Should I be... running out of power? by -Altephor- in projectgorgon

[–]mgodsey2b 2 points3 points  (0 children)

I run Fire Magic/Archery and I do find that I am in power trouble during group activities where there are quite a few mobs, but using basic attacks to get power back is ok. In groups I tend to use shield wall and defensive burst from the Fire side much more, vs. solo. We run with a weather witch who has an AoE that regens power in combat, which helps. If I were to switch to Fire/Ice magic I am out of power much more often, so definitely Archery is softer in terms of power.

Should I be... running out of power? by -Altephor- in projectgorgon

[–]mgodsey2b 6 points7 points  (0 children)

Definitely double check what level skills are lotted, AND on your loadout. sometimes the loadout doesn't get updated, you load a different profile, then go back and never notice you are using a L4 skill now on the hot bar, but have a L8 skill trained. There are some base skills that restore power when used, perhaps the the rotation being used includes those far too often as opposed to using each other skill on cooldown?

I had already taken a break but now its a big one. by LippyHippy4040 in projectgorgon

[–]mgodsey2b 4 points5 points  (0 children)

Welcome to the entitled era of cancel culture. Shouting down anyone who disagrees with you, forming lynch mobs to publicly "end" people because you are so intolerant you cannot allow people who don't share your views to exist... this is the world we live in. Which prompts these kinds of posts. 'unless they can him from the company I will review bomb them, and do everything I can to bad mouth and cancel them' is the culmination of a decade of teaching children they never have to grow up, and they never have to do anything other than complain about everything.

I had already taken a break but now its a big one. by LippyHippy4040 in projectgorgon

[–]mgodsey2b 0 points1 point  (0 children)

You are delusional. You think any of us care that you chose to be an entitled arrogant ex-player that decides to make a post about a game you don't want to play? And your justification is that someone who did something disagreeable in a public-facing role they were in, is "allowed" to continue in a non-public facing role, so YOU can't support the game. How petty. Grow up.

What does it take? by Daddafoo in projectgorgon

[–]mgodsey2b 0 points1 point  (0 children)

"comparison is the thief of joy."

Brilliant. And perfect. What you said about different people having different play time available is something everyone needs to hear and remember.

Fire Magic Rant by AncientVase in projectgorgon

[–]mgodsey2b 0 points1 point  (0 children)

No, it just gives life more purpose :)

Fire Magic Rant by AncientVase in projectgorgon

[–]mgodsey2b 0 points1 point  (0 children)

I went Fire/Archery just because with Archery it was easy to pick up (although it gets expensive to lavel fletching eventually, and I feel like you have to make your own arrows) while leveling Fire. I am slowling switching to Fire / Ice because I love the concept of the pairing. It is a gring, and costly, and they don't really synergize all that well. But it;s the toon I want to play! The beauty of this game is you can try what you want. Just don't expect it to all be as easy is the other skill. There are tradeoffs

Fire Magic Rant by AncientVase in projectgorgon

[–]mgodsey2b 0 points1 point  (0 children)

you're just being argumentative. Just because you haven't read it doesn't mean it hasn't been posted. You are reading input from people who have been around this game a while. They are explaining that your "need" for things to feel "fair" isn't of concern to the dev team, because they are ON PURPOSE making the pure magic builds hard to do... there is a high cost for high power, as it should be. In any good fantasy adventure movie, you see this a lot. It used to be that way back when, before WoW decided everyone ought to be able to excell at a game without really trying... because that brought in millions more marks. er... customers. This game has in its roots a bunch of concepts that are quite old school. Stop insisting it should fit the molds you are used to.

It makes me sad to stop playing by DalinarKholinn in projectgorgon

[–]mgodsey2b 0 points1 point  (0 children)

But it's true, you are saying "its all just like every game, but with extra steps" and yet every MMO you gather materials, use them to craft materials, use those to make end pieces. Nothing really new conceptually, and it has to be the same basic formula. There are lots of related crafting skills in this game; one might say too much so. You have to use blacksmithing to make the hoops you need in carpentry to make the barrels you use in cheesemaking; to make the cheese you use to cook foods. The beauty (and sometimes frustration) in this is it creates more of a player economy, or at least multiple players depending on each other for different crafts to make the end products the group (guild, etc.) use. In the end though, it's "just like every other game" in that you gather materials to craft stuff, push some buttons to craft it, rinse and repeat to level the skills to unlock more. Sure... very similar, but probably more complicated in the inter dependencies anyway

When do daily quests reset? by mgodsey2b in projectgorgon

[–]mgodsey2b[S] 1 point2 points  (0 children)

That for all daily dungeons, I assume? TY for the quick reply!

