get that favor up), you now have a loop of 500-600k gold per character.
A: If it turns out to be really efficient to level an alt to have millions of gold available, we’ll look into it.
No need for TL;DR.
Q: Are there any plans to disallow people for maxing out everything?
A: Not currently. The first 50 levels of a skill are the easy levels, and then it gets slower and slower. I don’t think it’ll be a big problem right now.
No need for TL;DR.
Q: Will fairy boots be dye-able?
TL;DR PornStar is happy.
Q: Will we see any more zone bosses added?
A: I’m going to end up doing some preliminary version of the Druid world bosses very soon. We’ll see how those go. Stay tuned!
Q: Will there be a mega server or individual servers?
A: Eric has a big interview style article on MMOCentral coming out soon that delves into it. (It’s not going to be a megaserver.) (Maybe a PvP server :^) )
TL;DR Individual servers probably. Maybe a PvP server?
Q: Is [x] system going to change?
A: Yes, but we don’t have a timeline right now. Please give us the feedback!
A: Yes, in the future at some point. See 1st Q&A. (Aurarice transcribed it :^) )
Q: Animal stretch goal – any cool ideas it COULD be?
A: I think the animal forms are special in that they are more focused on a particular role than a typical skill is. Eg. Cow is supposed to be a very tanky skill, the deer is an offtank with decent DPS, the pig is supposed to be crowd control which it’s not doing too terribly well now at now, so the new animal form is going to be another take on crowd control or a non-tank pet. Spiders pretty good at DPS. I’m hoping we can fit some other kind of strong roles.
TL;DR CC animal or DPS animal incoming.
Q: Is there going to be any sort of legendary item quests/title system?
A: There is going to be a title system, but as far as legendary weapon quests…
There’ll be quests to get really good loot, but as for EQ-style: Probably not. Random loot is where it’s at in Project Gorgon. The sorts of things you’d get instead would be an, for example, and enchantment oil.
Just keep reporting things. Don’t skip content – get us valuable information and get it set for later on!
Backed this today at the 30 dollar mark. It looks like it met all its goals and is sitting pretty at 65k+ with 17 hours to go.
Just the idea of me hitting nerds with my fists and them telling them they're adopted as a skill set is hilarious enough to merit the 30 dollars.
I'm going to buy it on steam. While I love it, I want to see what it becomes after a year or so before I commit. I still can't believe it's made by two people.
Played it for maybe 5 hours. It definitely is good if you like exploration without the giant theme park objects every 100 feet; you can just run in any direction and discover things. Lots of skills can be learned by doing the same kinds of things, by killing a mob you can earn the sword skill, unarmed skill, autopsy skill, and skinning skill.
The combat is pretty meh though. It just isn't very fluid, doesn't feel like you're actually hitting something & is a little too fast I think. You just spam your skills in a standard rotation with the occasional situational skill. The floating combat text is just awful.
Considering art and animations are the most costly and time consuming stuff. I am holding my judgement on that until after the kickstarter and into the steam alpha/beta. The kickstarter was launched for those very things, as its a 2 person operation and neither are artists/animators.
I just discovered this game, and oh my God I am addicted now.
Visually the game sucks, but the game play is so deep. I started playing earlier today, and before I knew it, it was almost midnight.
This game gives me hope for the future of the Mmorpg industry again.
This looks really interesting. I like how you can develop your character through just playing the game. You seem to gain abilities by trying new stuff. Very cool indeed.
I watched the kickstarter video up on their site and near the end he says that this game is playable now and you will not be supporting an idea that will take years to develop. I swear he was referring to Pantheon when he said that.
Going to check this out myself. Surprised that this hasn't picked up a lot of steam on this forum. Seems like the game most people around here are looking for. Well I will find out myself later today.
I have been playing for about 2 weeks now. It's a really good game. The only thing I dislike is the lack of inventory. Sure you can increase the size that vendors will hold for you, but when pretty much everything that drops can be used for something, its hard to avoid being a pack rat and there just is not enough room for that. If your new, gaining favor is very important!
Downloaded and played a bit last night. The time passed so quickly. Initial thoughts:
- I like the lack of level bars. I never realized how much I focused on them. No empty bars anywhere that I saw.
- Targeting is kind of crappy and the UI/animations need work... but it's in Alpha. This game is in fantastic shape for Alpha. I expect Beta will be glorious, and it will get a lot more attention.
- Just enough hand holding at the beginning and it sets you loose.
- Open leveling system? No need to reroll? I expect people to get to end game quickly and get bored, but oh well... that's their fault.
- Equipment, skill, and coordination based encounters? Looks great. I'm not sure how boss encounters will be. Will it be easy to see the good players vs the terrible ones?
- Mechanically it looks sound. I like the idea of 2 mix n' match skillsets. Not too many hotkeys (thank goodness)
- Individual favor, lots of secrets, no quest markers, Words of Power, funny dialog. A lot of flavor added already.
- Scaling window and full screen mode that doesn't suck? Wow. Finally somebody got this right.
I could see getting into and supporting this game.
Last edited by Loco; 01-15-2016 at 08:05 PM.
I posted on this a while ago, making a thread and sucking its dick with as much suction and spit as possible.
I still love it. I haven't dinked around on it in 10+ months now, but I check the website/forums at least twice a week. Looking forward to playing it a year or two from now.
Amazing this has been a two person operation for so long and they're sticking with it. I'm cheering for them but not sure how far this can make it with such limited staffing without it taking a long time. I hope i'm pleasantly surprised.
