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Ghost Need Changing

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DragonCat159DragonCat159 Posts: 1,896 Member
edited February 2017 in The Sims 4 Game Feedback
Ehh, where to start?

Needs
  • Ghost's will have the following needs: social, fun, and hunger. (it just doesn't make sense for a ghost to require bodily/phsical necessities, such as pooping and washing away "nothing")
    • hunger is fulfilled by feeding of sims "fears", which can be done by scaring them first off.
    • haunting and scaring sims should fulfill the "fun" the sim if the ghost has evil trait.
  • The Hunted lot trait needs to...
    • do more than summon ghosts... (for example: have the ghost "flicker" the lights and maybe open/close the doors randomly, move small objects such as vases from one area to another, and break them.)
    • enforce the ghost to haunt the lot if there are graves in the vicinity of the lot; especally at night, with bigger numbers of them of wondering aroound
      • (Since the toggle-option exist, it would be a nice option^^^ for players who don't like the ghost life-stage simple spawn them when their permission isn't gave us, while those who want to have ghost spawn in they could simply apply the LT to the lot.

Behaviour/Capabilities
  • When the room they are directly to go, is right above them - have the ghost phase through the celling by ascending upwards, instead of having to take a bigger "unnecessary" route to reach the area.
  • They should hover at all times, even when they are standing in spot.
  • Give them the interactions to "possess" living beings-- when click on a towny, a proper animation will be executed and that targeted sim will be added to the household while replacing the ghost, with a moodlet indicating the event is in action and it will last for 3 hours.
    • After 3 hours expires on the moodlet, the ghost will stop possessing ghost and return towny back to his/her own free will...
  • Ghost should only appear and get lured into community lots only when your playable ghost sim is there or any playable sim has "Supernatural Trait"
    • Supernatural trait should be patched in.
    • Shouldn't mourn about being dead.
    • Regardless of not having bladder motive, they should still be able to use the toilet.

Other
  • A Sub-World, where (exclusive) ghosts reside after becoming one.
    • Ghost can cross from there to the 'overworld' by executing an interactions on him/her, and then back to the afterlife (the ghost will then proceed to walk to their grave (if it's in their vicinity lot/neighbhorhood) and jump back in and a loading screen will appear).
      • The Ghost can only cross during daylight, and if they don't return to nether in time, the game will force them back with a loading screen.
    • The Lot can also be access outside of the played household, by entering it through the world menu screen.
    • Also, it can be access by clicking on a grave (as any kind of sim) and executing "Enter Netherworld" (a prompt message will pop up, double-checking if the player really want to switch to that world).
    • Give the ghost the option to decorate their tombstones.
    • Sims should 'get used' to ghost, who are haunting the lot, for quite some time. Maybe the duration should vary for each sim (random of based of their personality).
    • Ghost babies (perhaps through cheats or some kind of magic-related interaction that turns the living one's into ghost).

    If you have any other ideas you would like to share regarding with ghost(')(s), you can share them by commenting and I might add them to OP. :):)
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Post edited by DragonCat159 on

Comments

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    dreamprisonerdreamprisoner Posts: 1,221 Member
    All of your ideas are brilliant, I'll try to add to them,

    Needs ought to be changed, not just scrapped:

    -Ghosts should be able to 'Rest in Peace' in their tombstone or urn, which would fill Energy.
    -'Bladder' should be changed to 'Ectoplasm' and be fulfilled by sliming sims (New animation).
    -Hunger should be fulfilled by stealing a Sims' essence, i.e. Sucking out their emotions, leaving the sim dazed.
    -Social and Fun ought to be combined and named 'Haunt', which is satisfied by doing ghostly things, i.e. Haunting and Scaring.
    -Hygiene can be scrapped.

    Ghosts should also be able to scare sims to death, as a new mean interaction.
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    DragonCat159DragonCat159 Posts: 1,896 Member
    Scaring sims to death probably won't happen, unless it's an indirect attempt "the sim must have a very low mood". Never ever have sims themselves killed another, so I think Devs wouldn't consider of adding that in :D

    - Hunger, how about feeding off their fears ? Like scaring them first, then feeding off their fright/scare :open_mouth::worried:

    Oh, you reminded me of an idea that I had. Maybe with some kind of expansion release, they could interest a hidden/sub-world called "Nether". Entering you it through the world screen, you can customize in there and do what ever you want as a ghost. Only Ghosts are exclusive to that neigbhorhood. In the board nightlight, sim can cross the overworld-nether (will appear near their grave when from/to crossing). If the day arrives when in overworld, the ghost will then be force to return to the afterlife. So yeah :)

