This was fine at the beginning when it took 5-10 hits to kill an enemy, but by the end of the game mobs had 20-50+ hits to kill.
The fuck are you doing wrong?
High end MW weapons are doing between 12 and 80 damage per pop at 50 str (sans enchantments), 1.5x this at str 100. Enemies generally don't have more than 300, occasionally 400 HP, and that's the highest level ones.
That's vanilla, in expansions you get some extra bloat, but other than some boss characters you won't see HP in high hundreds in the expansions either, and even those high level enemies tend to lack in armour department.
I don't know how difficulty slider works exactly in MW but I don't recall enemies becoming bloaty at max difficulty in the unmodded game (I do recall them inflicting gigahurts of damage) so I don't know what the fuck would you need to hit 50x.
Creating an A.I. capable of doing what you suggest would be far more difficult than revamping the combat system so you can't spam click attack and possibly having enemies attack right after you attack or drink a potion, cast a spell etc.
Ok, einstein, how would you implement that?
Weapons have different ranges, different speeds, and require different amounts of time to wind up for full damage.
There are no turns, no tiles, and characters tend to move around during combat.
I don't say that AI programming is a breeze, or that Morrowind's combat system is perfect.
However, Morrowind combat, after some cosmetic touches (animation reactivity, mostly), tweaking (spell speed++) and dekludging (for example, there should be no explicit to-hit roll for ranged weapons in a game that already tracks individual projectiles) is generally sound - you can trade off damage for attack speed, you have stagger and knockdown mechanics dependent on multiple factors including weapon type, weight, stats and damage dealt, you have KOs, you have reach, you have decent, non-linear damage reduction formula, you have movement skills that can influence combat flow etc.
The first and foremost problem of Morrowind combat isn't Morrowind combat, it's NPCs being completely and utterly incapable of dealing with actual human. They can't detect if the player is reachable, they can't jump across gaps, they can't retreat or find cover when attacked by unreachable player, they can't prioritize spells, they don't have any melee tactics, they don't have good spellbooks and so on.
Morrowind AI is decent in that it is an incremental improvement over Daggerfall's. The problem is that all it took to stop Daggerfall AI was a table in the middle of an empty room.
You don't fix moronic AI by piling kludges on top of the combat system, and forcing player and enemy to stand there trading blows in tit-for-tat manner like morons until one runs out of HP in particular isn't going to fix Morrowind's combat or anything else for that matter.
Funny thing is that there is a divination spell (classified as either Illusion or alteration, I think) that paints a shining trail to your current objective.
It's called Clairvoyance and belongs to Illusion. You trick yourself into believing you're smart, which makes you pass the INT check of 2 and find your target.
The spell itself is kind of cool (although it would be better to have the same mechanics used for tracking 'unknowns' as high level spell, rather than just current quest goal), but the classification is just derp.
Even destruction would fit better because it destroys any semblance of sense spell classification might have.
I also remember there being a quest in Skyrim where I had to turn the quest compass on because I got no directions
That is true for a lot of Skyrim's quests. Unless you're into mindless sweeping of general areas to find stuff, you're going to have to turn it on.
Disagreed. You can always track objectives using map. Since you have no automap nor pinning feature from Morrowind, paying attention to environment to minimize map lookups pays off.
Skyrim and lorelol Cyrodiil are probably the least original provinces
Read PGE1 you n'wah.
Skyrim's character system/development was shit. I hated the fact they removed stats. The perk system would have been fine with the special abilities, just give the player a perk every 3 levels, and remove the 20% bonuses and keep the stat system. I thought that was the worst aspect of the entire game after the quest compass that reveals everything around you. Also the shitty main quest.
Removal of attributes was indeed retarded and completely unnecessary, so was skill reduction, but perk trees and having to allocate points in one area at the expense of others at each level up (as opposed to allocation that eventually caps out so everyone is 100/100/100/100/100/100/100/100 anyway) are genuine improvements.
I don't really get what people see in Daggerfall so much. While it had a lot of interesting ideas, Morrowind was a much more powerful, creative statement, a strange, unorthodox mix of the most foreign cultures and metaphysical concepts a western mind could think of. Also lol @ jaesun moving Morrowind threads to popamole decline shit because randomized labyrinths and rows of houses and a separate skill for every activity is the essence of
Daggerfall had perhaps the most potential of the entire series, but was also the game which realized the least portion of it.