Temple of Elemental Evil
FredSRichardson
Member Posts: 465
I really enjoyed playing ToEE (the co8 modding community did some amazing things to make this game worth playing). Aside from content issues and serious pathing problems, the game had some really nice features: faithful 3.5E rule set implementation with crafting, turn based combat and a really nice combat interface.
I keep thinking that it would be great if some of these features made it into the infinity engine, although I guess turn-based combat could be a problem for multiplayer...
I keep thinking that it would be great if some of these features made it into the infinity engine, although I guess turn-based combat could be a problem for multiplayer...
Post edited by Jalily on
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I would love to see such a detailed rendition of turn-based D&D style combat in a future engine
Little. Did. I. Know.
I think it was around the time I was
>.>
Just...
Just me, then?
Truly, though, props to Co8, they don't mind helping a noob out, and they crafted a fine thing. Question, though, was Bigby ever a part of the Co8, and if he is, are we ever going to get the final-word on the name of the obviously implicative Nameless One?
*starts cranking the rumour mill*
@Tsyrith - I agree, this game rocked my world! I've long sought for a game that gives the feeling of PnP old school style DnD (well with new rules). ToEE I think is about as close as I've ever gotten.
It was a bad game that had one thing going for it, the gameplay. I don't play RPG's with horrible story, dialogues and such for good gameplay. But i do play games with bad gameplay for good story (Torment, Arcanum)
Arcanum
Vampire Masquerade
Two games that were fantastic yet they failed it one way or the other.
One question, is Co8 New Content good enough? Im glad to see people trying to expand the game but I dont want to see myself playing some random amateur bad designed quests
- "The war for the golden skull" (an epic battle with interesting plot line)
- "moathouse respawn" (a smaller battle, but a lot of fun)
- "Verbobonc" (this is a whole new city with a decent side quests)
- "Hickory branch", "welkwood bog" (new areas)
- "Ronald Rynnwrathi", (new joinable NPC)
There are some game problems co8 hasn't been able to fix. But given that they don't have the source code for the engine, they've done some really good work.
Even with the level 10 cap, the game has got really epic battles thanks to the summons. It's a shame that they are pretty bugged and 50% of the time they are just standstill.
Most of the time when I didn't understand why something happens, I didn't really know if it was meant that way of it was because a bug cause rules are very complex.
Now that I understand the plot and most of the rules, I'm downloading Co8 to replay it without the fu****ng bugs.
I also wish the ToEE engine had been further developed. I actually like play BG2 in turn-based mode for the same type D&D style tactics.
The information in the game is seriously lacking which would be problematic for anyone who isn't already intimately familiar with 3.5 rules before playing
And the difficulty was just right (after the fan-patches fixed all the major bugs), as long as you didn't do anything stupid, you generally wouldn't die but had to treat each area with respect or almost any battle could result in a TPK. And is the only CRPG to date to capture just how truly annoying fighting Trolls really is.
The crafting system was well-done, only really cutting out the crafting times involved, but was otherwise PnP-accurate.
And I actually enjoyed properly applying the penalties for spell-casting. It was a little frustrating at first, coming from NWN and BG where they basically gave casters free-reign, but really does open your eyes to how Mages should be played, and when spells are and aren't really needed.
I still think the game would've done really well despite the bugs if they'd just used a FR module instead of THE FIRST DND MODULE MADE EVAR! And even then it was still well done, if a bit boring and trite after 20-ish years.
The game tells you fully what everything does, the tooltips just aren't very obvious with where they are. (you right-click an ability to bring up it's description of what it does, which is cut pretty much out of the PHB). Though some combat actions do lack explanation in-game...hence why they gave you basically a miniature PHB with every copy of ToEE (there's a PDF in your main directory if you didn't get the boxed version with a physical manual).
I want to love the game and the Moathouse is awesome but once you get to the Temple it quickly becomes confusing, boring and just a grind through an endless pit of monsters without really knowing wtf you're doing there.
The final boss is awesome, the million ways to get there are awesome, but 9/10 times I gave up way before that.
A more varied and exciting module would've been very nice.
It also depends on how you built your character. ToEE is much deeper roleplaying-wise then BG is...but if you built like you were playing BG, you'd never find it due to being too stupid, too unsociable, not being able to innately detect evil at will...etc, since like Torment, it only offers responses your character can actually conceive based on their stats/skills.