There are nothing more than obstacles that your sims have to overcome. They don't have the element of surprise. They're bluntly visible, and you know the exact danger If you directed a sim to go daredevil-head-straight to the device, and that makes it way easy to how to avoid it without having to be prepared tactically.
What, imo, is what makes a trap:
1. Bobby Trap: a very known one, which is a device or setup that is intended to kill, harm, or surprise a person or animal, unknowingly triggered by the presence or actions of the victim. (Wikipedia definition)
2. A Trap: not necessary has to be one that catches the enemy by surprise/prediction, but anything that "a device or enclosure designed to catch and retain animals, typically by allowing entry but not exit or by catching hold of a part of the body." (Google's Definition).
Now that I elaborate on these points, I'm gonna make my arguments to contradict that their definition doesn't met the classification as traps:
1. These "traps" in the game pack are unhidden, not concealed, so your sims can easily (unless their AI is really clueless and/or the player has no common sense) avoid the harm and simply not walk into one If played smart.
2. It's not a "trap" when it doesn't capture an entity/person/animal in of whereabout but out of a certain room. It's nothing more than what I would call 'dead end', but I even then loosely would define it as such as that, because the sim is not outmatched or out-cornered by a pack of mobs and the sim can leave the area they just enter at any time and just straight walk out of the temple as If it were their living room.
And with that comes my disappointment. Unlike World Adventure (yes blame me for using TS3 as benchmark for all good and holy, but this game with dlc is just a sequel to the whole franchise of the same series, so get over it!), which was (IMHO) was more fun when it offered the element of surprise with the implementation idea of bobby traps, it's so easy to steer our sims away from danger. In WA, You/Sim enters a new room of a template, finds a hall that is leading to an open visible door/entrance or a pile of rocks that tempts you to mine it out to unblock the possible entrance, you direct your sim to seamlessly go in pass through the safe room before you know it, BOOM - your sim walks/steps into a trap, and you & your sim get caught off guard and the pixelated character taste the painful "medicine" of being careless and incautions. It's more irksome to expect that we/I expected that the pack would offer the exact what the description, until you find out that it isn't what the term implies and actually is a contracting name.
A gate that propels a flux of fire/electricity/poisonous-gas/ that is visible from the very start you walk down a stairs or through a door to another room is just an obstacle, not a trap. We know we can easily avoid the sim getting harmed, killed or prevent ourselves from getting perplexed If we choose not to send sim to go across the passage through the bluntly obvious device that has the predictable purpose of zapping/scorching/poisoning that targeted victim. You may as well call a clear visible pit or a dig site as a 'trap', because only dummies can just walk into one of those when they're that clueless and not attentive enough to watch wheir their going. A trap may as well be named a crosswalk, particular/especially those who are crossing it while glued to their phones. Or in the relation of The Sims, a broken tv or a stove may as well be defined as traps, because their hazardous and fatal for those who have a certain low skill that tries and attempts to interact with.
///Rant Over///
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Comments
Please don't derail the subject of the topic?
Is that the problem here?
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I'm not a psychopath. I'm a high-functioning psychopath. Reaper
Sorry, I apologise for that but I just feel that after 3 years it should be pretty obvious that you're not going to encounter any real danger in the Sims 4. I never considered them as traps. More like puzzles.
Not all. Some were triggerable/ booby-ed into it. An example:
https://www.youtube.com/watch?v=YEWZDycpVPg
While the clip portrays it is ain't in a temple, but that's the best short video I could find that you won't have go through watching the whole adventure.
ETA: Found another one:
https://www.youtube.com/watch?v=hF-SNe2JxtA
Yup. That's my main pet-peeve is about that we don't have that sort of traps. It doesn't necessary have to be those particular hole-dispensers. I mean even those pillars/columns/gates of JA could spawn in or erupt/jut up with the help of mechanism or whatever. Now all we got is "Oh look, that thing is there. I could have him/her just not walk into it and disarm without having to go through it (using that talking statue thing or other puzzles)."
Correct.
I'm disappointed there is no real traps or nothing unexpected. It seems to be a case of:
Walk to fancy statue interact with it
Sim takes notes
Game gives you various options. Pick one, maybe you will be lucky. Maybe you will get a negative moodlet. Minimal interaction from the player.
