Stahlbrand, I don't think you are comprehending the points I made properly.
For TES 5 Bethesda has a choice to make. They can continue with Oblivion's style of combat in which always hitting enchanted weapons ruin the weak RPG combat mechanics the game has, or they can fundamentally change how enchanted weapons work. They could bring back the importance of weapon skills by making the enchantment dependant upon the weapon skill as well - e.g a weapon with a 10 point fire enchantment is split up so that only 1 point of damage is added for every 10 levels. Or they could re-add in the enchantment skill and make the power of enchantments dependant upon that skill. Or they could make the enchantment a weapon to-hit chance, that way the weapon would always hit to please the action crowd, while the enchantment would only hit based upon weapon skill to please the RPG crowd.
See - nowhere did I suggest going back to a Morrowind style to-hit chance combat system for the next game in recognition that the Elderscrolls fans who came in with Oblivion and those who didn't like the to-hit chance combat to begin with now make up the majority of the players. In other words all Elderscrolls games from now on will always hit. What I suggested were changes to the enchantment system, which is the part that made oblivion's weapons skills and therefore RPG mechanics obsolete.
Don't like enchanted weapons in a single player game? I suppose you could either just not use them, or you could make a thread to complain about it.
Err, no I didn't say that I didn't like enchanted weapons in a single player game. I said I didn't like an enchantment system that broke the game's RPG mechanics since it is like meant to be you know - an RPG. And if I don't make a thread about it which might have the potential to bring about some change (heh chances) then what are the point of these forums?
Also, you forgot to account for the limitation of charges on enchanted weapons, which cost a great deal to have refilled by a small number of city-based NPCs, or the use of an apprentice-tier spell (the magicka cost of which is 60, and therefore high for a physical-combat specialized character).
Did you ever serious run out of charges on an enchanted weapon after a couple of hours into the game? I mean seriously. I almost never had that problem and I suspect you didn't either unless you were deliberately discarding all of the dozens of enchanted weapons that the game threw at you.
In addition to that, the levelled list system of the game isn't going to give a low level player a 'good' enchanted weapon; 20pt damage enchantments start at level 18 on the default list. A low level player (that is, one who'se stats and skills are low enough that an enchantment might do the majority of their damage rather than just augment it) is only likely to receive a weapon with a 5 or 10 point damage enchantment with around 50 uses at full charge - which can be quickly depleted by frivolous use.
It doesn't matter when the player starts getting 20 point damage enchantments. What if the player doesn't improve their blunt skill at all for 20 levels. Then they can end up with the exact same condition that I described in which they could have 100 in their blade skill but end up doing more damage with their blunt weapon.
The cost of recharging an elemental weapon is a strong limitation that for a low level character. Gold is not overwhelmingly easy to come by in the early game, and there are many things to buy. So a low to mid level character who relies on melee weapons cannot afford to burn charges by using an enchanted weapon as their primary attack, and will typically save it as their emergency weapon for when they get outnumbered or have to fight a 'boss' level enemy.
Again your emphasis on low level charactes. What's with that? The game mechanics are meant to work for all levels of characters. And again with your assumption that the player will only have one enchanted weapon.
Of course, every system can be exploited, but at a certain point people who use exploits like that might as well open the console and TGM the whole game.
It's not a matter of 'exploiting it'. I played the game completely normally and was showered with enchanted weapons. I was also able to do significant damage with blunt weapons despite having a low blunt skill for much of the game based upon the fact that the blunt weapon had an enchantment. In an RPG if my skill with one type of weapon is significantly lower than my skill with another type of weapon then I should be required by the game mechanics to use that type of weapon whenever I wish to do more damage. That is a simple fact that all your points about 'but but players can't use enchantments all the time' has failed to counter. It's not a matter of choice. It's not a matter of 'if you don't like enchanted weapons then don't use them'. It's a matter of designing the game systems during the game development stage to accurately balance the game and make the RPG mechanics not broken.
