Forum Announcement, Click Here to Read More From EA_Cade.

I think the Devs ARE learning

Comments

  • Options
    EA_LannaEA_Lanna Posts: 3,867 EA Community Manager
    edited September 2017
    Folks, there has been a few instances of simmers flaming/baiting each other that have been derailing this thread. I've removed these comments to allow the discussion to continue to take place but please note should this behaviour continue in any form it will result in the thread being closed.
    • New Simmers, take a moment to read through this thread.
    • The Help Center is hosted on Answers HQ. Check out EA_Mage's thread on why.
    • Please post all Sims 4 Bug Reports, Technical and Gameplay issues in the AHQ Sims 4 Section.
    • Here is a quick link to The Sims forum rules
    oa2aib6yaucg.jpg

  • Options
    NeiaNeia Posts: 4,190 Member
    edited September 2017
    When I'm making mods, it's mostly for my own purpose, so I don't feel like I'm doing free work EA. I like to mod games, because I like to change the rules, or add more content. I do the same with board games too for example, and I've always done it as far as I remember. Then when a mod is done, I upload it if I feel like it might be useful, and because I'm happy to find mods from other people. There's not that many mods I support but don't use, mainly the no culling ones, that I used at some point, but no longer find necessary; and my career tool, which started as something for my own use, and that I later expanded and put online. My career mods are in between : I use them, but in french, and I'm adding an english translation to upload them.

    I agree modding is complementary, it's something I like to have in games, and it's always a bonus for me when they have modding support. It's fairly rare that it's replacing official content for me, the main example I can think of is bug fixes that are available sooner through mods. Otherwise, it's mostly things I think would be more fun another way.
  • Options
    LoanetLoanet Posts: 4,079 Member
    Main problem with mods is that when an update comes out, you can't know your mod will still work. The reason the Gurus tell you to try deleting your mods is because if there's just been an update, half the time that's what's wrong.
    Prepping a list of mods to add after Infants are placed into the game. Because real life isn't 'nice'.
  • Options
    NeiaNeia Posts: 4,190 Member
    Yes, that's pretty much mandatory as soon as there are different versions of the game (patches or packs). The Sims devs have to do it too, albeit a bit differently, SimGuruMegs explained that the engineers are making sure their work are integrated into the work of the other teams and that it's something they are doing daily.

    There were some changes in the development process compared to previous games like SimGuruMegs or SimGuruGraham explained, with the live service, or the different packs being developped at the same time in different branches. So I think that's something the devs probably got used to along the way. We may have reached cruising altitude now.

    What could help for mods would be a beta program of some sort, so modders could get the patch some time before and start updating, and a mod workshop like exists in Steam (where you can subscribe to mods and get the update automatically), but that's something that would need to be supported by Origin, so probably not something the Sims team can influence easily.
  • Options
    pinkkbellepinkkbelle Posts: 31 Member
    I definitely am noticing this recently <3
  • Options
    LoanetLoanet Posts: 4,079 Member
    edited October 2017
    Personally I can't wait to see the number Cats&Dogs does on people with mods, it's such a game-changer. It'll be horrible.

    While Sims 4 provides for Modders, it's kind of like saying, "Yes, you may use our toilet for free." They don't have to do that. Then again, they've been doing it for ages, and almost everybody else does it...

    There's a Mod workshop in Steam, I know. But your game still needs to be able to support it. Most of Steam's games are from indie and starter devs. Origin has exclusively EA games, and they haven't put Sims 4 on Steam yet and probably never will, and that way it doesn't matter that Origin is infinitely inferior to Steam in just about every way.

    *Shrugs* That's business. EA sure knows about that.
    Prepping a list of mods to add after Infants are placed into the game. Because real life isn't 'nice'.
  • Options
    FKM100FKM100 Posts: 886 Member
    To get back to the topic, one thing I think the devs still need to learn is to let us play our own games as we see fit, and stop being so prescriptive about the way we play. They need to get rid of the long list of compulsory items that have to be placed on a lot in order to make a lounge, or a bar, or whatever (yes it can be done and it will not break the game). Also stop making lots where we cannot change the nature/purpose of the lot. Stop putting in lot traits that we cannot remove when we get tired of playing with them. In other words, stop trying to micromanage us and let us decide what we want to do. Yes, I know that some of us like to micromanage our sims, but that does not mean we appreciate being micromanaged ourselves. I have just had a bit of a rant about this on a different thread, but I thought it needed saying here too.
  • Options
    Evil_OneEvil_One Posts: 4,423 Member
    Neia wrote: »
    When I'm making mods, it's mostly for my own purpose, so I don't feel like I'm doing free work EA. I like to mod games, because I like to change the rules, or add more content. I do the same with board games too for example, and I've always done it as far as I remember. Then when a mod is done, I upload it if I feel like it might be useful, and because I'm happy to find mods from other people. There's not that many mods I support but don't use, mainly the no culling ones, that I used at some point, but no longer find necessary; and my career tool, which started as something for my own use, and that I later expanded and put online. My career mods are in between : I use them, but in french, and I'm adding an english translation to upload them.

