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Mar 25th, 2019
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  1. Refuting the "George Costanza Morrowind post":
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  3. 1. "Options for armor" just means "There's a skill associated with it", which is a horrible comparison because in Skyrim the skill actually gives you perks (Even though 90% of them are pointless) while Morrowind just gives you extra defense passively. Skyrim literally has more complexity in this case. Additionally more equippable armor doesn't actually add anything to the game. It could if there were more interesting artifacts with unique enchantments on them for those extra pieces or the enchantment system wasn't point based like in Skyrim so you could have a much more complex enchanted set, but they aren't. The only thing that could be said is that it might be harder for you to get a complete set if you don't just murder an NPC with a full set and loot them.
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  5. 2. Complaining about lack of classes is retarded since those are just pre-set builds the game feeds you and not actually anything unique. Birthsigns are additionally a horrible complaint because in Skyrim they simply work differently because they're stones you find on the overworld instead and therefore acting like they've been removed completely is outright lying. The lack of attribute points is a valid complaint but Morrowind's execution of stat points was horribly bad with how you had to train your main skills to actually level, but then power grind specific skills in order to raise certain stat points by more than one, with the luck stat being limited to 1 per level. In this case it's a complaint of a barebones system being better than nothing.
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  7. As for skills...
  8. Two of the skills are armor skills, which I've already explained why they didn't actually mean anything since they were just a passive defense increase and nothing else.
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  10. Armorer doesn't exist because Skyrim items don't have durability which is a better objective complaint since some players may like that. However Armorer is a worthless skill because gold is so easy to get and repair costs are ridiculously cheap. The only advantage to this skill is having to carry less repair hammers in your inventory if you really need to repair outside of town. The game could have armorer removed and basically nothing would change.
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  12. Five weapon skills are removed because Skyrim homogenized it into one handed and two handed, but once again these weapon skills aren't interesting, they only affect your hit rate and your damage from these weapons passively. The gain you get from leveling up your weapon skill is literally just as boring as Skyrim's "You do 20% more damage with X". One again, even though Skyrim's perks are almost always boring trash, it's still more indepth than Morrowinds. The only thing about Morrowind is that you can't switch weapon types easily while in Skyrim you can easily switch between different one handed or two handed melee weapons, which you could argue is encouragement to make more characters to try out different weapon types.
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  14. Mysticism being removed is a non-complaint, since once again all the skill did was passively improve your cast chance, while Skyrim actually has perk trees (Which once again while boring are SOMEWHAT more interesting). A better complaint would be that some of the spells were removed, like recall.
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  16. Unarmed doesn't exist as a skill in Skyrim, which I guess is a good complaint since at least you can feel you're building into it, but the skill is horribly unloved in both games.
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  18. Acrobatics and Athetics are cool ideas though, and it's a shame Skyrim removed them (Probably to try and force players into linear paths). How these skills were leveled and contributed to your stats though was retarded.
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  20. 3. If you've played Skyrim, you'd know material types for weapons are almost entirely superflous. It's no different for Morrowind. You could argue that more materials could allow for a more gradual tier system where it takes longer to reach the strongest material type, but Morrowind's progression is ridiculously broken. The only real interesting thing is that weapon materials in Morrowind affect how strong enchantments can be, so you have two choices at mid-game rather than one. Also different weapons in Morrowind are almost completely the same, Skyrim literally has more variety with its ridiculously simple perk system again. The only real complaint is the lack of cross bows in Skyrim without the Dawnguard expansion and the lack of throwing weapons since they actually play differently (Even though throwing weapons are extremely basic).
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  22. 4. The only reason why you might find this complaint valid is if you're a roleplayer or something. A real complaint would be less quests since there's less faction givers (Skyrim has less than half the quests that Morrowind has, although I'm not going to bother to check if this is because of less factions or not).
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  24. 5. Why the hell do people bring this up so much? I hear this so often for some reason. I guess more diseases means more depth to what kind of debuffs you can have on your character but is this really a big issue? The only reason why there's more is because there's different diseases for each of your different stats, while Skyrim doesn't have stats. Would Skyrim be that much better of a game if there was a disease that lowered each of your skills?
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  26. 6. A valid complaint, I agree. But only because Skyrim's settlements are pathetically tiny. Many of Morrowind's settlements are tiny shitholes, but Skyrim's example of a tiny shithole is literally one or two houses. I'd honestly say the number of "Places with buildings that have people living in them" would be a lot more even between the two games but to call a single house a settlement would be stupid.
