ArchangelIsraphel wrote: »JemadarofCaerSalis wrote: »
Yeah, one of the main reasons I don't want something like a perk or some sort of 'reward' for having a romance with a companion is because it cheapens the whole idea of a romance in general.
Most games that have companion romances will put some sort of quest or perk (or both) locked behind that romance, which makes it feel like you have to do ALL the romances in order to get all the perks (or your favorite companion has the garbage perk, while the one you hate has the best perk in the game that you need to finish it), and I really don't want that to come to ESO.
This^ All of this. Also, I'm just inherently uncomfortable with the idea of showing romantic interest in someone just to get something out of them. -shudders- Ugh.JemadarofCaerSalis wrote: »For instance, I feel that Tanlorin would be the exact opposite of what I am talking about with regards to how they would talk to the player if they were romancing them. While I feel that Isobel would probably be prone to wanting to make gestures to show her affection. This is based upon how they act during their quest lines and how their random dialogue lines. Tanlorin seems to love to shoehorn past conquests into a lot of dialogue, while Isobel often suggests finding a shop to get a trinket or souvenir.
I feel like Isobel would be wonderful to romance if they do her justice. I love her knightly and considerate personality. I don't want to see it get overtly sickly sweet, but I wouldn't mind having one of my ladies get swept off her feet by a knight in shining armor
JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »the romantic dialogue, which includes flirting, should be something that you only see once you embark upon that romance path.
I'd find it okay if we are asked once whether we're interested, as soon as the disposition is high enough or in some quest context where it makes sense, in a not too vulgar or obtrusive way. Maybe give us a way to see the dialogue option again if we chose "no" first and change our mind later, but that should then be initiated by the player character and not pop up again unasked for.JemadarofCaerSalis wrote: »The romance should also be obvious and optional (obvious because there have been games where you can easily accidentally end up romancing characters by just choosing normal seeming dialogue)
I think I hugged a sleepless Ashlander once because I felt pity for him, and then... ah well. Or maybe it was some weird late night hallucination or a fever dream But seriously: This problem could easily be avoided if they marked the dialogue option that leads to accepting romance with a small symbol or something like that.
This wasn't in ESO, but two different games.
One was the Witcher, I was trying for a non-romance playthrough and I can't remember the options, but they were like 'rude' 'rude and dismissive' and 'polite' and polite was the one that lead to the romance. It was the same for the other game, which I think was one of the dragon age ones, where they had two bad options that came across as rude, while the polite one, which wasn't flirtatious, lead to the romance options.
katanagirl1 wrote: »JemadarofCaerSalis wrote: »JemadarofCaerSalis wrote: »the romantic dialogue, which includes flirting, should be something that you only see once you embark upon that romance path.
I'd find it okay if we are asked once whether we're interested, as soon as the disposition is high enough or in some quest context where it makes sense, in a not too vulgar or obtrusive way. Maybe give us a way to see the dialogue option again if we chose "no" first and change our mind later, but that should then be initiated by the player character and not pop up again unasked for.JemadarofCaerSalis wrote: »The romance should also be obvious and optional (obvious because there have been games where you can easily accidentally end up romancing characters by just choosing normal seeming dialogue)
I think I hugged a sleepless Ashlander once because I felt pity for him, and then... ah well. Or maybe it was some weird late night hallucination or a fever dream But seriously: This problem could easily be avoided if they marked the dialogue option that leads to accepting romance with a small symbol or something like that.
This wasn't in ESO, but two different games.
One was the Witcher, I was trying for a non-romance playthrough and I can't remember the options, but they were like 'rude' 'rude and dismissive' and 'polite' and polite was the one that lead to the romance. It was the same for the other game, which I think was one of the dragon age ones, where they had two bad options that came across as rude, while the polite one, which wasn't flirtatious, lead to the romance options.
That sounds like Mass Effect. I was enjoying the dialog options and wanted to hear all of them, next thing you know I have somehow told an unlikeable character that I am definitely interested in sleeping with him. There was no option to get out of it and had to watch a cutscene about it, ugh. It was horrible.
JemadarofCaerSalis wrote: »HOpefully, any romance options that ZOS gives us will be done tastefully and be able to be skipped.
JemadarofCaerSalis wrote: »As an idea, perhaps sort of like how I believe it is done in Skyrim ( I haven't played in a couple of years) where you need to give the person some sort of item and then you can do the whole romance.
