Unpopular Opinions about Video Games

Me: Morrowind has shitty combat
You: Here's why New Vegas is better than Fallout 3 and Fallout 4

????????????????????????????????????????????????

We were talking about Elder Scrolls.
We're talking about bethesda and the way their games have gotten worse over time by excluding features and dumbing down mechanics. How they devolve as a game designer and don't learn from their successes. Skyrim sucks because you can pause the game and heal to full at any time. New vegas is relevant to this discussion because it's hardcore mode explicitly addressed this issue by making healing occur over time, oblivion also had a solution to this by only allowing you to drink so many potions a day. Skyrim ignored both and end result is a game where all its mechnics make you ask "why would I even play this? This game doesn't want me to engage with it on any level and has terrible combat, I'm not having fun I don't want to play anymore"
 
Morrowind's combat is pretty good for an action rpg
No it isn't, for the simple fact that they decided that your weapon skill effects accuracy instead of damage.

You should never miss when you connect in a real time action RPG. Full Stop. Just the same as an arrow shouldn't hit you if it misses.

Bethesda was just as stupid with Morrowind as they were with Oblivion and Skyrim. You just played it when you were 10-16 and didn't know any better.
 
No it isn't, for the simple fact that they decided that your weapon skill effects accuracy instead of damage.
Yes because being good with a weapon doesn't make it sharper. Putting aside any justifications for why that would be, if we look at it from a design perspective it disincentivizes grinding, removes the need for scaling enemies, and makes it so you stay in your own lane and don't just pick up any other weapon category and starting using it with no issue which all makes for an overall more consistent game experience.
You should never miss when you connect in a real time action RPG. Full Stop. Just the same as an arrow shouldn't hit you if it misses.
There's no hard rules for how a game should be designed, you can do anything as long as you do it right and Morrowind definitely did it right. The way the system works as long as you use a weapon you have proficiency with you'll never see a hit miss. This is because there's two other key modifiers to weapon accuracy charged attacks which and another 25% increase from being full stamina. So if you let your stamina recharge between hits and use charged attacks you will never miss. This makes it very methodical and makes 1vX scenarios a dangerous prospect. Its as perfect as it can be.
Bethesda was just as stupid with Morrowind as they were with Oblivion and Skyrim. You just played it when you were 10-16 and didn't know any better.
I played Morrowind AFTER skyrim, stop trying to blame nostalgia as a crutch for not being able to understand games as a whole. This is way too common of a go-to response especially with how in depth I'm talking about the topic.
 
Última edición:
Yes because being good with a weapon doesn't make it sharper.
And hitting someone with a weapon just because you're not good doesn't mean it misses.

if we look at it from a design perspective it disincentivizes grinding
And yet the biggest thing people say to Morrowinds shitty combat design is "just grind the weapon skill and your attributes, bro!"

There's no hard rules for how a game should be designed
Cope

you can do anything as long as you do it right and Morrowind definitely did it right.
That's why it's the least popular of the big three, right? Feel free to scream about filthy casuals like Jim Sterling.

I played Morrowind AFTER skyrim, stop trying to blame nostalgia as a crutch for not being able to understand games as a whole. This is way too common of a go-to response especially with how in depth I'm talking about the topic.
So you're the fedorabeard I mentioned and not the child trying to impress the fedorabeards. Gotcha. I retract my statement and say instead you're just the guy who is obsessed with TTRPG who doesn't know any better.

How many games have you designed and published, again?
 
So you're the fedorabeard I mentioned and not the child trying to impress the fedorabeards. Gotcha. I retract my statement and say instead you're just the guy who is obsessed with TTRPG who doesn't know any better.
I've never played a TTRPG stop trying to appeal to outside factors instead of making an argument, your behavior is embarassing. I went into extensive detail why I believe the system works and what makes it stand out amongst its peers... you made a post pointless breaking up my post and then rather than address it you just add a short insult, you clearly have no actual conviction or interest in the topic. Stop throwing a tantrum.
 
We're talking about bethesda and the way their games have gotten worse over time by excluding features and dumbing down mechanics.
I think Bethesda games improved steadily from Daggerfall through Skyrim by dumping unnecessary complexity. And yes, the first TES game I played was Daggerfall, which I played on a P100 in I think 1996. None of the mechanics they dropped made the game more fun to play, at least not for me. They added tedium and fragility, neither of which I consider to be good qualities in a single-player game.

Yes because being good with a weapon doesn't make it sharper. Putting aside any justifications for why that would be, if we look at it from a design perspective it disincentivizes grinding, removes the need for scaling enemies, and makes it so you stay in your own lane and don't just pick up any other weapon category and starting using it with no issue which all makes for an overall more consistent game experience.

