Let's remember to be friendly when discussing game ideas! Just because someone is focused on a different aspect of the game doesn't mean their perspective, or a point they make, is "irrelevant".
Yeah. Your sentence was such an utterly contradictory hypothetical it is irrelevant. You can't get the bouquet by day three AND the Mermaid's Pendant has a whole slew of other requirements that a player won't be able to get it by the first rain anyway so what you said is still untrue/irrelevant.
Just to try and clarify, I think the confusion is that you're coming at this discussion from two different perspectives. If I've understood Imnvs correctly, they're looking at this suggestion in terms of game mechanics and how things are unlocked. If the bouquet and mermaid's pendant were the way to marry another player, there would be two ways to implement that:
- One would be to continue to lock the two items behind the existing requirements, but that would create issues, because you'd need to spend time to date an NPC just to get to point of being able to marry another player. And that would potentially frustrate players that have no interest in any NPCs, but want to marry another player.
- So, to avoid that problem, the other way would be to offer them right from the start of the game (like how the recipe for the wedding band is), because there's no progression that you can make with another player. That's were the hypothetical example of getting married on day 3 comes in.
If I've read your suggestion correctly, it sounds more like you're interested in there being an equivalent to the bouquet for other players, since the wedding band is the equivalent of the mermaid's pendant. And it's not so much about the implementation as much as being able to "date" another player before you marry them. I think that's an interesting suggestion! But per Imnvs' point, a good way to implement this could be to create a new item that's equivalent to the bouquet, but specifically for other players.