Queen's Wish: The Conqueror

Queen's Wish: The Conqueror

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BlackDragon 2019 年 9 月 19 日 下午 11:10
A veteran's perspective...
I've been playing - and loving - Spiderweb's games since I installed the first Exile-game on my first PC, from a handful of floppy-discs of course. Looking back at those games, I Have Opinions about this newest entry...

Mostly good ones, mind! The quality of the writing's remained consistent across the decades, the quests are still involving and interesting and never feel like busywork, the characters are still fleshed-out and lifelike - well worth befriending or passionately hating, depending. The world is still intriguing, well-built, and well worth exploring - though, I'll be honest, this 'continent' feels a BIT tiny. Like, I've visited CAVES that were bigger than this! But hey, quality over quantity.

The new graphical engine is wonderful. It's never been one of the main draws of Spiderweb's games - they were great even back when you were moving around eight-pixels-tall cardboard cutouts that had exactly two animation-frames - but I just love any system that lets you SEE the equipment you're wearing. There's a tactile joy to watching your crew change in appearance as new gear becomes available that no amount of stat-changes can match.

The brand-new 'building' system is amazing, too - it creates a sort of dual-state feedback reminiscent of the XCOM-games where you adventure to gather resources to build up your fortresses to get new gear to do more adventuring with... and being able to add a bunch of decorations, hey, that's great too! It's great fun to personalize your fortresses, making them feel unique. The selection of cosmetic bits is a TOUCH limited, - but I'd be downright surprised if the next entry didn't include a wider one.

Still... all that said, I must admit that looking back, I'm concerned about the steadily declining complexity of the games. Now, Exile may have been a bit much - a huge library of spells, or rather, TWO huge libraries of spells, some of which could be bought from teachers while others had to be tracked down in moldy tomes resting deep within ancient ruins and whatnot, along with a rather complex system of stat-training. The Avernum-remakes shortened the spell-lists, turned UP the scavenge-hunt aspect by letting you search for tomes for EVERY spell in order to raise them to 'level 3' status, and moved the 'stat-training' system into a 'skill-point' system that was both more user-friendly, more amusingly illustrated, and much better at turning warrior-types into something more complex than 'hit the thing with the thing'. I'd call those the perfect 'sweet spot' - not too complex, not too simple, it's got all the features you want and nothing that doesn't need to be there. Perfect!

Now, alas, the needle has swung too far to the other side. The new skill/spell system is just... WAY dumbed down. A mere handful of offensive spells, a mere handful of support spells, NO utility-spells, and worst of all, NO ELEMENTAL DAMAGE. It took me a while to realize this, and you don't want to know what kind of face I made when I did. This game only distinguishes between 'physical damage' and 'magical damage'. You can blast undead with a Cone of Cold and hit DRAGONS with fireballs, and you'll be doing full damage all the way! That goes past mere 'streamlining' and into the territory of 'dumbed down', frankly. I suppose it makes sense - with such a tiny spell-list, there's no room for elemental variations... but that's just more reason to dislike the new skill-system, and all its limitations! It works just fine for providing physical fighters with some more tactical options, sure, but for a MAGIC-system, it's just way, way too limiting!

Mind, I never really got into the Geneforge or Avadon-games, so I'm not sure how it compares to THEM... I'd love to hear some thought from those faithful who have plumbed those depths too.

Anyway, I suppose my conclusion is that there's a lot to love in this game, and I'm having a swell time of it... but I don't think I'll be following the series, assuming that the new skill-system will be a steady fixture in it. It just takes way too little time to see everything the combat has to offer, and beyond that point, the combat just turns into a slog all the way to the finish-line...

