I think the fundamental problem with the attribute multiplier system is that it doesn't retain any memory of skill improvements after each level up. You receive the maximum x5 multiplier from 10 skill increases, and if you happened to increase skills related to one attribute more than 10 times since your last level up then those extra skill increases are forgotten and never have an effect on the attribute multiplier. More importantly, since you choose 3 attributes to increase each time you level up, the skill increases for the other attributes that you didn't select are always effectively lost as far as the attribute multipliers are concerned, regardless of how many you had. This encourages gaming the multiplier system --- although doing so makes Morrowind less fun in the long run as your character will become too overpowered. A simple way to fix the system would have been to have it remember the total number of skill increases related to each attribute but subtract the appropriate number each time you increase that attribute, so that a x5 multiplier would subtract 10, a x4 multipler would subtract 8, and so on, retaining any excess skill increases and all skill increases in non-selected attributes as a base to build on for the next level up. Of course, since Bethesda is Bethesda, they simply stripped attributes out of Skyrim entirely as part of their post-Morrowind quest to determine how far they can dumb-down their games before sales stop increasing (the answer is yet to be determined).Problem is, Morrowind and Oblivion handles this poorly, with the god damn attribute multipliers. In most cases, you are forced to play inorganically in order to not waste multipliers upon leveling. I'm actually happy Skyrim got rid of this system, though getting rid of attributes altogether was hardly the right way to go. That seems to be Bethesda's MO - if something is broken, scrap it.
An alternative system that has a similar effect as my proposed fix is to have each attribute increase by 1 point per x number of increases in related skills. The existing attribute multiplier system where the maximum x5 multiplier has a threshold of 10 skill increases suggests 1 point per 2 skill increases, but since the existing system has a large amount of wasted skill increases this should probably be slowed to 1 point per 3 skill increases. I experimented with this in a playthrough last year, and it worked fairly well while eliminating the possibility of gaming the system.
I think the fundamental problem with the attribute multiplier system is that it doesn't retain any memory of skill improvements after each level up. You receive the maximum x5 multiplier from 10 skill increases, and if you happened to increase skills related to one attribute more than 10 times since your last level up then those extra skill increases are forgotten and never have an effect on the attribute multiplier. More importantly, since you choose 3 attributes to increase each time you level up, the skill increases for the other attributes that you didn't select are always effectively lost as far as the attribute multipliers are concerned, regardless of how many you had. This encourages gaming the multiplier system --- although doing so makes Morrowind less fun in the long run as your character will become too overpowered. A simple way to fix the system would have been to have it remember the total number of skill increases related to each attribute but subtract the appropriate number each time you increase that attribute, so that a x5 multiplier would subtract 10, a x4 multipler would subtract 8, and so on, retaining any excess skill increases and all skill increases in non-selected attributes as a base to build on for the next level up. Of course, since Bethesda is Bethesda, they simply stripped attributes out of Skyrim entirely as part of their post-Morrowind quest to determine how far they can dumb-down their games before sales stop increasing (the answer is yet to be determined).
An alternative system that has a similar effect as my proposed fix is to have each attribute increase by 1 point per x number of increases in related skills. The existing attribute multiplier system where the maximum x5 multiplier has a threshold of 10 skill increases suggests 1 point per 2 skill increases, but since the existing system has a large amount of wasted skill increases this should probably be slowed to 1 point per 3 skill increases. I experimented with this in a playthrough last year, and it worked fairly well while eliminating the possibility of gaming the system.
I keep thinking that the best solution is to not give a damn about multipliers.
4/10 might even be to easy on morrowind, 3/10 might be more fitting.
4/10 might even be to easy on morrowind, 3/10 might be more fitting.
2/10 on Ur Mom but I am generous here.
morrowind : 4/10
oblivion: 4.5/10
I was talking specifically about powergaming, which is nearly impossible to do in Morrowind if you want to roleplay in any meaningful fashion at the same time, because you have to keep a constant watch on the multipliers. If you're overpowered without powergaming is irrelevant. You become more overpowered if powergaming, so it's a real factor.
Powergaming in TES games used to be fun before Skyrim took our spellmaking away.What's with all this obsession with powergaming in a single player game that's quite easy to boot?
How about simply not powergaming at all and just playing the game normally.
morrowind : 4/10
oblivion: 4.5/10
Retardation never goes out of style.
I was talking specifically about powergaming, which is nearly impossible to do in Morrowind if you want to roleplay in any meaningful fashion at the same time, because you have to keep a constant watch on the multipliers. If you're overpowered without powergaming is irrelevant. You become more overpowered if powergaming, so it's a real factor.
What's with all this obsession with powergaming in a single player game that's quite easy to boot?
How about simply not powergaming at all and just playing the game normally.
morrowind : 4/10
oblivion: 4.5/10
Retardation never goes out of style.
I was talking specifically about powergaming, which is nearly impossible to do in Morrowind if you want to roleplay in any meaningful fashion at the same time, because you have to keep a constant watch on the multipliers. If you're overpowered without powergaming is irrelevant. You become more overpowered if powergaming, so it's a real factor.
What's with all this obsession with powergaming in a single player game that's quite easy to boot?
How about simply not powergaming at all and just playing the game normally.
More like 7/10, a slight step down from 8/10 Daggerfall.Morrowind, looking back, is at worst an 8/10 game.
10000 hours spend on the game
"it sucks"
sounds like average Steam review
Ah, but you see, something about the Morrowind system brings up the worst in people. Combat wasn't difficult (and with potions stacking, there was nothing mass drug production couldn't solve), and yet people would waste time training skills they wouldn't actually use in game, just to ensure they got those multipliers.I keep thinking that the best solution is to not give a damn about multipliers.
They just didn't know better. I presume most people playing it for the first time don't really know how easy the game is to abuseAh, but you see, something about the Morrowind system brings up the worst in people. Combat wasn't difficult (and with potions stacking, there was nothing mass drug production couldn't solve), and yet people would waste time training skills they wouldn't actually use in game, just to ensure they got those multipliers.I keep thinking that the best solution is to not give a damn about multipliers.
It's almost as if this game was made to troll players.
I don't believe this for a second. I've said this before, MW's system doesn't break on its own, it takes willful purpose to break it. Spending hours abusing alchemy in order to get your stats into the tens of thousands then complaining the game is too easy is about as stupid as it gets.They just didn't know better. I presume most people playing it for the first time don't really know how easy the game is to abuse
What exactly are you replying to?I don't believe this for a second. I've said this before, MW's system doesn't break on its own, it takes willful purpose to break it. Spending hours abusing alchemy in order to get your stats into the tens of thousands then complaining the game is too easy is about as stupid as it gets.They just didn't know better. I presume most people playing it for the first time don't really know how easy the game is to abuse