In response to post #11402904. #11403204, #11403714, #11409145, #11423540, #11423839, #11423912, #11424092, #11425705, #11426164, #11428477, #11428710, #11429587, #11434558, #11434792, #11435577, #11436172, #11436512, #11439275, #11439405, #11439710, #11444100 are all replies on the same post.
Personally, I think the real problem lies within Skyrim's engine itself...
First of all, there unfortunately seems to be no really reliable way to detect hit zones and alocate damage modifiers and hit effects accordingly - especially when it comes to racial differences like living/undead etc. - I don't understand why Bethesda did not include anything in particular, especially because it works rather well with the Fallout Games which are based on the same engine...
Second, it would be really cool to scale the efficiency of archery via the accuracy in relation to the archer's skill, both for the player and the NPCs - again, unfortunately, the engine doesn't allow this to a satisfying degree - especially in regards to NPCs. The accuracy of them - in terms of degrees a projectile can deviate from the target upon being fired - is determined by a single variable that counts for ALL NPCs globally, regardless of their skill, race, weather conditions, lighting etc. etc. (I was quite disappointed when I found that one out - no shockingly badly aiming drunken bandits and amazingly accurate vampire ancients...)
Thus, I think an actually "perfect" archery system just isn't within the possibilities the Creation Engine can grant up to this point, no idea when/if Bethesda will address this stuff; unfortunately, all these things are most likely controlled by the source code, and you can't modify that as a simple mortal modder... It's really up to Todd and his crew.
Now I need to start focusing not to write down all those quadrillion things I would also like to see improved regarding the engine for the next TES title...
Edited by Xarrian, 29 January 2014 - 06:30 PM.