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  28. 7. The gold cost is literally 35 gold at worst. Once again, this is only an issue if you're roleplaying if you ask me, because gameplay wise it's pointless. Atleast you can pretend the npcs like you when they make the fee cheaper. A better complaint is how SOME of the shrines are a little bit more helpful in Morrowind than in Skyrim, most of the shrines are pointless and exist for different stats (Wow, +5 speech craft!!! So helpful!!!)
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  30. 8.Whether you like this is completely your own opinion. Personally I like it when I swing a sword through someone's skull and it actually hits them. I would argue spell failure makes spell casting much worse in Morrowind especially when you have no mana regen naturally and therefore limited spells between rests. Acting like miss chance and spell failure makes the game strictly better is completely wrong though.
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  32. 9. Valid complaint. Fuck essential NPC protection and those shitty quest items in my inventory.
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  34. 10. Not being able to sleep in an owned bed is strange, but a very unimportant detail in Skyrim since sleeping isn't as important due to being able to regen health/mana over time. I have no idea why not needing to sleep is apparently such a deal breaker though. I guess because you can level up mid-combat and get a full heal from it? Why not state that instead?
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  36. 11. This is probably one of the worst complaints out of them all, the idea that Morrowind has more complex combat is completely laughable and this complaint outright lies. In Morrowind you literally only use one attack, because each weapon has different attack ranges for each attack type, so of course you just use the best one each time. There's literally an option in game that always makes you do the best attack no matter what which should be proof of how simple it is. The only possible reason not to spam the best attack is that the best attack might not have the highest maximum damage, so if for some reason you really need that extra randomness you can use it instead. Not only that, but this user is outright wrong about Skyrim. Power attacks are based on which direction you're holding, so it's literally the same as Morrowind's system, but it's actually better because there are attacks for 4 directions and also standing still, meaning Skyrim has twice as many attacks as Morrowind. You can actually use the same complaint though about only using the best attack, but that still means Skyrim has two attacks(Normal attack and the best power attack) over Morrowind's one attack, so it's still twice as many. Not only that, but in Skyrim you can actually manually block, while in Morrowind blocking is entirely dictated by RNG. That means if you're using a shield you get two more actions (Block and bash) and a two hander gets one more action (Just blocking). People actually complain about how shitty and basic dual weilding is in Skyrim, but dual weilding is actually still more complicated than Morrowind combat.
  37. As for weapon types and skills, I already went over that.
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  39. 12. This complaint actually reveals one of the biggest issues in Morrowind, that the game doesn't scale enough with you and would actually be better with more scaling. First off, the complaint is incorrect. Morrowind DOES have scaling based on your level, but it's only limited to things like random spawns. Secondly, the game has a major scaling problem in that the player scales way too fast compared to the "Natural" progression in the game. It is far too easy to become overpowered in Morrowind and you have to go out of your way to prevent yourself from overleveling. On my first Morrowind playthrough I got to level 40 in about eight hours because I tried to level up everything as I played (I mean, why would I not jump around all the time if it leveled me up and boosted my stats?), but the vanilla game doesn't actually scale past level 30. Without even trying I became overleveled for the highest level content in the game, and within a couple more hours I was level 60 and higher level than anything in the expansions as well.
  40. So here's the thing, even though scaling can be implemented poorly, without it the devs need to implement a "Natural" form of scaling in the game world. They need to have a good idea of how strong the player will be at certain points in the game. In more linear RPGs this is pretty easy, but in Morrowind due to the freedom players have to wander they clearly had no idea of how powerful the player could get. I can only assume in Morrowind they expected players to do quests as if they rushed towards the quest very quickly as soon as they made their new character and were scared a low level player could bump easily into a very high level quest, so they made the entire game way too low level across the board. What ends up happening is a game that runs out of reasonably leveled content far too quickly unless the player purposely goes to great effort to handicap themselves, or they repeatedly make new characters to try and stay at a low level (Which I hear is very common with Morrowind players). This may be blasphemy to say since Morrowind fans usually state the lack of scaling makes the game better than future games, but Morrowind would honestly be a significantly better game with scaling. That's not to say it should have Skyrim's form of scaling, because Skyrim's scaling is overly simplistic and flawed, but Morrowind would certainly be better with a well implemented form of enemy scaling.
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