...could've at least included a spell that lets you drop an anvil on someone's head from a great distance. =_=
最后由 BlackDragon 编辑于; 2019 年 9 月 19 日 下午 11:11
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正在显示第 1 - 15 条,共 19 条留言
[They/Them] ChesseTheWasp 2019 年 9 月 20 日 上午 12:04 
yeah the start was really nice, but the mid game is a pretty bad slog of combat with the occasional intresting fight thrown in every once in a while, and then end game the biggest thing you need to change is your resists from physical to magical because every monster just throws aoe after aoe and then theres beholders whose strat just comes down to "burst them down or stunlock them asap or they will stunlock you and then burst you down" which is an intresting change up but only wish they came in earlier with weaker variants
BlackDragon 2019 年 9 月 20 日 上午 12:45 
引用自 chesse20
yeah the start was really nice, but the mid game is a pretty bad slog of combat with the occasional intresting fight thrown in every once in a while, and then end game the biggest thing you need to change is your resists from physical to magical because every monster just throws aoe after aoe and then theres beholders whose strat just comes down to "burst them down or stunlock them asap or they will stunlock you and then burst you down" which is an intresting change up but only wish they came in earlier with weaker variants

Mmm. Something to look forwards to, I suppose. Still, the real problem is that you can literally reach every available skill and spell by level 7. And while the constant free respec function is a nice touch in general, it means that you can swiftly and easily move your points around to try different skills - so by the time you hit 'bout 10, you'll basically have the skill-lineup you're going to be using for the rest of the game. No surprises, no new spells found in ruins or earned by performing great deeds. No big strategic gamechangers. Even the Cultural Skills don't change much, seeing as getting your first fort established in each region takes very little time.

Also: Level-scaling. I despise level-scaling on principle, since it A: Sucks all sense of accomplishment out of leveling up - YOU got stronger, but all the monsters inexplicably did too, so what's even the point? And B: Virtually never provides the kind of 'balanced difficulty' that it's supposed to - there's always more than one way to get stronger, so you'll either wind up with a difficult slog or breezing through everything, depending on how you've balanced leveling with acquiring new equipment.
Xargock 2019 年 9 月 20 日 上午 11:15 
I've been playing since the days of Shareware demons blocking you until you shell out for those floppy disks, too, so I definitely have felt the swing of that pendulum. I'm maybe 1/3 of the way through this game on my first playthrough, and I have to say that I was kind of blown away by the lack of garbage item management. On the one hand, it's.... honestly kind of discouraging, not getting a constant stream of loot, gold, and upgrades. Especially early game, it's usually just so great to kill something and get a minor equipment upgrade every few minutes, or a potion or scroll or something. But I think this game is a really good experiment in asking "what really matters" versus "what is unnecessary fluff." When I think of old Spiderweb games... I distinctly remember grabbing literally everything off the ground "Ooh, a pot - that's worth 1g" "Ooh, a stick - that might be worth a coin!" - And while that has its pros to the feel of the game, I think about how much time I've wasted bringing random crap back to a town to sell for a few coins. Then I think about games like Skyrim - A Game of Inventory Management - and how painful it is having to lug items around, manage a "realistic" weight limit, find vendors to sell them to, and then... not really having anything to even spend the coins on most of the time. I do wonder if a more happy medium could have been come to, because.. well, of course it is somewhat limiting, and maybe doesn't feel as rewarding. But at the same time, I don't have a room with +cold and +fire resist equipment lying around "just incase" - which I'm literally never going to use anyways.

That said, I do wish abilities and spells were a little more diverse, as well, but I see why they streamlined things the way they did. I like being able to change abilities around, and just having the stats tied to the abilities is a nice touch in simplified synergy. But it does make the combat feel a little flat. I've either got a spell for that - and the energy to use it - or I don't. There's a lot less of figuring out how to best use what you have to get through a tough situation, since what you have is so limited - there's really either a solution or there isn't, and if there isn't, you probably just need to run back to a town and try a different setup, which takes some of the excitement and skill cap away from it, for me. I like finding ways to fudge things, mix/max characters, and get by situations with the skin of my teeth - choosing between two or three spells in a given situation, and knowing it could go either way.

Anyways, I'm keeping an open mind - I do like the forward thinking of it, in any case. I just hope this game serves to inform future installments , as Spiderweb continues to carve out their own niche and expand on their tried-and-true ideas.
eskuche 2019 年 9 月 20 日 上午 11:28 
Mostly agree with above poster. I guess my main criticism of the game is that it feels a bit too sterile at times, aka punching in numbers on an excel spreadsheet. The minmax game is still there, but the principles underlying the math are a bit more subtle than “equip the fire resist gear I had lying around.”

