My biggest issue is how the majority of the skills in Skyrim have little to no affect on your actual usage of them.
The potency of spellcasting is arbitrarily increased in 20/40/60 percent steps through perks. Instead of a gradual progression as in past games, where spellcasters could sit anywhere on a wide spectrum of differing prowess, everybody in Skyrim effectively falls into one of the four perk categories. As western RPGs the statistics in TES games have always dealt with (relatively) low numbers, to the point that inflicting an additional 2 points with your spells never really made much of a difference. But it's about the principle. The variability was still there, and it made the game feel a bit more organic and unpredictable.
A better example would be weapon damage. I miss having ranges, being able to miss in combat and all of that. Progressively becoming both more hard-hitting
and more consistent in your combat abilities in Daggerfall and Morrowind is what added to that sense of accomplishment you felt as your character developed. In Oblivion, it had degraded to a matter of always knowing that I could dispatch of monster X with the exact same number of hits, and maybe after levelling up a few times I'll notice being able to kill them with one less hit than before.
Levelling up doesn't feel even remotely rewarding to me in Skyrim since we're just increasing our health/magicka/stamina by lump-sum values, and suddenly becoming ##% stronger at certain types of spells out of the blue. Why is it that we need smithing perks to be capable of working with stronger materials at the forge? You may spend a few in-game days just pumping out stacks of iron daggers, but each is just as insignificant to your skill progression as the last. And then you can work with steel, and the cycle repeats.
Why not simply allow players to attempt to work with all materials (perhaps within a certain cutoff at least, like lock difficulties in Fallout), but with a percent chance of failing? It'd initially be extremely high, granted, but that makes your improvement far more apparent. I think this is the root issue with the skills system in Skyrim - the skills could have had far more incentives to improve if they were actually more complex to master, and had more effects on what you could do in the world. What happened to being able to fail in RPGs? One had to think further ahead and account for more possibilities and variables.
One thing that annoys me heavily about Skyrim's writing is the format in which quests are presented to you. Many of the NPCs approach you with a request, and then you're given the "sure!" dialog response and the "what's in it for me?" one. There shouldn't even be a point to having the two lines as optional from one another, when at the day you get rewarded anyway.
Bethesda could have used a speech check, the player's perceived reputability (fame/infamy/bounty), or even how intimidating they look (level/combat strength) - ANYTHING - to produce more variable quest rewards. Arrogantly asking for a reward upfront, without the proper composure, could cause an NPC to completely dismiss you as undeserving of a reward to begin with. Or conversely, perhaps a desperate NPC would be willing to pay you a little extra feeling that their task would be in good hands.
But no. There's none of that. The dialog branches are but mere flavor text. The speech skill continues to be prove relatively useless just as in Morrowind and Oblivion. It's good to improve, but outside of roleplaying purposes few players feel truly compelled to master it because the potential rewards aren't dynamic. It's a binary succeed/fail on a few diplomatic confrontations now and then, and if you fail you can just punch the NPC's face in and continue with the quest anyway.
Most of the skills are like that - linear progressions and restrictions on what you
can and
can't do, until you happen to grab a perk. It's always been like this with some skills, even back in Morrowind, but Skyrim has now brought this fate upon weapons and spellcasting, so it's getting worse. It makes you wonder why we even level skills in the first place if so much is governed by the perks. Bethesda may as well could have just have had you pick
those upon levelling up. The way Bethesda designed their world leaves so much potential still untapped as to how variable the player's actions in it can be.
Removing faction requirements, skill checks, and other character-based elements leaves the new games as "barely RPGs", since the character is all but irrelevant.
Yep. As stated, it's not the streamlinig of the skills themselves (as they are organized and utilized by the player) that upsets me so much as it is that they're becoming increasingly less impotant as a whole.