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What we like to see in The sims 5 [LONG THREAD+PICS!]

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  • king_of_simcity7king_of_simcity7 Posts: 25,102 Member
    @FurSimsOfficial Good collection of pictures! :smiley:
    Simbourne
    screenshot_original.jpg
  • king_of_simcity7king_of_simcity7 Posts: 25,102 Member
    Talking of 'conversions' I have seen quite a few. Some school conversions seem popular such as this one in Brighton:

    City-College-Preston-Road-Brighton.jpg

    The Preston Road Board School of 1880 which closed as a school in the 30s but was taken over by the college as a technical training base. This has now been closed by the college and a planning application has been found of the conversion:

    42686570_10155846433476497_1326870175470845952_n.jpg?_nc_cat=111&oh=829d79bbf3932c1f7c83528d9a6a5a8e&oe=5C552341

    42711653_10155846433561497_7000275781666471936_n.jpg?_nc_cat=102&oh=685bacc11e97bf51079d66dc265af39e&oe=5C165A23

    Preston%20Road%20school%20building.JPG

    Simbourne
    screenshot_original.jpg
  • FreezerBunnyCowplantFreezerBunnyCowplant Posts: 3,957 Member
    edited September 2018
    I want open world and the color wheel
    a256aFi.gif
  • aricaraiaricarai Posts: 8,984 Member
    I made a long thread awhile on "building" a base game and had pretty good participation on it, so I'll copy and paste bits from there. Here's the Overall Thoughts and CAS Sections:

    Overall Thoughts


    We need to return to the true roots of the game, where the player is in control and can play in whichever way they choose. Options are a must: lanlyn. The Sims needs to be a sandbox game with options for the players - no game play styles should be excluded or alienated. Features such as CAW, CASt (plus easy tool to add own patterns: Joanne65), and Open World need to make a return. No aspect of the game should be focused on more than any other. The game should be a feast of creativity and player's input. Needless to say the game should be mod and cc friendly: Joanne65.

    Just a note: Please bear in mind that these are my thoughts and opinions (as such, I won’t be prefacing sentences with ‘I think’ and ‘IMHO,’ etc.), however, I welcome discussion, constructive criticisms and healthy discussion. I’ll add anyone’s names to the list as contribution if they so wish it.

    Art Style: This should be one where details and textures can be seen; from hair to grass, freckles to rocks, eyelashes to bowls, fingernails to furniture.
    - I think a compromise would be ideal with a HQ option. A game where if you play on ultra, you can activate HQ or not. And it would be very high detail only with HQ on. There could even be a third option where HQ is activated only in tab mode (which IMO, would be the best both for the player and the computer). I'd personally enjoy having this third option, I'd use it: Candyd

    Life Stages/Aging: All life stages need to be fully fleshed out; one stage should not be more focused on than another (if this was the case, perhaps more Simmers would play with them). Each life stage should be different from the one before it, without there being so many similarities that you can’t tell the difference; there should be interactions that are unique (however, some cross-over could be used) to each life stage. With aging, there should be the option to make it gradual. No more visible discrete life stages, sims age progressively and interactions become (un)available one by one, unlocked by the player's actions.: Candyd
    Babies: Need more interactions, should have legs, should be able to teach them things (such as roll over, maybe talking, maybe starting to walk)
    Toddlers: More independent (still have the opportunity to teach to talk, walk, etc if not completed during baby stage)
    Another Age Stage: TheDarkRose
    Child: IF should automatically disappear when a teen (maybe make reappearance for elder sim or insane sim: Understandtalent
    Pre-teen: acne, crushes, taller than child; shorter than teen: wiredhanna67
    Teen:
    Young Adult:
    Adult:
    Another Age Stage: TheDarkRose
    Elder: Not always hunched over, activities like knitting, maybe a trait available like young at heart

    CAS: There should be the ability/option to assign skill points, set funds, in-depth and complicated relationships (young adults with siblings that are babies, toddlers that are aunts or uncles to their adult siblings baby: ApparentlyAwesome), all Sims should be able to be edited in CAS no matter what state they’re in or what clothes they’re in.

    Gameplay: This needs to be in-depth and engaging, but allow the player to sim their way. Gameplay needs to reflect slogans such as ‘Play with Life,’ ‘You Rule,’ etc. Interactions and traits should mean something. There should be consequences and restrictions (or things made more difficult) that can’t happen due to certain interactions and traits. Our Sims need to be able to have unique personalities (ex: a Sim that dislikes children, should have a really, really difficult time working in an industry around children or being with another Sim that has children) and this should show in their actions and emotions.

