- Have more enemies use Aimed: Head attacks, or add a proportional (5%?) chance that any attack is directed to the head area and uses helmet DR and crit protection; as is, helmet choice is mostly cosmetic since enemies won't target the PC's head even when it makes perfect sense, and the helmet THC penalty is meaningless since there's no reason to use heavier helmets that have it.
Yeah, i would agree with that.
Im not sure but i think enemies generally dont go for aimed attacks a lot. I cant remember having my aiming being reduced or weapon knocked out or being hit in the legs, for example.
Certainly the more capable and dangerous ones should go for it more often (might make them miss a few times too!).
Its true for the helmets too, usually some kind of lighter one is enough to get you through the game.
Its good to have a lot of choices though.
And let's not forget that axe fighters used to be a scourge of shield builds, while currently I've played 3 block characters and haven't had a single shield split. So the biggest issue with AoD combat at the moment is enemy AI.
Talking about the big picture:
- Purely subjectively, I'm having loads of fun playing the game, and the AoD pre-order was the best gaming purchase I made in a long, long time.
- More objectively, I can understand why people complain that the non-combat challenges of the game are a bit on the simplistic side. However, this same complaint has been repeated a zillion times over the last 2 years, and beside a few minor tweaks which were implemented (hybrid skill checks testing a sum of two skills etc.), none of the complainers managed to come up with a viable alternate system that would fit the game. Even if such a replacement non-combat challenge resolution system can be designed on paper, it's highly unlikely it can be implemented in this game in a reasonable time frame - development resources should be focused on finishing and touching up game content and enemy AI, and that's what we're likely to get for AoD v1.0. And I'm perfectly fine with this.
- While we're at it, scripting fixes count as content. For example, every time you unequip a characters weapons and write a script that automatically equips something else (example: Teron gang fight CS option conjures a bronze Jambia out of thin air, AG3 first fight equipped my sword+shield dude with a Gladius and no shield, etc.) - try to remember the character's previously equipped items and either restore them automatically where it makes sense (the AG3 fight), or perhaps add a "equip remembered weapon set for X AP" button to the combat UI otherwise.
- After AoD1 release, that party-based dungeon crawler set in the same universe can be made, bringing further improvements of the combat mechanics and enemy AI.
- Only then (during AoD 2 developement) should significant time and effort be spent on thinking about drastically different non-combat mechanics for a more complex resolution system. If I was to engage in pie-in-the-sky theory, I'd say something along the lines of: for social skills, CHA is the equivalent of STR for combat (increasing or decreasing the magnitude of the effect, for example -20% to +40% of the skill is the "effective skill" used in checks), while INT is the equivalent of DEX (increasing the versatility i.e. determining how much skill "replacement" is allowed - for example INT 4 means that a Persuasion 5 check can only be passed with that skill, while each point of INT up to 10 increases the "leeway" to use other skills instead - so an 8 INT char could pass that check with 4 persuade and 5 streetwise/etiquette, while a 10 INT char would get along with 3 persuade and 3 streetwise/etiquette or something along those lines)... Or even use a unified resoultion mechanic, where each skill has a stat affecting "chance to work" and another affecting "effect magnitude" - PER/DEX and STR for combat skills, INT and CHA for social, PER and INT for crafting/alchemy/lore, PER/DEX for sneak/steal/lockpick, blah blah... Eh, that's just something I came up with in 15 minutes, and I'm not even sure it would be more fun to play than straight checks...