Hello esteemed developers, First and foremost, I want to express my immense gratitude for your hard work. Every update to Inzoi leaves me in complete awe of how cool and deeply thought-out everything is. I believe in Inzoi and its team. Thank you very much for your labor. I come to you with a slightly unusual suggestion. I say this every time, but I’m not sure if it’s possible to implement. In my opinion, almost every simulator has one drawback: they only present two options. However, in real life, a person’s reaction can be ambiguous. This idea was inspired by a video review of the update. For example, a reaction to a kiss might either decrease the relationship bar or increase it, but what if a neutral reaction were added? That is, Zoey might agree to a kiss, but harbor doubts internally, causing the bar to remain unchanged. Something like doubt in feelings. Naturally, the Zoey who initiated the kiss would notice this. Ideally, this would be something like a ‘misunderstanding’ or ‘ambiguity’ scale. I’m not sure how best to frame this. It likely requires extensive processing of the character’s internal relationships, meaning what they truly feel. And since the topic of choice has come up, PLEASE add the ability for US to influence the character’s choice, independent of their relationships. For example, in the case of that kiss, let’s say my characters are friends, but one of them decides to kiss the other (meaning no romantic relationship, just a secret crush). Then a prompt would appear for me to respond with: ‘reciprocate,’ ‘refuse,’ ‘random,’ and perhaps that ‘misunderstanding’ option (agree with hesitation). My thoughts are a bit jumbled due to my own explanation, but if this proves useful in the end, I would be very happy
I’m sorry but i think that’s a very bad idea. Unfortunately i disagree. We don’t want chaos in the game.
Technically speaking, the developers have given us hints that reactions can be diverse, not solely based on relationships or skills. My suggestion goes further, focusing on a neutral reaction—specifically, doubt. While it might seem like an extra layer for some, I believe it’s key to achieving truly realistic reactions, as doubt is a core human experience. Implementing this might be a long-term goal, likely needing extensive work on individuality and internal feelings. However, I’m hopeful that something like this could be realized in the future
Everything you’ve written will only throw the game into chaos. And that wouldn’t please 80% of the players including myself. In short i’m voting “no”.
What are you talking about? What kind of chaos? Nothing like that will happen - don’t worry.
Why do you decide for everyone else: who doesn’t like what - you can’t know that, so answer only for yourself.
However, I may understand your thoughts, and therefore I will say the following:
It would be nice to implement this, as the developers and players want a deeper exploration of the Zoi relationship. Yes, we need neutral reactions, but it’s much easier to do and there won’t be any “chaos”.
It’s very simple: if any action is performed (for example: romantic), then one character does not receive any + or - in relation to another Zoi, and the second one, who was just doing this romantic action, may receive a slight negative in relation to the relationship. There is also a special mudlet (for example, confusion or misunderstanding of the situation) This is just an example, I think the developers will figure out how to do it correctly and realistically better than me.
I think it’s a good idea, but it’s better to add it when we’re playing Zoi manually, from a first- or third-person perspective. It’s up to us players to be able to manage the development of relationships manually, which is what manual control should do (rather than just sitting around watching Zois talk, while you just sit and watch from a first-person or third-person perspective).
However, I would still like the player to make the following choice: for/ against / ignore - when choosing an answer to an action. As well as the choice of reaction to the action: positive / negative / indifference. That’s how it will work great.
@soaso Tell me, it’s better this way, isn’t it? Your idea is just that I’ve refined it a bit in terms of gameplay and to remove fear from “fearful people”.![]()
Okay i just don’t want relationship chaos it’s that simple. I’m already complaining about automated negative interactions. This proposed suggestion would only make things worse.
And how will it worsen? It seems to me on the contrary, you will get the opportunity to decide for yourself how your Zoi will react.
This is exactly what will solve this problem.