» Mon Jul 12, 2010 4:23 pm
Failure.
I think that the incidence of failure was a bit too overbearing at times for most players in MW, especially with the lack of "miss" animations for combat to show WHY you missed, along with the lack of ways to reduce failure chance at low levels in Alchemy, Marksman, etc. For most other things (cast spells, Enchanting, armor repair, lockpicking), the difficulty could be voluntarily reduced by trying something "toned down", or by using better tools. You could have custom "training" spells made that would burn less magicka while still being somewhat useful, you could settle for attempting trivial enchantments of under half a point, you could try to open a lock at the edge of your abilities with a better grade of lockpick, you could use cheap repair tongs instead of expensive hammers to save on the expense of tools until your Armorer skills improved, etc. Managing failure in Morrowind was an art, one that apparently a lot of players just suffered through and never really tried to understand. The biggest issue I had with it was that your chances were SO poor at low skill levels, and the game generally didn't bother to tell you that you only had a 6% chance of success at what you were attempting. I wouldn't have minded OB making it easier overall, or giving hefty bonuses for using "starting" equipment, but the total removal of failure, to me, took the "game" out of the game.