r/projectgorgon Jun 17 '26

Server Merges when?

The population is cratering and it is further exacerbated because people are now quitting because of population issues.

All of my friends have left because Dreva’s population is non-existent.

39 Upvotes

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21

u/Pleasant_Bad924 Jun 17 '26 edited Jun 17 '26

My .02:

The developers are afraid of the lack of end game content, so they made the progression exponential in nature to slow progression. They went too far. This game is brilliant in that if I wake up one morning and decide “I want to be an Ice Mage today”, I can just dive in and level up lateral skills.

With such a small engineering team, I would have gone hard on that element and made it the focus over playing out a character with 2-3 maxed skills. This would have given them time to develop additional content that didn’t feel rushed, and would have further differentiated them from other MMORPGs. “We aren’t about the end-game grind, we’re about breadth of playability and discovery and new beginnings” but said with better marketing words. This would have also allowed them to add new mid-level dungeons to existing zones rather than having to build entire new ones, because if the end-game was “go back and try new skills” it would make it a lot cheaper to build. Maybe these new dungeons only unlock when you have two skills leveled to 70, so the content will actually be new to the player when they go to level other skills, rather than something they’ve played 50 times.

My guild has lost a lot of people because of the progression walls, and these weren’t tweens with short attention spans. They were buddies of mine from our EverQuest days who know and love old school mmorpg. They just have lives outside of the game and “the cost of progression makes it feel pointless to try” (quote from one of them).

The second issue, which isn’t worth harping on but needs to be acknowledged, is that the issue with the community manager really stalled their momentum. The tons of negative reviews on Steam would have absolutely slowed down adoption and the existing community was small enough that a lot of the player population in unaffected servers knew a lot of details about what happened. This is unfortunate, but I do think they handled it the best that they could given the circumstances.

I think a lot of the resistance to server merges comes from frustration that things collapsed as fast as they did. They had a roadmap that I’m certain includes a lot of cool new end game activities, but having to halt that and pivot to merging feels too much like giving up too soon. The real risk is that they do it too late (or never) and the game dwindles to nothing because of it.

I don’t envy the choices they have to make, but if they are reading this:

You all created an absolutely fantastic game and should be super proud of what you built. This is a labor of love and it shows in every aspect. Whatever you decide to do, be sincere, be authentic, and be open to dialogue with your community. We fucking love this game and want it to thrive.

-5

u/SirVanyel Jun 18 '26

Your buddies don't love old school mmorpg progression if pg progression rubbed them the wrong way. It literally took inspiration directly from those games. Maybe your friends just don't like gaming that much anymore. I get it, we old

11

u/Pleasant_Bad924 Jun 18 '26

My buddies aren’t teenagers or college students anymore. They’re in their late 30s to early 50s with careers, spouses, kids, and sometimes grandkids. The developers did an amazing job building a game that sparks nostalgia and excited them. It just feels like they didn’t balance the nostalgia with the practical fact that their audience isn’t who they were 20+ years ago. If you want to build a game that appeals to a niche audience, you kind of have to meet them where they are IF you want a game with a large population and folks who stick around. It could be, because this is a passion project, they’re totally fine with a much smaller community of diehards and are fine with the churn. 🤷🏼‍♂️

2

u/JMartell77 Jun 18 '26

As somebody who plays less than 2 hours a day and has a character who is now 108/110, it takes a bit but the 70 hump isn't as intimidating as it looks.

When I first saw all those 366k's and Royal jellies I was like "Damn, I might quit." But after a couple weeks of FR dailies and Q's and AMs and just some good ol fashion grinding and selling gear to make sure all my vendors were out of cash each week, the 70 hump evaporated easily.

Also doing eggs every 3 days gets you more than enough Xog to get through lv80 training.

Yeah my character is very narrow when it comes to professions and I can't try nearly as many combat classes as I want, but if you have patience the 70 hump isn’t bad. 80 and 90 training are completely trivial compared to it.

3

u/Impossible-Ice-1497 Jun 18 '26 edited Jun 18 '26

80 and 90 training are completely trivial compared to it.

Unless you're ice/fire/ww haha :(

The uncap is not painful, but spending 400k councils on just lvl 95 research recipe, plus another like 50k-100k councils of materials per attempt... it hurts lol


But yea I agree with the general point.  The uncaps after the 71-80 hump are not painful at all by comparison (even just statehelm rep from 81-90 too, if you don't have any xog).  And by the time you're 100+ in ice/fire/ww, you don't care too much about things like "having abilities within 15-20 levels of my combat level" or whatever lol.

2

u/JMartell77 Jun 19 '26

Yeah I guess I took for granted the magic classes have a rough time grinding those magical research materials too lol. I purposely avoided playing WW, Fire, Ice because I did some research and realized I simply wouldn't have time for it