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"I'd simply like for my character to have some input on the main and faction stories. "
One of the reasons I prefer Morrowind as a better RPG, you had an actual impact on the world.
All that being said, I like the idea of a class system and attributes, and have used mods before to add those into Skyrim, but the meta-gaming that attribute increases encouraged in Oblivion didn't sit well with me. Skyrim had a more "natural", for lack of a better word, approach to increasing in skills/attributes, and I overall think the switch to a perk system was a good idea (although most of those vanilla perk trees, yikes). Maybe it's just me.
lol
I'm glad you want an honest exchange of opinions, and that you're calling everyone else a troll.
Dude, we've been helping you argue with yourself for a week and you're still craving validation.
Just let it go.
Im able to post this just as much as you are able to ignore it, which would be the recommended course of action if you truly thought it was a troll post. Ever heard of "don't feed the trolls"?
I read your comment, and I’d like to point out (in relation to the comment I kept) that in Oblivion you were the Hero of Kvatch. That’s all. You aren’t an important guy, then you do something important and you help in the quest. But if you look at your characters role in the world, you aren’t a maker of decisions, just a follower of them. And I think this makes sense, it justifies why you are asked to do everything, and why the plot does not rest on what you decide to do. You are the player character, but Martin is the main character of the MQ.
By contrast, in Skyrim you should have had more decisions in the quest due to your vaunted status as the Dragonborn. You could probably claim the throne of the Emperor for crying out loud...
And faction quests are also somewhat different, as you aren’t necessarily important, but they are case by case
Role playing in the Elder Scrolls has always been about doing the things your character would and avoiding the ones they wouldn't. Since alternative quest paths are limited in Morrowind and non-existent in Oblivion/Skyrim doing or not doing are pretty much the choices.
Given that, maybe some people felt numbers were an additional way to connect with their character?
I'm aware I'm in a minority but I actually don't mind the combat in Morrowind being numbers based because it was another link to your character. It represented their skill rather than ours (and I certainly preferred the dice rolls and complete lack of physics to Oblivion's weightlessly wiping your sword across a damage sponge.)
Maybe because of Oblivion's combat and aggressively over-implemented leveled lists but even in my original playthrough I remember feeling like stats didn't matter. After a nearly decade long shelving and revisiting it now if feels like it has stats because Morrowind had stats and they didn't want to gut too much out of it.
With everything leveled to the player, seemingly even lock levels and disposition checks or maybe that's OOO, it feels like Oblivion wants to have a static player.
I was one of the people who initially didn't like the idea of no stats in Skyrim. At the time I wanted to see a return to stats mattering but I actually do like the perk system as much as Morrowind's stats and more than whatever they were trying to achieve with Oblivion. (As a concept, the actual vanilla perks are very underwhelming but the system isn't a bad idea.)
And is it just me or do many of the "Oblivion is be best ever!" arguments hinge on things that are blatantly untrue?
I really do think Oblivion did some things better than other TES games but the "mortal" hero, varied environment, potential for role play, number/quality dungeons, gameplay mechanics (vs. Skyrim,) and main quest (vs Morrowind) all feel like things that are false or just objectively worse in Oblivion.
I actually liked the combat in Morrowind, but I can also understand why people wouldn't. The fact it relied on your characters skills makes for interesting playthroughs testing different builds and such. Another thing people don't realize (but they would if they actually played) is that you get to a point to where the diceroll mechanic becomes irrelevant because you land every hit.
Oblivions level scaling and damage sponge enemies are terrible. Simple as that. If I had to pick between missing a hit or two on an enemy (which once again, becomes irrelevant easily) and swinging a sword at an ogre a thousand times I'd go with the door #1. On release I didn't think about it much, coming from Morrowind I liked the stat system in Oblivion but after coming back from Skyrim I also wondered why it was even there. Hell why was leveling there, if every bandit and mudcrab were your equal. No real sense of growth :/ I do think Oblivion had some of the coolest looking enemies though.
I do hope for the return of stats in TES 6 but I highly doubt it, I'd be happy if they improve upon the perk system in Skyrim though. Some perks were just downright lazy others were pretty dumb.
"And is it just me or do many of the "Oblivion is be best ever!" arguments hinge on things that are blatantly untrue?
I really do think Oblivion did some things better than other TES games but the "mortal" hero, varied environment, potential for role play, number/quality dungeons, gameplay mechanics (vs. Skyrim,) and main quest (vs Morrowind) all feel like things that are false or just objectively worse in Oblivion."
100% agree
I think this one is the most compelling argument yet ^^^
I think loving enemy scaling in oblivion is a smaller minority than people that prefer Morrowinds combat lol
Nope, this is the most compelling argument yet
I just wish someone could actually put forth effort into explaining why...