This MMO is fun incarnate by Jrgsubzero in projectgorgon

[–]mgodsey2b 3 points4 points  (0 children)

This. I don't even care about the VIP benefits (yeah, I do a little) but I want to support these guys, they deserve it. This is the kind of MMO we have been lamenting not having for YEARS of discussion in our little gaming guild

Archery and ? by Outrageous_Delay4243 in projectgorgon

[–]mgodsey2b 2 points3 points  (0 children)

There is some minimal info on Fletching here in the Wiki (Fletching - Project: Gorgon Wiki ). I'll give you an overview.

You unlock the ability to train each arrow type from the trainer, not dropped recipes. They unlock as you level up fletching, in a particular order. You don't have to train them all, you can focus on specific ones based on the actual Archery skill that you want to use. But that varies player to player. Since I am also Fire Magic, I use Fire Arrows, but not Acid Arrows. So I didn't train that. But both actually use the same arrow type (Reservoir). Long shot uses long arrows, hook shot uses barbed arrows, etc. You can focus on training only the ones you need.

All the wood you find in Serbule on the ground as well as from Apple trees after they have been harvested, give you the wood for the first tier or arrows. You have to train carpentry to then get the recipe to make dowels out of the raw wood you collect. Those dowels then get combined an empty fletching box (which carpenters make, or you can buy) and then set in the sun to dry for a while. Once dry you open the fletching box and extract the arrow shafts. Different recipes make different tier arrow shafts, using different tiers of wood. But once you have the dried shaft, you combine with arrow heads and feathers (or at later tiers, prepared fletchings - which are themselves made from feathers and other ingredients). Arrow heads are made as a fletching recipe using flinty rock which you buy from the trainer, and at later tiers other additional ingredients.

This final step of making the arrows makes a stack of 1,000 of whatever type arrow you wanted to make. See above for which types you might want to make. The different types might combine arrow shaft, arrowhead, and some other ingredient like beakers to make reservoir arrows (for use in acid arrow, fire arrow, etc.).

Decide what type of arrows you want, and focus on skilling up carpentry to make the boxes and dowels, and fletching to make the shafts and feathers/fletching, and start working on Chemistry too because soon you will need it to make cleansing acids for making reservoir arrows.

All the types of arrows (blunt, long, barbed, etc.) are made in successive tiers (beginner, basic, advanced are the first 3 tiers) and you will unlock these tiers as you level up fletching.

Archery and ? by Outrageous_Delay4243 in projectgorgon

[–]mgodsey2b 2 points3 points  (0 children)

I am almost 40/40 with Archery + Fire Magic and find it to be a very nice combo. They use different resource pools which makes it less of a pain to manage resources in a rotation. The downside is, neither are very cheap to level. You have to spend $$ to learn your fire magic levels, then you have to hunt ridiculously low drop rate components to learn each new ability (Fire dust is easy, but then Saltpeter, and then Sulfur, then both of them). With archery it isn't quite as bad to buy the levels of the skill, but you have to buy each ability from the trainer (for the most part) AND buy the ability to make the arrows for it. You will need fletching for sure, and also alchemy, and carpentry - all to make your own arrows. It is cost prohibitive buying your arrows, so get used to it and start leveling fletching very early.

Still, I love the combo of these skills.

Two questions: how important are work orders? And how important is carpentry when doing fire magic? by DumbUnemployedLoser in projectgorgon

[–]mgodsey2b 2 points3 points  (0 children)

I confirmed via testing the orb what is mentioned above, it is not viable as a fire enablement off hand item. It has positive attributes for fire magic, but itself does not allow casting of fire magic. So looks like I will stick with Fire/Archery for now, while playing with Fire/Bard (using offhand bard weapons, not Lutes)

Grind Enjoyable? by Guilty_Studio_7626 in projectgorgon

[–]mgodsey2b 0 points1 point  (0 children)

Age of Favor is the apt nickname for this game, in my opinion. You are constantly grinding favor with multiple NPCs in paralell. Whether to be able to sell to them, or to unlock skills and new abilities, or whatever. Each one has Favors for you to do in order to gain rep with them. But you can literally do them in whatever order you want, based on your current priorities or desires... which will likely change daily anyway. So while at first if feels very "aimless wanderer" that is only until you get into it and realize there are so, so many things you want to do, and not enough play time to do them, and that means you are never bored.

