But the idea is that. The way the negotiation system works on the starting dungeon is not how it will be in the open-world once we implement it. When we make the new negotiation system, Kalyskah will be able to talk with enemies before they start a fight (and then seduce them if she wants) but if she loses the fight she will only be able to bribe, persuade, intimidate or use sorcery, but not to seduce them. Because our idea is that in the next area, the player will be more rewarded for avoiding fights than being defeated. In Kalyskah's point of view, it makes more sense not just in context but also as a gameplay mechanic.Talking about that there is no incentive to let yourself be defeated. By defeating an enemy you get experience and hopefully objects but if you try to charm them you only see the scene.
Although once Kalyskah joins the puppeteers we'll make that the seduction option will be available if she's wearing a pet collar.