Talk:Beloved/@comment-115.134.181.168-20130818081221

This is another of those "dynamic" things Capcom did and hid away to make it "mysterious", but failed. Do you know why in games like Rune Factory and other similar social RPGs you can see the goddamn affinity value for specific characters? Because hiding these values doesn't make it feel mysterious or dynamic... it makes it a fucking annoying pain in the ass.

Imagine if you didn't have a HP stat or even bar, the screen just got tinted red with blood at the edges when you took damage. Yeah, that would go over well... not. At the very least, the exact mechanic to increase/decrease affinity should be fixed. Like for example give the person their liked item. NOT talk to them repeatedly, as in the case of vendors being accidentally set as your Beloved. That's just goddamn stupid.

For another specific example of the same kind of failed implementation, see pawn inclination. Seriously. Yes, there's a difference between making something unknown and hence interesting to find out, or simply hiding things and making life difficult for everyone. This system would work better with even a minor tweak such as removing merely talking to an NPC to raise their affinity, forcing you to specifically give them the items they want, and doing their quests. I'd even argue about the quest thing, unless you don't mind skipping some (which annoys completionists, because you're not merely choosing to do someone else's quest in lieu, you're simply passing over a quest to avoid affinity adjustment).