Leave the guy alone. He obviously enjoys the game, but there are issues he, personally, has with it. His views on the combat don't suddenly ruin your game experience. In fact, his views might influence Bethesda at some point.
Sorry, guy. The Skyrim forum can be like a pack of wild dogs if they smell dissent.
I'd say the Skyrim forum is pretty mild. Most other forums would have busted out the racial slurs by now and this would have been banned
His views are his own for sure. But there are rebuttles to his views.
He obviously came here for feedback or why would you post on a forum?
There are reasons why the system is the way that it is and perhaps he was unaware.
Its not about my experience at all. I think everyone here is just trying to explain why almost any kind of hit recognition that he's asking for will never be possible in an RPG. Or almost any game where enemies take more then a few hits to kill.
He's kind of crying in vain here as there is no way to make enemies recoil from a hit to the degree he's looking for without messing with combat balance.
The enemies already move every time they are hit it's just usually to a small degree so that the enemies can still fight and not just be a flailing mess of legs and hands from being constantly hit.
I'd imagine what bethesda has done here will likely persist for a very long time. In fact I can't think of any alternative.
If you let them continue attacking while going through the motions of being hit in the face with a mace then it looks really stupid so we're gonna scrap that right off the bat.
If you script their head to bob back every time they are hit then, since they can't hit back while going through the animations (see above), combat balance is thrown out of the window and every enemy becomes a cake walk.
If you don't script at all on the other hand it keeps combat balance but suffers from brick wall syndrome.
I believe a happy medium has been found here where the enemies react to each blow but its not over the top enough to seem stupid if they keep attacking and, thus, doesn't sacrifice combat balance.