    Adding things there
    NNpYlHF.jpg
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    jlapaojlapao Posts: 69 Member
    Scaring sims to death probably won't happen, unless it's an indirect attempt "the sim must have a very low mood". Never ever have sims themselves killed another, so I think Devs wouldn't consider of adding that in :D

    - Hunger, how about feeding off their fears ? Like scaring them first, then feeding off their fright/scare :open_mouth::worried:

    Oh, you reminded me of an idea that I had. Maybe with some kind of expansion release, they could interest a hidden/sub-world called "Nether". Entering you it through the world screen, you can customize in there and do what ever you want as a ghost. Only Ghosts are exclusive to that neigbhorhood. In the board nightlight, sim can cross the overworld-nether (will appear near their grave when from/to crossing). If the day arrives when in overworld, the ghost will then be force to return to the afterlife. So yeah :)

    Adding things there

    Actually, in the Sims 2 there was a death by fright caused by ghosts. If they had their motives too low, then getting scared was a guaranteed ticket to the afterlife. In fact, this type of death was also caused when a Sim with low motives decided to peek into a coffin with a sleeping vampire.

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    DragonCat159DragonCat159 Posts: 1,896 Member
    edited January 2017
    jlapao wrote: »
    Scaring sims to death probably won't happen, unless it's an indirect attempt "the sim must have a very low mood". Never ever have sims themselves killed another, so I think Devs wouldn't consider of adding that in :D

    - Hunger, how about feeding off their fears ? Like scaring them first, then feeding off their fright/scare :open_mouth::worried:

    Oh, you reminded me of an idea that I had. Maybe with some kind of expansion release, they could interest a hidden/sub-world called "Nether". Entering you it through the world screen, you can customize in there and do what ever you want as a ghost. Only Ghosts are exclusive to that neigbhorhood. In the board nightlight, sim can cross the overworld-nether (will appear near their grave when from/to crossing). If the day arrives when in overworld, the ghost will then be force to return to the afterlife. So yeah :)

    Adding things there

    Actually, in the Sims 2 there was a death by fright caused by ghosts. If they had their motives too low, then getting scared was a guaranteed ticket to the afterlife. In fact, this type of death was also caused when a Sim with low motives decided to peek into a coffin with a sleeping vampire.

    I know. That's why I said it can never happen directly. You'll probably have to work your way out to die from a taunting ghost.
    NNpYlHF.jpg
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    jlapaojlapao Posts: 69 Member
    jlapao wrote: »
    Scaring sims to death probably won't happen, unless it's an indirect attempt "the sim must have a very low mood". Never ever have sims themselves killed another, so I think Devs wouldn't consider of adding that in :D

    - Hunger, how about feeding off their fears ? Like scaring them first, then feeding off their fright/scare :open_mouth::worried:

    Oh, you reminded me of an idea that I had. Maybe with some kind of expansion release, they could interest a hidden/sub-world called "Nether". Entering you it through the world screen, you can customize in there and do what ever you want as a ghost. Only Ghosts are exclusive to that neigbhorhood. In the board nightlight, sim can cross the overworld-nether (will appear near their grave when from/to crossing). If the day arrives when in overworld, the ghost will then be force to return to the afterlife. So yeah :)

    Adding things there

    Actually, in the Sims 2 there was a death by fright caused by ghosts. If they had their motives too low, then getting scared was a guaranteed ticket to the afterlife. In fact, this type of death was also caused when a Sim with low motives decided to peek into a coffin with a sleeping vampire.

    I know. That's why I said it can never happen directly. You'll probably have to work your way out to die from a taunting ghost.

    Ah, got it!

    Still, the current animation for the "Ghost Scare" seems too tame to allow any sort of "death by fright". But considering the fact that Sims can die by embarrassment... this isn't exactly a great argument. By current The Sims 4 standards, death by "fright" can be a "legit" addition to this game.
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    DragonCat159DragonCat159 Posts: 1,896 Member
    Yeah. The Animation would really have to be changed. Maybe there should be a trait for sims that would represent mentally weak and those sims should have higher odds or 100% to die by the scare?
    NNpYlHF.jpg
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    SenbreSenbre Posts: 997 Member
    This is awesome <3
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    jlapaojlapao Posts: 69 Member
    Yeah. The Animation would really have to be changed. Maybe there should be a trait for Sims that would represent mentally weak and those sims should have higher odds or 100% to die by the scare?

    Perhaps the addition of a Haunting skill for ghosts.