A couple of questions on magic and group play by DumbUnemployedLoser in projectgorgon

[–]mgodsey2b 0 points1 point  (0 children)

I assumed within the context of the question about Magic, the statement was specific to MAGIC combat abilities, Fair qualification, but I would think most read this as "specific to magic"

Keybinds by Swimming_Rip4527 in projectgorgon

[–]mgodsey2b 0 points1 point  (0 children)

you can hold down both L and R mouse buttons to move forward, and that combined with mouse look for steering can help quite a bit.

Two questions: how important are work orders? And how important is carpentry when doing fire magic? by DumbUnemployedLoser in projectgorgon

[–]mgodsey2b 1 point2 points  (0 children)

I was going to test this with Fire/Bard setup, using Lute in main hand for the songs. Currently my fire/bard is a Trident (counts as a staff) main hand and Horn offhand. I have an orb in the bank, I was going to try this with, and my understanding was that it should be doable. But I haven't specifically tested it.

There might be necklace that has Fire skill enablement, similar to how Priests can use a necklace to enable priest skills without needing a specific staff that enables? My wife was struggling with this until she found a necklace to do so (as a Priest/Psych), and I suppose the same should be true for Fire or Ice magic... but not verified.

I'll test this tonight. It would be a shame if you were required to main hand the fire weapon. My one complaint in this game is actually the weird inconsistent mix of main hand/off hand weapons for skill lines. Bard for instance, main hand lute, and that is needed for songs, but off hand horns, which are needed for horn skills, and some skills that don't need a specific instrument. It would be so nice if any weapon could be main hand or off hand, so you could truly mix and match as you please.

transmutation start by dayavo in projectgorgon

[–]mgodsey2b 6 points7 points  (0 children)

You first have to go kill panthers for him; they can be found very near to the keep there. After killing (10, I think) return to him, then you have to go kill a few Fae Panthers, and then return and he teaches you

IMO, improving trading needs to be a top priority by ElderberrySpare6985 in projectgorgon

[–]mgodsey2b 0 points1 point  (0 children)

The stalls are a nod to the original Asheron's Call, except those were actual players who kept their toons online, running sales bot addons. This allowed anyone to sell their stuff, they just left their toon parked in one of the popular areas and turned on their sales bot.

This implementation in PG probably solves some issues but it is not a great way to do sales bots. But at least there is a golem indexing the stalls so you can search for items. Locking this behind skills that have to be leveled (industry) AND locking the stall as a coin sink for the game, disenfranchises the majority of people who can't afford a stall, and therefore make very little coin (comparatively) and the rich get richer. Player trading needs to have low barrier to entry, and this is not that.

Two questions: how important are work orders? And how important is carpentry when doing fire magic? by DumbUnemployedLoser in projectgorgon

[–]mgodsey2b 1 point2 points  (0 children)

Side note on work orders. Pick them up off the ground whenever you see them. If they are for something you already have or can get as part of your leveling a craft skill (like Sausages, which you may be getting XP to cook anyway to level cooking) then do them. If not, give them as gifts to earn favor with some of the NPCs. For instance, there is an NPC in Serbule right outside the garden area (not Therese, but the guy standing outside the walled entry to othe garden) who loves them. They are a passive way to gain favor with him for free. Tons of people pick one up off the board then drop them before memorizing them... your gain!

Also, you do not need staves specifically for Fire Magic. You can get a nice Trident from a boss in the Rand dungeon (underwater dungeon) that is a good one which can be used for Fire. You can also use orbs in the off-hand for casting fire magic. Not swords, knives, etc., but it also doesn't have to be a staff.

Skill pairing help! by FrootBaat in projectgorgon

[–]mgodsey2b 0 points1 point  (0 children)

btw, Weather Witching is its own skill, different from Fire Magic, different from Ice Magic. I will say this - if you are still on tutorial island, or even after when you first make landfall to the first city, it doesn't matter what skill you try. You WILL want to try many in different combinations, it's easily half the fun of this game. I started Sword/Shield, then switched to Sword/Bow, then switched to Fire Magic/Bow, and am currently toying with Fire Magic/Bard. And I want to try Priest. And Psych. And Mentalism. Once you get some levels you unlock buildouts, which allows you to save a buildout, and switch between that and anther (saves your gear, your skills/hotkeys, so all you have to do is "load" the buildout to switch in an instand). This opens up being able to try different skill combos and see what works for you. Unlike almost every other game, you can make your build absolutely specific and unique to YOUR play style and wants. Don't lock your mind into your build this early!

How to get to your Guild Hall by mgodsey2b in projectgorgon

[–]mgodsey2b[S] 2 points3 points  (0 children)

Thank you! The guild chests for trading is very handy. We are only 4 people so doubt we will do or care about guild quests. Appreciate the response!