>>719770742
I'm saying both games "suffer" from similar core issues, if you're being completely honest with yourself. FE gameplay tends to be hard-solvable/knowledge check heavy like many tactics games and, in some ways, "automated" much like UO gameplay - when played at a high level. /v/ is just fucking terrible at these games, so FE seems superficially more mystifying because its gamebreakers are less obvious and it has "punishing" features like permadeath by default (though even that's being done away with in recent games).
UO's sin is that it's lite on punishment and negative reinforcement - the consequences of failure or suboptimal play are not exacting enough. The issue isn't so much that the enemies are mere cannon fodder meant to act as almost performative obstacles before being promptly crushed underfoot, as is often supposed. I mean, FE enemies are gearless, sauceless shitters that you roll over with your juiced up paladin, too.
The issue is that UO doesn't punish you for bad play, which most clearly do based on the comments in these threads, preferring to "bump" the enemy to death. UO shouldn't have let you get away with this, but alas.