Making a game that is not holding hands to players nowadays is a huge risk, especially if you have a large budget and team to pay. Small teams are the best option and this may be turning on the light on a stagnant and frankly dumbed down genre.
Grammar: the difference between knowing your shit and knowing you're shit.
It's pretty amazing that two people could get this much down, yet EQ Next is vaporware.
I hope these two find success. I'm waiting a bit longer before playing, though. It's still incomplete.
There's actually a lot of content even now, animations and such are all of course rough and essentially placeholders but the skill system is pretty fleshed out and there is a ton of stuff to try. Plus the zones are already huge and exploration is great in this game. They just need a bigger budget and their world design would be the best for the old school gamer
Wonder what their chances are in bringing this to life and actually get some player traction? I really hope it is something like this to make it big in the MMO community. I missed the opportunity to back them but I would give them my money ever before Smed and the like.
I have been completely sucked into this game, its a bit rough but I dont give a damn. I too missed the KS but would gladly give now if I could.
I think you guys are right about the fact that if this can gain player traction, it could really be the best thing for old school MMO'ers.
I certainly get those feels when I play it.
As tools get cheaper and easier to use, we'll likely see more small but good MMOs in the future. At least that's what I hope.
As for Gorgon, hopefully they can get some new animations and visuals in place. The core game is pretty fucking solid, but visuals, lore, etc will be a whole different thing.
More I play this game more I am excited about its potential. There's so much intricacy and depth to the skill system. So much to learn, and in dungeons I definitely felt like being in groups is almost necessary, especially if u go deep in. Great old school experience! Mobs actually assist each other based on distance and Los as opposed to pre ordained packs. And I even got trained at zone in a few times haha.
I felt a sharp pain in my side when you brought up brad's game. This game is less buggy now than vanguard was on release
This game is a great scratch to my old school itch. Marna and I are soul mates. I keep finding new skills every time I trip over a rock. I spend so much time trying to find people to buy my crap, and I spend all my money on crap people already sold them. It's really been an enjoyable experience!
This is a solid, indie MMORPG. I get some Vangaurd nostalgia when playing.
started playing this game over the weekend, i'm having a lot of fun so far. it feels like a mix between EQ and Elder Scrolls. is there anyway to gimp your character / build? or can you max all skills if you put in the time?
Last edited by nescio; 02-01-2016 at 03:01 PM.
could anyone explain weapons to me in this game?
For example is have green Swordsman Acid Addled Blade - Requires sword 15, +15% sword base damage. I also have a blue Quality Sword of Defensive Bashing - requires archery 10, +2 sword damage, + bow bash and poison arrow. Do weapons not have damage or delay? I couldn't find any kind of DPS number in the persona menu, kinda confused.
recent chest bug and sploit with rampant banning resulted in a big culling of the population, especially at the higher levels. but overall a good thing it was caught before steam. still i think the devs went a bit too far with the severity of the bans. I must have just passed under the threshold to get banned. Best part of this game is the exploration, and the depth of the skill system. Only now starting to appreciate how important the items are with respect to your skills - It's almost like path of exile, where some specs are built around items - could almost do the same in this game. Just hope they hire more people/get more funding to clean up the animations and combat mechanics so it starts feeling less alpha-ey, since most everyhting else here is far more in depth than a typical alpha.
So who all is playing this/getting started! Myself and some friends have been going at this pretty hardcore past few weeks, have some skills in my 50s now. This game is like older mmos where help from others can go a long ways so I might be able to help people get started as far as gear/tips , where to go etc. it's a huge open world with very little information
I've been on and off playing, pretty casual. Spending more time looking for a job . Name is Grumblecake.
Apologies if this has been mentioned before, but I just read in a few places there is going to be no complete character wipe. This intrigues me...
Project: Gorgon - Project: Gorgon Forum - Dissapointed in citan (1/4)
First, we are not running a typical "alpha" as indicated by several unique circumstances - the main one being: no planned complete character wipe at launch.
Bump for a unique mmo. If you enjoy complex systems and lots of group content and dungeon diving, check this game out. Still rough around the edges of course but the item system and crafting are also pretty original. Big content patch coming in a week
From what I understand once the game goes up on Steam, you'll have to buy to play it. I don't have a problem with that of course, just wondering when that might be.
Shit, if there's a Rerolled guild I'd pop in. I'll probably get cut off for a bit when it goes on steam, but I plan on buying the game at some point in the future.
Would be nice if they let us poors continue testing the game, though.
Look up decro, yuffs, kazora or sickerth in game if you need assistance or have questions with anything. We are all lvl 60s and toying with the (complex) crafting system now and do labyrinth runs which net the best gear. Tell me kazora referred you and they should help ya out. We are all old eq players (sol ro 4 lyfe) .We have a small guild currently (just us 4) but would be cool to form up something larger - a lot of the harder stuff at endgame needs more people too
There's already an end game?
Lol, I thought everything was pretty much a place holder at this point.
Name is harflers since you dickheads don't reply to tells I'll play with dirty old men.
How many people are on during the peak hours? Is the game getting very much traction? It sounds/looks like a newer take on EQ? Any major differences or similarities?
Any projected release time frame?
I know this game it a niche thing but how does increasing combat time and leveling by 50% make the game feel to newish players?
Name is Valryn, add me bitches!
Last edited by Sithro; 03-10-2016 at 11:24 PM.
Not sure if the music was Gorgon or the channel's but sounded very "EQ"
I also saw a Pantheon (Unity) skeleton
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