feel that combat in a RPG should be based on an "opposed roll", not an absolute. If I'm trying to hit a totally unskilled opponent, or one that's neither blocking nor evading, then it should be almost impossible to miss, unless my own attacking skills are equally horrendous (even in that case it should still be a fairly decent chance). If they're an experienced fighter, then I'd be disappointed if they didn't dodge, block, parry, or otherwise make it very difficult to hit them, unless I'm similarly skilled.
This is a good point. I've always liked having a "defending roll" of sorts: if I swing a bat at someone's head, my chance of hitting them should depend just as much on their ability to avoid the attack, as on my competence at hitting the target. That way, if a target is immobile or helpless, you just remove the defending roll, so there is much less chance of missing a defenseless target.
Also, strategy WAS required in MW's combat, at least to a limited degree. Depending on how long you held the attack before releasing the button, you either did minimum damage for that type of attack, the maximum damage, or something in between. For an Axe or Hammer, waiting for the full strength of the attack to develop was important, and led to greater instances of stuns and knockdowns, along with the obviously higher damage. For an enchanted dagger with very little difference between min and max, it was beneficial to "spam" the button to deliver as much damage as possible over time.
Good examples, I remember many times when I was using the quicker minimum damage attack style when I just wanted an enchanted weapon's effect to hit, like paralyze, fear, or high damage effect, etc. Sometimes I even carried a separate "soul trap" weapon like a dagger or short sword that I only used for the "coup de grace" or to finish an opponent off.
Agreed on the "could have used three forms of attack better". I would have preferred something more like Daggerfall or at least different buttons, instead of the whole "direction of moving" thing.
Amen to that. I much preferred the Daggerfall style of directional slashing, etc. than the Morrowind directional attack thing. In Daggerfall it felt much more natural and intuitive. I just "swing" my mouse how I want to swing the sword (or whatever) instead of having to "run forward" to thrust, or "jog backward" to do the overhead or whatever attack that was. I always found the backwards attack was the hardest one to use, almost impossible to hit someone who's running away with that. Not to mention, why shouldn't I be able to "thrust" at someone while circling around their flanks? Strafing, of course, would cause the "side slash" attack in MW.
wasn't there a way to change that functionality in Morrowind? I haven't played it in a bit, but it seems like I remember fiddling around with some settings for awhile before finding something that I felt comfortable with...