    At a low level they would only be able to do minor pranks and scares, and as it increases their abilities to haunt the living becomes more creative. At a high level they could unlock more "Scare" and "Haunt" interactions, differing from their current ones. The "possession" you mentioned above could be one such high skill.
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    DragonCat159DragonCat159 Posts: 1,896 Member
    Like I said, they probably won't have ghosts directly kill off sims, because have pixel people ever managed to pull that off? ;)
    NNpYlHF.jpg
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    lulubadwolflulubadwolf Posts: 630 Member
    I just love all of your idea. This kind of upgrade could make me like them more and give interest. I just feel that they are normal sims with weird skin tone.

    And i have some idea too:

    If your house have the hunted trait:
    - Your sims could be awake by weird noise, voice and might end up scared.
    - Your sims can try to talk to the ghost (basically speaking loudly in the house), it can be a nice talk or a angry/mean talk.
    - Your sims could call a king of ghost hunter pnj to find a way to calm/protect the house from them (Like incense/ a kind of good luck charm) and find out which kind of ghost he/she is.
    -There can be 3 types of ghost
    - a good ghost who would be nice, help the house, have a good aura to relax sims. After the ghost hunter came you could just nicely ask the ghost to leave. This ghost is powerful. If you talk nicely to him he'll help you more and if you talk badly to him he'll deploy a sad aura in the house for a couple day.
    - a evil ghost who would just scared sims (might scared them to death if they have low motives), have a evil aura that will make sims scared them/make them uncomfortable, break things, messed up with the light.This ghost is very powerful. To get rid of him you'll need a strong protecting object, he'll be still there but his manifestation would be rare and he can't scare sims to death anymore. If you talk nicely to him he'll mock your sims and if you talk badly to him he'll scared them more and will be more present for a couple day.
    - a neutral ghost who could be good or bad, depending of his mood and how you talk to him. He can evolve into a nice or evil ghost or stay neutral. He is less powerful than the other, so you'll just need a simple incense to block him.
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    DragonCat159DragonCat159 Posts: 1,896 Member
    edited January 2017
    Gonna reserved this comment, because I'm afraid to messup the bullet pointed op xD


    Hunted lot trait should:
    - Awake your sims at night.
    - Call a ghost hunter, or go to a certain community lot that offers psychic service (useful if the lot is locked with that trait, unallowing the player to remove it.
    - There can be 3 types of ghost (probably assign by the traits-- good and evil: those who have good and evil trait respective, while neutral none of those.
    - a good ghost who would be nice, help the house, have a good aura to relax sims. After the ghost hunter came you could just nicely ask the ghost to leave. This ghost is powerful. If you talk nicely to him he'll help you more and if you talk badly to him he'll deploy a sad aura in the house for a couple day.
    - a evil ghost who would just scared sims (might scared them to death if they have low motives), have a evil aura that will make sims scared them/make them uncomfortable, break things, messed up with the light.This ghost is very powerful. To get rid of him you'll need a strong protecting object, he'll be still there but his manifestation would be rare and he can't scare sims to death anymore. If you talk nicely to him he'll mock your sims and if you talk badly to him he'll scared them more and will be more present for a couple day.
    - a neutral ghost who could be good or bad, depending of his mood and how you talk to him. He can evolve into a nice or evil ghost or stay neutral. He is less powerful than the other, so you'll just need a simple incense to block him.

    Ghost should only haunt and appear on the lot (at night) only if they:
    - They died too soon (aka. by any death that isn't old age)
    - Have "unfinished business" (that translates too not completing their last lifetime wish).
    - They had a whim to be resurrected (if that is even gonna be a thing) right before (s)he had died.

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    simduck88simduck88 Posts: 89 Member
    Is it currently possible to get a playable ghost to return to being a non-playable ghost?
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    DragonCat159DragonCat159 Posts: 1,896 Member
    simduck88 wrote: »
    Is it currently possible to get a playable ghost to return to being a non-playable ghost?

    It is possible.
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    simduck88simduck88 Posts: 89 Member
    How do you do it?
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    DragonCat159DragonCat159 Posts: 1,896 Member
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    simduck88simduck88 Posts: 89 Member
    Great! Thank you
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    HeidrHeidr Posts: 148 Member
    I hope they update the ghost, yes. Also, maybe bladder is fine since it's kinda funny to see them in toilet.

    But lol, yep, i wish they can sleep in their tombstones, but i hope they can decorate their own tombstones/urn too... also, stop mourning themselves. Not every ghost hate being dead, right?

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    DragonCat159DragonCat159 Posts: 1,896 Member
    Added that as a optional toilet usage without the bladder motive.
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    Jprp83Jprp83 Posts: 400 Member
    I love all of your ideas! It would be so cool to have an "afterlife" world. I imagine it having a colorful Dia de los muertos theme. There is an animated movie called The Book of Life that can be a good reference.

