Graphics.
Also, the new delay only appears to affect skills in the same bar. It appears to be no 'delay' between using Bar 1 Ability 1 and Bar 2 Ability 1. It only appears to be 'horizontal', but I've not had much time to experiment more with this.
Landscape. Overall, this is a major plus for Project: Gorgon. The landscapes are very well rendered, and factor well into the 'horizon' view. Only near the edge of maps do hills become unrealistically steep (and no one has ever tackled things like 'vision tracking' (adjusting the camera to follow the slope) or movement speed on a hill. Absolutely no one runs up a 60+ degree slope, and running down or across the same slope is almost as fatiguing. (and dangerous). The lakes are great to swim in, with very nice submerged terrain. I'd love to see some additional effort being put into the water (diminished light, murkiness, lots more plants, etc). The shadows of trees on landscape (and lakes) are great, playing optical tricks. I would love to see the sun move in a day-night cycle, with corresponding shadow movements on the ground.
Skill Experience. This is one area where the game doesn't shine as much. Combat skills go up very rapidly, but supporting skills (Butchering, Skinning) take forever. It ends up where I'm fighting big mobs when I want to, but in order to improve Butchering/Skinning skills, I'm hunting trivial mobs (rats, pigs, and deer). The big problem with B/S is the 'failure' experience of 1. I'll kill a Feral Bull, for instance, without too much difficulty, gaining combat experience in 2 skills. I can't skin or butcher it, and only get 1 XP in one of these skills, making the combat experience contributing to the problem.
The same applies to crafting skills. A level 1 recipe in one skill gives different amounts of skill than a level 1 recipe in another skill. The bonus on the first usage of a recipe is nice, but since there isn't any kind of crafting failure, it's meaningless.
Barriers. There are three basic types of barriers in Project: Gorgon -- Skill, Price and Faction. Knowledge of a recipe (action) is learned by increasing the Skill. Costs and Faction requirements are in place to limit the access to the skills themselves, the recipes and some of the abilities. Many of the combat abilities are earned as a result of 'using' the skill, but very few, if any, crafting skills are learned by using the skill. But filleting a perch and filleting a clownfish are 2 different skills, with different barriers. A swordsman (or mentalist) just acquires new abilities as they go, but craftsmen don't. The balance of these barriers, especially between crafts and combat skills, needs work.
Additionally, indirect barriers also exist. These usually take the form of a quest that requires a specific skill level. For instance, finding a Trophy Rat Skin requires a relatively high Skinning skill (and a lot of luck) and beginning Cheesemaking requires an ungodly number of Stomachs, which relies on the Butchering skill.
Movement. The Up/Down commands (R and F) do not appear to work underwater. Swimming the releasing the R key immediately causes the character to sink back to the bottom. On one instance, there was a fish that I couldn't access, because it was at the surface of the deep part of a lake. As soon as I'd click the 'Catch Fish' button, I'd sink back to the bottom, because I had either a) released the R Key, or b) holding the R key down overrides the automove feature when clicking the 'Catch Fish' button. Basically, this effectively makes the game appear to have no buoyancy.
NPC Favor. The absolute most interesting part of the game for me is the system of Favors and Hanging Out. Having a multi-tiered faction for individual NPCs is absolutely great. Spending out-of-game time in a positive manner helps encourage the role-playing aspect a bit, giving an additional edge to the NPCs. The rewards are generally pretty useful. It could only be improved if positive favor with one NPC hurt favor with another (Spying on Marne for Rita could hurt relations with Marne). That the different friendship levels open up different interface items for that NPC make it much more interesting. It's pretty sad that I actually looked forward to logging off more than logging on, because I was certain I could accomplish something new and unique.
Overall. This isn't the game for me. Allowing every player the ability to do everything reduces any advantages to specialization, and makes any form of inter-player dependency (i.e. an economy) meaningless. Project: Gorgon does a pretty fair job of avoiding the 'tank-mage' syndrome that many skill-based systems exhibit. Still, there will be enough Sword/Mentalism or Hammer/Druid combo users around that it will seem like a bunch of tank-mages.
I hope the feedback I've provided is useful to the development team. I'll continue to play off-and-on, but I'll put the bulk of my time elsewhere.
- Positioning. There are numerous trees and grasses that do not sit on the terrain properly.
- Brightness. There isn't a brightness/gamma control. The game, especially human and elf NPC models, are too bright, almost washed out. Since I have pretty weak eyes, this is a big issue for me. My monitor has no difficulties with a variety of other games.
- Target Box. The targeting box is frequently off the bottom of the screen. I play zoomed into 1st person view always, and short mobs are occasionally at my 'feet', leaving the box mostly off the screen.