    I agree modding is complementary, it's something I like to have in games, and it's always a bonus for me when they have modding support. It's fairly rare that it's replacing official content for me, the main example I can think of is bug fixes that are available sooner through mods. Otherwise, it's mostly things I think would be more fun another way.

    Same here, I mostly make mods to make the game play the way I think it should or to add features I like... Hunger, thirst, sleep needs and advanced necromancy in Skyrim, advanced cybernetics, nano-technology and exo-suits tech in Fallout 4, ETC.

    The only mods I don't like are the ones to fix bugs, Nraas mods for example... It's not that I have anything against Twallen, or the mods themselves, what I do hate is their necessity (at least for TS3) to fix problems EA never bothered to do.

    Mods should never be needed to fix a game, they should only be to change how a game works or to enhance existing features or add new ones.
    raw
  • Options
    Noree_DoreeNoree_Doree Posts: 1,470 Member
    Cinebar wrote: »
    Loanet wrote: »
    In today's patch, we got a fix for the Toddler Ball Pit.

    I think they must have looked at their list of things for toddlers and said "We've never had a ball pit before."

    If you've been watching the Community Pack, you'll now know that animated, functioning objects are the last to be coloured in. Logically the Pit had been through concept, then function, and by the time it was coloured in, it was too late to make it a sand pit or paddling pool. "We've never had a ball-pit before, and now we know why."

    But they're learning and they're listening, and it's less than a month and a nice new skin that looks so much better. That's the sort of thing they need to remember about.

    omg, do you know some of these people (behind the scenes and they aren't producers we see all the time) have been creating, object building, designing, 3D modeling, skinning, animating for The Sims for twenty years? Learning? lol Maybe it's time to stop outsourcing TS4 and let the real people who know how to do this stuff right, back onto the payroll.

    THISSSSSS!!!!!!!
    "Bada su the gorn bada su the brawn bada bady oda aba donk donk donk gerbits gerbits vo gerbits".
  • Options
    CinebarCinebar Posts: 33,618 Member
    edited October 2017
    FKM100 wrote: »
    To get back to the topic, one thing I think the devs still need to learn is to let us play our own games as we see fit, and stop being so prescriptive about the way we play. They need to get rid of the long list of compulsory items that have to be placed on a lot in order to make a lounge, or a bar, or whatever (yes it can be done and it will not break the game). Also stop making lots where we cannot change the nature/purpose of the lot. Stop putting in lot traits that we cannot remove when we get tired of playing with them. In other words, stop trying to micromanage us and let us decide what we want to do. Yes, I know that some of us like to micromanage our sims, but that does not mean we appreciate being micromanaged ourselves. I have just had a bit of a rant about this on a different thread, but I thought it needed saying here too.

    I agree. And what's up with NPCs or 'townies' who are deemed 'bar regulars' since they aren't Mrs. Crumplebottom, then this means the same ol' Sims show up on the bar lot? What kind of game is that? Predictable. Sandbox is lost on TS4 creators. Sandbox to some of us means we decide what objects, what lot trait, we decide which Sims, maybe some of this was all mananged before in TS2 or TS3 but it wasn't as noticeable and when it's noticeable that doesn't help the suspension of disbelief at all. They leaned this way in TS3 with their lot requirements and time closings, and 'The Sims' never had lot requirements to attract particular Sims, until AL in TS2...when they threw the series to RPG developers instead of those who understood sandbox a little more than they do today. It was all downhill for sandbox from FreeTime on until today.
    "Games Are Not The Place To Tell Stories, Games Are Meant To Let People Tell Their Own Stories"...Will Wright.
  • Options
    samlyt22samlyt22 Posts: 527 Member
    Cinebar wrote: »
    FKM100 wrote: »
    To get back to the topic, one thing I think the devs still need to learn is to let us play our own games as we see fit, and stop being so prescriptive about the way we play. They need to get rid of the long list of compulsory items that have to be placed on a lot in order to make a lounge, or a bar, or whatever (yes it can be done and it will not break the game). Also stop making lots where we cannot change the nature/purpose of the lot. Stop putting in lot traits that we cannot remove when we get tired of playing with them. In other words, stop trying to micromanage us and let us decide what we want to do. Yes, I know that some of us like to micromanage our sims, but that does not mean we appreciate being micromanaged ourselves. I have just had a bit of a rant about this on a different thread, but I thought it needed saying here too.

