Phantasmal said:
A shame no massive overhaul mod ever came about that fixed the entire game, including the stupid main storyline and gameworld/dungeon blandness. People only touched things up.
Well, that would have to be Oblivion to TES total conversion.
it would be cool if they wiped the existing world space, filled it with true-to-lore Imperial City, plus some surrounding islands with wilderness to roam, made more complex, mysterious (figuring out who, why and how to convince others it wasn't you, for starters) and far less combat reliant MQ, and limit the OMG daedric invasion to grand finale at most.
MetalCraze said:
Except Morrowind combat is better than the one in Oblivion. Stats did affect it (but in a far from ideal way) and you did miss.
This. It was crude, but made sense most of the time and had it's occasional highlights. What they should have done was adding things like dodge/miss/parry animations and generally adding more complexity to make whackwhacking the enemy more interesting. Maybe refining their trivially bypassable implementation of attack associated with footwork.
Instead they toned the complexity down and replaced the old mechanics with something easily surpassed by
'80s fighting games.
Banal. Shit. Boring.
Dionysus said:
The distinction between damage and accuracy mods is mostly irrelevant when comparing Oblivion and Morrowind.
Statistically. Statistically a human has half a dick, one boob and one ball - do you?
Dionysus said:
I'm just saying that one could easily make an outrageously draconian skill system that is purely based on damage mods.
One could also make one based on tetris minigame. It still wouldn't make sense.
There is more to combat than just hitting or missing, but it's more convincing and less repetitive mechanics than scaling damage.
Additionaly, deabstracting the mechanics and making it more literal by removing missing, for the sake of silencing gamers going "WAAAA!" over the fact that the engine doesn't portray failed attacks differently, then failing to portray differences between effectiveness of attacks and defense so that an unarmoured npc standing still will lose just a fraction of their health when chopped in the head with a claymore if your skill is low is just epic.
And don't get me started on Oblivions armour system. Just don't.
I do think accuracy mods work better than damage mods when they affect missile weapon trajectory (instead of Morrowind's hit-and-still-miss system) because it easily captures the deleterious effect of distance on accuracy.
That's true.