The fact that most of your scaling comes from leveling up and not from gear (except autoattack damage) also makes the game more deterministic and meh looting-wise.

The rate of equipment power increase is super marginal. I like the (limited) variety of plus skill items as well as the unique bonuses (shield ally, confuse aura) but these are few and far in between. The two once per rest I saw were also underwhelming. 50 HP/1 energy for stunslow a few turns or a one use teleport are not interesting items to keep around. Only around endgame did a few interesting augmented appear (9% haste and 15% magic resist) but I didn’t even swap out for any of the items found in the underworld dungeon maps.
Dorok 2019 年 9 月 20 日 下午 1:24 
Perhaps I'm not far enough in the game to argue, what's sure is I don't feel it sterile, nor suffered of lack of equipment choices, nor need fresh new spells spawning as you progress. But I can't say before have finish a play.

But even if it doesn't bother me, at least not yet, I admit combats would need more mechanics. But I don't remind Spiderweb games that good in this area, but ok perhaps better. It's not adding elemental that will change much, you often end with many duplicate spells that are copy/paste but for element, never found it interesting. But more mechanics for players and enemies, probably yes.
Natural 1 2019 年 9 月 20 日 下午 6:44 
BlackDragon - I think you make some really fair points. Especially on the damages. I was surprised to see poison, fire, and cold being able to be used against certain enemies as well.

As far as the skills/spells go - I think it is a nice cross between Avernum and Avadon. Considering the size of the world, and that the goals of this game are drastically different from previous Spiderweb series, I think it fits.

I've been able to create some neat hybrids such as fighter/mage, or fighter/cleric, without feeling like I'm missing out. Whereas in Avernum, I felt if I strayed from the path, so to speak, I was crippling my characters.

I also like the cultural abilities too!

I too thought the world was tiny at first - but again, I think once I started get more and more invested in the story, I could see why it was set up that way. I know that I've already "missed out" on several arcs/branches whatever you want to call them, due to certain choices I've made. So all I can assume is perhaps the world is "smaller" considering there may be more chances to start over on this game?

Anyway, great post. A very solid and fair review/sharing of thoughts. Did you post this as a review too? I think Jeff Vogel and Spiderweb would appreciate a quality review such as this.
Natural 1 2019 年 9 月 20 日 下午 6:53 
Xargock - I think you hit the nail on the head about a "happy medium" between Queen's Wish and Skyrim. I love gathering treasure and having tons of items that have a function - I like the food items, light sources, etc of Avernum but after the novelty of finding another spoon or some such item wore off, it got tedious.

The same with Skyrim. It is cool for a while - then tedious. In Queen's Wish I think the amount of items that can be looted have been streamlined, perhaps a bit too much - I still wish lamps, different types of edibles, etc. were in the game. But perhaps they felt with the addition of resources for the buildings and crafting - it'd be too much?

Because if you think about it - each shop we build offers a variety of nifty functions that require the "harvested" resources. Better weapons, magic weapons, backpack size, runes, etc. So much like BlackDragon was saying the world is smaller - maybe we are looking at the world with Avernum eyes! Ha! If you catch my drift?

I know Queen's Wish is supposed to be another trilogy so I guess we just make sure our feedback is heard. Because Spiderweb does an excellent job in regards to their fans.
BenSt88 2019 年 9 月 20 日 下午 7:50 
This thread could use some spoilers re encounters at the end of the game.
jmuniz6937 2019 年 9 月 20 日 下午 9:49 
Also speaking as a 20 yr veteran of Spiderweb games, I'm enjoying this game so far. I was initially thrown by the lack of stuff to pick up, but now that I've gotten used to it this might be my favorite inventory management ever. I don't miss the slog to the vendor to sell crap, which is weird because that's usually the part I like.

And I completely agree that the skill/spell system is sparse to say the least BUT as someone else mentioned, this system lets me create fighter/mage hybrids much more easily than before, and fighter/mage hybrids are my absolute favorite characters.

