[quote=Daikirai]I have a long list of things to add to the topic. ^^
-
In the original Morrowind, the combat system was pretty choppy. Three attacks, preformed by moving the control stick a certain way. In Oblivion, apparently, the new combat system calls for combos, a reason to use different attacks, and blocking at your command. Personally, I think you should keep the button configuration for oblivion the same as Morrowind—but when you enter combat mode (X button) the L button will become block rather than jump, the R will become attack, and the B, A, and Y buttons would be used for combos. Even though not being able to do certain things in combat mode would become annoying, the ability to perform specific combos and such would be nice.[/quote]
I know almost nothing about XBox controls but from what I can tell, there wont really be combos per se - instead you can choose which attack you perform (in much the same way as in Morrowind I think - so I would guess it'll be analogue stick again) and you can charge it up. However now the different attacks you execute in that manner should have different tactical advantages, somehow, and allow you to strike at critical weaknesses in the opponents defences if you time yourself right. Likewise - in addition to an active block - keep in mind you can also cast spells with your other hand in mid-combat now
[quote]-
More spell variation. In Morrowind, there was no reason what so ever to chose a fire spell over an ice spell or a poison spell, and when you apply that rule to other spells, you can come down to the conclusion that there were only four or five “real” spells. This time they really need to make a good cause to separate different spells, like fire spells lighting enemies and objects on fire, or ice spells freezing them. Which brings me to…[/quote]
Well, we've already seen a vid (and heard about the demonstration) where fire spells actually set people/creatures on fire as a result, so I would presume other spells to have similar effects
[quote]-
The spell “Levitation” needs to be made less awful. Seriously, the way it made you levitate was just outright pathetic. It was no different than just being able to walk in the air, up, and down. Even if it meant we could no longer fight airborne enemies, I’d prefer they made it look like you were actually flying, just so I don’t feel quite as stupid using levitation.[/quote]
Agreed! Not necessarily flying ('doing the superman', I think, would just look faar too corny in an Elder Scrolls game

) but... less awful - definitely.
[quote]-
A city that’s actually worthy of being called big. When you look back on Morrowind Cities like Balmora, you can see that one can actually explore and mutilate the entire place in about thirty minutes. Take Balmora, multiply its size by about eight times, make it a more believably imperialistic theme, and you’re there. Oh, and I didn’t mention Vivec, because it wasn’t so much of a town as it was a big, floating…thing. I’d also like to see more towns rather than just bigger ones. Morrowind’s total town count was just under ten. I’d like to see, especially considering the map size, at least three times that.[/quote]
The map size isn't
that much bigger and, I am presuming, one of the main reasons they can make the map slightly larger is because they can fill it up with forestry far more easily now

We know there are 9 main cities and several smaller towns. However, I wouldn't expect anything much larger than what we've got in Morrowind - the Imperial City seems to not be a lot larger than Mournhold, so the rest will probably be smaller.
As the devs said, when you're doing everything to a realisitc scale and it takes a week to walk between towns its just that much less fun (not to mention that much more work!). You can probably wait for some mods - like Silgrad Tower (which has the biggest city I know of in Morrowind) or play Daggerfall
[quote]-
More weapons and armor than I can actually handle. After I beat the main quest, about fifty side quests, and wiping out a couple of towns, I literally had all the armor and weapon sets in the game. This time, Bethesda defiantly needs to put more in, even if it means I won’t get them all. I’d rather see too many options in a video game than too few. And the whole bit about the weapons and armor brings me to a very important point…[/quote]
Amen - if only they could reproduce the clothing selection in Daggerfall and extend onto the armour... PC users aren't so much at risk here due to mods, but for the sake of the X360ers
[quote]-
In Oblivion, your character needs to be less powerful. In Morrowind, once you’ve leveled up and such a certain amount of times, you’re virtually a god. In Oblivion, I don’t object to being strong, but can we keep it believable? The ability to wipe out an entire city with one spell (yes, I did that in morrowind once) is just twisted, and once you got to a certain point with Morrowind, the game became pointless. Don’t get me wrong, though. I wouldn’t play it if I didn’t love it.[/quote]
Nah, that's the whole fun of it - as the devs said at one point if you're going to spend so much time as to get your skills up to 100 there's no reason why not to let your character be a bit uber. Perhaps just make levelling up a bit slower, but there's no point in being high-level without being a bit godlike - that's the whole point
[quote]-
A co-op system, like Splinter Cell’s or Doom 3’s. And yes, I know Splinter Cell and Doom 3 are nothing like Oblivion. I remember though, my friend Zack came over after school every day and we’d take turns playing Morrowind on our own name, longing for a co-op mode so my beloved Arika and his dear Daxter could fight side by side…or, occasionally, tear each other to hell. Either way, the ability to have multiple people playing the game on a single console would be great, as long as you didn’t make it go overboard. And by that, I mean no MMORPG, please.[/quote]
Not a chance, unfortunately. As much as that's a good idea it has been stated many, many times that there will be zero multiplayer in the game

