IIRC, neither did Exile 1.Subsequent Ultimas [...] didn't have non-human party members
Oh, right, it's Exile 2 where you got to add lizardmen and catmen!IIRC, neither did Exile 1.Subsequent Ultimas [...] didn't have non-human party members
The engine was the same in all 3 games and no one would say a word. Design-wise the trilogy is a lot better than anything I've ever seen in Ultima. Unfortunately, with the 4th game in the series it started to deteriorate.
I'd say that in QW 1, Jeff tried to avoid the issues with rest-spamming (which you can't do in dungeons) and grinding (since it's not possible (only quests/dungeons give XP) and useless as there's level scaling). The pre-buffing seems not as prevalent, even if buffs are still importantlack of art direction; emphasis on tedious pre-buffing, rest-spamming, and grinding; lack of satisfying character progression/itemization at higher levels
QoL features? I never did miss anything while playing his games,
-UI/UX is clunky:
--why when clicking on a merchant, does my character selection reverts to the MC?
--Why do I have to dismiss the inventory window to go to the stats/skill screen?
--Why can't I see the HP/energy points when the inventory/skill window is open?
--What does bloodletting means (a few other skill/bonus, like Tactical Understanding aren't explained as well)?
--Why can't I see the stat changes when comparing equipment pieces? There's enough empty screen space that could have been used for this
--Why can't I see actual damage numbers for the buff and debuff, especially for DoT like bleed or poison?
--Why is there no tooltip for the buffs and debuffs applied to the enemy?
--How do I know which skill defense are for which special attacks?
--Why can't I cast healing spell while outdoors?
--Why can't I sell to the alchemist?
--I feel like the chest in the forts should be shared between all the forts.
--I feel like the combat log should have more information
--No way to sort item stored in chests
--Being able to see in what order characters are taking their turn would make the combat more interesting as that would allow more complex tactics (though easier)
That may be, but at a glance, QW lost the formulaic elements that drew me to his earlier games (such as the non-traditional fantasy settings he kept recycling and the form of isometric art used from Nethergate in 1998 to Nu-Avernum 3 in 2018). "World building" is what made those games so appealing for me, though I can't exactly explain what that meant -- the lore wasn't amazing, the graphics weren't amazing, the way you interacted with the world wasn't amazing (i.e., very little use of non-combat skills), the characters and factions were pretty shallow, etc. But all the same, the basic setting concept was fairly novel, and the sense that there were interesting things to be found everywhere made exploration really enticing. And within that framework, the combination of map design, graphics, and interaction options were at least good enough for the whole thing to come together. Probably Fallout 1 and AOD are the only RPGs I can think of where the exploration engaged me more. When I looked at QW, the initial draw wasn't there.I'd say that in QW 1, Jeff tried to avoid the issues with rest-spamming (which you can't do in dungeons) and grinding (since it's not possible (only quests/dungeons give XP) and useless as there's level scaling). The pre-buffing seems not as prevalent, even if buffs are still importantlack of art direction; emphasis on tedious pre-buffing, rest-spamming, and grinding; lack of satisfying character progression/itemization at higher levels
Though the two other (art direction, lack of satisfying character progression/itemization at higher levels) is still true.
That may be, but at a glance, QW lost the formulaic elements that drew me to his earlier games (such as the non-traditional fantasy settings he kept recycling and the form of isometric art used from Nethergate in 1998 to Nu-Avernum 3 in 2018). "World building" is what made those games so appealing for me, though I can't exactly explain what that meant -- the lore wasn't amazing, the graphics weren't amazing, the way you interacted with the world wasn't amazing (i.e., very little use of non-combat skills), the characters and factions were pretty shallow, etc. But all the same, the basic setting concept was fairly novel, and the sense that there were interesting things to be found everywhere made exploration really enticing. And within that framework, the combination of map design, graphics, and interaction options were at least good enough for the whole thing to come together. Probably Fallout 1 and AOD are the only RPGs I can think of where the exploration engaged me more. When I looked at QW, the initial draw wasn't there.I'd say that in QW 1, Jeff tried to avoid the issues with rest-spamming (which you can't do in dungeons) and grinding (since it's not possible (only quests/dungeons give XP) and useless as there's level scaling). The pre-buffing seems not as prevalent, even if buffs are still importantlack of art direction; emphasis on tedious pre-buffing, rest-spamming, and grinding; lack of satisfying character progression/itemization at higher levels
Though the two other (art direction, lack of satisfying character progression/itemization at higher levels) is still true.
Why? What do you play then?Neither. Was intrigued by Lords of Xulima, hadn't heard of Tower of Time. These days, I don't have time to play RPGs at all, alas.
That may be, but at a glance, QW lost the formulaic elements that drew me to his earlier games (such as the non-traditional fantasy settings he kept recycling and the form of isometric art used from Nethergate in 1998 to Nu-Avernum 3 in 2018). "World building" is what made those games so appealing for me, though I can't exactly explain what that meant -- the lore wasn't amazing, the graphics weren't amazing, the way you interacted with the world wasn't amazing (i.e., very little use of non-combat skills), the characters and factions were pretty shallow, etc. But all the same, the basic setting concept was fairly novel, and the sense that there were interesting things to be found everywhere made exploration really enticing. And within that framework, the combination of map design, graphics, and interaction options were at least good enough for the whole thing to come together. Probably Fallout 1 and AOD are the only RPGs I can think of where the exploration engaged me more. When I looked at QW, the initial draw wasn't there.I'd say that in QW 1, Jeff tried to avoid the issues with rest-spamming (which you can't do in dungeons) and grinding (since it's not possible (only quests/dungeons give XP) and useless as there's level scaling). The pre-buffing seems not as prevalent, even if buffs are still importantlack of art direction; emphasis on tedious pre-buffing, rest-spamming, and grinding; lack of satisfying character progression/itemization at higher levels
Though the two other (art direction, lack of satisfying character progression/itemization at higher levels) is still true.