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Temple of Elemental Evil discussion thread (merged)
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<blockquote data-quote="mmu1" data-source="post: 1129816" data-attributes="member: 319"><p>I've played it for a couple of hours yesterday.</p><p></p><p>The Good:</p><p></p><p>1. Incredibly robust character generation</p><p>2. True to P&P combat system</p><p>3. Good graphics and character animations (you can recognize an incoming cirtical hit by the way a character swings a weapon) nice environmental (wading through water, etc.) effects.</p><p></p><p>The Bad:</p><p></p><p>1. The Quest log is a bit vague, and the direction NPCs give you are pretty hard to follow.</p><p>2. There seem to be some issues (remains to see how major) with some of the quests and conversations - I've gotten some strange dialogue choices, none of the sub-tasks you need to complete a quest are recorded in the Quest Log, quest-related dialogue choices are sometimes buried inside the dialogue trees... All in all, this part of the game feels a bit unpolished.</p><p></p><p></p><p>There are also a few things that have left me wondering... </p><p>One is the random encounters - they seem to be very frequent (damn near impossible to rest outside of an inn, it seems, unless you do the Quicksave - Try to Rest - Quickload if you get jumped shuffle) and rather difficult. Perhaps that means they're true to the module? </p><p>The second is the speed at which my characters have progressed - I've killed four or five giant frogs, a couple of giant vipers, a giant crawfish, perhaps a dozen bandits and a bandit leader, and my characters have hit level 2 with 1500+ xp already - and I'm still in the "opening vignette", or whathever it's called. Which would make perfect sense if this was P&P, but in a CRPG that has a level cap of 10, it worries me a bit, especially given all the random encounters... Maybe I'll just have to start making a lot of magical items. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="mmu1, post: 1129816, member: 319"] I've played it for a couple of hours yesterday. The Good: 1. Incredibly robust character generation 2. True to P&P combat system 3. Good graphics and character animations (you can recognize an incoming cirtical hit by the way a character swings a weapon) nice environmental (wading through water, etc.) effects. The Bad: 1. The Quest log is a bit vague, and the direction NPCs give you are pretty hard to follow. 2. There seem to be some issues (remains to see how major) with some of the quests and conversations - I've gotten some strange dialogue choices, none of the sub-tasks you need to complete a quest are recorded in the Quest Log, quest-related dialogue choices are sometimes buried inside the dialogue trees... All in all, this part of the game feels a bit unpolished. There are also a few things that have left me wondering... One is the random encounters - they seem to be very frequent (damn near impossible to rest outside of an inn, it seems, unless you do the Quicksave - Try to Rest - Quickload if you get jumped shuffle) and rather difficult. Perhaps that means they're true to the module? The second is the speed at which my characters have progressed - I've killed four or five giant frogs, a couple of giant vipers, a giant crawfish, perhaps a dozen bandits and a bandit leader, and my characters have hit level 2 with 1500+ xp already - and I'm still in the "opening vignette", or whathever it's called. Which would make perfect sense if this was P&P, but in a CRPG that has a level cap of 10, it worries me a bit, especially given all the random encounters... Maybe I'll just have to start making a lot of magical items. :) [/QUOTE]
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