The obstacles locking the door aren't traps, I wouldn't even call them puzzles as the player doesn't have todo anything other then point and click.
My hope now lies with modders. Maybe they can come up with some proper deadly traps. I just wish we didn't have to rely on 3rd party content for such things though...
Also, that first video is epic! Great use of traps. XD
I'm not a psychopath. I'm a high-functioning psychopath. Reaper
I think they could've made more of the skeletons. Instead of a door with an electrical field that's controlled by a lever, place four skeleton "statues" in front of an archway to prevent your Sim from passing. Then put a fifth skeleton in front of them which interacts with your Sim by fighting it - they already have a fight animation with a dust cloud and everything. If your Sim wins, the skeleton guards step aside and you can pass.
Or, since they have an animation for a Sim taking notes in the temple, why not have that research lead to activities to do? For example, research says one of the Omiscan deities liked avocado - so you have to go find some in the jungle, bring it back, and use that as the offering to pass another door.
I wasn't expecting Tomb Raider levels of danger/fighting/exploration, but I did think there'd be something more than just "roll the dice and get a negative moodlet or open the door".
This does not nullify his criticism though. He, like everyone else here, is a paying customer whose feedback deserves to be heard. Check the responses and by the looks of it he's not alone.
Your argument is basically that it's never been that way and therefore never can be/will be, but the purpose of this game is to entertain the people playing it. If the people playing it want such traps, then they should absolutely have such traps. To not include a desired feature would be poor design on behalf of the team. Saying that it will always be the way it is is basically expecting the consumers to adapt to the designs of the developers, rather than expecting the developers to adapt to the desires of those who pay for the game and support it's existence financially.
On the topic itself...
The issue is that their current build seems to invest everything into skills. I assume the design is similar to the Doctor or Vet careers: if you have a high career level or a maxed skill, the correct answer is handed to you quickly. If you don't, you have to guess or do more work to get the correct answer.
The problem with this is that this means the moment you've maxed your archaeology skill, the temples have zero challenges to offer you because the correct answer is constantly handed to you.
I don't think we neccesarily need traps for the experience to be enjoyable, but I think something that traps added was it kept people on their toes and paying attention. If these temples were randomized in such a way that lightning floor traps could appear in any square within the temple, then we would be sure to scan the floor of every new temple we entered and EVERY new temple would have a risk of death. World Adventures did this and only failed to do this for players who played it enough to know the temples by heart, and even then I'd say those players probably got their $40 worth if they played it that much.
This however....? Again, the moment you have maxed archaeology skill, I don't see how these temples will be any different from playing a Get To Work career after you've hit level 10: there's no surprises or curveballs, you're just going through the motions of what's expected of you to complete a generic objective. As such, yes, I agree it's a mistake to not have traps or something like traps that can surprise us and act different with each return trip.
An example that @JoAnne65 pointed out: Lots of players criticized the backdrops in maps. The team hears them and tried to reduce them in this pack. Some simmers believed they would never do that, since they accepted (extreme) backdrops as part of Sims 4. So, danger is not an aspect of this game yet, but with constructive criticism it could be.
editing to add: this is one of the reasons the 'dangerous stuff' idea for the voted pack would never have come anywhere near winning (though it's the one i voted for). and i've got a feeling that some of the gurus have to fight tooth and nail to even get some of the deaths included in new packs included. we just don't see anything about that on our side (i have a feeling the lint trap fire thing took lots of effort to make happen, and am extremely glad that made it in)
Fun must be always -- Tomas Hertl (San Jose Sharks hockey player)
You know, I might just test that out. I got a nice married couple I could totally test going straight to the jungle unprepared with no skills and no gear, and on a straight, linear path to find the way to the jungle temple. We'll see then!
I don't think they should be basing how they do death on people who don't know not to save if a sim they like dies
I mean I could understand if the game auto saved but it doesn't
I disagree slightly. I don't want more death per se. I want more unexpected things to happen, less happy happy happy all the time and if in a dangerous setting like a jungle? I expect it live up to what it promises. We will soon see where the dice falls.
There should be more balance in trying to please more than one group of fans.