UnReal World > General Discussion

Adding marriage - poll about how you find its priority

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Privateer:
 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 ;)

JEB Davis:
While I usually don't vote the middle choice in polls because the vote doesn't sway it one way or another, this time I did. Here is the reason: Sami has been developing the game very nicely for a quarter-century and I'm constantly impressed with each new version.

Implementing spouses sounds like a massive task that includes many other game developments, the biggest of which, IMHO, is an A.I. that can play like a complex bot in order to make a believable spouse. Because a spouse that behaves like village NPCs wouldn't really be worth it.

Keep up the good work with your own priorities, Sami :-)

DfDevadander:
I had to vote the middle option as well, and for much the same reason as JEB Davis chose to vote that way. I would love to see spouses and eventual offspring in the future, and I agree that if it is to be implemented then it should come after some AI updates so that we don't have the old problem of "It's a nice car to look at, but it won't run without fuel!"

The work that has been done to this game (read:life-changing experience) over the years is wonderful, all of it being due to the dedication and passion that Sami and Erkka have for this work of theirs, and I am more than happy to simply sit back and watch it grow organically at their behest :D

Mati256:
I should also add that I'm not fond of the idea of children. I haven't had any character lasting an amount of years that he could raise adult children, and doubt that many players have.
And I don't think that the excuse that now characters will last longer because the incentive of children has any validity.

Wulfgaran:
I like the idea of having a partner and children.

I think it would be a nice extra challenge to need to provide extra food, clothing etc for children.


I like the idea of being able to continue the game playing as your oldest son, once the father dies.
(Aging of characters would be interesting.)

Depending how well fed your children are affects their starting stats when they come of age, so keep their bellies full so they become strong and smart.


Its obviously a huge thing, not just a little tweak, but id love to be able to one day create my own village.


trading/buying weapons and armour for all the men. Setting tasks for each person.


Arranging groups of 2-3 men to go hunting. Give them weapons, and a few days worth of food. They go hunting and return a few days later with meat and unprocessed skins.


Have the boys go fishing - returns X fish per day.

the women can make clothing and smoke meat etc. Not automatically but something along the lines of handing a elk fur to a woman and having a "'what do you want me to to with this"'menu.

select - make cord.

Hand her a 100 cuts of elk - Please smoke this


A decent village would need alot of meat per day. Alot of clothing, alot of weapons, and many many many logs to build houses. You would have to scale up slowly.

The same way we hire assistants you could also offer a "'would you like to come stay in our village"' option.

"'im sorry, it doesnt look like you have room for me" (please build more houses)



Its fun to think about but i guess it kinda turns into AGE OF EMPIRES if you go too far down this path.







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