End of the day, Oblivion's take on enchanted weapons does not break the game and is actually really well balanced to keep weak characters from abusing such weapons, and we are both silly for arguing about something a player can choose to either use or not in a non-competitive single player game.
It doesn't break the game but it does break the RPG combat mechanics. If you want to play an sandbox action game where your weapon skills have no effect then there are a whole heap of GTA games available. I in the meantime would actually like the next Elderscrolls RPG to be a **RPG**.
technicalities aside OP...
I prefer oblivions combat.
no need to anolyse, just about what you find more enjoyable.
I play and enjoy both games..
That's great. I never talked about changing the combat. I talked about changing the enchantment system. Any thoughts on that?
Well I think using enchanted weapons gives players the option to change what they consider to be their main skill. If you start with blade but decide later that you like axes more, but you have a low blunt skill, then the enchantments give you a starting point to be more competitive.
You also have to take into account the base damage of a weapon. If your sword doesn't do enough damage than you probably need to find a better quality sword for your current level.
You do realise that this is the exact opposite of what should occur? That if a player makes a poor choice in their skills at the beginning they should find the game difficult later on? That if they choose blade as their primary skill then that is a choice that they have to live with - that it has a consequence that they can't use blunt weapons. You remember those? Consequences to your choices.
As for taking into account the base damage of the weapon that's irrelevant. In Morrowind if you had an super strong axe but a low axe skill it was pointless, because you would rarely hit anything with it. In Oblivion if you had a super strong axe and a low axe skill then it was still a super strong axe, you wouldn't do the whole base damage, but if the enchantment was strong enough it would more than make up for it. In Morrowind if you find Goldbrand but have a low blade skill you may as well not use it. In Oblivion if you find Goldbrand later on in the game but have a low blade skill you can use it with reckless abandon because it will still do significant damage - this is the heart of the problem.
I guess the thing I want to underline is that this thread, and nearly all like it, are complaining about how other people play the game.
No. It's complaining about a broken game mechanic.
"The OP of this thread in particular does make some reasonable suggestions about how enchantment could be implemented in a forthcoming game, but that he or she needed to frame it in terms of a problem with how other people hypothetically play an existing game is strange to me."
It's not framed in terms of how other people hypothetically play their game. It's framed in terms of what both what I experienced in my play throughs, and in terms of hypothetical game design. You know that the designers do actually need to consider what their systems could potentially lead to? They do actually have to ask themselves "could this system lead to a case where it is more beneficial for you to use a skill that you have a significant deficiency in rather than a skill that you have mastered" no matter how contrite the situation needs to be in order for that condition to be fulfilled. Clearly when they tested Oblivion they either didn't consider this (?) or considered it and dismissed it as not being important enough since most of the players would be action fans who wouldn't give a stuff anyway. Well if by my thread I can even get them to think about redesigning their system then I'll be a happy person even if you do label it 'complaining'. Or is the lesson I should take away is that it is fine to complain about the game being too much of an RPG to get it more like an action game but it's not alright to complain about the lack of RPG mechanics because it was changed into an action game?
"As for the broader topic of action combat verses stats combat, that has really had the dead horse-ness beaten into, and later, out of it on this forum, but why not have another go'round with it if you like. I think Bethesda has found a combat formula they're happy with, and one which has been well received in the marketplace, although like anything else it has failed to please everybody."
Would you actually consider the combat system to be worse if the next game adopted the 'always hit but base damage dependant on skills - while enchantment is to-hit and based upon skills' system I proposed was adopted? Serious question.
"And Stahlbrand: The problem with your argument that people who don't like a certain optional aspect of a single player game should avoid it is this: when the devs made the game, they were assuming the player would choose to use whatever is *best*. Not using a certain aspect that you hate can unbalance the game so much that it's no longer fun. If a person has a suggestion on how to repair this imbalance, they should voice it. Especially since Beth seems to actually care what the players have to say"
Ah...perfect. Couldn't have said it better myself. A person shouldn't deliberately have to gimp themselves or play outside the normal parameters of the game to avoid a broken game mechanic.