    I agree. And what's up with NPCs or 'townies' who are deemed 'bar regulars' since they aren't Mrs. Crumplebottom, then this means the same ol' Sims show up on the bar lot? What kind of game is that? Predictable. Sandbox is lost on TS4 creators. Sandbox to some of us means we decide what objects, what lot trait, we decide which Sims, maybe some of this was all mananged before in TS2 or TS3 but it wasn't as noticeable and when it's noticeable that doesn't help the suspension of disbelief at all. They leaned this way in TS3 with their lot requirements and time closings, and 'The Sims' never had lot requirements to attract particular Sims, until AL in TS2...when they threw the series to RPG developers instead of those who understood sandbox a little more than they do today. It was all downhill for sandbox from FreeTime on until today.

    Surely that's a good thing though, the fact that sims show up on lots at certain times? I would find it really weird if I went to the park in the middle of the night and it was full of sims, that to me would be really immersion breaking.
  • Options
    JoAnne65JoAnne65 Posts: 22,959 Member
    samlyt22 wrote: »
    Cinebar wrote: »
    FKM100 wrote: »
    To get back to the topic, one thing I think the devs still need to learn is to let us play our own games as we see fit, and stop being so prescriptive about the way we play. They need to get rid of the long list of compulsory items that have to be placed on a lot in order to make a lounge, or a bar, or whatever (yes it can be done and it will not break the game). Also stop making lots where we cannot change the nature/purpose of the lot. Stop putting in lot traits that we cannot remove when we get tired of playing with them. In other words, stop trying to micromanage us and let us decide what we want to do. Yes, I know that some of us like to micromanage our sims, but that does not mean we appreciate being micromanaged ourselves. I have just had a bit of a rant about this on a different thread, but I thought it needed saying here too.

    I agree. And what's up with NPCs or 'townies' who are deemed 'bar regulars' since they aren't Mrs. Crumplebottom, then this means the same ol' Sims show up on the bar lot? What kind of game is that? Predictable. Sandbox is lost on TS4 creators. Sandbox to some of us means we decide what objects, what lot trait, we decide which Sims, maybe some of this was all mananged before in TS2 or TS3 but it wasn't as noticeable and when it's noticeable that doesn't help the suspension of disbelief at all. They leaned this way in TS3 with their lot requirements and time closings, and 'The Sims' never had lot requirements to attract particular Sims, until AL in TS2...when they threw the series to RPG developers instead of those who understood sandbox a little more than they do today. It was all downhill for sandbox from FreeTime on until today.

    Surely that's a good thing though, the fact that sims show up on lots at certain times? I would find it really weird if I went to the park in the middle of the night and it was full of sims, that to me would be really immersion breaking.
    This is about certain sims always showing up, always the same sims. Not at certain times.
    5JZ57S6.png
  • Options
    MidnightAuraMidnightAura Posts: 5,809 Member
    Cinebar wrote: »
    FKM100 wrote: »
    To get back to the topic, one thing I think the devs still need to learn is to let us play our own games as we see fit, and stop being so prescriptive about the way we play. They need to get rid of the long list of compulsory items that have to be placed on a lot in order to make a lounge, or a bar, or whatever (yes it can be done and it will not break the game). Also stop making lots where we cannot change the nature/purpose of the lot. Stop putting in lot traits that we cannot remove when we get tired of playing with them. In other words, stop trying to micromanage us and let us decide what we want to do. Yes, I know that some of us like to micromanage our sims, but that does not mean we appreciate being micromanaged ourselves. I have just had a bit of a rant about this on a different thread, but I thought it needed saying here too.

