Skyblivion modding team are ok with the upcoming Oblivion Remake, stating it "changes nothing".
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189d

The remake is being handled by a third party, and it’s unclear so far what they’ve been allowed to do besides replace the graphics rendering with Unreal Engine 5. It’s all reportedly still Creation Engine under the hood.

Considering that Bethesda refused to roll in the community bug fixes with their rereleases of Skyrim, it’s likely that it will have all the bugs of the original.

Cethin
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19d

I know they’ve said combat is overhauled to be more like Dark Souls. I don’t think we know much else though.

VindictiveJudge
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39d

I’m fine with almost any changes to the combat. Oblivion’s combat felt worse than both Morrowind’s and Skyrim’s to me.

Cethin
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39d

I totally agree. Morrowind gets a lot of hate for it’s combat (some deserved), but most of the time it’s people not understanding what it’s trying to do. You don’t complain in BG3 when an attack fails, and that’s the same thing Morrowind was doing. It cared about character skills, not player skill.

Yeah, if you create a scrawny character who has never held a blade, grab a dagger, run into a dungeon until you’re exhausted, then try to fight then you should miss. The later games, especially Skyrim, not caring about the character makes every playthrough feel the same and no one has a unique experience.

Morrowind needed animations to convey what was happening, but the foundation is very solid. It’s just the technology at the time limited it and it didn’t communicate what it was doing well.

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18d

The problem with combat in Morrowind is that it simultaneously measures player skill and character skill. Chance-to-hit works when the character does the aiming and gap-closing for you. When you have to handle that with poor depth perception and you have chance-to-hit on top of that, it’s always going to feel like garbage.

Cethin
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38d

I disagree. It’s been done well before. Where Morrowind fails is only in that it doesn’t display success or failure well. If your character did an animation where they fumbled their attack, or the enemy dodged or blocked, then it would be fine. Instead you just spam attacks that all look the same but only some make your targets health bar go down.

Feedback is always critical. Instead of implementing proper feedback, Bethesda instead simplified it so they don’t have to and all attacks succeed. It still looks and feels bad, but it made it so it doesn’t need to show failures.

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18d

Do you have an example that does first person melee combat well while rolling for accuracy?

VindictiveJudge
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29d

It’s also from the era when people were expected to read the manual while the game installed, so the game never has tutorials for certain things, most prominent being fatigue. New players tend to run everywhere, drain their fatigue meter, and struggle to hit anything or cast a spell. Just reading the manual, as the devs originally expected, solves a lot.

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18d

As long as spellcasting is still good and spellcrafting is still in. Magic was a complete joke in Skyrim and not just because it was terrible DPS compared to swords and bows. The spells were all so boring.

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18d

Considering that Bethesda refused to roll in the community bug fixes with their rereleases of Skyrim

IIRC Bethesda lets mod creators own the rights to their mods so Bethesda can’t just roll in the bug fixes into the actual game without the mod creator’s permission. I know the Skyrim unofficial patch is ran by a team (Arthmoor) obsessed with DMCA’ing other people as well as just being dicks in general. Some of the “fixes” aren’t really fixes and just what the team personally thought how the game should be.

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