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  1. #1
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    Default Please keep classic TOEE

    Yes, TOEE is long. Yes, most players like to zerg through it, and it can be done quickly in about 30 mins. or less if you ignore the optionals. But, it also is one of the few quests that you feel like you have really accomplished something when you finish it. Instead of scrapping the whole thing for shorter quests, please do something like you have for Haunted Halls and allow players to enter the "classic" version or the "express" version. There are already tons of short and medium length quests. But TOEE and Haunted Halls are the only two quests you have that are in-depth adventures.

  2. #2
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by DreamingReality View Post
    Yes, TOEE is long. Yes, most players like to zerg through it, and it can be done quickly in about 30 mins. or less if you ignore the optionals. But, it also is one of the few quests that you feel like you have really accomplished something when you finish it. Instead of scrapping the whole thing for shorter quests, please do something like you have for Haunted Halls and allow players to enter the "classic" version or the "express" version. There are already tons of short and medium length quests. But TOEE and Haunted Halls are the only two quests you have that are in-depth adventures.
    I think breaking it up into multiple quests is wise & should have been done from the start (more than just the 2

    When you first enter there is an orb which the voice over tells you how the module lasts over an entire summer of dnd session so lumping it into 2 quests feels wrong

  3. #3
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    Aren't they leaving Part 1 as is and only breaking Part 2 into bits?

    Part 1 is beautiful. Part 2 is hot garbage. I can count on one hand the number of times I've done part 2 because it is so tedious and unpleasant to play. Part 2 can go straight to hell and will never be missed.

  4. #4
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    Quote Originally Posted by Eantarus View Post
    Aren't they leaving Part 1 as is and only breaking Part 2 into bits?

    Part 1 is beautiful. Part 2 is hot garbage. I can count on one hand the number of times I've done part 2 because it is so tedious and unpleasant to play. Part 2 can go straight to hell and will never be missed.
    I hope you are right. I don't have quite as strong feelings about Part 2, but I do think Ziggy should be an optional at least as the quests are now. There are certainly not enough mushrooms and having death mushrooms spawn to trick you is unkind.

  5. #5
    Community Member Annex's Avatar
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    Quote Originally Posted by Eantarus View Post
    Aren't they leaving Part 1 as is and only breaking Part 2 into bits?
    If I understand correctly, the new Temple works as follows:

    New quest 1: Old quest 1, first floor
    New quest 2: Old quest 1, floors 2 and 3; entry requires new quest 1
    New quest 3: Old quest 2 air node; entry requires new quest 2
    New quest 4: Old quest 1 earth node, entry requires quest 2
    New quest 5: Old quest 2 fire node; entry requires new quest 2
    New quest 6: Old quest 2 water node; entry requires new quest 2
    New quest 7: Old quest 2 foyer and Zuggtmoy; entry requires quests 3, 4, 5, 6

    Edit: Corrected as per Yamani's post below.

    I may have the official order for quests 3, 4, 5, and 6 incorrect. I forget. Quests 1 through 6 have new objectives, requiring the character to find special items for completion. The item for charming Earth elementals is gone.

    Many players are upset because of the increased flagging requirements to open Zuggtmoy. Some players report low experience from all quests. The quests remain materially the same, minus some monster packs. Essentially, you now save your progress at 6 way points instead of one way point.

    The old crafting system is going away but ingredients and a crafting bench remain in the game. New loot was posted in multiple threads by Zavina. [Edit] Old named items, minus the crafting blanks, still drop.

    The chance of the Temple update not happening is a number approaching zero, probably requiring an Earth with large asteroid collision or the eruption of the Yellowstone caldera. I am sorry.
    Last edited by Annex; 08-29-2022 at 03:17 PM.
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  6. #6
    Community Member Yamani's Avatar
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    Quote Originally Posted by Annex View Post
    If I understand correctly, the new Temple works as follows:

    New quest 1: Old quest 1, first floor
    New quest 2: Old quest 1, floors 2 and 3; entry requires new quest 1
    New quest 3: Old quest 2 air node; entry requires new quest 2
    New quest 4: Old quest 2 fire node; entry requires new quest 2
    New quest 5: Old quest 2 water node; entry requires new quest 2
    New quest 6: Old quest 2 foyer and Zuggtmoy; entry requires quests 3, 4, 5

    I may have the official order for quests 3, 4, and 5 incorrect. I forget. Quests 1 through 5 have new objectives, requiring the character to find special items for completion. The item for charming Earth elementals is gone.