"Roll to hit" is in Daggerfall and Morrowind because that's how D&D does it, and Bethesda brainlessly copied D&D structures without asking why D&D did things that way in the first place. Based on the design of TES games, which are full of D&D-isms that don't fit at all with the game's open-world structure, I suspect the main designers have never played another tabletop RPG.

There's no hard rules for how a game should be designed, you can do anything as long as you do it right and Morrowind definitely did it right.

There are lots of rules, and one of the fundamental rules of video games is that what you see and hear should effectively communicate what the game is doing, and that means you can't treat your game like a blank slate. If I aim my crosshair at a bad guy, click my mouse, and see my weapon pass through him, in basically every single game other than Morrowind, I hurt the bad guy. If you want to have whether or not I hit the bad guy come down to random die roll, find some way to do that other than making me line up crosshairs and shoot. The Fallout 3 VATS system is fine. Or make combat turn-based. At least daggerfall had your sword make a clinking sound when it didn't hit.

I've never played a TTRPG
Yes, it shows. Once you play a few, you'll notice how much stupid shit is in CRPGs because the designers just unthinkingly assumed D&D is the only way to do things.
 
"Roll to hit" is in Daggerfall and Morrowind because that's how D&D does it, and Bethesda brainlessly copied D&D structures without asking why D&D did things that way in the first place. Based on the design of TES games, which are full of D&D-isms that don't fit at all with the game's open-world structure, I suspect the main designers have never played another tabletop RPG.
It works in Daggerfall because Daggerfall is Isometric so you don't see the details, the animation for hitting and missing is similar.

It does not work in Morrowind because you are in First Person mode and "Missing" despite the actual animation playing being that you are physically hitting something with a giant stick breaks the immersion hardcore.

It's the same reason that X-com gets meme'd on because you can somehow miss point blank shots with a shotgun.
 
I think Bethesda games improved steadily from Daggerfall through Skyrim by dumping unnecessary complexity.
That's fine but that's not what I want it in games, depth and inconvenience are what makes a game engaging. Skyrim has simplified to the point that you never use any of its systems. Why use potions to resist fire when melee stunlocks enemies to death and stealth circumvents every aspect of the game's combat entirely making all of its mechanics irrelevant?
"Roll to hit" is in Daggerfall and Morrowind because that's how D&D does it, and Bethesda brainlessly copied D&D structures without asking why D&D did things that way in the first place.
This gets repeated way too often and its just not true. There's nothing brainless about its implenentation in Morrowind and it's been given careful consideration with multiple real time aspects being integrated into its design. its skill+attack type+fortification level+current stamina, align all these factors and manage your real time stamina meter and you'll never miss. Its overblown aspect of the game by people who don't understand how it works and to cite it as a holdover from old design "because thats how it was done" doesn't make sense because it was never done that way. Morrowind's approach is unique and its removal creates all the problems of the later game's combat.

In fact if we look at skyrim or oblivion making leveling about damage we now need scaling enemies which results in homogenized gameplay that never actully evolves, from level 1 to level 80 combat plays out identical in skyrim. Its funny that you blame old design habits for morrowind when skyrim is the game turning damage per turn into damage per second and being a game about "brainlessly" watching meters go down. Because skyrim lacks any form of tactics or depth, its entire design is mindless and thats what you enjoy thats fine. But as a dissection of design its a failure because so much of its design is undermined by other aspects of itself.

I play pretty much every genre of computer game there is an can safely say Skyrim offers nothing to me. If the argument is that skyrim is a good casual game for casual game enjoyers well candy crush does that, that's not a special trait in the whollistic view of games. If you want something brainless that gets the dopamine flowing let me tell you there's this game called cookie clicker, its out of this world, you'll see all the numbers go up.

Thankfully games like outward have stepped up to offer the niche of a true hardcore rpg adventure which has been abandoned by the company that used to be known for them.
 
Última edición:
I don't understand why people care so much about fast travel when they, themselves, could just not use it if they don't like it.

Sometimes, you really don't feel like spending two minutes running back to town from a dungeon when you've killed and seen everything you could along the way. Now if some people want to do that, that's cool, I get it. But I don't get why some people are so god damn against it when they're perfectly fine with horse cart fast travel and teleportation. I think it should *all* be there tbqh
It’s lazy game design that disincentivises good map design.

I played through gothic 1 recently and that game has one of the better designed maps in any RPG. It’s basically a triangular highway connecting all the camps with sideroads going off to what are effectively dungeons. You get fast travel via teleportation but it’s very late in the game once you start regularly venturing into the orc lands.

Yes because being good with a weapon doesn't make it sharper. Putting aside any justifications for why that would be, if we look at it from a design perspective it disincentivizes grinding, removes the need for scaling enemies, and makes it so you stay in your own lane and don't just pick up any other weapon category and starting using it with no issue which all makes for an overall more consistent game experience.
Another thing gothic did better kek. There the strength attribute dictated the damage (because obviously the stronger you hit someone the harder it will hurt). But you could also train yourself from untrained to mastery which made your character more skilled at using the weapon. This allowed you to extend combos, increased your crit chance and made the weapon overall less clunky to use.

