Can't even use weapons or spells in water. Have to lure slaughterfish to land to kill them. And forget about casting water breathing anywhere it would actually be USEFUL.
Yeah if your underwater you cannot save your ass with a water breathing spell. So if you end up stuck underwater somehow you are doomed if you can't find the surface, even with a water breathing spell. I can see not shouting underwater, but not casting or attacking? Stupid design choice.
Oblivions speeds were ridiculous. I'd like to have speed but I have a hard time adding it in a way that makes in interesting AND NOT game breakingly awesome. Also since speed is out enemies doesn't have to scale to counter your abilities and appear stupid wrt movement in combat, like they did in Oblivion. I think Skyrim handles it pretty well. "Waste points in stamina for running" is lame? Wtf? It makes perfect sense to me, and forces us to balance choices vs penalties. The Oblivion magic system that "could do anything" made magic an absolute boredom. Be a mage and regret the stuff you CAN'T do, just like how a fighter have to regret all the stuff he can't use magic for. I mean, it just makes perfect sense. Arch types get their UNIQUE abilities (with some exceptions to crafting skills) now, why should mages be something special that gets them all?
I never maxed out the speeds, but I raised them to 55 or 60 so I wasn't a stupid turtle. I actually like the sprint feature but I have to sacrifice health and magicka in order to be a decent athlete? I'm an amazing athlete in real life, and a great businessman, father, artist and musician. I never had to give up my health and fitness to achieve any of my other dreams. Being able to run fast endlessly should be a perk not a sacrifice in more critical attributes like health and magicka.
Big falls can be survived using Become Ethereal shout. So it's there. Penalty of use - have to find the word wall and release the dragons.
Try shouting after you already jumped. Oh your so scared you can't shout or do anything at all while airborne. The player controls are nearly all locked up once you are airborne. Splat. Nice penalty Bethesda. I don't want to shout to be a good acrobat or shout to survive some tiny fall. I made a 400 HP tank warrior and he still died on a minor waterfall. I like to play as a vampire/thief and should be able to fall 1000 feet if I want to invest into acrobatics.
Open spells aren't even needed anymore. It gives thieves a better arch type by putting perks into it making greater outcomes on chests, and so far I haven't seen a single locked door that prevented me from getting further in a quest. Locks now appear only to be able to grab some extra loot. Open lock spells doesn't fit the rest of the gameplay mechanics.
Thieves should use lock picks. Mages should use spells, and fighters ought to be able to bust locks off with a warhammer, or kick the damn door down. I'm a big dude and I can kick any door in with a good kick. Yet some super jacked warrior in a fantasy game can't bust open a little box or pop open some crappy medieval door? I like role playing choices. They removed one.
You can't do crap while jumping? Tried that in real life? No thanks, I prefer somewhat believable mechanics over high fantasy ones.
You can't jump when sprinting, you can't cast, you can't attack, you can't even shout. Same goes for falling. Its UNBELIEVABLE that I can't shout while I'm in the air, or cast. Ever see a movie where the guy is falling but he pulls out a gun and shoots something? Sure it's improbable but it's cool as hell. I think we play these kinds of games so we can be a super human at some point, not a regular mortal. And that line of thinking is contradicting everything TES offers anyway.
As for athletics, this is something I'd want too (rather than stamina), where you have a perk tree on how you distribute that training. I.e. running (marathons, heavy weight, sprint), jumps (high, long, air control), swimming (buoyancy, speed, lung capacity) and so on. Focusing deeply here would make you an acrobatic monk or a burglar with high chance of getting to normally out of reach places (2nd floor balconies etc).
First reasonable thing you've said!
Although I agree on hand to hand, I have problems coming up with a fully working and interesting perk tree for it. Can you? Might have to be more martial art related to make it work, something that's near impossible to do in 1st person. A pure 3rd person game would have no problems implementing this.
I think H2H could have been lumped into athletics with a simple branch with a few perks. Damage multipliers, snap neck finishing move when sneaking, block, eye gouge, whatever. It wouldn't take that much work to come up with a decent perk branch. Doesn't need it's own skill, but just a small branch off of athletics.
Lockpicking is stupid? Why? Because you're not a fan of it? I used the language skills in Daggerfall if they made sense to the character. Unfortunately there was no difficulty setting there, so picking some of these typically had a rather bad impact on your character's strength. Lockpicking feels wrong because locks no longer have an impact on the player. Fix that, don't remove lockpicking!
I think for a mage of fighter to have to lock pick instead of use a spell or bust open a chest is stupid. Why my flames don't melt a lock if I spray it long enough doesn't make sense. It's limited options that bother me. I like the mini game, if I'm playing as a thief. Back in Oblivion I'd use spells as a mage and just get the skeleton key quick for a fighter, until the lock bash mod came out and then I used that. It was great. Attracts enemies but bring them on, I'm a warrior, who cares. It felt good smashing those stupid locks to bits, and thats what this game is about, fun and role playing.
I don't mind feather spells being gone. As you say, 1200 pounds with no impact whatsoever. It completely ceases to make sense at that point. I prefer low level fantasy where things actually makes sense. Something the carry weight spells (I'm only using potions though) seem to be, and compared to the rest of the game mechanics (we get to carry more in the first place), it seems fairly balanced. I'd still like to see this governed by some strength attribute though, rather than stamina.
I rarely would need that much but the option to do so was good. If I want to enchant every piece of armor with feather and chug 4 potions and invest a lot into strength to do so, I could. Now you can only enchant certain types of apparal with certain enchantments. Further nonsense. I like stupid overpowering things. I rarely exploit them but merely take things to a level where I can do what I want. I sacrificed resist magic, fortify archery and other useful enchants to carry 1200 pounds, so it balanced out. Once I was stronger I would throw out that gear and not need it, but early in the game it allowed me to loot everything in one haul. Options are good for roleplaying. Streamlining isn't.
In a universe where the moons are a corpse of a god, females turn into abominations through ancient magicks, and Men trade their hearts for Magickal ones exposed to the air and become stronger, its High Fantasy.
In a Universe where for a race of cat peeps, the moon you're born on determines your "species", ones voice can knock down Seige walls and a sword style blows up an entire continent, I must say its fantasy.
But all in all WHO GIVES A DAMN whether its High or low, Point and case its Fantasy, and any imposed limitations akinned to the "real world" is Moot for a Fictional Fantasy setting that never made attempts to be "realistic" so please give us back the mechanics to control and diversify our Characters more please and thank you.
Anyone calling for the removal of Options need none in the first place imo, having many options isn't a bad thing and in being options you can wholly ignore them if you want.
Take H2H in Skyrim for example, it reaks of being a novelty. something of an attempt that in it was placed in because it was well known its exclusion would have wrought the fury of hell unlike anything previously witnessed in the history of TES lol, why does it have finishers but doesn't scale? why are perks related to it in HEAVY ARMOR? is it not true for the most part that H2H combat is done WITHOUT cumbersome armor on? did that make any kind of sense?
why Is water walking gone? their are floating creatures and FLYING animals in Skyrim, why is water walking gone?
Why is the only method to opening Locks having to deal with Theif Archtype? why is this game forcing peeps into either Mage Warrior or Thief?
What kind of stupidity is a potion that increases Skills?
What is with all these weird near obtuse design descisions for a Game that had 3 years of developement and 5 years over all, in essense longer than any TES game before it.
This man makes perfect sense and deserves a fishy stick!