Basically, what I was saying there is that the old RPGs were better. The RPGs were better and the Scotsmen more true. And saying that makes me feel hella old.
I have to heartily disagree. Don't get me wrong, Morrowind is still the best TES in my opinion, but I don't think Daggerfall and especially Arena (which I don't actually like to be honest) stand up to Skyrim. While I'd agree we could use more big budget turn-based RPGs there are plenty of indie ones coming out and we have Project Eternity by Obsidian to look forward to.
Why isn't the game going to take that into account, though? It could take that into account. First-person shooters have been doing that since forever. Moving or shooting makes the next shot less accurate, and staying still and pointing at the target makes the shot more accurate, which is communicated to the player visually with an expanding and contracting targeting reticle. Skyrim doesn't have that, but there's no reason why it couldn't.
The depends on if we're talking about aim sway or arrow deviation. If we're talking aim sway, fine, but for deviation a set up shot under fire is still going to be less accurate than one from the shadows. A miss under those circumstances doesn't prompt me to say "Oh well, I screwed up," it just prompts me to quick load. I've already said I'm ok with aim sway though because that puts targeting under my control.
See, I've never really thought of it as annoying. There are limits to how accurately you can aim a firearm, let alone a bow, and if I miss a shot, I think of that as less "screwed by the RNG" and more "failed to account for the inherent limitations of my weapon". It's the same kind of thing as, I don't know, hammers being sort of slow to swing. If an enemy, in a moment of AI brilliance, manages to scamper away from under my hammer, that's my fault. Not the hammer's.
The problem is that in Morrowind you
were screwed by the RNG. There are limits to how accurately you can aim a weapon in game, and misses do happen based solely on the failure of the player. It really depends on how much player input you want to have, I play ARPGs because I
enjoy player input. I like tactics and strategy well enough, but I also like action and reflexes and I certainly prefer that experience in an RPG setting (with a good story, developed characters, and ability to actually role-play) to the one in your typical action game.
As said, I haven't played the new Fallout games, and maybe they somehow fucked it up in those. How does it work? I can't remember ever being annoyed by bullet spread in a FPS.
There was no aim sway, it was straight up bullet deviation, which was pretty bad at lower skill levels. Some deviation is realistic, but it really takes any skill involved in aiming out if the bullets go completely off target like that. On top of that there was scope sway with scoped weapons.