» Wed May 30, 2012 11:58 pm
The biggest issues I have with the game are:
Dialog selection for routine NPCs could be better; after you've read the same local tidbit from the last 3 locals, you don't need to get it again from the next 6. Also, better filtering by race, background, and/or occupation as needed would have helped, so some other obvious foreigner to the province doesn't call you "outlander", and the above-mentioned wood elf doesn't insult wood elves as a race. The LGNPC mod partially addressed the problem, offering a lot more variety and some better filtering. I noticed the same poor dialog filtering in Oblivion, where an Altmer tells another local: "I hear there's trouble in the land of the Altmer", referring to them in "second person", as if he's not one, so it's not a "Morrowind only" problem. Dialog filtering is easy, but time-consuming to write the exceptions for each item, so it was probably a cost issue, if not an ongoing string of oversights throughout the series.
Combat used 3 of the 4 different attack choices which were available in Daggerfall, but there was no difference in hit probability between them, as in the earlier game, and therefore no reason NOT to use the highest-damage "best attack" every time, or just select it from the Options menu. That, and the lack of a "miss" animation made combat a bit clunky. It was still very effective for "resolving encounters", and I could deal with it easily enough, but it wasn't all that great otherwise. Oblivion went to the opposite extreme, making it very "action oriented" but taking away the whole point behind the stats that drove Morrowind's characters. I really can't say that I prefer MW's or OB's combat, because each did one thing very well and another horribly.
NPCs had a perverse tendency to stop in the middle of a narrow hallway or doorway, blocking you until they eventually decided to move. Mods (the "Move" mod) partially fixed that. They still walk down the center of those narrow halls (or the bridge in Seyda Neen), too often leaving barely enough room to squeeze past on either side.
Cliffracers were a good idea. Thousands of cliffracers all over the place were either a perverse and demented act or an epic blunder.
Some of the head and hair selections are atrocious, for some races in particular. Who at Bethesda determined that 75% of the hairstyles should be variations of "bald"? I noticed the same awkward selections in Oblivion, where you could have one or more each of fully bald, mostly bald, partially bald, or a cropped-to-stubble hairstyles, or about 2-3 "with hair" selections. Again, mods worked wonders.
Animations were generally poor, especially the beast races' "waddle" animation. A few exceptions, like the Corprus Stalker "hold head in hands and writhe in torment" sequence were memorable, particularly because it wasn't seen constantly.
NPCs not constantly respawning in dungeons was wonderful. Never having any chance of respawning over the course of 6 months of game time (or ever) was less wonderful. Again, Oblivion went from "not enough" to "too much", making those pesky opponents a guaranteed 3-day respawn.
Magicka didn't regenerate without sleeping, but enchanted items gradually did. In the following game, Magicka regenerated rapidly, but with a shallow pool of reserves, and enchanted items never did. Several mods addressed this issue in Morrowind by adding regeneration, usually too rapid to be balanced in conjunction with Morrowind's inherently "deeper pool". My preference would have been a very gradual regen of magicka at a rate similar to how soulgems recharged themselves.
Oh yes, the limited "tutorial" at the start consists of "here's how to stab with a weapon, you can figure the rest out for yourself". That's pretty daunting for a new player. Ideally, having each Guild cover a part of the tutorial would have allowed you to learn things the way you would learn them otherwise, by asking those who actually know about them. If you don't care about them, you never ask, and don't get it force-fed like in OB.