Caliane
Avatar of War Slayer
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more /things that I think are poorly implemented.
All these games do this. I've noted many of time I think romancing, etc in these rpgs is retarded, and kindof hate it. its often intrusive. Mass Effect was really bad about this. Stop fucking hitting on me, just because I talked to you, and didnt call you a shithead very 30 seconds.
Garvey does that shit here. "can we talk" Can we talk can we talk. or whatever the hell his "i love you" speech is.
But what I really want to talk about is, how they work in the first place. Likes and dislikes. they make little sense. Almost all of the like/dislikes are a carbon copy of that character themselves. Which is stupid both from a gameplay perspective, and from relationship one.
its like having two rogues in one party. you don't need two people picking locks, so why they hell would the other rogue LOVE seeing someone else do their job? Likes/dislikes should reflect this more.
A character should like someone that compliments them in combat or in personality, and/or someone that they want to be, but not necessarily are.
The second aspect of this is of course character growth. Multiple companions have some character growth in their loyalty missions. I'll use Cait since shes not to plot related, and not to spoilery. She outright says, she learned to trust, and wants to be a more generous person, as well of course, gets off the chems. So why, does she still like, when you are greedy, hate when you are generous, like when you do chems after her loyalty mission?
All these games do this. I've noted many of time I think romancing, etc in these rpgs is retarded, and kindof hate it. its often intrusive. Mass Effect was really bad about this. Stop fucking hitting on me, just because I talked to you, and didnt call you a shithead very 30 seconds.
Garvey does that shit here. "can we talk" Can we talk can we talk. or whatever the hell his "i love you" speech is.
But what I really want to talk about is, how they work in the first place. Likes and dislikes. they make little sense. Almost all of the like/dislikes are a carbon copy of that character themselves. Which is stupid both from a gameplay perspective, and from relationship one.
its like having two rogues in one party. you don't need two people picking locks, so why they hell would the other rogue LOVE seeing someone else do their job? Likes/dislikes should reflect this more.
A character should like someone that compliments them in combat or in personality, and/or someone that they want to be, but not necessarily are.
The second aspect of this is of course character growth. Multiple companions have some character growth in their loyalty missions. I'll use Cait since shes not to plot related, and not to spoilery. She outright says, she learned to trust, and wants to be a more generous person, as well of course, gets off the chems. So why, does she still like, when you are greedy, hate when you are generous, like when you do chems after her loyalty mission?