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I'm gonna kill a pig.quote:You earned 6 XP and reached level 1 in Non-Ruminant Ungulate Anatomy! Oh, well, that's good. Thank god, an epic necklace for my pig tanking set. So now I can tank some dungeons in pig spec. On the other hand, that +Snails damage is hard to beat. Pig spec it is, then.
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# ¿ Feb 20, 2015 19:24 |
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# ¿ Apr 27, 2024 08:35 |
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This game is MMO Skyrim for mental patients but with diablo for mental patients' loot.
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# ¿ Feb 20, 2015 19:26 |
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There is a word game that is constantly running and your points in it contribute to your Vocabulary experience. This will eventually be an important step in becoming a bard but at the moment has no use whatsoever.
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# ¿ Feb 20, 2015 19:30 |
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This is like pantheon if brad everquest was into hallucinogens instead of pills.
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# ¿ Feb 20, 2015 21:02 |
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If you talk to the stablemaster as a pig, he tells you that while he is willing to house your pets, provided that they cannot talk, he does not trust talking animals and you'd better not try to sneak into the stable pretending to be someone else's pet because he knows what you look like now and he'll recognize you.
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# ¿ Feb 20, 2015 21:19 |
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The worst part is that you can't use abilities that require an open hand, so you can't be a kung fu cow. EDIT: You can be a psychologist cow, a mentalist cow, a beastmaster cow, a necromancer cow, and a cow cow.
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# ¿ Feb 21, 2015 11:15 |
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The Witchers sounds like the name of a pretty good MMO.
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# ¿ Feb 21, 2015 18:13 |
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So what are people doin at this point. I'm splitting my time between leveling random tradeskills, wandering the zone with no plan, and clearing spiders from a single hallway in the crypt.
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# ¿ Feb 21, 2015 23:12 |
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So a couple notes: - The second zone is not significantly more dangerous and there's a lot of stuff that's less dangerous than the worst stuff in the first zone. So maybe head over there, give it a try if you want more stuff to murder. - Two-syllable words of power are incredibly easy to craft and just so much fun. You need salt, water, and crab, which can be found on the banks around the keep. And all the researched stuff can be a nice little buff, free teleport, or something ridiculous.
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# ¿ Feb 22, 2015 00:36 |
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Strotski posted:STYWWHYLL / TRULLXEF/ NACHDRYV / YUTTYL - Instant Death (gives +500 xp and a unique death first time used) Just tried to pop these and they were all used, just FYI.
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# ¿ Feb 26, 2015 17:18 |
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# ¿ Feb 26, 2015 21:34 |
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For gardening, don't forget that you can grow multiple types of produce at the same time. In my experience, going from 35-50 gardening just via cotton growing is super fast (because you can lay down up to 5 cotton simultaneously) and makes crazy bank if you sell it off to players. For fertilizer, you can grind skeletons outside the crypt or go to the mushroom dungeon. I think mushroom dungeon's slower but you could probably use the XP and other crap in there.
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# ¿ Mar 6, 2015 23:28 |
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I killed some panthers for this guy and he declared me an Old Sturdy Bastard. That is all.
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# ¿ Mar 7, 2015 12:32 |
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- Combat status isn't based on a timer from when you were last hit, you should leave combat the moment that monsters lose interest in you and/or die. - Bosses are generally tougher but don't (generally) have in-combat regeneration. - Abilities that reduce rage were also generating their own rage, and that doesn't happen anymore. Combos that end with a rage-reduction ability don't key rage off the combo effect. - Rage reduction abilities are now generally better. - Single-target abilities cannot damage mezzed targets during the first half of a mezz now, if the mezz was applied by someone in your party. The exception is the Tell Me About Your Mother/You Were Adopted combo. - Monsters won't shout for help when you do a disrupting ability on them, although monsters with LOS will still aggro. - If a monster calls for help and an ally responds, there is an exclamation point that appears over the first monster's head. - Direct heals (not HOTs) now apply the amount healed as aggro to all monsters in combat. - Aggro effects from equipment and abilities have been buffed. - Pig no longer has aggro boosts, but cow and shield have more/better aggro options and psychology gets a third level of their aggro boost at 52. - Big gear rework, lots of stuff changed, check your gear. The big points are werewolf and sword gear got a big pass. - Precision Pierce is no longer considered interchangeable with Parry/Reposte, Thrusting Blade is interchangeable with Sword Slash and is considered a basic attack. - Most effects that key to "when armor is 0" now key to "when armor is <33%" - The odds of crafting higher-quality gear has increased somewhat. - High level foraging/mycology stuff has been normalized so some types of gathers don't randomly grant huge XP - MORE APPLE SPAWNS - Fish-filleting recipe now require the same fishing level as gathering the fish you want to fillet, but also give more XP - Doing stuff to corpses (butchery, skinning) now gives you partial XP based on whether you're a similar level to the monster so NO MORE +1 BUTCHERY WOW - Leveling corpse stuff from 30 to 50 is now slower than it was - ARROW RECOVERY archery abilities have a % chance to add the expended resources as loot to the monster. Different %'s for different abilities. Multishot, Heavy Multishot, Bow Bash, and Snare Arrow have a 0% chance. - Oritania is fixed - And other stuff