    Anyway, at this point, to be honest, I´d already be happy if they fixed some of the issues with ghosts. They´re basically normal sims with absolutely no difference in the gameplay. But what gets to me the most is how they keep calling my sims and keep showing up in the relationships menu. Also my sim had a baby at the hospital the other day and the doctor was a ghost. Meh. In the end there is no point in trying to bring them back to life because they're still so present after they die.
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    PancakesandwichPancakesandwich Posts: 2,038 Member
    Gullveig wrote: »
    I hope they update the ghost, yes. Also, maybe bladder is fine since it's kinda funny to see them in toilet.

    But lol, yep, i wish they can sleep in their tombstones, but i hope they can decorate their own tombstones/urn too... also, stop mourning themselves. Not every ghost hate being dead, right?
    This part should be done by allowing us to select a trait when one of our Sims dies. That special ghost trait decides such things as:
    - loves / hates being dead
    - will haunt and possess stuff / will be civilised
    - and then traits to disable certain needs, like "Ghostly Energy" = never has to sleep
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    lmkiturelmkiture Posts: 1,206 Member
    It would just be cool if they didn't have needs...they're dead! Why do they need to take up space with needing a bed, eating all the food and keeping the bathrooms occupied...
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    lmkiturelmkiture Posts: 1,206 Member
    edited February 2017
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    PancakesandwichPancakesandwich Posts: 2,038 Member
    lmkiture wrote: »
    It would just be cool if they didn't have needs...they're dead! Why do they need to take up space with needing a bed, eating all the food and keeping the bathrooms occupied...

    I could understand it for the starvation ghosts to have a hunger need. And as conscious beings, ghosts might need to socialise and have fun too. But the rest doesn't really make sense, especially hygiene and bladder.
    I mean, have you ever read a book about ghosts and one of the characters said to a ghost "Oh, you're smelling like old fish! Go away!"? No, I don't think so.
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    DragonCat159DragonCat159 Posts: 1,896 Member
    edited February 2017
    how do ghosts have hunger? Well... I would like for sims who died by hunger as a ghost have non-satisfied excessive hunger, but hunger motive? It is just useless except to make your ghost moody and that's all.

    Gonna add mine and your suggestions to the OP now.
    NNpYlHF.jpg
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    PancakesandwichPancakesandwich Posts: 2,038 Member
    edited February 2017
    how do ghosts have hunger? Well... I would like for sims who died by hunger as a ghost have non-satisfied excessive hunger, but hunger motive? It is just useless except to make your ghost moody and that's all.

    Gonna add mine and your suggestions to the OP now.

    Yeah, that's what I meant. But you're right that other ghosts shouldn't have it as a need. Hunger ghosts should keep this need though. Actually... what if every death type had a leftover need that they would have to defeat by adding certain powers? (I wrote about adding powers to them lower in this post).


    Also, I don't fully agree with your OP. The ideas are really nice and all, but they only seem to fit this "haunting, not human anymore, scary" ghost type. There are other (nicer, more civilised/human, benevolent) ghosts too though, and I think those should be part of this too. Putting all ghosts into one stereotypical pot would be a step back from what they are now: Ghosts that are very different depending on their death type.
    Some are mischievous and annoying and like to scare people, yes, but hunger ghosts for example just want to satisfy their extreme hunger, and overexhaustion ghosts are actually rather calm and peaceful.
    jlapao wrote: »
    Yeah. The Animation would really have to be changed. Maybe there should be a trait for Sims that would represent mentally weak and those sims should have higher odds or 100% to die by the scare?

    Perhaps the addition of a Haunting skill for ghosts.

    At a low level they would only be able to do minor pranks and scares, and as it increases their abilities to haunt the living becomes more creative. At a high level they could unlock more "Scare" and "Haunt" interactions, differing from their current ones. The "possession" you mentioned above could be one such high skill.

    That would be an awesome thing! Maybe it could be like the vampire skill tree, just with different ghost levels and powers for each of those?

    @DragonCat159 One of the powers, regarding your overworld/afterlife idea, could be that the ghost can choose where they are at any time. So the ghost can stay in the afterlife for the rest of eternity, or continue living ghosting in their former home.
    This should be a level 2 power, like "garlic immunity" is such a vampire power that also lowers those rather heavy restrictions (you could place garlic anywhere, so it really is a potent anti-vampire thing) early on.
    There could also be six weaknesses for each of the needs, so you could basically create a ghost that is exactly like a human Sim: With all needs but almost no ghost powers, who can always walk in the overworld and maybe even has a small level 1 power to speak normally again. And who doesn't cause fright in other humans.
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