I'm really hoping the rest of the trilogy gets made because I'm curious to see how this system grows and changes.
BlackDragon 2019 年 9 月 20 日 下午 10:59 
Oh yes, I completely forgot to mention the whole 'no vendor-trash' thing. As for that, I wholeheartedly approve - that's the sort of thing that can be honestly called 'streamlining'. No 1-2 GP items lying around for you to lug to the nearest merchant, and any genuinely valuable things you find get directly converted into GP when you pick them up. EXCELLENT! More games should do that! Nicely sidesteps that "You are overencumbered and cannot move" thing that EVERY RPG-gamer hates, too.

The skill-system certainly DOES make it easy to create Spellswords and Paladins and whatnot... in fact, a bit TOO easy. Like, once you hit level 20, you basically HAVE to, because you'll have run out of worthwhile Fighter-skills to put points into. NONE of the skilltrees have enough decent abilities to justify making a 'pure' character, even when Cultural Abilities are added to the mix. Also, it seems just a BIT problematic that 'clerics' can't use arcane gear unless they put points in 'mage' - it works, sure, but in a 'two wrongs makes one right' kind of way. If there were enough decent Support-spells to make you want to keep putting points into those, you'd be left with a 'cleric' who could only wield basic weapons and wear low-grade leathers. But there isn't, and five points of 'mage' will get you access to all the Arcane gear. (Or, alternately, 1-3 points of 'warrior' gets you top-grade bows and leathers for your Ranger.) Which is fine, but what if you just want a CLERIC? What if you just want a MAGE, and not a Mystic Theurge? What if you just want a Warrior, and not a Paladin or Spellsword? Only 3 skilltrees, all in sore need of some high-grade fertilizer. It's just too little to work with...

(Oh, and as BenSt88 says - please, guys, use spoiler-tags if you're going to discuss late-game encounters and stuff like that.)
Dorok 2019 年 9 月 21 日 上午 1:06 
引用自 Postal Dude
BlackDragon - I think you make some really fair points. Especially on the damages. I was surprised to see poison, fire, and cold being able to be used against certain enemies as well.
It's a matter of realism not a matter of mechanic.

With fire, ice, poison, electricity and magic, it would be 4 time more attack spells, for what, just pick the right element as if this decision tree has anything interesting. It's like blunt, slash, pierce, sigh.

I understand the realism problem, and the game should have only use magic and be more inventive on visuals to bring diversity. But it's cosmetic.

The lack of mechanism is a much more valid quote in my opinion. Sleep, barrier, slip, jump, wall, line aoe, regen, more.
doktorjacquestreatment 2019 年 9 月 21 日 上午 1:41 
I just got through the game on Normal difficulty, and while there were points I really enjoyed, like exploring the cultures, I found much of the character building and management left something to be desired. It felt like I basically had two options for my characters (fighters and mages) that I could "season" a bit with the support skills. It would have benefited the game to have a broader selection of skills, like a more clerical/shaman role with more of the blessings and curses as a significant territory to master, with a separate one for rogue/assassin characters with greater focus on evasion, speed, and dirty tricks. As it stood, my party from midgame on focused on my noble (a fighter), a Vol fighter, a Ukatish fighter with some support elements, and an Ahriel mage. Once potions and scrolls became plentiful, the Ukatish character rebuilt to more of a fighter role, as well. It also seemed as if until endgame, there wasn't much arcane weaponry about save what Haven could provide, so my builds just went without them.

The role-playing aspects made me very happy, and I like the way it feels as if my decisions had ongoing value, and I have to say that I'm curious how great of a difference my character personality can play as the game goes forward. I'm going to wait a bit before I do my next run-through so my choices will seem fresh again. That said, as good as that aspect was, I get the impression that there were some thoughts about doing more with the various territories including the areas of Haven itself. I would have liked to do more in each of them, including, perhaps, bestowing titles on some of the loyal NPCs or even my party before (SPOILER EVENT) happens. Similarly, I would have probably sent some of the NPCs back and requested replacements.