    I agree. And what's up with NPCs or 'townies' who are deemed 'bar regulars' since they aren't Mrs. Crumplebottom, then this means the same ol' Sims show up on the bar lot? What kind of game is that? Predictable. Sandbox is lost on TS4 creators. Sandbox to some of us means we decide what objects, what lot trait, we decide which Sims, maybe some of this was all mananged before in TS2 or TS3 but it wasn't as noticeable and when it's noticeable that doesn't help the suspension of disbelief at all. They leaned this way in TS3 with their lot requirements and time closings, and 'The Sims' never had lot requirements to attract particular Sims, until AL in TS2...when they threw the series to RPG developers instead of those who understood sandbox a little more than they do today. It was all downhill for sandbox from FreeTime on until today.

    That's one of the things I dislike most about going to lots, bars in particular. Go to a festival and when the lot loads there is a crowd of sims usually standing on the sidewalk. It's always the same sims. If you leave the lot and go to another, more often than not the same sims will be there too already propping up the bar. Its like the sims have hidden alcoholic traits and are all summoned to the bar the second your sim steps foot in one. Whereas in my sims 2 game in my Royal Kingdom save I'm trying hard to get one of my sims to meet another, he's hung out on many a community lot hoping she will appear but so far no joy. Even in my sims 3 game there's no guarantee that my sim will be at a community lot. Heck I haven't even noticed it in the sims 1 but whenever I play the sims 4 my sim can meet really easily as they all happen to hang out at the same lot or walk by it.

    Sadly I don't see The Sims 4 as a sandbox game. I'm not even sure it's trying to be at this point. There are too many limitations and the game doesn't allow for a lot of players own direction. Case in point the life time aspirations, now it's a checklist of steps your sim must complete and that checklist is the same for every sim. I miss being able to choose how my sims will achieve their aspiration (assuming I make them) because to me it's a more player friendly system and it's much better for story telling. Don't even get me started on dates with their checklist of 'socialise with your date 10 times", "kiss your date passionately" "sit and chat with your date" "have two deep converstions" "have sims be flirty at the same time" Your prize at the end being either a bucket or a rose which can make your sims feel flirty, whoop de woo.
    I much prefer the sims 2 system where I can see the other sims wishes and aspiration and can make my own decisions and if the date is good or bad it's my doing not because I didn't complete a check list.
  • Options
    CinebarCinebar Posts: 33,618 Member
    samlyt22 wrote: »
    Cinebar wrote: »
    FKM100 wrote: »
    To get back to the topic, one thing I think the devs still need to learn is to let us play our own games as we see fit, and stop being so prescriptive about the way we play. They need to get rid of the long list of compulsory items that have to be placed on a lot in order to make a lounge, or a bar, or whatever (yes it can be done and it will not break the game). Also stop making lots where we cannot change the nature/purpose of the lot. Stop putting in lot traits that we cannot remove when we get tired of playing with them. In other words, stop trying to micromanage us and let us decide what we want to do. Yes, I know that some of us like to micromanage our sims, but that does not mean we appreciate being micromanaged ourselves. I have just had a bit of a rant about this on a different thread, but I thought it needed saying here too.

    I agree. And what's up with NPCs or 'townies' who are deemed 'bar regulars' since they aren't Mrs. Crumplebottom, then this means the same ol' Sims show up on the bar lot? What kind of game is that? Predictable. Sandbox is lost on TS4 creators. Sandbox to some of us means we decide what objects, what lot trait, we decide which Sims, maybe some of this was all mananged before in TS2 or TS3 but it wasn't as noticeable and when it's noticeable that doesn't help the suspension of disbelief at all. They leaned this way in TS3 with their lot requirements and time closings, and 'The Sims' never had lot requirements to attract particular Sims, until AL in TS2...when they threw the series to RPG developers instead of those who understood sandbox a little more than they do today. It was all downhill for sandbox from FreeTime on until today.

    Surely that's a good thing though, the fact that sims show up on lots at certain times? I would find it really weird if I went to the park in the middle of the night and it was full of sims, that to me would be really immersion breaking.

