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Elder Scrolls Why Morrowind is a bad RPG

MerchantKing

Learned
Joined
Jun 5, 2023
Messages
1,697
Cant wait to replay this masterpiece


Consider using a weapon you actually have a high skill in and not picking a fight with a random ordinator with a level 1 character. Also, you'll die pretty fast to them if you don't edit your agility score up into the 10000's like the guy who posted the video did.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,165
It's not about understanding it, it's about how bizarre, shit and boring it is. It's like playing say Wizardry solo. 6 times less fun. Action/RPG w/o action moves, RPG w/o interesting RPG combat choices. Worst of both genres.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
It's a perfectly servicable system that gets the job done, and due to how relatively fast it is compared to other games with shit boring combat, it doesn't get in the way.
Also, no interesting RPG combat choices? Have you tried playing a mage? Some of the BEST custom spellmaking in any RPG ever. You won't find anything else that lets you create such varied offensive spells as Morrowind.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,165
Have you tried playing a mage? Some of the BEST custom spellmaking in any RPG ever. You won't find anything else that lets you create such varied offensive spells as Morrowind.
I have. Unfortunately, it's all theoretical wank and nothing more since applying to the base game - well let's just forget about that and to the DLCs - there're only bloated single targets anyway. Let's not asscribe to the game something it doesn't have (it has very little).
 

Just Locus

Educated
Joined
Mar 11, 2022
Messages
574
Consider using a weapon you actually have a high skill in and not picking a fight with a random ordinator with a level 1 character. [...]
I don't mean to poison the well here, but most people who criticize Morrowind's combat, either in video essays or online discussions, almost always view it from the lens of the early game, y'know, that period where things are usually the roughest?

It's always:
  • fighting a rat (bonus points if it's in the Ascadian Isles)
  • zero fatigue management
  • fighting with a weapon you're not proficient in (short blades)
  • running into fights head-on instead of choosing when to come back later when you're stronger
  • fast attacking blindly (Daedric War Axe for example does ONE damage when you spam it, and 44 when you charge the swing)
  • low weapon skills
Hit-chance stops becoming a problem once you reach levels 4-6 for most characters. Unlike Oblivion & Skyrim, you can easily differentiate a bad character in Morrowind, from a good one. You're only doing yourself a disservice by installing a 100% hit-chance mod because the world wasn't created for you to be hitting shit 100% of the time constantly.
 

NecroLord

Dumbfuck!
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Joined
Sep 6, 2022
Messages
15,505
Consider using a weapon you actually have a high skill in and not picking a fight with a random ordinator with a level 1 character. [...]
I don't mean to poison the well here, but most people who criticize Morrowind's combat, either in video essays or online discussions, almost always view it from the lens of the early game, y'know, that period where things are usually the roughest?

It's always:
  • fighting a rat (bonus points if it's in the Ascadian Isles)
  • zero fatigue management
  • fighting with a weapon you're not proficient in (short blades)
  • running into fights head-on instead of choosing when to come back later when you're stronger
  • fast attacking blindly (Daedric War Axe for example does ONE damage when you spam it, and 44 when you charge the swing)
  • low weapon skills
Hit-chance stops becoming a problem once you reach levels 4-6 for most characters. Unlike Oblivion & Skyrim, you can easily differentiate a bad character in Morrowind, from a good one. You're only doing yourself a disservice by installing a 100% hit-chance mod because the world wasn't created for you to be hitting shit 100% of the time constantly.
Dealing with fatigue really shouldn't be a problem.
Later when you have more gold, just put a custom Constant Restore Fatigue 3 or 4 points on an item of your choosing (I usually put it on a Exquisite shirt or pants). That way you will always be at full fatigue and maximum performance (fatigue also plays a role in calculating the success rate of your actions - casting spells, hitting an enemy in combat, etc.)

As for installing mods that allow you to hit with 100 percent accuracy, don't do that people.
It's scummy.
 

Hag

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Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is.
  • fast attacking blindly (Daedric War Axe for example does ONE damage when you spam it, and 44 when you charge the swing)
This is the worst culprit in my opinion. Having damage change based on how long you click and which way you move your mouse was a terrible and confusing gimmick. Even a random damage roll would have been better.
 

NecroLord

Dumbfuck!
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Joined
Sep 6, 2022
Messages
15,505
  • fast attacking blindly (Daedric War Axe for example does ONE damage when you spam it, and 44 when you charge the swing)
This is the worst culprit in my opinion. Having damage change based on how long you click and which way you move your mouse was a terrible and confusing gimmick. Even a random damage roll would have been better.
Doesn't the option to "Always use best attack" fix that?
Or do you still have to click all the way for the weapon to be drawn fully?
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
15,505
  • fast attacking blindly (Daedric War Axe for example does ONE damage when you spam it, and 44 when you charge the swing)
This is the worst culprit in my opinion. Having damage change based on how long you click and which way you move your mouse was a terrible and confusing gimmick. Even a random damage roll would have been better.
Doesn't the option to "Always use best attack" fix that?
Or do you still have to click all the way for the weapon to be drawn fully?
Isn't that just for the attack direction, i.e. it doesn't matter which one of WASD you have pressed while attacking?
Yeah, it is.
So you still have to click the mouse longer to do full weapon damage (this is especially true for battleaxes and warhammers).
 