I'm ambivalent about the fort-building aspects of this game. Yes, there's the fact that it provides an unlocking system for various goodies, but it seems as if there were just enough options for the amount of upkeep, and so all the forts eventually came out the same. If it were a situation where there were a greater variety of buildings, there would be more of a consideration as to what to build overall. Also, various "trophies" should have been available as decorations in the forts for additional morale. I'm sure there's more to develop here, too; I'd likely comment about more of this, too, if it wasn't 4:30am here.

Still, credit to Jeff where credit is due--this was a great experiment, and if it keeps him from going stale, all the better. I want to see where this series winds up going
Dorok 2019 年 9 月 21 日 上午 1:43 
引用自 Postal Dude
As far as the skills/spells go - I think it is a nice cross between Avernum and Avadon. Considering the size of the world, and that the goals of this game are drastically different from previous Spiderweb series, I think it fits.

I've been able to create some neat hybrids such as fighter/mage, or fighter/cleric, without feeling like I'm missing out. Whereas in Avernum, I felt if I strayed from the path, so to speak, I was crippling my characters.

I also like the cultural abilities too!
The relative problem of Avadon is have pick a class system, not allow multi class, and underestimate the much higher number of skills that require a class approach.

This Avadon weakness is only partially covered by skill unlocking multiple aspects. At end it's relatively limited, not bad, but limited in amount of builds.

The very free skill system of QW seems much more interesting when you look at it openly, but I don't have yet a conclusion, Avernum last reboot was already quite simplified compared to Avernum.

If you look at all recent games including remakes, the class/skills system seem all very limited by a design requirement of showing everything linked on a single very small panel.

For some reason I don't understand, the skills panel can't be almost full screen, I'd say it could be a bit smaller than the minimal resolution supported by the game.

So in my opinion the dev decided to focus more on combats and difficulty tuning and less on skills, from a perspective of dev cost and priorities.

But the problem is to compare with IP RPG that blow out most video game RPG systems, and to compare with AAA RPG.

I'd says that for me, QW is still the most interesting party building Spiderweb game. It comes from the building, equipments, lite expedition, respec, amount of skills, skills levels bonus. But I have the intuition that it's because I didn't dig enough Avernum series (first remake), and last Avernum remakes for now failed appeal me. This making my comparison with them too superficial. Also for QW I started at Normal, then switched Veteran and it's only then that the party building get interesting, I even regret there isn't a difficulty between Veteran and Torment.

All in all, I would tend agree that:
- First skills panel should rise to close to fullscreen, or at least the min resolution size supported. A lot for the psychological effect.
- 6 skills levels wouldn't hurt, but this wouldn't solve the ability to check them all relatively quickly thanks to a very open system that need be kept and developed in my opinion.
- More mechanisms, but hardly through elements.
- Make spells all magic and work on visuals not based on elemental cliché, to improve realism feeling.
Dorok 2019 年 9 月 21 日 上午 1:50 
I just got through the game on Normal difficulty, and while there were points I really enjoyed, like exploring the cultures, I found much of the character building and management left something to be desired.
I started find party building very interesting only when I switched from Normal to Veteran.

I think that too many elements can be ignored at Normal, hence it's easy to be lazy and miss the point. Dev had a comment that Normal was well setup so any party building could make it, even if with more or less difficulty, perhaps it was a bit too much for what is the party building system.

Switch from Normal and lazy party building to Veteran is a bit rough, but thanks to respec it's doable. I think it took me 2 dungeons, but had also some margin for forts buildings and equipment unlock and buying.
Dorok 2019 年 9 月 21 日 上午 1:54 
引用自 Postal Dude
..I like the food items, light sources, etc of Avernum but after the novelty of finding another spoon or some such item wore off, it got tedious.

...In Queen's Wish I think the amount of items that can be looted have been streamlined, perhaps a bit too much - I still wish lamps, different types of edibles, etc. were in the game. But perhaps they felt with the addition of resources for the buildings and crafting - it'd be too much?
Yes because of the lite expedition approach based on a limited inventory instead of the Avadon too directed approach.
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