Chris wrote:DestinedToDie wrote:Boots of Blinding Speed? You can cast a 100% magic resist for 1 second, then equip the boots for no negative effect. Nerf Boots of Blinding Speed?
I would argue yes, actually. IMO, the blind effect should be negated for as long as the magic resist is in effect, then applied when it's over since it's a constant effect (blindness is constantly being applied while wearing them, so when you're no longer resisting magic, why isn't it blinding you? it's like being able to swim in lava because you had 100% fire resist for one second when you dipped your toe in).
I know nothing will ever be done about it though, because the 100% magic resist for one second to nullify the blind and get super speed boots early on is a time-honored tradition of Morrowind players, but that's how I feel about it from a design standpoint.
But the thing is, just because it cannot be considered an engine bug and this not something to "fix" by OpenMW itself, one of the reason why it is made is to allow greater modding possibilities, which at some point might mean that it will be possible to change these things by mods. Actually I believe it should already be possible even in the new engine to write a script that re-applies the blindness automatically once the resistance wears off. By the way, this is my personal solution to the problem:
http://www.nexusmods.com/morrowind/mods/43027/?
My mod makes them useful for traveling and fleeing, but not for combat itself, as they don't work at all if the player has his weapon drawn, his hands raised for casting or is sneaking. But it should not be difficult at all to change the script so that it gives the player constant blindness. In fact I might just try this, now that you've given me the idea.
(edit: alright, maybe it is not that easy... at least not if you want magic resistance to work. It is no problem giving the player complete, permanent blindness while he wears them, but it gets more complicated if the current magic resistance is going to have an effect.)
(edit2: I found a way... I need to create a number of abilities that set blindness to a level from 1-100 - ideally this would be 100 abilities, but I believe like 20 or even 10 might be enough - and then make the script check the player's current magic resistance and give him the according ability. It's just a little bit more work to write, but it works)
Morrowind has many flawed game mechanics like this. In fact, I consider the Tribunal assassin attacks to be game breaking if a new game is started with Tribunal installed. Still, it is the way it was designed and there are mods that change it.
Alright, I guess you can argue that this is just a strange way for constant magic effects to work, and that it would make more sense if they would work according to the current resistance at all times, and not just to the time the item was first equipped. And while it is possible to change this behavior for this particular case with a mod, it cannot be done for all effects at once, at least not to my knowledge. But OpenMW will make it possible at some point, but then as an optional feature, but not as part of the core engine.