Spear
Axe
Long/Short Blade
The inclusion or exclusion of weapon skills is rather tricky. Primary concern is obviously peeps (love this word) finding some awesome loot i.e. eviscerating sword of gut wrenching pain, but CAN'T use it effectively because they've specialized in something else, such as short blade. Presumably Beth's response is to narrow down the number of weapon skills to make such a situation rarer. But that's just putting a band-aid over a gaping wound. When it happens, it's still gonna happen - peeps are still going to feel a little hollow inside. I think the key is to make different weapons with corresponding weapon skills more unique. I think about 70% of the reason why people are upset that their loot is useless is because all of the melee weapons in the game are essentially interchangeable. If, on the other hand, different weapon types had different properties, enchantments, special attacks, strengths & weaknesses etc. people would be a lot more game about their weapon skill choice. The other 30% has probably something to do with the fact that selling the stuff is useless (since money is useless) - so make it useful OR implement some kind of saluaging system. Or maybe you can give it to a companion? Though of course there are no companions in Morro/Oblivion. Hmm.
So basically what i'm saying is that the problem is not an intrinsic one. Make the weapon types/skills less barebones and it should be possible to have polearms, spears, axes and all kinds of blades back.
That sounds very good.
Medium Armor
Never really understood the significance of an "armor skill". It even sounds weird when you say it; it's a completely passive skill (read: wear and get hit) that raises without having to do anything. And then for some reason, you get MORE protection for being a "better" wearer. Not even fashion models can do that sort of stuff. Seems like a relic of the old Elderscroll games. Might want to implement various additional modes of increasing weapon skill as well as different benefits. Or maybe just remove medium/light and only include heavy, and give heavy armor skill various perks upon skill-up.
I never understood the armor skills idea either, it svcks. It was actually introduced in Morrowind, and has been a waste of space since then.
Unarmored
This would make sense only if we greaves that can block swings from a weapon. Also, damage should be prevented (dodged) rather than reduced.
Dodge instead of Unarmored is a great idea.
Enchant
Would require a revamp of the Enchant system. Firstly Enchant should always be 100%. Secondly, low enchant skill should probably only allow you enchant x amount of points. Eventually somebody with high enchant might even be able to beat the Spellmaker!
Agreed.
EDIT:
Just noticed the topic mentions "removal". Please remove the "speed" stat. It's worthless (no monster outpaces the NPC from what I recall - intentionally) and really something I take for granted anyway. Fill it in with something like "dexerity". I dunno maybe it allows you to attack faster or something, like weapon skills. Oh wait weapon skills don't do that in Morro/Oblivion? Hmm.
I totally agree that Speed needs to be removed. Maybe not replaced though.
Enchant was a very powerful skill in MW if you focused on it, but not all that useful as a "Minor" skill. Several characters of mine have made BASIC enchantments (well under 0.5 enchantment points) at Level 1, with Enchanting as a Minor skill, at about a 50% success rate, without resorting to alchemy abuse. It's not difficult IF you limit yourself to what's within your abilities. I created one MW enchanter-based character who cast no spells from his own magicka, but became "overpowered" by about L20-25. OB's enchantment system was a complete disappointment.
I think a way to help this is to have non-permanent enchantments that you cast on yourself and items.
Armor could be removed as a skill, and replaced by Dodge and Block. With heavier armor, dodging could be less effective, so Dodge would essentially become the "reverse" of an armor skill. I'd much rather see more armor diversity, with different types of materials and designs for specific applications, rather than an overall "this is better than that". This could be done by using tradeoffs between protection, weight, durability, repairability, price, and flexibility. As it stands now, almost all of the stats are just "better" as the new armor types appear at higher levels, which is highly annoying from a "realism" perspective.
I love it. Could you list all the things you want to see as stats for the armor types? Elemental resistance and stuff?
Weapons could be defined by the way they're used, not by how they're made.
Very much agree.