    Many players are upset because of the increased flagging requirements to open Zuggtmoy. Some players report low experience from all quests. The quests remain materially the same, minus some monster packs. Essentially, you now save your progress at 5 way points instead of one way point.

    The old crafting system is going away but ingredients and a crafting bench remain in the game. New loot was posted in multiple threads by Zavina.

    The chance of the Temple update not happening is a number approaching zero, probably requiring an Earth with large asteroid collision or the eruption of the Yellowstone caldera. I am sorry.
    New quest 6: Old quest 2: Earth node, entry requires new quest 2.
    New quest 7: Old quest 2 foyer and Zuggtmoy; entry requires quests 3, 4, 5, 6
    Quote Originally Posted by Cordovan View Post
    Added even later: Ignore this add, I am the dumb.

  7. #7
    Community Member Annex's Avatar
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    Quote Originally Posted by Yamani View Post
    New quest 6: Old quest 2: Earth node, entry requires new quest 2.
    New quest 7: Old quest 2 foyer and Zuggtmoy; entry requires quests 3, 4, 5, 6
    Thanks Yamani. I knew I would goof it up. I corrected my previous post.
    Sophie Cat Burglar - Creator, Dreamer, Explorer - Happy yet Sad - Seeker of Beauty and Wonder
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  8. #8
    Savage's Husband Phoenicis's Avatar
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    Quote Originally Posted by Annex View Post
    If I understand correctly, the new Temple works as follows:

    New quest 1: Old quest 1, first floor
    New quest 2: Old quest 1, floors 2 and 3; entry requires new quest 1
    New quest 3: Old quest 2 air node; entry requires new quest 2
    New quest 4: Old quest 2 fire node; entry requires new quest 2
    New quest 5: Old quest 2 water node; entry requires new quest 2
    New quest 6: Old quest 2 foyer and Zuggtmoy; entry requires quests 3, 4, 5

    I may have the official order for quests 3, 4, and 5 incorrect. I forget. Quests 1 through 5 have new objectives, requiring the character to find special items for completion. The item for charming Earth elementals is gone.

    Many players are upset because of the increased flagging requirements to open Zuggtmoy. Some players report low experience from all quests. The quests remain materially the same, minus some monster packs. Essentially, you now save your progress at 5 way points instead of one way point.

    The old crafting system is going away but ingredients and a crafting bench remain in the game. New loot was posted in multiple threads by Zavina.

    The chance of the Temple update not happening is a number approaching zero, probably requiring an Earth with large asteroid collision or the eruption of the Yellowstone caldera. I am sorry.
    I haven't been following the changes this update, mainly trying to hit 20 on HC. This one bit caught my eye though:
    No earth node now? Have they gotten rid of all the earth drops? I know the items drop complete now unlike previously but there were earth (acid) items that needed the earth mushrooms, are those all gone?

  9. #9
    Community Member Bjond's Avatar
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    Quote Originally Posted by Annex View Post
    New quest 7: Old quest 2 foyer and Zuggtmoy; entry requires quests [123456]
    Due to the consecutive flagging (uh, why? entire game population has roundly beaten SSG up over and over for excessively pointless flagging), it's actually WORSE and LONGER than it was.

    It did need to be broken up for length, but the time for that was back at release. They'd have to update it for relevance in someway in addition to the splits and from what I can tell they're not doing that.

    Heroic relevance means XP earned has to exceed other quests in the same level for XP/min, which is really all that matters in heroic content. Few want to play it, they just want their PLs and to be done with it.

    Epic relevance means XP earned PLUS saga XP banked. If it doesn't do both, it's not worth playing other than once for curiosity. At L26, the items literally do not matter in epic unless they do something crazy like make them as good as capped gear. The non-crazy way to do that would be to bump it's epic level.

