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Hi, thanks for your answer!
Unfortunately, in Harvest Moon: Animal Parade almost always one of the characters remained forever single.
However, I can think of two solutions to prevent this problem in Fields of Mistria:
The first is to choose one of the special characters who is not matcheable with anyone. In Fields of Mistria it could be the dragon Caldarus or the Priestess. This way you will be able to see all the couples with their respective children in your game.
The second is to create a wildcard character that can be paired with any marriage candidate that remains single (maybe in the timeskip). This way, no one will remain alone in the game and will be able to form a family (perhaps inheriting the traits of the wildcard character and the hair color of the marriage candidate).
What do you think?
However I think it should only start happening AFTER the player chooses/marries.
If npc's start becoming couples removing themselves from the available singles, it will force the player have to rush to make a choice or miss out on their preferred candidate.
We have a lot going on improving our farm, mining, foraging, fishing, filling the museum and doing the main questline!
I tend to focus on the above activities in the 1st year, and prefer to take my time with friendships/romance in the 2nd year.
sidenote:
I do like the idea of a new character moving to the town once the player chooses so all the other singles can pair off!
Hi Andromeda, thanks for replying.
That would be the idea. You select a candidate and get to marry him, then the events that match the others starts.
My idea arises because I think it can give a lot of play to the fact that not only you prosper over time. For example, you have a son and he grows up, but characters like Luc or Maple continue to be children. I would also like the other characters to have the opportunity, like us, to get married and have children. That would make sense to the progression of the game over the years and it would not seem that the characters are stuck in time. Always with the same dialogues, without growing or developing their lives in the future.
As you said, this would be unlocked after you get married and establish your family in the game. Without depending on a specific year and without being overwhelmed by getting a partner before the others.
It would also be cool to be involved with helping the the others pair off (matchmaking?) and get cut scenes to see their progress!
Hi maru_ru, thanks for answer! ^^
Some of the pairings emerge from my personal preferences, others are quite clear in the game as you say. The pairing choices are an example, not an imposition. I think the interesting thing is the mechanics themselves, for the sake of generating progress in the game over time. Also so that the characters don't remain stuck, year after year, in time, with the same dialogues and actions.
Perhaps this mechanic could be implemented after we choose a candidate for marriage and get married. Then no one would be left alone. Neither would there be any pressure to choose a candidate, because the pairings would be made after we marry whoever we want.
That's a great idea! I love it!
We might need to build something, help cook favorite dishes or go down into the mine for the odd gem. We might get a letter: hey, I need help with something, come and tell you. Then the event unlocks and the character tells you that he is in love with someone else and needs your help to propose.
Thanks for the interest, Glofrithu!
That could also be a choice based on our decisions. For example, if the pairing depended on a specific mission. If you don't want it to happen, you can not complete the mission with any of the characters.
I think that as an option it is interesting precisely because the game poses certain problems with progression over time. Perhaps, from year 4 or 5, certain dialogues or routines could become repetitive. Having the characters progress, as we do, is a good solution for this. It may not be the best, but I've seen it in other games in the genre and it works very well.
As I was saying to another user, it would be interesting to have the matchmaking between characters happen after we marry whoever we want. No time pressure, just after that event. And as I said above, if this happens after completing a mission you can make the pairings optional. You simply don't have to complete the quests and everything will remain the same.
Totally love those ideas! we play cupid by helping the characters romance each other.
I have taken notes and edited the topic with your proposals to give more sense and richness to the proposal. I have also given you credits on your idea. Thanks for your help! :3
Thanks for your reply, elDanipón! :3
I also hope the proposal is well received, it could give a lot of content to the game in the future!