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# ¿ Mar 16, 2015 20:37 |
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Wolpertinger posted:Amazing, I just got /ignored by one of the apparently oldest players in the game because I suggested different mechanics for the cow form, that he was horribly offended by because not being able to sell anything or use the bank is extremely important, because the game isn't about "efficiency or fun" it's about "immersion" and I quote "the opinion of someone with less than a week of played is worthless". /played elitism and cow roleplaying, folks. Yeah I mean this is a fun game but it also serves a specific purpose as The Heir To The True Throne of Old School MMOs for some of the players. As such, it can do no wrong and also people will always support stupid bullshit. There's even a thread on the Project: Gorgon forums where some people were complaining that using an exclamation point effect, specifically, to show you that help is coming kills immersion because wow has exclamation points over mobs' heads. The good news is the main dev has straight up rejected their dumbass premise: Citan posted:There's an old saying in MMO design: "don't balance via tedium in an MMO, because players will do it anyway and then bitch about it." What that means is that it doesn't work very well to make something super dull so that players won't do it. They'll do it anyway -- some even claiming that it's fun (because they're chatting with friends) -- and then get burned out and quit because it's too grindy. Citan seems like a guy with his head on straight so just make sure you put feedback where he can see it and it'll get taken seriously even if wackos come out against it.
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# ¿ Mar 17, 2015 20:06 |
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Kevlar Beard posted:So...how do I actually make an account for this game? When you complete the tutorial it'll say "hey you wanna thing" and you just say "yeah I'll thing"
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# ¿ Mar 22, 2015 01:51 |
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Here are all the combat skills and how you get them, generally ordered from hardest to easiest: Unarmed - You have it by default. Sword - You learn it by removing the sword from the corpse at the beginning of the tutorial cave. Archery - You learn it by retrieving the bow from the dilapitated chest in the tutorial cave. It's near an alchemy book. Cow - You learn it by becoming a cow and can only use it in cow form. The easiest way to become a cow is to have the cow boss in the tutorial cave use her rage ability on you. Psychology - You learn it from the book in the starting room of the tutorial cave. You can gain access to the book by crafting Pick-Me-Up juice with the recipe and components found elsewhere in the cave and giving it to the guy in the starting room. Fire Magic - You can learn it from Velkort in Serbule Keep by talking with him. Battle Chemistry - There is a test NPC near Marna in Serbule Keep that allows you to grab it immediately. In the future, the ability will require a high Alchemy score. Pig - You learn it by becoming a pig and can only use it in pig form. The easiest way to become pig is to grind a Pig Juice potion off pigs in Serbule and use it. Animal Handling - You can learn it from a shrine outside the Serbule Crypt, in the southwest corner of the starting zone. Lycanthropy - You learn it by completing the Wolf Trial for Harry the Wolf in Serbule Keep. You can only use it when you transform into a Wolf (you can do this whenever you want, and are forced to be a wolf during the full moon IRL). You can talk to Harry in another beast form or by grinding Comfortable favor with Rita also in Serbule Keep. Mentalism - You can learn it from Echur in Serbule by doing all the chores he has for you, across a couple tiers. This includes grinding favor with the mantis Azalak on the northwest end of Serbule so that you can buy Cranium Powder. Shield - You can learn it from Tyler Green in the higher-level area of the Tutorial Cave (don't attempt as a fresh character). You have to grind favor with him. Staff - You learn it from Hogan in Hogan's Keep on the south end of Eltibule. A slight favor grind is necessary, nothing difficult or time-consuming. Deer - You learn it by becoming a deer and can only use it in deer form. The easiest way to become a deer is to buy Deer Juice from Yetta in Eltibule Keep. Necromancy - You learn it from the Necromancy shrine at the bottom of Serbule Crypt. Spider - You learn it by becoming a spider and can only use it in spider form. You can become a spider by buying spider juice from the Strange Spider at the bottom of the Serbule Crypt. Druid - You can learn it from a shrine on the north end of Sun Vale. Hammer - You learn by grinding favor with Agrashab on the north end of Sun Vale. In my experience, the best way to put together a build is to mix a damage skill with one that brings something else to the table. You can probably get away with an AOE skill + something else instead. That's just my experience, but here's what some different builds are good at (again, my opinion, and not 100% educated)- Damage Sword Archery Animal Handling Necromancy? Hammer AOE Battle Chemistry Fire Magic CC Unarmed Psychology Staff Shield Utility Mentalism Druid These aren't all 100%, most skills are a lot of one thing and a little bit of another. A LOT of gear procs for these skills also add some elements of another skill type to your existing skills, so you can sort of make a build out of a combination of skills + gear. For instance, I've got 4 procs for Many Cuts on my Sword gear right now that has a proc that doubles damage sometimes, one that stuns sometimes, one that knock backs and does extra damage sometimes, and one that turns it into an AOE all the time. I really like Many Cuts. The beast skills are generally hybrid skills to make up for the fact that they can't use a bunch of skills. There are also a couple skills that bring some tankiness & tauntability to bear. Does anyone else have good starter advice for choosing skills?
