its interesting how much these games are sold almost entirely on the game world. so many of the other systems are pretty bad. and "Fix them with mods".
atm, my thoughts on Oblivion are solidly, Skyrim is better. much of that is the small qol buffs. marking when something is cleared.
I don't remember atm if the quickskill wheel is in the base game, or if thats new for this remaster. (double checked, yeah thats new to the master. )neither it or skyims favorites are great for actual action combat and using multiple skills..
morrowind didnt have any. right click to pause the game, and open the menus. haha.
Remaster UI is much better then vanilla. it took me so long to find the journal, and map iirc the first time I tried original oblivion. Click on the compass for the map, and journal. duh. of course the cups are the journal, what are you stupid? What a bizarre choice that was. morrowinds menus were blatantly easier to follow. could even rotate, "next spell".
Lockpicking in oblivion is pretty cancer. skyrims might be a bit too easy. but this is awful.
lockpicks breaking every failure is the main issue. and the horrible feedback on when its correct or not.
enemies upleveling spell damage is rough. skyrim is not much better in this regard. leaving very heavily into the 2fist, stunning to be viable.
Spell durations in this are awful. 20s summons. you summon bound dagger, by the time you runup and start attacking, its already desummoning.or, you summon and start attacking, due to enemy leveling scaling... you need to resummon the damn thing 4 times in one fight.
Perks. A ton of skyrims perks are just absolute trash. very few are fun and really add to the game. perks here, are also not very interesting. there is no choice, so its more forgivable. but, really, its not much better. like, security perks. "when you fail, less tumblers fall". thats retarded. again, how about you have less of a chance to break the lockpick? or bonus loot? hell, security exp is gained every time you lock a tumbler, not he final completion. you WANT to do more tumblers to max it out.
The vanilla leveling system was horrible as noted. largely fixed here. but, level scaling is still an major problem.
I like learn by doing systems. but again. when you are standing in town just holding down candlight to level up... its not designed well. like conjuration spells should gain exp on summon, then gain exp on damage dealt/aborbed. so, every melee attack with a bound dagger=conjuration exp. minions taking or dealing damage=exp. duration spells, probably should generate exp during their duration. so instead of spamming, candlelight, or detect life.. you cast it once, and passive get exp. shield should generate small passive exp, when active, and extra when actually absorbing damage. detect life, lets say 3exp/10s when active.. +3exp for every life sign detected. candlelight. 3xp/10s, and double while in darkness.
Things, I noticeable miss in skyrim: jump height being effected by acrobatics.
haggling as a concept is good. but its also just done poorly.
I didnt play morrowwind for that long, but I do think there were more things in that, that stood out.
remaster pet peeve. opening the map goes to the world view, and takes a second click to get to local.. that was not the case in original. it was 2 separate tabs outright.
morrowinds no magicka regen is rough to play a spellcaster at the start. that coupled with "illegal to rest in towns". every death was me trying to find someplace to rest, while oom, and getting ambushed by an assassin. (I think this is an issue with goty editions on gog? the assassins are dlc, and not really supposed to start spawning instantly day 1.)
thats something the remaster fixed here. if you GOTY editions for oblivion with DLC, you get spammed with all the DLC stuff the instant you leave the sewers. remaster you don't. you unlock them later.
Safe chests. another just bizarre thing. so many games suffer from this, and not outright labeling them.
morrowwind and skyrim both let you break the game more from what I can tell. infinite alchemy loops. stats aren't capped in the same way. +123214232 to melee damage works in skyrim. same with morrowind and stats.