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Adding marriage - poll about how you find its priority
Let's have a poll, just for the sake of poll.
December 18, 2017, 09:28:04 PM |
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Re: Adding marriage - poll about how you find its priority
As Mati256 I find it a nice thing, but quite a few other things would be higher up on the agenda. caius made a nice argument regarding the spouse's behavior, but I don't think "trophy wives" were a thing at the time. I certainly have nothing against resources spent on wooing and general upkeep resource consumption as such, but I'd definitely expect the spouse to be useful (but I assume players could deliberately refrain from making use of the spouse's capabilities to create a trophy spouse). As mentioned, a good spouse system would probably need to build on a number of other new mechanics, such as e.g. tasks requiring, or at least greatly simplified through, the use of two people (with the ability to use hired help for those jobs. However, the hermit play style shouldn't be sacrificed in the process). Spouse and spouse family quests/demands could improve things, but that in itself would probably be built on a broader village relation framework where messengers would seek you out to make requests rather than wait for you to show up (and the spouse would presumably ask to see the relatives from time to time, for instance). Obviously, village requests would only happen if you're on sufficiently good terms with them, and possibly only after accepting some kind of status (again, to protect the loner play style). What I think this boils down to is an aimed chaotic development process where systems supportive of the family goal might be given a slightly higher priority than those not leading towards that goal, resulting in such processes being worked on a little more frequently than others. Turning your homestead into a single character village with a spouse NPC inhabitant no more reactive than current village NPCs wouldn't really achieve much, in my view (in fact, turning it into a "real" village through the recruiting of "settlers" would probably be less boring). Obviously, the above are my opinions, and not any kind of objective truth. December 18, 2017, 11:50:09 PM |
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Re: Adding marriage - poll about how you find its priority
I too think that before marriage there is much AI that could/should be filled out. For NPC's to take a more lively role in the game, imo they need to "act" more like players. Some being friendly, some devious, some trusting, some dishonest and some just down right evil. NPC's could/should serve as better wealth sinks. Consuming received foods, "using" /removing traded items, or reselling items at a profit. For bonding/marriage there needs to be some overarching danger/human drama/risk to NPC's; You come home and a stranger has taken up with your spouse and cleaned you out. A wild animal has attacked your spouse and you must care for them. Your kid gets lost in the woods. etc. Possibly even look at enslavement vs bonding (if this is even historically correct). This is a deep well topic December 19, 2017, 01:27:29 AM |
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