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# ¿ Mar 22, 2015 22:36 |
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She was supposedly fixed in the last update but I did it, I killed them goblins. And I'm glad, see, glad!
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# ¿ Mar 22, 2015 22:44 |
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mushroom_spore posted:Also we don't sound horrible like cows do, which is probably the most important. I was a pig for a little while and it was good fun, but being an animal does limit things a bit. People talked extensively about vendor limitations, but the bigger issues to me were: - You can't wield a handsaw, so it's much harder to level foraging and carpentry is very much locked out to you. It also locks out things like toolcrafting, which requires carpentry levels, and without a robust player economy, fletching. - Of course, fletching won't bother you much, because Sword, Archery, Fire Magic, Battle Chemistry, Shield, Hammer, and Staff are all locked to you as an animal. You also can't use many/most Unarmed abilities, which require empty human hands. In a game that lets you do basically anything in whatever order you choose, you may find animal forms confining. Pig, at least, does add a lot of bonuses to the stuff it doesn't lock you out of (truffle sniff is kind of huge if you're interested in certain tradeskills, just the strange dirt it gives is very nice for gardening which at level 35+ usually means growing lots of cotton for tailoring). Heck, when battle chemistry starts requiring Alchemy 50, a detour into Pig might be a good way to get there. The other forms, I don't know much about. I will say that if you're interested in being a deer, you'd be a fool to not just pick up Druid and level it to 25. You get deer form when you want and then you can turn into a human and do whatever.
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# ¿ Mar 23, 2015 11:01 |
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mushroom_spore posted:This was fixed in a recent patch, kinda. The spawn rate of apples went through the roof, so between apples and flowers you have a lot more foraging exp available until you can pick up all those grapes all over north Serbule. Apples were pretty much the only really rough spot for animals when they hardly spawned. By the time you can pick guavas around mid skill level you're home free, because Sun Vale spawns guavas like mad. Pyrite spawns like mad in the mushroom dungeon.
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# ¿ Mar 23, 2015 23:35 |
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Citan just confirmed on the forums that there was a bug with the organ knife not actually giving a bonus to organ gathering (and instead giving a bonus to bone gathering).
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# ¿ Mar 24, 2015 22:20 |
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You can also get them from the innkeeper in serbule, but they're kind of expensive. It's at a high favor level, but he's easy to favor up because he likes food.
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# ¿ Apr 3, 2015 01:37 |
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A hotfix is out. "- equipment that boosted damage from Fire Arrow accidentally lit you, the archer, on fire" I think the title should be Project Gorgon: +30 Damage to Snails
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# ¿ Apr 13, 2015 17:47 |
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Or Project Gorgon: You have lost favor with Suspicious Cow
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# ¿ Apr 13, 2015 18:09 |
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Project Gorgon: You eat the corpse of Mr. Squeaky. +25XP in Percussion Instruments.
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# ¿ Apr 20, 2015 08:42 |
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Clever girl...
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# ¿ Apr 20, 2015 17:00 |
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Try to see if you can pick up a good belt before you go. Belts change 50-75% of gear you get to be more relevant rather than getting a cross section of whatever the hell.
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# ¿ Apr 24, 2015 09:51 |
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quote:- Wolf Cave now has a level 50 duoable area. Some empty areas were added that will have werewolf stuff soon.