    Then you don't remember The Sims at all, because Sims showed up no matter when you went, it's your world, you are their god, you are the director, you are the one in control, having a game control the time of day when I can build something and go there at any time is like saying no, it's not your world and you don't rule.
    "Games Are Not The Place To Tell Stories, Games Are Meant To Let People Tell Their Own Stories"...Will Wright.
  • Options
    samlyt22samlyt22 Posts: 527 Member
    Cinebar wrote: »
    samlyt22 wrote: »
    Cinebar wrote: »
    FKM100 wrote: »
    To get back to the topic, one thing I think the devs still need to learn is to let us play our own games as we see fit, and stop being so prescriptive about the way we play. They need to get rid of the long list of compulsory items that have to be placed on a lot in order to make a lounge, or a bar, or whatever (yes it can be done and it will not break the game). Also stop making lots where we cannot change the nature/purpose of the lot. Stop putting in lot traits that we cannot remove when we get tired of playing with them. In other words, stop trying to micromanage us and let us decide what we want to do. Yes, I know that some of us like to micromanage our sims, but that does not mean we appreciate being micromanaged ourselves. I have just had a bit of a rant about this on a different thread, but I thought it needed saying here too.

    I agree. And what's up with NPCs or 'townies' who are deemed 'bar regulars' since they aren't Mrs. Crumplebottom, then this means the same ol' Sims show up on the bar lot? What kind of game is that? Predictable. Sandbox is lost on TS4 creators. Sandbox to some of us means we decide what objects, what lot trait, we decide which Sims, maybe some of this was all mananged before in TS2 or TS3 but it wasn't as noticeable and when it's noticeable that doesn't help the suspension of disbelief at all. They leaned this way in TS3 with their lot requirements and time closings, and 'The Sims' never had lot requirements to attract particular Sims, until AL in TS2...when they threw the series to RPG developers instead of those who understood sandbox a little more than they do today. It was all downhill for sandbox from FreeTime on until today.

    Surely that's a good thing though, the fact that sims show up on lots at certain times? I would find it really weird if I went to the park in the middle of the night and it was full of sims, that to me would be really immersion breaking.

    Then you don't remember The Sims at all, because Sims showed up no matter when you went, it's your world, you are their god, you are the director, you are the one in control, having a game control the time of day when I can build something and go there at any time is like saying no, it's not your world and you don't rule.

    I do remember The Sims, I know this happened in earlier versions but I still find it weird. I find having the sims understand the difference between night and day a good thing, to me this was an improvement. I don't want kids playing at the park in the middle of the night, that makes no sense to me.
  • Options
    CynnaCynna Posts: 2,369 Member
    It's not the devs who need to learn, it's the suits at EA.
    I3Ml5Om.jpg
  • Options
    MidnightAuraMidnightAura Posts: 5,809 Member
    samlyt22 wrote: »
    Cinebar wrote: »
    samlyt22 wrote: »
    Cinebar wrote: »
    FKM100 wrote: »
    To get back to the topic, one thing I think the devs still need to learn is to let us play our own games as we see fit, and stop being so prescriptive about the way we play. They need to get rid of the long list of compulsory items that have to be placed on a lot in order to make a lounge, or a bar, or whatever (yes it can be done and it will not break the game). Also stop making lots where we cannot change the nature/purpose of the lot. Stop putting in lot traits that we cannot remove when we get tired of playing with them. In other words, stop trying to micromanage us and let us decide what we want to do. Yes, I know that some of us like to micromanage our sims, but that does not mean we appreciate being micromanaged ourselves. I have just had a bit of a rant about this on a different thread, but I thought it needed saying here too.

    I agree. And what's up with NPCs or 'townies' who are deemed 'bar regulars' since they aren't Mrs. Crumplebottom, then this means the same ol' Sims show up on the bar lot? What kind of game is that? Predictable. Sandbox is lost on TS4 creators. Sandbox to some of us means we decide what objects, what lot trait, we decide which Sims, maybe some of this was all mananged before in TS2 or TS3 but it wasn't as noticeable and when it's noticeable that doesn't help the suspension of disbelief at all. They leaned this way in TS3 with their lot requirements and time closings, and 'The Sims' never had lot requirements to attract particular Sims, until AL in TS2...when they threw the series to RPG developers instead of those who understood sandbox a little more than they do today. It was all downhill for sandbox from FreeTime on until today.

    Surely that's a good thing though, the fact that sims show up on lots at certain times? I would find it really weird if I went to the park in the middle of the night and it was full of sims, that to me would be really immersion breaking.

    Then you don't remember The Sims at all, because Sims showed up no matter when you went, it's your world, you are their god, you are the director, you are the one in control, having a game control the time of day when I can build something and go there at any time is like saying no, it's not your world and you don't rule.

    I do remember The Sims, I know this happened in earlier versions but I still find it weird. I find having the sims understand the difference between night and day a good thing, to me this was an improvement. I don't want kids playing at the park in the middle of the night, that makes no sense to me.