At best we'll get another Morrowind Online mod.
[quote]-
Potions need to play a bigger role, or be removed from the game. In Morrowind, every time I walked into a city I saw a potion seller nearby, but they never received service from me, because I’ve always found potions to be useless compared to magic. That has to change—if the potions are useless as I think they are, axe them, and replace them with that armor and weaponry I was talking about. Or maybe just make them less useless.[/quote]
Are you kidding? Potions are the main exploit of the Morrowind system! Because they're not limited by magicka or time in that it takes none to consume a potion, you can have as many potions active at any one point as you can afford, boosting each stat by several hundred. Just watch the 14 minute Morrowind walkthrough
Not to mention that its the main way for non-mage characters to use magic and, most importantly, heal themselves.
[quote]-
The ability to use torches as a weapon. I always wished I could use my torch as a weapon in Morrowind, not only because it was there anyway, but...well, it’s a torch, you know? Anyway, there’s not much to say about a torch, but it would be an awesome addition to Oblivion.[/quote]
Yes, neat idea
[quote]-
If you’re going to put horses in the game, do it right. Horses should be able to be killed, but strong enough to hold their own in time for you to defend them. And If your horse does die, it shouldn’t be one of those “oh no, my horse died, oh well, I’ll just go get another”. You should limit the number of horses in the game (maybe add some wild horses, that you can tame, even) so it’s more a big deal about keeping them alive. And last but not least—let us give them custom names. [/quote]
Horses
are real in-game creatures which have to be parked and have to be looked after healed and which can die. As for limiting the number... well, it would be a shame if some freak NPC rebellion suddenly killed all the horses and left you with no way of ever getting a ride again. Taming would be nice, but an extra game mechanic which I doubt the devs would implement. Keep in mind horses are really not cheap - especially the... more expensive ones
[quote]-
More cutscenes and dialogue. In the original Morrowind, there was a whopping zero cinematics. That needs to change. And more dialogue. I honestly don’t now why, but cutscenes and dialogue make people feel important. Really, they do.[/quote]
There were actually three cinematics in Morrowind (not counting the expansions) - the starting one, saying you were taken to Morrowind, one in Azura's Cave and one at the very end of the Main Quest. Cinematics generally don't fit the Elder Scrolls games very well as, generally, you do everything you do and very much from a first-person perspective (or third, if you so prefer) more like Half Life, really, in that respect.
That said, the dialogues have been revamped. All speech is now recorded and spoken real-time with facial expressions and everything - which is precisely what you want

Likewise, you can watch NPCs talk to each other even.
[quote]-Shorter loading times. Morrowind’s loading times were long. In the time it took Morrowind to load, I could probably write this entire document. The game is completely worth the waiting times, but if they can be avoided—please.[/quote]
You needed a really fast computer for Morrowind to load quickly. Although there still will be loading times, all we know is that they will, apparently, be shorter

God knows on what systems though.
[quote]-
Lots and lots of downloadable content through Xbox Live. I know it’s already been confirmed that there will be downloads, but I want to see Bethesda abuse that feature. I don’t doubt for a second that the game itself will keep me busy, but new weapons, armor, quests, people, and locations never hurt anyone.[/quote]
There had better be. Even nicer if Bethesda would let fan-made mods be downloaded via Live. Vanilla Morrowind only goes so far, but once the mods are in place... its a whole different game
[quote]-
Better hair and facial textures. In Morrowind, it was blatant to everyone, including Bethesda, that people would never, ever, ever chose certain hair/faces. In Oblivion, they all need to be decent. If you don’t think people will use them, don’t put them in the game.[/quote]
Oblivion uses an in-game utility for creating faces - every aspect of a face can be tweaked with a plethora of sliders to make it look precisely the way you want it. This means that your character will look precisely the way you want it, without having to choose through several ugly premade ones and, likewise, every NPC will have their own, entirely unique face.
[quote]-
There needs to be a link between Morrowind and Oblivion. I know that all the Elder Scrolls games have their own independent storylines, but seriously, why not bring back good old Fargoth or that man who lived in Balmora and gave you your missions for the main quest? He said that he had some business in the capital city, so unless the game takes place thousands of years before/after Morrowind, why not throw him in and give him a little sidequest or something?[/quote]
Forgoth is a...
questionable matter. Caius Cosades (the person you're referring to, I presume) however might very well be in. Bethesda did say that, while there won't be any direct references to past games along the Main Quest in Oblivion, there will apparently be things (or characters) that tie in in side quests

Caius Cosades, as you said, is a prime candidate to feature in Oblivion because he said he was going back to Cyrodiil and hopefully he will
[quote]-
Make hand-to-hand combat play a bigger role, since it’s fun. Not much else to say here.[/quote]
Not much known about it but it
will do health damage now and... apparently you can block weapons with your hands (sort of like Neo, I presume) so I'm guessing at the very least it will become a viable method of combat. Yay for monks.