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# ¿ May 3, 2015 22:05 |
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I don't even play this anymore and I want to pay for it, the time I had with it was a treasure and I have no doubt I'll be back someday. Someone should make an over the top youtubey video to contrast with his mumbly video.
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# ¿ Jun 10, 2015 03:03 |
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Alexander DeLarge posted:The only thing I'm reluctant about is the idea of a PVE-centric sandbox. From my experience, PVP is what drives player politics and that is a major part of any sandbox title. As it stands, this seems like a hybrid of Everquest with a bit of Morrowind. It's really more like Asheron's Call, which was a pretty successful PVE sandbox.
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# ¿ Jul 25, 2015 23:56 |
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A staff... AND a shield? Ugh, my immersion.
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# ¿ Jul 31, 2015 06:01 |
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So what about psychology?
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# ¿ Aug 5, 2015 15:04 |
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Nemo2342 posted:I thought he had a better favor/gold ratio for shields instead of the kits, but then again it wouldn't be the first time the wiki wasn't entirely up to date. I'll go give them a try tonight. It's probably true, and there's some good shields around on vendors in consignment and used. But there's something to be said for being able to just straightup trade money for favor.
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# ¿ Aug 6, 2015 06:02 |
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Alexander DeLarge posted:This is a really good description. The Repopulation is really shaping up quite nicely too, so I hope we see similar progress with Gorgon near the end. The Repopulation is awful, sorry. EDIT: Like I could write a book, it's a really bad game.
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# ¿ Aug 10, 2015 07:26 |
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I'm actually kind of pissed off that the repopulation's raised a solid 6 figures off unrealistic promises, some bad free tech, and nostalgia while project gorgon is looking at like 40k tops for a finished game that's actually fun and well made.
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# ¿ Aug 10, 2015 07:36 |
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Nietzschean posted:Finished game? Look, man; there are people here who are fanboys and there are people here who dislike it, but the straight dope is that Project Gorgon is still very much a work in progress with some major, glaring errors. I posted earlier in the thread the issue that users with 32-bit operating systems simply cannot look at the skybox while in towns without crashing to desktop due to memory overflow, and that the graphics which inspire Morrowind nostalgia are literally on par with that 13-year-old game's stock models and textures. I like the game as an alpha or beta, because despite these flaws it presents me with some pretty neat things: the skills that increase as you use them and which have synergy with other skills, the loot system which puts ability-enhancing or -redefining effects on gear from the very beginning of the game, and so on. But right now this is a game where much of the terrain is permeable with varying degrees of effort (in some cases you can just run or fall right through rock formations), placeholder NPCs and mechanics still blatantly exist, all of four zones are available, the servers crap out fairly regularly for most of a day while they search for gremlins, and there exist both in- and out-of-game references to a much bigger more complex game coming soon that the users have not yet seen. This is plenty to draw the disposable income of the sort of person who backs Early Access projects, sure, but a finished game it is not. I mean like Project: Gorgon is absolutely as finished as The Repopulation, which intends to launch in the next 4 months. And that's now. I was speaking in the context of The Repopulation's 220k kickstarter and the subsequent 50k kickstarter, when it was farts and dreams. Yes, Project: Gorgon is not ready for release. But the game is like, playable.
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# ¿ Aug 10, 2015 11:55 |
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Yeah some spot-wipes are possible based on bad bugs/exploits etc. But I've not seen anything of that nature happen as long as I've been playing. Gear gets edited in-place a lot so whatever you're wearing might be devalued or its stats rerolled. Like if there's a big change for swords, he might edit sword skill gear modifiers a lot and so all sword skill gear modifiers get regenerated the next time you log in. There's definitely a kind of floaty feeling where stuff might go away based on development needs, so you shouldn't get like SUPER attached to things. But generally speaking, time spent is preserved.
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# ¿ Aug 11, 2015 16:10 |
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Are there still players around paying ridiculous prices for bulk cotton? I basically leveled gardening from 30-50 or whatever entirely off cotton (5 plants at a time!) and made an assload of money.
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# ¿ Aug 12, 2015 01:43 |
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Saxophone posted:I've been following this thread for... some reason? Should I just bite the bullet and try playing this thing? It's free, so... yeah?
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# ¿ Aug 22, 2015 23:04 |
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# ¿ Apr 27, 2024 08:35 |
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I was thinking about getting back into this. Does the economy sort of work now, with stalls? When I left the only way to make cash with tradeskills was to farm up a bunch of cotton, but that dried up when everyone realized that tailoring was a booby prize.
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# ¿ Apr 26, 2016 07:27 |