    To be fair even in the sims 1 and 2 if you go to a community lot in the middle of the night, it's definitely quieter so I think there is understanding there. The last time I sent my sims downtown to the beach in the sims 1 it was dead in the middle of the night with just one or two people wandering about.
  • Options
    Sk8rblazeSk8rblaze Posts: 7,570 Member
    Cinebar wrote: »
    samlyt22 wrote: »
    Cinebar wrote: »
    FKM100 wrote: »
    To get back to the topic, one thing I think the devs still need to learn is to let us play our own games as we see fit, and stop being so prescriptive about the way we play. They need to get rid of the long list of compulsory items that have to be placed on a lot in order to make a lounge, or a bar, or whatever (yes it can be done and it will not break the game). Also stop making lots where we cannot change the nature/purpose of the lot. Stop putting in lot traits that we cannot remove when we get tired of playing with them. In other words, stop trying to micromanage us and let us decide what we want to do. Yes, I know that some of us like to micromanage our sims, but that does not mean we appreciate being micromanaged ourselves. I have just had a bit of a rant about this on a different thread, but I thought it needed saying here too.

    I agree. And what's up with NPCs or 'townies' who are deemed 'bar regulars' since they aren't Mrs. Crumplebottom, then this means the same ol' Sims show up on the bar lot? What kind of game is that? Predictable. Sandbox is lost on TS4 creators. Sandbox to some of us means we decide what objects, what lot trait, we decide which Sims, maybe some of this was all mananged before in TS2 or TS3 but it wasn't as noticeable and when it's noticeable that doesn't help the suspension of disbelief at all. They leaned this way in TS3 with their lot requirements and time closings, and 'The Sims' never had lot requirements to attract particular Sims, until AL in TS2...when they threw the series to RPG developers instead of those who understood sandbox a little more than they do today. It was all downhill for sandbox from FreeTime on until today.

    Surely that's a good thing though, the fact that sims show up on lots at certain times? I would find it really weird if I went to the park in the middle of the night and it was full of sims, that to me would be really immersion breaking.

    Then you don't remember The Sims at all, because Sims showed up no matter when you went, it's your world, you are their god, you are the director, you are the one in control, having a game control the time of day when I can build something and go there at any time is like saying no, it's not your world and you don't rule.

    Yeah, I don't get how anyone could excuse not having Sims generated on a lot just because it's night.

    As for myself, I think that the game should take it 10 steps further. Maybe if I go to the park at night, my Sim encounters troublemakers, and then must decide whether or not to stop them, join them (and risk getting in trouble), or leave them be? Maybe if my Sim happens to be a private investigator, they could even arrest them then and there?

    That's the type of gameplay I really want in The Sims. I want to be able to go to lots and not know what to expect, while also having choices actually affect my gameplay. For the longest time, this game has been far too predictable and boring.
  • Options
    JoAnne65JoAnne65 Posts: 22,959 Member
    When I send my sim somewhere in the middle of the night, I want it to look like what it would look like in real life. In the middle in the night that means: deserted. I don't need a can of sims emptied by default in the park at 2 AM. When I send my sim there at 2 AM I do so with a reason, one reason being: the place to be deserted, like you can expect from a park at that time of day.
    5JZ57S6.png
  • Options
    CinebarCinebar Posts: 33,618 Member
    edited October 2017
    JoAnne65 wrote: »
    When I send my sim somewhere in the middle of the night, I want it to look like what it would look like in real life. In the middle in the night that means: deserted. I don't need a can of sims emptied by default in the park at 2 AM. When I send my sim there at 2 AM I do so with a reason, one reason being: the place to be deserted, like you can expect from a park at that time of day.

    That really depends on where you live doesn't it. There are many towns/cities that never sleep. Las Vegas never closes. :D ETA: I have a feeling everyone but me runs out of time because they put their Sims to bed when it gets dark, lol. My Sims are all over the worlds night or day, I can't stand being confined the way the later games have been built. ETA: Here have another espresso and keep partying. :D
    "Games Are Not The Place To Tell Stories, Games Are Meant To Let People Tell Their Own Stories"...Will Wright.
  • Options
    Simsfan99111Simsfan99111 Posts: 1,260 Member
    Honestly, I think we need more ceiling lights and lights in general. I love using ceiling lights. but hate how big they are. When I try to take a picture, the light... just looks massive and makes it look so odd in the picture. That's probably just something that I feel... and I'm just a weirdo lol. But - for some reason - it just bothers the plums out of me.