JemadarofCaerSalis wrote: »One of the things, though, that I would be afraid of happening, with ESO being an evolving world, is how multiple companion romances are handled, not so much in wanting to romance all the companions, but rather for the case of you romance one of your current companions then the next update brings out your ideal companion.
JemadarofCaerSalis wrote: »HOpefully, any romance options that ZOS gives us will be done tastefully and be able to be skipped.
Knowing how TES games handled it so far, I think there's at least no risk for weird cutscenes.JemadarofCaerSalis wrote: »As an idea, perhaps sort of like how I believe it is done in Skyrim ( I haven't played in a couple of years) where you need to give the person some sort of item and then you can do the whole romance.
Skyrim was very straightforward, you just had to wear an Amulet of Mara and potential candidates you had a good disposition with (doing one quest for them was enough...) asked you directly whether you'd like to marry. It all wasn't very emotional.
I'd like to see it more complexly done, and more specifically (Amulet of Mara doesn't make much sense if you can travel whole Tamriel and have masses of different cultures who not all worship the Divines; and having companion-specific dialogue would be important to me, too - in Skyrim they all had the same, without cultural differences) - but I'm not against having some kind of item to initiate romance dialogue. Oh, and despite of the joke I made earlier, I don't even think the whole romance thing has to end with a marriage ceremony.JemadarofCaerSalis wrote: »One of the things, though, that I would be afraid of happening, with ESO being an evolving world, is how multiple companion romances are handled, not so much in wanting to romance all the companions, but rather for the case of you romance one of your current companions then the next update brings out your ideal companion.
It's like in real life
Skyrim was very straightforward, you just had to wear an Amulet of Mara and potential candidates you had a good disposition with (doing one quest for them was enough...) asked you directly whether you'd like to marry. It all wasn't very emotional.
Erickson9610 wrote: »Maybe the Ring of Mara item from the Crown Store could finally find some use....
Erickson9610 wrote: »Maybe the Ring of Mara item from the Crown Store could finally find some use....
It would have no cultural meaning for Sharp and Mirri and I somehow doubt that Azandar cares much for Mara either.
Having to buy a store item for real money to enable companion romance also is no idea I can support.
JemadarofCaerSalis wrote: »While I agree that a ring of Mara wouldn't be ideal, perhaps they could do it where you could 'buy' the quests from the crown store, like the room for rent quest, and event quests, where it is always free.
That way people can start the quests they want for the companions, and not have to worry about item/quest bloat for quests they don't want.
JemadarofCaerSalis wrote: »While I agree that a ring of Mara wouldn't be ideal, perhaps they could do it where you could 'buy' the quests from the crown store, like the room for rent quest, and event quests, where it is always free.
That way people can start the quests they want for the companions, and not have to worry about item/quest bloat for quests they don't want.
I'd be fine if it was free, but I'm unfortunately not sure how probable that would be. They put companions up for sale now, they could as well sell a continuation to the companion questlines seperately, both without romance ("Mirri's story, part 2") as well as with. I would really dislike that direction. I'd rather see content being added continuously directly into the game (like they did it so far with new antiquities, new card decks or the new Archive maps) than offering buyable modules.
Erickson9610 wrote: »If part 2 stories for each Companion were to be made, and they're unlocked with Rapport only after their original questline has been finished, then what would you propose the Rapport threshold should be for each quest?
Erickson9610 wrote: »If part 2 stories for each Companion were to be made, and they're unlocked with Rapport only after their original questline has been finished, then what would you propose the Rapport threshold should be for each quest?
I don't see a need for a threshold to be honest. Maybe with one exception: That the rapport should in positive territory, so it makes sense that the companion approaches the player character with the news.
Generally I think the thresholds for the current quests were more or less designed to get players to level rapport - because what other reasons would there be to do that, otherwise? Maybe also from a narrative perspective, to turn companion and player character from strangers to friends. But once that friendhip is established, there's no reason to tell that story another time.
New companion questlines could just be continuous, one quest after another just like zone questlines. Or maybe they could even use the in-game clock (there must be one, as there are day and night cycles, even moon cycles) so once one quest is finished, the following one will automatically trigger after another day, or whatever time they consider appropriate. Might make sense if one is waiting for a letter story-wise, or for someone to report back. There are many possibilities.