    World: This should be open or semi-open (only if open can’t be coded correctly), with neighborhoods connected. We should have the ability to edit the worlds (imagine: town squares, affluent part of a world, run-down part of the world), traveling between them without losing relationships or memories. There should be the option to have rabbit holes or non-rabbit holes for any community buildings.

    Create A Sim


    CAS
    - multitude of piercings
    - freckles
    - moles
    - fingernails/toe nails (ability to paint them)
    - teeth masks (braces, gaps, missing, etc)
    - ability to edit relationships | ability to set family relationships in CAS: Joanne65
    - more relationship options (exes, siblings, step sibling, half siblings, cousins, best friends, grandparent, great grand parent, uncle, aunt, niece, nephew, etc.): ApparentlyAwesome
    - mould body shapes
    - different color eyes
    - scars
    - birth marks
    - ability to add acne [pre-teen & up]
    - fears & wants [for an attraction system]
    - favorites [attribute to the attraction system]
    - preferences [attribute to the attraction system; example: hair color, weight, gender: elanorbreton
    - variety of hair textures (curly, straight, wavy)
    - body hair
    - hats (different styles they can be worn in) + ability to match hats with hairstyles: ApparentlyAwesome
    - dimples
    - butt chins
    - ability to assign skills [pre-teen & up]: in OP & GITTE2001 (put a max on skills; up to 5 skills across different categories)
    - opacity slides for make-up
    - ability to set hair (all hairs unlocked) for each outfit
    - wider range of face sliders + push/pull system
    - glasses [toddler &up]
    - ability to do streaks of colour, dip dyes, ombre, the roots a different colour, high lights and low lights in the hair: TheDarkRose
    - scarves: TheDarkRose
    - height slider: TheDarkRose
    - OR 3 preset heights
    - turn ons & turn offs | Sims aren't automatically attracted to similar traits, they can be attracted to opposite traits. Why would two slobs be attracted to each other ? A slob needs a neat partner. Candyd
    - actions have consequences: Joanne65
    - create pregnancy: ApparentlyAwesome
    - create babies: ApparentlyAwesome
    - babies with legs: jillbg
    - set age: ApparentlyAwesome
    - set career and level: ApparentlyAwesome
    - choose relationship levels (whether their on good terms, bad terms, or somewhere in between): ApparentlyAwesome
    - Choosing the fit of clothes (loose, normal, tight): ApparentlyAwesome
    - Hair that moves - but not the same texture as in TS4: jillbg
    - More voice possibilities: jillbg
    - Choose the way the Sim is walking: jillbg
    - ability to layer clothing and have the Sims be able to remove layered clothing: jaletu2005

    General Ideas
    - more sliders would be welcome too. I know that they would make creation uselessly complicated for some, but like for any kind of software, there could be a basic CAS and an advanced CAS, the player could choose one or the other depending on the level of experience: Candyd
    - wider eyebrows: Joanne65
    - Both face and body sliders. To give an example, I have huge difficulties making sims with very chubby cheeks in TS4, I'd like to have one additional slider in the middle of the cheeks. Or changing how deep the pit under the lips is. Or changing the width of the nose in the middle, not at the root or the tip.
    Or changing the shape of the buttocks or breasts. Or changing knee size, because no matter what you do, you can't change bone thickness, sims have very thin bones everywhere on their body and that can't be changed no matter how hard you work on them. I have some difficulties creating sims CAS without these sliders in particular (more specifically in TS4 for the first paragraph, but this is also true in TS3 for the second paragraph), but I must have forgotten a few. Candyd
    - The ability to create past the generations in CAS if needed or wanted. (You've got you sim or sims, and you just want to go back (their parents, their parent's parents, and so on), maybe make a family mausoleum or cemetery and create that detailed history who had what job, points achieved over their lifetime, where they lived, what school they went to, etc. Afterwards either they show up in the family inventory to be placed or we can go to edit town, the cemetery, and place them ourselves.): ApparentlyAwesome
    - Interests (maybe your sim doesn't have a trait in correlation with it but the sim enjoys playing basketball and watching movies. The sim doesn't always do those, but it's their favorite activities): ApparentlyAwesome

    Personality
    Personality points like in TS2, traits only available as reward and lifestyle traits that are unlocked by performing some interactions, and that can be dropped at any time. Candyd

