McNinja said:
But I found Skyrim a bit lacking in a few places, most notably the ability to quickly switch between spells and weapons and back and forth and etc.
So put a weapon in one hand and a spell in the other? I felt that having to assign a spell to a hand in Skyrim was an improvement on Oblivion. If you're using both magic and a weapon/shield, there has to be some significant penalty (inability to block if you're a Spellsword, though you could use wards). In Oblivion, every Warrior was armed with magic and every Mage armed with weapons, it didn't make sense.
For me, Skyrim did most things right and many things brilliantly, so a perfect (or at least perfect as humanly possible) RPG would be basically be Skyrim but more. Skyrim, like Oblivion and Morrowind, while vast by game standards, are little worlds. The cities are really villages. Of course this is necessary because everything is hand crafted, but I wouldn't mind an intelligent generator producing, say, the suburds of a city with only the centre hand crafted or a generator producing most of the countryside. It would be fine so long as it was a generator used only by the devs while creating the game, then they could tweak it when it's done, and the landscape and cities would still be identical in every individual game. Oblivion actually did have some of its vast countryside generated in this fashion, but I never noticed. Besides this, more quests and weapon types. If all these came true, I wouldn't mind if the graphics didn't budge an inch in TESVI.
Some benefit for RPing a hero instead of a douche would be nice, my brothers main character is an evil/amoral character while my main is a good guy, yet people treat us just the same. At least in Oblivion the gods would shun you at their alters if you were evil, but in Skyrim my brother can receive the blessing of Mara straight after murdering an innocent and taking his stuff. It would seem to make sense that a known hero gets help, cheap prices at shops, gifts etc while a suspected villain is usually avoided (the game still being balanced cause the villain can steal etc).
Hammeroj, you complain that perks and spells are uninteresting, but give no example of what you would consider "interesting" (except "insert cool shit"). Weapons do become more powerful without perks, but perks are also used to power them up to give you some choice in the matter. Also bear in mind that enchantments cannot be too complicated, or else they would become too complicated to scale correctly to the amount of charge they use. You could have an enchantment that, lets say, has an X% chance to raise a killed foe back as a zombie minion which is X powerful for X seconds, but fixing all three values to a quantity of charge
and also keeping it relatively well balanced would be very difficult. This would start to become a problem if you have a lot of complicated enchantments, hence most enchantments are fairly simple and have only one important variable. Even the simple absorb heath enchantment was way OP in Oblivion (after getting it I would often come out of battles with more heath than when I started), and has been greatly nerfed in Skyrim (costs far more charge for far less effect).
EDIT: Also, I don't understand your criticism of miscellaneous quests, I too get a backlog of them, but I have no need for Google to find my way. I just follow the markers, which show me both where the quest is, and where the NPC is to get my reward afterwards.