» Thu May 03, 2012 8:30 pm
Daggerfall had the different types of attack right. You had 4 different attacks, each a tradeoff between to-hit odds and damage. The quick and easy "thrust" attacks did the least damage, and were good against an agile opponent, while the overhand "chop" did heavy damage, but was hard to execute properly.
Morrowind took away the different to-hit odds, but retained the different damage ratings for 3 different attack types with each weapon. It also allowed you to "spam" rapid attacks for low damage, or hold the attack for a variable amount of time to do up to full rated damage, giving you a choice of "quantity vs quality" attacks. Morrowind gave, and Morrowind took away.
The only real issues in need of fixing were [1] either a missing dodge animation or the fact that the opponents never bothered to move, and [2] the problem that the to-hit odds were only marginally affected by the DIFFERENCE between your skills and the opponent's. If the opponents moved, it would have looked fine. If the odds were difference-based, you'd almost always hit a sluggish opponent like a Mudcrab (or one asleep or unaware), while a skilled swordmaster would simply sidestep, parry, block, or slip away from your ineptly wielded weapon. Combat could be fast, dynamic, and based on a combination of character skill and player choices in real time.
Stunlock would have been fixable by having the odds of it occurring based on a comparison between attack strength and the defender's Agility, with a random modifier, so it would happen sometimes, but not all the time. As you got stronger, it would happen more often. As you faced tougher opponents, their better stats would partially cancel out the increase. Facing a weaker and less skillful opponent, it would be pretty much a one-sided slaughter, like it would be in reality: first hit by the stronger party pretty much decides it.
Morrowind's combat had the right ideas behind it, but the execution needed a lot of work and some extra features to make it right. Unfortunately, Bethesda decided to reinvent the wheel, but forgot to make the character's abilites meaningful. Now, character skill does nothing but nerf damage and trigger perks, while the combat is just a matter of punching the button and waiting for the animation to cycle, while the weapon does exactly the same damage this hit as it did the last 20 times around, until you level up. A better combat game? Maybe, but too much of a repetitive race to see who runs out of hitpoints first. A better RPG? Sorry.
Hopefully, TES VI will bring back and merge all of the best features from DF, MW, OB, and SR, and end up as the "All Things to All Players" game of the millenium.