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File: d21.jpg (67 KB, 1280x720)
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How would you fix Morrowind's combat?

Bonus: Fix Oblivion/Skyrim
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it doesn't need fixing
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>>3896506
Better animations and AI, Fix some of the cheesy exploits like walking backwards, Keep every mechanic as is.
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>>3896506
i dont mind it as is, desu. i actually find it a fair bit more engaging than oblivions pool noodle/button mashing nonsense. simply because its functionally almost the same thing, but enemies arent sponges in MW, so it doesnt overstay its welcome nearly as much. also, you can easily buff your attributes/skills to mitigate any chance-to-hit issues you might have at low lvls
thing is, i dont see chance-to-hit as a negative. its removal in oblivion is the far graver sin imoits next biggest sin is recharging magicka. it greatly reduces roleplaying capacity, since no matter how bad my char is at any given weapon, i can still use them just fine. additionally, the real-time aspect of later TES combat just means i can never actually be "bad" anymore, since i already know how to clown on the basic bitch AI

but the ez/obvious fix is just to make it more like daggerfall. so some better audio feedback, and some extra NPCs animations for blocks/parries. the issue is that, unlike DF which is sprite based, youd likely need quite a LOT of different animations for each types of weapon, each type of attack, etc
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Dark Messiah combat, everything else is the same.
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>>3896506
make it turn based, party based, and give the enemies a brain
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>>3896529
>enemies arent sponges in MW
did you not ever play the expansion packs or something?
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>>3896506
Morrowind, just changing the poison/spell that lowers your strength, to just making you unable to run (as in Skyrim), also either make it's effect temporary, or make it curable by simple potion, or a scroll, so you would not need to get back to a shrine.

Skyrim combat mechanics is fine, it just needs more weapon variety of Morrowind, and need to fix AI pathing (so you can't just get them stuck somewhere, while you snipe at them).

Both Oblivion/Skyrim need to remove enemy scaling, and have fixed levelled opponents in places though. It sucked in Oblivion that you had to bash uber goblins for ten minutes late game, and those were just the guards in front of caves. And in Skyrim random enemy spawns need to be reduced, e.g. don't want to encounter 10 separate bears on my run from Windhelm to Riften.
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>>3896506
Just make it turn based.

For Skyrim honestly its fine as it is other than being a bit old now. If you make it too skill based you will upset a lot of RP faggots.

Magic should definitely be cast based rather than the "hold to do damage" bullshit.
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>>3896506
>Bonus: Fix Oblivion/Skyrim
Make them exactly like Morrowind's.
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>>3896506
Minimal fixes:

Stamina regenerates very fast by standing completely still.

Replace missing attacks with an ineffective hit or deflection. No damage, no hitstun, relevant sfx. Additional visual effect of a successful hit: enemy twitches according to the direction of the hit. This is in addition to hitstun interrupting them.

Better enemy pathfinding and projectile aiming. Smarter enemy caster spell lists and effective combos.

Poisons can be applied to weapons. On-hit enchantments trigger only when you press a chosen button + attack instead of every hit.

Add a 2nd option for spells and spellmaking under Range.
Quick: Can be cast without needing to ready it, meaning with a weapon out.
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>>3896509
this. it's an rpg, and the rpg mechanics work just fine. same for oblivion and skyrim.
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>>3896506
>How would you fix Morrowind's combat?
Basically, make it into a turn-based Immersive sim.
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>>3896506
The only thing I would change is the chance to miss. It makes no sense in a 3d game with real time combat. If I physically hit the 3d model and my attack "misses" it just feels weird.



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