As far as the game was concerned you could just go unga bunga, max out strength asap and bash people in the head with the biggest club you could find.

Morrowind combat just sucks, it’s clear that had no idea how to design a combat system that didn’t allow mechanically skilled players to completely ignore the RPG system.
 
Última edición:
Give me top hats, but combo memorization and having core game mechanics suddenly not work can fuck right off.

When a boss is "perfectly parry these 5 hit combos and maybe we'll let you do one or two hits of chip damage, also your attacks and special moves don't work" then I'm tempted to just throw my hands up and quit.

Likewise "attacks are either high or low so dodge high or low". What about this mid attack? Take a wild guess and try to figure out if you're getting the direction wrong, getting the timing wrong, or there's no avoiding it at all.

But combos and special moves are a problem. It's just memorization. What's more, executing them can be inconsistent. Again, when it doesn't work, I don't know if I'm a ham fisted retard who can't time button presses, a forgetful retard that got them wrong, or it just doesn't work on this particular enemy.
this is why i hated the bosses in metroid dread, you're forced to parry at a very specific time while dealing with the switch's unreasonably high controller latency, and the reward is you get to watch a cutscene and mash a button the whole time. that's not fun.
 
It works in Daggerfall because Daggerfall is Isometric so you don't see the details, the animation for hitting and missing is similar.
Daggerfall is first-person. But it was also the 1990s, so having an RPG be in first-person at all was a novelty. Ultima Underworld was a better game, though.

This gets repeated way too often and its just not true. There's nothing brainless about its implenentation in Morrowind and it's been given careful consideration with multiple real time aspects being integrated into its design.

There is nothing careful about the design of Morrowind's systems. It's a broken mess that falls apart if you look at it sideways. Rising hit points, roll to hit, ability scores, etc, all borrowed from D&D, all implemented badly, all resulting in an incoherent, insane open-world game that is remembered primarily due to its insane brokenness. Nobody has ever imitated its systems since, not even Bethesda themselves, because they are so bad.

Its overblown aspect of the game by people who don't understand how it works

No, it's an unintuitive mechanic that makes the game less fun. Exposing the algebra behind the mechanic doesn't make it intuitive or fun. BTW, when I played Morrowind, it was back before you could alt-tab to a wiki constantly. You experienced it after nerds had picked it apart, documented all its weirdness, and modded out the worst of it.

I play pretty much every genre of computer game there is an can safely say Skyrim offers nothing to me. If the argument is that skyrim is a good casual game for casual game enjoyers well candy crush does that, that's not a special trait in the whollistic view of games. If you want something brainless that gets the dopamine flowing let me tell you there's this game called cookie clicker, its out of this world, you'll see all the numbers go up.

You must be a hit with the ladies.


XCOM mentioned.
proceeding to post the video:
https://youtube.com/watch?v=lK4ouRWGHHI
"I can't roll a 1 on a d100, right?"

XCOM is absolute dogshit and is one of the prime examples of why turnslop is utterly unplayable.

It's okay, we all got filtered by Terror From the Deep.
 
Another thing gothic did better kek. There the strength attribute dictated the damage (because obviously the stronger you hit someone the harder it will hurt).
Wow that's a really unique system gothic if only Morrowind could've had something like that... oh wait it did exactly that:
Screenshot_20251104_113615_Brave.jpg
Why do all these replying have no clue what they're talking about?
 
Wow that's a really unique system gothic if only Morrowind could've had something like that... oh wait it did exactly that:
Ver archivo adjunto 8125637
Why do all these replying have no clue what they're talking about?
Cool but when I hit a scavenger in gothic it will always get damaged, even if all i have is a stick and a dream with zero points in strength. If I hit a random beetle in Morrowind it might get hit, might not.

Read the entire post nigger.
 
Read the entire post nigger.
I did, you had claimed gothic had the superior idea of a strength mechanic to determine damage.
Another thing gothic did better kek. There the strength attribute dictated the damage
Here it is again. I then called you a retard because, Morrowind has a strength stat, which, get this, determines damage...
Screenshot_20251104_113615_Brave.jpg

Just a recap because I very clearly showed I read your post and made it very clear you're retarded. "kek"
Cool but when I hit a scavenger in gothic it will always get damaged, even if all i have is a stick and a dream with zero points in strength. If I hit a random beetle in Morrowind it might get hit, might not.
If you don't know how the system works and so you criticize it based on your misunderstanding then yeah you'll miss, but as I've gone over multiple times you should basically never miss becuase misses are skill based.
 
Atrás
Top Abajo