- Text color. The font colors are often obscured, leaving the text difficult to read. Particularly, the mouse-over information for all buffs is almost unreadable. The text color issues continue to the target box, especially when the target box appears over the sky.
- Text Rendering. Text in motion is awful. There's lots of pixellation as the text moves around the screen (via a target box, or the speech bubble), making it nearly impossible to read. Other games with visible overhead names don't have these issues. This needs some real work.
Also, the new delay only appears to affect skills in the same bar. It appears to be no 'delay' between using Bar 1 Ability 1 and Bar 2 Ability 1. It only appears to be 'horizontal', but I've not had much time to experiment more with this.
Landscape. Overall, this is a major plus for Project: Gorgon. The landscapes are very well rendered, and factor well into the 'horizon' view. Only near the edge of maps do hills become unrealistically steep (and no one has ever tackled things like 'vision tracking' (adjusting the camera to follow the slope) or movement speed on a hill. Absolutely no one runs up a 60+ degree slope, and running down or across the same slope is almost as fatiguing. (and dangerous). The lakes are great to swim in, with very nice submerged terrain. I'd love to see some additional effort being put into the water (diminished light, murkiness, lots more plants, etc). The shadows of trees on landscape (and lakes) are great, playing optical tricks. I would love to see the sun move in a day-night cycle, with corresponding shadow movements on the ground.
Skill Experience. This is one area where the game doesn't shine as much. Combat skills go up very rapidly, but supporting skills (Butchering, Skinning) take forever. It ends up where I'm fighting big mobs when I want to, but in order to improve Butchering/Skinning skills, I'm hunting trivial mobs (rats, pigs, and deer). The big problem with B/S is the 'failure' experience of 1. I'll kill a Feral Bull, for instance, without too much difficulty, gaining combat experience in 2 skills. I can't skin or butcher it, and only get 1 XP in one of these skills, making the combat experience contributing to the problem.
The same applies to crafting skills. A level 1 recipe in one skill gives different amounts of skill than a level 1 recipe in another skill. The bonus on the first usage of a recipe is nice, but since there isn't any kind of crafting failure, it's meaningless.
Barriers. There are three basic types of barriers in Project: Gorgon -- Skill, Price and Faction. Knowledge of a recipe (action) is learned by increasing the Skill. Costs and Faction requirements are in place to limit the access to the skills themselves, the recipes and some of the abilities. Many of the combat abilities are earned as a result of 'using' the skill, but very few, if any, crafting skills are learned by using the skill. But filleting a perch and filleting a clownfish are 2 different skills, with different barriers. A swordsman (or mentalist) just acquires new abilities as they go, but craftsmen don't. The balance of these barriers, especially between crafts and combat skills, needs work.
Additionally, indirect barriers also exist. These usually take the form of a quest that requires a specific skill level. For instance, finding a Trophy Rat Skin requires a relatively high Skinning skill (and a lot of luck) and beginning Cheesemaking requires an ungodly number of Stomachs, which relies on the Butchering skill.
Movement. The Up/Down commands (R and F) do not appear to work underwater. Swimming the releasing the R key immediately causes the character to sink back to the bottom. On one instance, there was a fish that I couldn't access, because it was at the surface of the deep part of a lake. As soon as I'd click the 'Catch Fish' button, I'd sink back to the bottom, because I had either a) released the R Key, or b) holding the R key down overrides the automove feature when clicking the 'Catch Fish' button. Basically, this effectively makes the game appear to have no buoyancy.
NPC Favor. The absolute most interesting part of the game for me is the system of Favors and Hanging Out. Having a multi-tiered faction for individual NPCs is absolutely great. Spending out-of-game time in a positive manner helps encourage the role-playing aspect a bit, giving an additional edge to the NPCs. The rewards are generally pretty useful. It could only be improved if positive favor with one NPC hurt favor with another (Spying on Marne for Rita could hurt relations with Marne). That the different friendship levels open up different interface items for that NPC make it much more interesting. It's pretty sad that I actually looked forward to logging off more than logging on, because I was certain I could accomplish something new and unique.
Overall. This isn't the game for me. Allowing every player the ability to do everything reduces any advantages to specialization, and makes any form of inter-player dependency (i.e. an economy) meaningless. Project: Gorgon does a pretty fair job of avoiding the 'tank-mage' syndrome that many skill-based systems exhibit. Still, there will be enough Sword/Mentalism or Hammer/Druid combo users around that it will seem like a bunch of tank-mages.
I hope the feedback I've provided is useful to the development team. I'll continue to play off-and-on, but I'll put the bulk of my time elsewhere.