    If they bump epic up to L31+ (eg. at least similar to RL), make it a mini-saga, and make the items an interesting option for at-cap gear, well, THAT would make the entire project worthwhile. But, they're not doing that. So, the whole thing becomes a tiny little "eh? whatever".

  10. #10
    Community Member Annex's Avatar
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    Quote Originally Posted by Bjond View Post
    Due to the consecutive flagging (uh, why? entire game population has roundly beaten SSG up over and over for excessively pointless flagging), it's actually WORSE and LONGER than it was.
    That aspect of the Temple update does suck and I agree that flagging, in general, needs the heave ho.

    Quote Originally Posted by Bjond View Post
    If they bump epic up to L31+ (eg. at least similar to RL), make it a mini-saga, and make the items an interesting option for at-cap gear, well, THAT would make the entire project worthwhile. But, they're not doing that. So, the whole thing becomes a tiny little "eh? whatever".
    The legendary quests will be level 31. I added the saga suggestion to the relevant thread. The equipment is heavily skewed to casters, for sure.
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  11. #11
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    Quote Originally Posted by Oxarhamar View Post
    When you first enter there is an orb which the voice over tells you how the module lasts over an entire summer of dnd session so lumping it into 2 quests feels wrong
    Playing the quests as it is now does feel like an entire summer. :P

  12. #12
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by DreamingReality View Post
    Playing the quests as it is now does feel like an entire summer. :P
    Lol

    That’s why I think it should be broken down

    It would be cool if it was set up like Depths chain so that you can step into the next one without exiting

  13. #13
    Community Member kmoustakas's Avatar
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    Quote Originally Posted by DreamingReality View Post
    Yes, TOEE is long. Yes, most players like to zerg through it, and it can be done quickly in about 30 mins. or less if you ignore the optionals. But, it also is one of the few quests that you feel like you have really accomplished something when you finish it. Instead of scrapping the whole thing for shorter quests, please do something like you have for Haunted Halls and allow players to enter the "classic" version or the "express" version. There are already tons of short and medium length quests. But TOEE and Haunted Halls are the only two quests you have that are in-depth adventures.
    I thought I was the only one that liked the current iteration. For me it's like a badge of honour when a character build can solo it on heroic r1 and I like doing i full for the possibility of rares. I can't see why we can't have both versions going on at once.
    Bought my first dungeon master's guide in 1992. My favourite part of ddo is coffee and slayers

  14. #14
    Community Member FuzzyDuck81's Avatar
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    Quote Originally Posted by kmoustakas View Post
    I thought I was the only one that liked the current iteration. For me it's like a badge of honour when a character build can solo it on heroic r1 and I like doing i full for the possibility of rares. I can't see why we can't have both versions going on at once.
    Yeah I enjoy the current iteration too, I always run part 1 on heroic during levelling with a basic run of part 2 too since it has some great xp especially when you take into account the sheer variety of mobs for the monster manual.

    Looks like i'm going to be doing multiple full heroic part 2 runs on a highbie to farm mushrooms & craftable weapons this week, with the AoEs those things are beasts in the low to mid heroic levels.

    Also, just to nitpick, in the quest order air should really follow fire, with water afterwards, then earth, just to keep it in the avatar cycle like it is currently
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  15. #15
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    Quote Originally Posted by FuzzyDuck81 View Post
    Looks like i'm going to be doing multiple full heroic part 2 runs on a highbie to farm mushrooms & craftable weapons this week, with the AoEs those things are beasts in the low to mid heroic levels.
    Ugh, if they are going to scrap the mushrooms, my husband and I will have to be farming like crazy, too. Yeah, once again, I think it is that people don't understand the potential or what they are for because it has been so long since release. Instead, of running some sort of new look explaining old quests and how to create their loot, they chop it up and get rid of the good stuff while keeping (or adding) what most people didn't like (flagging all four to get to Ziggy). By removing the mushrooms and craftable loot, instead of running this at least twice per life, it will probably drop to a once per life or less quest for me especially since there will no longer be the challenge it has held.

    The real irony here is that they keep coming up with new crafting systems (like Isle of Dread) while dumping old ones. I literally just finally finished converting all my scroll/seal/shard mismatched groups. I still have to go through and use the full sets I have collected in order to finish out that crafting matrix.