Erickson9610 wrote: »It'd be strange to have a new quest offered immediately after completing their original questline, when the major conflict they've been concerned with has finally been resolved. The point of Rapport-based quest unlock stages is to take up your time — even if you farmed Rapport as quickly as you could, it'd take you a long time to reach the next stage. If you chose to just complete the +125 Rapport daily quests, for most Companions it'd only take 2 real world days to get from one quest to the next.
I personally find the system perfect as it is. The real world time spent between quests really helps the player feel a connection to their stories, which is something that most other questlines in this game fail to achieve.
But it would be funny to have a companion who doesn't kiss your hindquarters all the time. Either someone who accompanies you begrugingly (like a bound dremora), or one who banters with you constantly, even coming close to crossing the line at times. I suppose that would put a lot of people off though, and not sell well.
JemadarofCaerSalis wrote: »I wasn't so much thinking of an amulet of Mara, or even it being the same item for each companion (perhaps there could be a quest to get a trinket for each companion that suits their personalities, and once you get the trinkets, you can either display them in the home or give them to the companion to initiate the quests), just something so that you don't stumble into a romance accidentally by wanting to explore all the dialogue options. It wouldn't even necessarily be something romantic or like a proposal item (such as a ring etc..)
Erickson9610 wrote: »It'd be strange to have a new quest offered immediately after completing their original questline, when the major conflict they've been concerned with has finally been resolved. The point of Rapport-based quest unlock stages is to take up your time — even if you farmed Rapport as quickly as you could, it'd take you a long time to reach the next stage. If you chose to just complete the +125 Rapport daily quests, for most Companions it'd only take 2 real world days to get from one quest to the next.
I personally find the system perfect as it is. The real world time spent between quests really helps the player feel a connection to their stories, which is something that most other questlines in this game fail to achieve.
We were talking about putting them into the store (hopefully for free) or not? Then everyone could choose for themselves when to pick the questline up. And just because the next quest is available it doesn't mean it has to be played immediately. Or, as I said, there could be a timer. Or, another suggestion that I liked (I think it was from @JemadarofCaerSalis ?), we could get a letter as a quest item, so we could choose when to open it.
Also I'm wondering, if they would want to add even more quests to a companion at some point, what would happen then, if we're already at the 5500 maximum threshold? Would they have to increase maximum rapport? How would that translate to companion's speech? Honestly, most of them sound like they want to marry my character already now. Same goes for the rapport description (the highest for Zerith-var is "Zerith is eternally grateful for his second life. It's where he met you." - and in the translation I'm playing it sounds even more extreme).
Erickson9610 wrote: »Erickson9610 wrote: »It'd be strange to have a new quest offered immediately after completing their original questline, when the major conflict they've been concerned with has finally been resolved. The point of Rapport-based quest unlock stages is to take up your time — even if you farmed Rapport as quickly as you could, it'd take you a long time to reach the next stage. If you chose to just complete the +125 Rapport daily quests, for most Companions it'd only take 2 real world days to get from one quest to the next.
I personally find the system perfect as it is. The real world time spent between quests really helps the player feel a connection to their stories, which is something that most other questlines in this game fail to achieve.
We were talking about putting them into the store (hopefully for free) or not? Then everyone could choose for themselves when to pick the questline up. And just because the next quest is available it doesn't mean it has to be played immediately. Or, as I said, there could be a timer. Or, another suggestion that I liked (I think it was from JemadarofCaerSalis ?), we could get a letter as a quest item, so we could choose when to open it.
Also I'm wondering, if they would want to add even more quests to a companion at some point, what would happen then, if we're already at the 5500 maximum threshold? Would they have to increase maximum rapport? How would that translate to companion's speech? Honestly, most of them sound like they want to marry my character already now. Same goes for the rapport description (the highest for Zerith-var is "Zerith is eternally grateful for his second life. It's where he met you." - and in the translation I'm playing it sounds even more extreme).
Yeah, that's why I'm saying that a 2nd questline shouldn't be bound by Rapport, but rather require the 1st questline to be completed in order to allow you to begin the 2nd questline. Increasing the maximum Rapport to make room for more quests sounds like a poor idea all around.
It'd be an interesting idea if you had a quest for getting married to a Companion character, which could take the existing Pledge of Mara mechanic and expand it, but that route would likely cost Crowns and be a relatively short quest anyway. I know people would spend money on that, though. Even if Companion romance was free and unrelated to Mara, it'd probably not be as exciting as a proper sequel to their original questline would be.