Player failures are already there, I acknowledge this already. What can we add more to it? Strafing NPCs exist in Morrowind too. What can we add more?
We can add effects when you hit that are determined by stats, the strafe/physical dodge in morrowind and oblivion is AI, not a result of a dice, but because there is dice roll dodges as well in morrowind, the system work against you, because when you hit, the character still has to hit, and your skill will always override character skill, while character skill will never override your skill.
I don't want Morrowind's system. I am proposing a system, where the enemy dodges you, which is presented in a believable physical world. Player failure is already there, so I am scaling things between player skill and character skill. The inner work decides these on probabilistic manner. We compare skills and decide if the AI can make a dodge maneuver in time, but not on every hit, rather the probability of it. There are systems to fix exploits. In Pro Evolution Soccer 6, trying the same attack over and over again will decrease the success rates. It could be the AI learning, or some random number generation. Doesn't matter the outcome is satisfying.
These doesn't have to be conflicting. But can be complementing.
I understand what your trying to do, but than you have the problem that the difference in skill will determine the behavior of the enemy, which means a fat civilian will be dodging around like pro khajiit acrobat, simply because your skill is worse than his, while if your skill is superior, he will behave like a fat civilian.
The behavior of enemy must only be controlled by his own stats, not yours. This will work better if they simply make Dodging a skill, which will determine dodges independently of the opponent.
You think your sword connects the enemy in Morrowind. But that's not the case. Although I have to mention, from my point of view Morrowind's combat is so lacking to the point of non-existent. I am not saying it is broken or perfect. It is just extremely lacking. But I like the core principle, my characters luck can add to my luck or vice versa.
I know I wasn't supposed to have hit, it's just that because of the way it is implemented, you have two forces working against you, your character is basically handicapped by the players inability to be aim like a computer, and the player is handicapped by the characters inability to role the dice at player misses, as well as player hits. In Oblivion, which is still quite simple combat, I don't want just OB combat, you still have player failure, but player hits are now consistent enough to work as a balance, because you only have yourself to fight against. Now character stats can still effect what happens when you hit (as in connect with the enemy for real),
how you hit, so to speak, this part is lacking in Oblivion, and needed. Because when you are guaranteed to hit as a player (provided the physics allows it), you are guaranteed consistent dice rolls when things matter. Of course the dice wont roll when you don't hit, but than it isn't meant to, it now governs
how you hit, which can never be in your control, which can only ever be governed by stats.
I agree about the majority of factors being in FPP but physics is an overriding factor there. And there are still things that are in the domain of probability. Let's address all these. I don't care if we take Morrowind and built upon it or Oblivion's. For me both games are awful in combat perspective.
Both games are awful in respect to combat when in the light of what they can be, I just think that working on Oblivion as the foundation, will give a better result.
Comparison's not a good way to do it. That's something I wanted to be fixed too with Morrowind's system. But probability is still there in Dark Messiah. They don't dodge or parry me every single time. Or with critical strikes, there has to be probability. In Oblivion we get physics(or so they say.it is still the same with Morrowind.) So maybe new game will have more flavor to combat.
I've got nothing against dodges or parries determined by skills individually to the specific character. Like I suggested, Dodging could become it's own skill, it would of course have to work differently for the playable character, given that we can't express dodging animations in a character that we have FPP control over. I thinking probably either something like a successful dodge from the playable character would slow down time matrix style, or it could work like a special parry which gave the opportunity for a counter attack.
I think trainers need an overhaul. To learn some new move, I must use a trainer. I must see it in real time. But except that, it should be scaling all the way. Also I want release time control. Oblivion's power attacks left me feeling like I am not in control. Zeno Clash is a very good example besides Dark Messiah.
Yeah, the hold down thing wasn't the best way to go with it, I also enjoyed Zeno Clashes combat, great FPP fighting game. While we're at it, why don't we also have the block button just be the "action" button for the left arm, if you put a shield in it, it blocks, if you put a sword in it, it attacks, opens up a lot of diversity combat wise, Duel Daedric Daggers FTW.
Another great thing to take from Dark Messiah is the finishing moves/stabs or critical strike animations where they hang on your blade, good stuff.
Speaking of daggers makes me think of stealth kills, which makes me think of the Chronicles of Riddike, oh man I could go on forever.
I want them to try and succeed in bringing probability and physics for FPP combat mechanics. Somebody need to do this. Response times are a very good idea to start. Milliseconds create all the difference in the world when it comes to reflexes. All simulations use probability, there is no escape.
I'm not sure I would mind that too much, but I can't picture it, do you mean that there a chance of reacting faster?