    Traits
    - young at heart [elder]
    - introvert: Understandtalent
    - extrovert: Understandtalent
    - ambivert: Understandtalent
    - logical: Understandtalent
    - heartfelt (or emotional: added by OP): Understandtalent
    - athletic: PhoenixStar56
    - goofy or good sense of humor: ApparentlyAwesome
    - slob: ApparentlyAwesome
    - couch potato or idler: ApparentlyAwesome
    - family oriented: ApparentlyAwesome
    - calm: ApparentlyAwesome
    - clumsy: ApparentlyAwesome
    - snooty: ApparentlyAwesome
    - scaredy-cat or fearful: ApparentlyAwesome
    - forgetful: ApparentlyAwesome
    - partier: ApparentlyAwesome
    - fun sucker: ApparentlyAwesome
    - artistic: ApparentlyAwesome
    - musically inclined or virtuoso: ApparentlyAwesome

    Traits Ideas
    - contradicting traits being able to be used (ex: a nurturing sim disliking children, a technophobe liking video games): Understandtalent
    - For traits to be even more influential. Traits and combinations of traits should influence certain interactions depending on the situation. And this can be things we trigger ourselves and/or things that at a certain level of free-will they do on their own. ApparentlyAwesome
    - Example: •Couch potato Johnny's in trouble for his grades in school and his genius and snooty little sister shows off her grades to their parents, head held high, looking down her nose at her brother with a little smirk while Johnny just stares at her with a deadpanned expression.
    •Athletic but clumsy Lionel is jogging up the yard to the front door and trips and falls face first into the grass. He's fine, but his ego's a bit bruised. His goofy brother Cole watching from atop the jungle gym immediately starts slapping his knee, laughing out loud making Lionel blush and grumble under his breath as he heads on in the house.
    •Dad who is observant but thinks he's Mr. Fix It breaks the dishwasher and glares at his daughter, with a good sense of humor, who cracks a joke. She stops laughing but when he turns his back her mother, also with a good sense of humors, snickers and gives her a high five. Dad, ever observant, whips back around and both immediately stop laughing... or at least they try to. ApparentlyAwesome
  • king_of_simcity7king_of_simcity7 Posts: 25,102 Member
    @aricarai Your trait suggestions would be interesting. I like how traits work in TS3 but it would be good to see them worked to such an extant that some Sims could really clash with other Sims with opposing traits other than the standard 'dull expression' that they usually get.
    Simbourne
    screenshot_original.jpg
  • FurSimsOfficialFurSimsOfficial Posts: 2,362 Member
    Today I want to do a section about district/lot traits. Of course the preference would go to a complete open world and not just an open district even though a district would be pretty big already and not like TS4. If we get an open world, we should still get it divided into districts so this system im about to explain later on can work perfectly. But if we get just open districts, with the 10 lots that would already be placed per district, there would still be a bunch of empty lots and places to place lots yourself (a la TS3 style). Every world would look unique this way and for players who do not desire to create a world entirely with a CAW tool, this would already be a lot of freedom. IF a player decides to create a world from scratch, it could simply demolish all the lots, districts and traits to it and create something totally different. Wanna make a magical world? Go ahead! Want to make a fully business function world? Why not! Want to create a huge town with only skylines, nothing to stop you there! You just need to build or place already existing lots. Or you just choose from the gallery/websites from other builders, place some proper lot/district traits and you just created a world to your desire.
    Now how would those lot/district traits work? Something similar to what we have now in TS4, but more expanded.

    -District/lot traits-
    Traits can be chosen to districts, so they will count for the entire lots in it. You do not have to choose any traits, it's optional. You can also just choose on specific lot traits and ignore district traits. Or you can do both to specify the lots more. However you want. Imagine you choose the trait 'snob area' on a whole district, some traits that would conflict with this one, would be blanked out to choose on lots within this district. If you want to create different lots within a district, you can just simply leave out a district trait or choose a non-conflicting one with your lots. Traits for districts and lots will be from the same list and it won't be necessary to choose the same trait on a lot if it is already chosen for the district. They would also be blanked out. You can choose again 3 traits per district and lot. I think that's a good number to set up a characteristic area.
    So you choose the 'snob area' trait on a district and then want let's say only 1 lot to have the 'clean' trait while 2 other lots have the 'anti-kids' trait. That is very possible. It would be strange to be able to add a lot within this district that has the 'dirty' or 'social' trait, since it would conflict with the 'snob area'. Traits of that sort would be blanked out. In that way sims that move in through story-telling would always match the district they have chosen. This means that all traits, whether lot/district or personality should be connected in the game, as well as career levels or accomplishments. With these things connected, it would make a more logic system full of realistic surprises. It would make more sense to find your true soulmate or true best friend through all these traits, cause there is a system behind it that says so and not just randomly. I think this will work wonders and upgrades a lot of lacking features and feelings towards the game. Sims should have a status, personality and reputation. I will talk further on that in these sections of their own.

