Being the popamole I am I never played the original, save the one attempt where I died once in Freebooters Hold and uninstalled. Wanted to give this a try since I heard the QoL changes were pretty significant.
I can appreciate some of the design elements like the critical strength/weakness and skill growth system the class creation has. It's something they should've kept in the later titles, since the large maluses like forbidden armor materials give a huge boosts. Also funnily enough despite Daggerfall not being a true 3D game the dungeons feel the most three dimensional in it, since you are forced to move vertically with climbing, levitation or swimming. I can see reasons why this wasn't a case in Morrowind, since you are no longer dealing with only flat surfaces, climbing becomes a shitload more complex and you also have the player model in 3rd person where animations and clipping would have to be considered. But it's a shame that they essentially just ditched the aspect and made their dungeons linear and two-dimensional in the later titles. Gold having weight also gives some management aspect that I found irritating at first, but it does make sense and make you consider when to turn your savings to letters of credit. The game also has a lot of lategame money sinks with the housing.
As for the cons I can already feel myself demotivated by the fact that it's essentially all procedurally generated content. And even with the automapping the dungeons are a drag, though I don't think I used the smaller dungeon settings yet. But I went to Mannimarco's lair and spent like 3 hours exploring that place without finding him, then had to google and realized that he was behind the one locked door I forgot to break. It just becomes irritating after a point. And while the different regions have some flavour variety in terms of architecture, by and large the scale just makes the game feel worse because it's all just empty space between templates.
I can appreciate some of the design elements like the critical strength/weakness and skill growth system the class creation has. It's something they should've kept in the later titles, since the large maluses like forbidden armor materials give a huge boosts. Also funnily enough despite Daggerfall not being a true 3D game the dungeons feel the most three dimensional in it, since you are forced to move vertically with climbing, levitation or swimming. I can see reasons why this wasn't a case in Morrowind, since you are no longer dealing with only flat surfaces, climbing becomes a shitload more complex and you also have the player model in 3rd person where animations and clipping would have to be considered. But it's a shame that they essentially just ditched the aspect and made their dungeons linear and two-dimensional in the later titles. Gold having weight also gives some management aspect that I found irritating at first, but it does make sense and make you consider when to turn your savings to letters of credit. The game also has a lot of lategame money sinks with the housing.
As for the cons I can already feel myself demotivated by the fact that it's essentially all procedurally generated content. And even with the automapping the dungeons are a drag, though I don't think I used the smaller dungeon settings yet. But I went to Mannimarco's lair and spent like 3 hours exploring that place without finding him, then had to google and realized that he was behind the one locked door I forgot to break. It just becomes irritating after a point. And while the different regions have some flavour variety in terms of architecture, by and large the scale just makes the game feel worse because it's all just empty space between templates.