    We need small ceiling spotlights.
  • Options
    JoAnne65JoAnne65 Posts: 22,959 Member
    Cinebar wrote: »
    JoAnne65 wrote: »
    When I send my sim somewhere in the middle of the night, I want it to look like what it would look like in real life. In the middle in the night that means: deserted. I don't need a can of sims emptied by default in the park at 2 AM. When I send my sim there at 2 AM I do so with a reason, one reason being: the place to be deserted, like you can expect from a park at that time of day.

    That really depends on where you live doesn't it. There are many towns/cities that never sleep. Las Vegas never closes. :D ETA: I have a feeling everyone but me runs out of time because they put their Sims to bed when it gets dark, lol. My Sims are all over the worlds night or day, I can't stand being confined the way the later games have been built. ETA: Here have another espresso and keep partying. :D
    True that. There should be a way to set lots like that. Bridgeport should have been bustling day and night anyway (as should San Myshuno). In any case the nightclubs most definitely should have been busy all night (instead of closing at 2am, to this very day I don’t understand why). You mention Las Vegas and the Strip indeed is crowded late at night. We made the mistake though to walk to our hotel at 10 or 11pm and that was very scary (dark, deserted, shadows everywhere, silence, just cars passing by). It would be nice if the game would acknowledge the difference between certain spots in that respect.
    5JZ57S6.png
  • Options
    Neechan1Neechan1 Posts: 153 Member
    JoAnne65 wrote: »
    Cinebar wrote: »
    JoAnne65 wrote: »
    When I send my sim somewhere in the middle of the night, I want it to look like what it would look like in real life. In the middle in the night that means: deserted. I don't need a can of sims emptied by default in the park at 2 AM. When I send my sim there at 2 AM I do so with a reason, one reason being: the place to be deserted, like you can expect from a park at that time of day.

    That really depends on where you live, doesn't it. There are many towns/cities that never sleep. Las Vegas never closes. :D ETA: I have a feeling everyone but me runs out of time because they put their Sims to bed when it gets dark, lol. My Sims are all over the worlds night or day, I can't stand being confined the way the later games have been built. ETA: Here have another espresso and keep partying. :D
    True that. There should be a way to set lots like that. Bridgeport should have been bustling day and night anyway (as should San Myshuno). In any case the nightclubs most definitely should have been busy all night (instead of closing at 2 am, to this very day I don’t understand why). You mention Las Vegas and the Strip indeed is crowded late at night. We made the mistake though to walk to our hotel at 10 or 11pm and that was very scary (dark, deserted, shadows everywhere, silence, just cars passing by). It would be nice if the game would acknowledge the difference between certain spots in that respect.

    I wonder if a patch would fix that...

    Also, clubs closing at 2am remind me of the latest iteration of Animal Crossing where at 2am, its lights out, but saturday it closes at 12am due to it being an accustic show
  • Options
    LoanetLoanet Posts: 4,079 Member
    The thing about ceiling lights is that a lot of them are impossible to see them from above, which is the usual angle.
    Prepping a list of mods to add after Infants are placed into the game. Because real life isn't 'nice'.
  • Options
    LoanetLoanet Posts: 4,079 Member
    edited October 2017
    One of the things that's annoying me is the people demanding that the devs cease all work on Sims 4 and send out Sims 5 RIGHT NOW, as if they are hiding it in the closet or can whisk it out in six months or something.

    From all information released, EA is planning to really milk the heck out of Sims 4, putting some faith in a Pixar-esque style that will stand the test of time, probably even more than Sims 3. Separate releases for the Supernatruals (we hope) will do this but will also see those neglected lifestates expanded. A separate Witch release would lead to some incredibly deep magical gameplay.

    We get as much gameplay in Game Packs as we used to in Sims 3 EPs (if more specialised) and for a lower price. People wish they had more, but they're NOT being ripped off. Stuff Packs are actually the best value yet, both cheaper and with gameplay objects. Sure, they're not all great. Did any of the Sims 3 Stuff Packs rock your world?

    Everybody likes the idea of something for nothing. And it's coming sometime this month, though we may not be sure what. But whatever it is, you can bet there will be people who say they should have gotten it sooner.
    Prepping a list of mods to add after Infants are placed into the game. Because real life isn't 'nice'.
Sign In or Register to comment.
Return to top