  16. #16
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    I'm one of those people that think making TOEE 2 quests was not good.

    I like that they are breaking it out into multiple quests. Based on the descriptions I think these quests are broken out nicely.

    Now for the part I disagree with:

    The final Quest should not require every Node Quest be completed to enter. That is one of the parts I liked about the current version of TOEE, you didn't need to do every elemental node.

    But, If memory serves me correctly, they also mentioned reduction in the number of mobs and size of groups.

    I personally wasn't a fan of a slayer area within a quest.

  17. #17
    Community Member Oxarhamar's Avatar
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    Quote Originally Posted by Enoach View Post
    I'm one of those people that think making TOEE 2 quests was not good.

    I like that they are breaking it out into multiple quests. Based on the descriptions I think these quests are broken out nicely.

    Now for the part I disagree with:

    The final Quest should not require every Node Quest be completed to enter. That is one of the parts I liked about the current version of TOEE, you didn't need to do every elemental node.

    But, If memory serves me correctly, they also mentioned reduction in the number of mobs and size of groups.

    I personally wasn't a fan of a slayer area within a quest.
    I agree it should be broken up from the start but, I also thought that slayer area in the quest was awesome it meant that hunting for ingrediants could be done while gaining xp

    Making it a flagging requirement is bad flagging is played out

  18. #18
    Community Member FuzzyDuck81's Avatar
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    Quote Originally Posted by Enoach View Post
    The final Quest should not require every Node Quest be completed to enter. That is one of the parts I liked about the current version of TOEE, you didn't need to do every elemental node.
    IMO if they implemented a thing like they did in isle of dread with the attunements that'd be a great middleground - have it so you can get to the zuggy fight with only 1, but if you've completed all 4 elements beforehand there are bonus chests available.
    I used to be with it, but then they changed what it was, now what's it is weird and scary to me.

  19. #19
    Community Member Raithe's Avatar
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    Quote Originally Posted by DreamingReality View Post
    Yes, TOEE is long. Yes, most players like to zerg through it, and it can be done quickly in about 30 mins. or less if you ignore the optionals. But, it also is one of the few quests that you feel like you have really accomplished something when you finish it. Instead of scrapping the whole thing for shorter quests, please do something like you have for Haunted Halls and allow players to enter the "classic" version or the "express" version. There are already tons of short and medium length quests. But TOEE and Haunted Halls are the only two quests you have that are in-depth adventures.
    While I agree that being prevented (at least without XP penalty) from leaving the existing quests to sell and repair (note Part 1 has a repair vendor inside it) provides a more immersive and engaging D&D crawler experience, I think that experience is short-lived. The strength of ToEE, in my opinion, is in the random design of mob and treasure placement, which makes the quests far more replayable than the standard DDO fair. For those that prioritize this way of playing, the problem with ToEE is that you don't have enough space to hold the items you receive during the quest. I limit my characters to 2 pages of gear before entering a quest, and they always run out of inventory space (3 pages = 60 items) before either of the parts of ToEE are completed.

    Breaking the quests up into smaller chunks should alleviate that problem. You can always run multiple quests at once if you aren't low on inventory space.

    Note: It is technically possible to run both Part 1 and 2 currently without leaving a dungeon instance. They could easily implement the same option for the smaller chunk size.
    Last edited by Raithe; 08-31-2022 at 02:49 AM.

  20. #20
    Community Member J1NG's Avatar
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    Probably would have been too much work for a quick "fix", but I would have thought that SSG would have done an Isle of Dread chain instance here and made the final part of original ToEE to be the same as the temple (last quest of the IoD chain). And each of the elemental temple + nodes was a debuff counter effect that you could apply at the start of the raid to neutralise an effect, otherwise, you need to run the raid (the fight with Zuggy) with the effects active, just like the final quest in the Isle of Dread chain, or go in with a superior group.

    You would then only need to do any one of the Temple quests to gain access, but like in IoD, deactivations of the debuffs only occur once and need to be reobtained to remove the debuff/effect in the final fight (now raid). So full run would be ideal or go in with exceptional group and gear to brute force, etc.

    Certainly wasn't expecting the way it was chosen to be done, but again, given the time frame and quick "fix" nature of it all, also not surprised.

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