grimer

Learned
Joined
Feb 24, 2021
Messages
160
ppl focus way too much on the action component of morrowind's combat when its underlying rpg elements are also lacking. for example:
  • no physical damage types and resistances such as slashing, bludgeoning and piercing
  • very minor stat differences between most weapon types (e.g. compare between axes/maces/longswords). only weapons that stand out are spears (reach), staves (enchant capacity) and daggers/shortswords (attack speed)
  • no critical hit mechanics or proper locational damage (crippled limbs)
  • poor encounter design - vast majority of creatures just hit you in melee with stronger ones dealing more dmg and having more hp. they tried adding flair to some of them but it was negligible (e.g. alit poison bite only does like 5 pts of dmg, same goes for shalk fire breath) also lack of hostile npc enemies besides ashlanders who all use crummy weapons anyway like chitin clubs that deal no dmg. needs more enemies that apply debuffs at least like bonewalkers and blighted creatures
  • useless debuffs - paralyze invalidates everything else and is easily obtained either as a weapon enchantment or as a spell shortly after you start the game. there's no progression like starting with a slow spell first and you can't even call it metagaming since every player will most likely check out the fighters/mages guild in balmora and browse what they have for sale.
Having damage change based on how long you click and which way you move your mouse was a terrible and confusing gimmick
different attack types are also a farce since you just pick the best one and spam it and there's even a toggle for that. you can't for example sweep someone's legs with your spear to knock them down and make them easier to hit, thrust with your sword to pierce armor better or side slash with your axe instead of chopping to cleave multiple enemies.
 

Just Locus

Educated
Joined
Mar 11, 2022
Messages
574
no physical damage types and resistances such as slashing, bludgeoning and piercing
It has thrust, slash, chop, and marksman (ranged weapons) and Blunt weapons have their stats.

very minor stat differences between most weapon types (e.g. compare between axes/maces/longswords). only weapons that stand out are spears (reach), staves (enchant capacity) and daggers/shortswords (attack speed)
Axes are good for chopping, maces/warhammers have some of the best damage in the game (excluding enchantments) and you already covered the rest. Hand-to-hand is also excellent as it targets an enemy's fatigue rather than their health, which you can only damage after the opponent gets knocked out.

poor encounter design - vast majority of creatures just hit you in melee with stronger ones dealing more dmg and having more hp. [...]
What did you expect exactly? You find these enemies in their appropriate locations and Morrowind's combat is designed for one-on-one encounters.

useless debuffs - paralyze invalidates everything else and is easily obtained either as a weapon enchantment or as a spell shortly after you start the game.
You can resist Paralyze if you have high Willpower, which most mages will have, alongside some Warrior classes because it governs your max fatigue. You can also reflect/absorb it with a spell that costs 10 gold each.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
15,505
ppl focus way too much on the action component of morrowind's combat when its underlying rpg elements are also lacking. for example:
  • no physical damage types and resistances such as slashing, bludgeoning and piercing
  • very minor stat differences between most weapon types (e.g. compare between axes/maces/longswords). only weapons that stand out are spears (reach), staves (enchant capacity) and daggers/shortswords (attack speed)
  • no critical hit mechanics or proper locational damage (crippled limbs)
  • poor encounter design - vast majority of creatures just hit you in melee with stronger ones dealing more dmg and having more hp. they tried adding flair to some of them but it was negligible (e.g. alit poison bite only does like 5 pts of dmg, same goes for shalk fire breath) also lack of hostile npc enemies besides ashlanders who all use crummy weapons anyway like chitin clubs that deal no dmg. needs more enemies that apply debuffs at least like bonewalkers and blighted creatures
  • useless debuffs - paralyze invalidates everything else and is easily obtained either as a weapon enchantment or as a spell shortly after you start the game. there's no progression like starting with a slow spell first and you can't even call it metagaming since every player will most likely check out the fighters/mages guild in balmora and browse what they have for sale.
Having damage change based on how long you click and which way you move your mouse was a terrible and confusing gimmick
different attack types are also a farce since you just pick the best one and spam it and there's even a toggle for that. you can't for example sweep someone's legs with your spear to knock them down and make them easier to hit, thrust with your sword to pierce armor better or side slash with your axe instead of chopping to cleave multiple enemies.
Strength rules in Morrowind.
Just pump that Strength up and beat enemies mercilessly into a pulp.
Not to mention you'll be able to carry more shit.
 

grimer

Learned
Joined
Feb 24, 2021
Messages
160
It has thrust, slash, chop, and marksman (ranged weapons) and Blunt weapons have their stats.
those are all cosmetic, just different animations and text labels. what i mean is enemies being more resistant/vulnerable to different types of physical damage like how in other rpgs skeletons resist slashing attacks from your sword but are vulnerable to bludgeoning attacks from a mace. makes each weapon more distinct.
Hand-to-hand is also excellent as it targets an enemy's fatigue rather than their health, which you can only damage after the opponent gets knocked out.
yea hand-to-hand also has its own niche. its especially good with sneak because sneak attacks multiply the fatigue damage as well so you can almost knock out most enemies with 1 punch. i got very far on my permadeath playthrough larping as a monk.
What did you expect exactly? You find these enemies in their appropriate locations and Morrowind's combat is designed for one-on-one encounters.
make creatures more dangerous for starters. npcs talk about how dangerous kagouti are in-game but they just hit slightly harder than nix hounds. nix hounds are supposed to hunt in packs but you fight like 1-2 of them vast majority of the time. fighting more enemies also incentivizes you to use spells/consumables etc. more often
You can resist Paralyze if you have high Willpower, which most mages will have, alongside some Warrior classes because it governs your max fatigue. You can also reflect/absorb it with a spell that costs 10 gold each.
paralyze is still the best debuff even against mages/warriors. silence is also resisted by willpower, every other debuff either has a negligible effect or costs way too much that you're better off spending your magicka on damaging spells instead and against enemies with reflect you just won't even bother casting debuffs.
 

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