Allright, I'm on the verge of giving up on understanding the point you are trying to make about failure vs success. Having a high marksman-skill will cause your character to hit where you want more often. Hitting means success. Therefore, having a high marksman skill means more success, having a low skill means more failure. This is realistic because this is how it works in real life. A poorly trained gunner misses more often than a skilled one. I can't see what the problem is here.
Your base success(or failure) as a player is fixed on your player skill. Low skill is lowering this base success where high skill is increasing this success over base. This should be clear enough.
You have to use other words than "override the randomness". It doesn't make any sense, to me at least. The randomness will ALWAYS be there, but it will be within progressively smaller circles as your character improves his skill. The size of the circle is the ONLY thing that affects the "randomness", arrows will strike within the circle, completely at random. There is nothing to "override" it - that would eliminate the point of the skill.
I love relativity. Let's disable the animation for the circle, only the circle animation. OMG, auto aim?! It is the same thing. Randomness is a degree. It can be decreased. Then it will be interchangeable with auto-aim. The point of the skill is getting better shots, better shots provided by the character.
No. I am saying that the players that are the most dedicated to archery and marksmanship are the most likely players to actively use the marksmanship skill in the game, and thus the most likely group to reach high enough skill level to unlock "auto-aim" perks.
The players that are the most dedicated to archery and marksmanship are also the ones that are the most likely to want archery in TES to be realistic and challenging.
Therefore, it is probable that the amount of players who would welcome auto-aim would be smaller in this group of players than in the group of players who are less interested in archery.
That means that auto-aim as a perk would enable it to the group that found it the least desirable, relatively speaking.
The players that are the most dedicated to archery and marksmanship are also the ones that are the most likely to want archery in TES to be realistic and challenging.
Therefore, it is probable that the amount of players who would welcome auto-aim would be smaller in this group of players than in the group of players who are less interested in archery.
That means that auto-aim as a perk would enable it to the group that found it the least desirable, relatively speaking.
That should be a yes then. People role play archers because they like to role play archers. Only a minority will play archers for the sake of aiming skills. Funnily, I am in that minority too. But anyway, let's say you're right, then auto-aim can be a perk just like slow motion perk. Perks are optional.
I actually joined the discussion for those who mentioned auto-aim and those who would at least consider auto-aim. That didn't really go well. :toughninja: