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Somethings that are missing yet needed back in the game

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    JenzupJenzup Posts: 1,620 Member
    Pegasys wrote: »
    Jenzup wrote: »
    I agree with you every Simmer has a different experience from their game play. I'm playing 4 now and i don't mind the little tasks that they have for the sim to do in order to get promotions and to fulfill their lifetime wishes. That being said I'm not happy about the fact that I can't set their lifespans on long and that they age up so quickly. The only thing I can do to stop their aging is to fulfill their whims so I can buy the anti-aging potion.

    Why can't you set their lifespans on long?

    You can do this in 4? I didn't see anywhere to do this in the options am I missing something?
    :o They listened and gave us toddlers! Thanks Devs your work is appreciated.
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    NeiaNeia Posts: 4,190 Member
    Jenzup wrote: »
    Pegasys wrote: »
    Jenzup wrote: »
    I agree with you every Simmer has a different experience from their game play. I'm playing 4 now and i don't mind the little tasks that they have for the sim to do in order to get promotions and to fulfill their lifetime wishes. That being said I'm not happy about the fact that I can't set their lifespans on long and that they age up so quickly. The only thing I can do to stop their aging is to fulfill their whims so I can buy the anti-aging potion.

    Why can't you set their lifespans on long?

    You can do this in 4? I didn't see anywhere to do this in the options am I missing something?

    It's in Options > Gameplay, there's an option to choose the lifespan (short, normal or long) and two other options to choose who's aging. You can choose aging on or off for unplayed Sims (the ones with a grey plumbob), and you can choose between on, off or active household only for the played Sims (the ones with a green plumbob).
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    blueturtleotterblueturtleotter Posts: 867 Member
    edited March 2017
    I've said the same thing for a while: EPs are basically just more stuff and skills, they do nothing to expand the sims themselves adding to their A.I. No matter how many EPs and GPs are added to this game is going to make it more playable for players who are more discerning until Maxis start addressing the problems many of us have with the sims themselves.

    I know many players do not see an issue with the sims, and when I read their threads with screenshots of their story, all I see is their story - the one they have made up in their head. They project what they want to see on to the sims, but in actual fact, non of it is actually 'real' or even happening in the game. The player is seeing things that simply are not there and the things that are, are forced because reactions and autonomy in this game are so poor. No, their sims cannot have truly negative encounters with other sims and have enemies because they do not remember anything. They go from fighting to being in a happy mood and grinning from the pleasant conversation they are having with their enemy. The U.I. in The Sims 4 says one thing, yet in reality, in game, no, it is not the case because the A.I. is so poor.

    The Paragons do not seek perfection as they let anyone in to their club. This is probably in part down to there being no attraction or reputation system in the game. The U.I. will say such and such a sim is an enemy, but this has no effect on the gameplay whatsoever and is not represented in sim behaviour. Too many times does this game rely on the player imagining something to be case when if you step back and look objectively, it is simply is not the case. Putting a description in the U.I that does not match what actually happens in game does not make it so. The player thinking it does not make it so.

    What is the point of relationships if many are not recognised and experiences are not remembered? Sims die and their family simply does not care or even miss them or even know they have died. This is the fourth iteration! They should have solved this by now. It really should not be an issue.

    Go and play the other games and see how you can make two sims clash from the get go and from that point on they will autonomously argue and have negative effects on each other. The gameplay, A.I. and options were there in the previous games. In 4 everything is severely limited and it all comes back to the sims themselves.

    Teens look like adults and along with children and elders, neither have enough unique interactions and behaviours.

    Only allowing three traits is backwards. The game should have allowed at least five at launch, but then with them being so ineffective, why bother?

    I think the major problem with the emotion system is that your sim can only feel one emotion at a time that is all encompassing so that it overrides all the other things your sim should be feeling. I liked the mood system in The Sims 3. Yes, part of it relied on the player's imagination, but with a single glance you could see your that your sim was fatigued, sunburnt, embarrassed etc. and this would reflect in actual gameplay. They refuse to do exercise, they don't want to go out in the sun or socialise and forcing any of these actions negativity affects their bars. The moods layered. The emotion system in 4 is all or nothing, one or the other.
    Post edited by blueturtleotter on
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    Noree_DoreeNoree_Doree Posts: 1,470 Member
    I've said the same thing for a while: EPs are basically just more stuff and skills, they do nothing to expand the sims themselves adding to their A.I. No matter how many EPs and GPs are added to this game is going to make it more playable for players who are more discerning until Maxis start addressing the problems many of us have with the sims themselves.

    I know many players do not see an issue with the sims, and when I read their threads with screenshots of their story, all I see is their story - the one they have made up in their head. They project what they want to see on to the sims, but in actual fact, non of it is actually 'real' or even happening in the game. The player is seeing things that simply are not there and the things that are, are forced because reactions and autonomy in this game are so poor. No, their sims cannot have truly negative encounters with other sims and have enemies because they do not remember anything. They go from fighting to being in a happy mood and grinning from the pleasant conversation they are having with their enemy. The U.I. in The Sims 4 says one thing, yet in reality, in game, no, it is not the case because the A.I. is so poor.

    The Paragons do not seek perfection as they let anyone in to their club. This is probably in part down to there being no attraction or reputation system in the game. The U.I. will say such and such a sim is an enemy, but this has no effect on the gameplay whatsoever and is not represented in sim behaviour. Too many times does this game rely on the player imagining something to be case when if you step back and look objectively, it is simply is not the case. Putting a description in the U.I that does not match what actually happens in game does not make it so. The player thinking it does not make it so.

    What is the point of relationships if many are not recognised and experiences are not remembered? Sims die and their family simply does not care or even miss them or even know they have died. This is the fourth iteration! They should have solved this by now. It really should not be an issue.

    Go and play the other games and see how you can make two sims clash from the get go and from that point on they will autonomously argue and have negative effects on each other. The gameplay, A.I. and options were there in the previous games. In 4 everything is severely limited and it all comes back to the sims themselves.

    Teens look like adults and along with children and elders, neither have enough unique interactions and behaviours.

    Only allowing three traits is backwards. The game should have allowed at least five at launch, but then with them being so ineffective, why bother?

    I think the major problem with the emotion system is that your sim can only feel one emotion at a time that is all encompassing so that it overrides all the other things your sim should be feeling. I liked the mood system in The Sims 3. Yes, part of it relied on the player's imagination, but with a single glance you could see your that your sim was fatigued, sunburnt, embarrassed etc. and this would reflect in actual gameplay. They refuse to do exercise, they don't want to go out in the sun or socialise and forcing any of these actions negativity affects their bars. The moods layered. The emotion system in 4 is all or nothing, one or the other.

    I absolutely agree
    "Bada su the gorn bada su the brawn bada bady oda aba donk donk donk gerbits gerbits vo gerbits".
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    taydevtaydev Posts: 912 Member
    I'd love it if we can purchase more than one lot per household. It would be fitting for my wealthy sims and keeps me from creating more sims just to fill the lots.
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    PegasysPegasys Posts: 1,135 Member
    I've said the same thing for a while: EPs are basically just more stuff and skills, they do nothing to expand the sims themselves adding to their A.I. No matter how many EPs and GPs are added to this game is going to make it more playable for players who are more discerning until Maxis start addressing the problems many of us have with the sims themselves.

    I know many players do not see an issue with the sims, and when I read their threads with screenshots of their story, all I see is their story - the one they have made up in their head. They project what they want to see on to the sims, but in actual fact, non of it is actually 'real' or even happening in the game. The player is seeing things that simply are not there and the things that are, are forced because reactions and autonomy in this game are so poor. No, their sims cannot have truly negative encounters with other sims and have enemies because they do not remember anything. They go from fighting to being in a happy mood and grinning from the pleasant conversation they are having with their enemy. The U.I. in The Sims 4 says one thing, yet in reality, in game, no, it is not the case because the A.I. is so poor.

    The Paragons do not seek perfection as they let anyone in to their club. This is probably in part down to there being no attraction or reputation system in the game. The U.I. will say such and such a sim is an enemy, but this has no effect on the gameplay whatsoever and is not represented in sim behaviour. Too many times does this game rely on the player imagining something to be case when if you step back and look objectively, it is simply is not the case. Putting a description in the U.I that does not match what actually happens in game does not make it so. The player thinking it does not make it so.

    What is the point of relationships if many are not recognised and experiences are not remembered? Sims die and their family simply does not care or even miss them or even know they have died. This is the fourth iteration! They should have solved this by now. It really should not be an issue.

    Go and play the other games and see how you can make two sims clash from the get go and from that point on they will autonomously argue and have negative effects on each other. The gameplay, A.I. and options were there in the previous games. In 4 everything is severely limited and it all comes back to the sims themselves.

    Teens look like adults and along with children and elders, neither have enough unique interactions and behaviours.

    Only allowing three traits is backwards. The game should have allowed at least five at launch, but then with them being so ineffective, why bother?

    I think the major problem with the emotion system is that your sim can only feel one emotion at a time that is all encompassing so that it overrides all the other things your sim should be feeling. I liked the mood system in The Sims 3. Yes, part of it relied on the player's imagination, but with a single glance you could see your that your sim was fatigued, sunburnt, embarrassed etc. and this would reflect in actual gameplay. They refuse to do exercise, they don't want to go out in the sun or socialise and forcing any of these actions negativity affects their bars. The moods layered. The emotion system in 4 is all or nothing, one or the other.

    I both agree and disagree... I feel there is a lot of user imagination required in TS3 as well - you might see their moodlets but their moods would not be animated.

    For example when a TS3 sim dies there is the 2-day moodlet but the actual expressed/animated grief is minimal compared to TS4 and TS2.

    On the other hand, yes -- when someone dies in TS4, if they don't witness the death, there is no mourning. This is somewhat disappointing and I always try to bring a sim that had a high relationship to the grave to mourn just for that continuity.

    I miss the TS2 memory system, the "furious" state and the thought bubbles that would appear from recent events.

    I don't see a big difference or even a problem when you say "your sim can only feel one emotion at a time" - well, that makes sense, and in TS4, just like the TS3 moodlets you can see all the different moodlets that are stacking to create the overall mood your sim is feeling at the time. I recently played a sim in TS3 and her husband died. Her mood was full green, listed as "Elated" but she had the 2-day moodlet of "Heartbroken." I don't think anyone would truly be Elated when their spouse had just passed on.
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    AvaSims4080AvaSims4080 Posts: 810 Member
    edited March 2017
    Teenagers having the unability to act like a real teenager. I wish teenagers could skip school, wind up their neighbours, or arrive back home way after their curfew. TS3 had all of them things and they completely nailed the teenage stage. I tend to forget about my teenagers in the game because they are literally adults with homework and school to do.

    The emotions are absolutely tiresome in this game. I had a couple who had the romantic bar nearly all the way up and they refused to hug each other! Then when one of them passed away, not a thought was given afterwards. All they do is ring a hotline and they're happy again.

    When I leave the game for a few weeks and come back, they've got new boyfriends and girlfriends! I don't want my Sims to be cheating behind my back, it completely ruins the plot that I've got going on.

    The glitches in this game, toddlers constantly being thrown into the highchair and them being constantly taken out of the tub seconds after the water has run. I'm also having babies being whisked away for no reason, they appear to be in the best condition. Frustrating indeed.
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    JenzupJenzup Posts: 1,620 Member
    I just recently got 4 and though I have been enjoying it and do agree that some improvment has been made I don't think it was improvement enough for what they were advertising it to be. I like the extra interactions in the pie menu that was brilliant and that the choices on the pie menu fluctuate with a sims mood and or skill level in a certain skill, I think that is big but personally I was looking for more. I wanted to be pulled into the story, there are little moments that happen in the game but they aren't highlighted like in past games, like 2 did with cut scenes, 3 did them with how they interacted (slapping and stomping foot) but not consistently. I was hoping 4 improved on what 3 did but it seems it's slightly worse. What I mean is that one second the sim is angry (and I didn't catch why this sim was mad) just that they had an angry interaction and minus relationship points happen to the sim they were talking to, it must have been an insult or something from their angry body language but the next second it was roses and peaches and I'm sitting there thinking "that's not realistic".

    Personally if I am switching between sims I would like a little pop-up box showing the action that happened to cause the angry feelings and interaction. Did my sim drop something on the other sims foot, make an offhanded comment, rub them the wrong way with some trait incompatiblity (like good vs evil sim), catch them flirting with a crush? The sad thing is I'll never know (I know it's just random they aren't really thinking and feeling but the point is I'd like to believe that they are and have some "fake" evidence of this) because as it is they are happy in the next moment there is no option for smooth recovery or try and fix blunder or confront other sim for (whatever the offense would be) type play, this is kind of what I thought we'd be getting, a reason for all the negative points going on instead of why did that sim just get angry with that sim for? I could make up a story but then in the next instance they are all happy like nothing happened taking away any story I could have started.

    Now granted sometimes it's just that the needs aren't met especially with romantic interactions but again I have to switch to that sim to actually understand that that was what was going on, I see no evidence to show me that they are in a bad mood. Could I get a grouchy reply (a snappy reply like the sim throwing up hands and stalking off I know they can stalk off when they are upset I've seen them lol), sarcastic reply (like a good old fashioned eye roll) to a romantic interaction (especially if the other sim thinks they are cheating like my jealous sim thinks) if the sim is in a bad mood because some mood meter is low? If I would have these types of interactions it would give my hot-headed sim a good reason to be hot headed and not an imaginary one and draw me into the game play more. This is a pet-peeve of mine in 3 and they didn't seem to do anything to improve this in 4.

    For instance I have a jealous sim but the only thing it does is make her tense. Ok I can understand that she could be tense if she has this story in her head that her beloved is cheating on her, fine, but what caused her to feel that way? I didn't see her beloved near any another non-relative female looking suspicious (actually later on I noticed her beloved flirting with another Sim because of either the cookies or flirty painting or show I'm not 100% sure, she didn't see it at all, was in another part of the house, too bad other sims in the room didn't notice it and have a shocked awkward look on their face and then have interactions to spread juicy gossip or get worried with whether they should tell my jealous sim about what they saw), something I would have like to have seen then I'd feel she had at least a reason to be tense (she doesn't have the crazy trait or this scenario would make sense, just jealous for no reason). Or if my Sim made a romantic overture that was rejected I could see her being worried first and then after no reassurance getting tense. After nothing seems to calm her down I wish she would have options to start sneaking around looking around corners spying on her beloved and looking through his drawers or other belongings maybe an interaction to look through the garbage or have interactions to suspiciously ask what the other sim has been up to or ask other sims to spy on her beloved and then a nag other sim if they didn't have any new information which could in turn give that sim reason to be angry, worried or tense? That being said if the other sim is NOT innocent I'd like to see them get worried and tense and depending on their personality make mistakes or blunders.

    Don't get me wrong I am enjoying 4 but and I do like what they have done with the emotions and hope in the next iteration they don't lose them like they chopped some beloved features of 3. Maybe I'm just expecting too much from developers I suppose when I'm 70 they'll have the game I'm looking for.
    :o They listened and gave us toddlers! Thanks Devs your work is appreciated.
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