    These districts and lots will also attract the right sims to visit them. It will be easy to look for certain sims it you check for the right areas. If the area has a trait to it where it should be busy and full of sims, but there aren't enough in the world to match the other area traits, the game will have to create them. It will be good for a moving forward game where districts won't die out.

    Possible district/lot traits
    Let's make clear that all traits (also personality traits) will work as opposites. That means that it is also easier to blank conflicting traits out.

    * Snob area / humble area = snob area's will attract snob sims moving in that don't acknowledge sims that are not like them or have a low work status. They won't interact with you when you try to chit-chat or get annoyed by your sim, while humble area's attract sims that are friendly and interested in all their neighbours no matter what. They always are ready to help out and talk.
    * Clean / dirty = clean areas will clean their selves up and will never have dirt randomly laying somewhere. They could even have automatic cleaning ladies/gents walking around to keep the area nice and clean, while dirty lots have random piles of dirt, trash side of the bins, smelly bins or sewers (manhole covers). These area's don't get cleaned unless sims actively do so etc. Sims won't bother so much with cleaning up around here. Sims that pass by throw their trash on the floor etc.
    * Social / asocial = social area's will attract friendly sims that wouldn't mind strangers talking to them. Friends are being made easy here, while asocial area's have sims disrespecting the social harmony, they would pick fights more and won't show much of themselves besides their daily routine.
    * Family friendly / anti-kids = Family friendly areas will have a lot of families with kids visiting them or moving in to this district. Kids play street games together and sim parents talk more with other sim parents. if you place the school lot in this area, it will be even better, while anti-kids area's are attracting single, grumpy old people or couple sims. Sims with traits as 'hates kids' would be seen around here.
    * Business vibe / Home vibe = Sims can go and find dollar fee's on the floor more often in a business areas. it will also have sims walking around in working clothes, attract more customers for businesses and stores and have more traffic, while home areas will be more quiet and peaceful and if the area has kids, they will be more likely to play outside and run around on the streets. If you would open a store here, you will more likely to struggle to get more customers. You will need to work harder to run a business here and organize social events and sales to get sims come to your store.
    * Youngsters area / Elders area = let's say we divide them into: elders area and mostly YA area. The youngsters area will for 80% attract YA and the remaining 20% can be filled with the standard sims that would fit other traits of the district/lots. If you don't want kids to move there, you can simply add the trait 'anti-kids' on the area too. These youngsters will more likely to be loud, have parties, hang and chill around town. Newly movied out from home YA sims will most likely move to here (unless their traits fit more with other neighbourhoods). While the elders area is more quiet and will have only elders living in there. It would be great for elderly homes or for sims that want to escape anything and just live their last days in peace. Or maybe we could adjust the % of the elders and youngsters to be able to move in the area.
    * Loud&busy / quiet = This one adds a bit more sound to the neighbourhood. The loud area will have noisy neighbours, more traffic, city sounds etc. while the quiet area is more suitable for sims that just want to relax in peace. Less to no traffic, less sims walking around in town, nature sounds and no noisy neighbours. Maybe also a lot more empty lots to start with. It will most likely be a very bad idea to start a business in here unless you like to work insanely hard. It's even more quiet then the 'home vibe' trait.
    Modern / nostalgic = this will have effect on the furniture that automatic moved-in sims will use in their homes. The modern trait uses modern furniture, while nostalgic will have more of the granny/vintage vibe to it. You could use this with the style your houses are build.

    You should be able to set a separate status (beside the traits) per district where you can choose from: Rich, medium, poor. if you keep this option on 'off', prices will only be determined on the size of the space that is for rent (just as how they decide the price of a house/building now).
    If you turn this option 'on' and choose between rich, medium or poor, places that are for rent, will have a proper price attached to them according to the size of the space and the status of the district. Also sims will move in to a house with a fitting price range within tier salary. let's say the Rich area should attract sims that have a min. career level of 7 and win min. 2000 per day (just an example). Medium should attract sims with a min. career level of 3 and win. min. 1000 per day. The poor area can have sims without a job up to sims with a max. career level of 2 and win a salary from 0 - 1000. It should depend on the career system in TS5, but i tried to adjust it with the system we have now, just to get an idea of what seems fair and logic.

    Some extra's that come with chosen traits are public festivals/events or social events:

    Public festival/events will happen in districts (only on the public park lot), not on lots. So if you choose a certain trait for a district that attracts a public event/festival, but a lot has a quiet trait, the festival will still happen. You will have to focus on the district trait if you want to ignore or adjust public festivals/events. The quiet traits on a district closes are the public festivals/events. Also if you don't use any district traits.
    Other happenings like social events such as group meetings, teens hanging around, yard sales, street parties are related to lot traits. If your lot has the quiet trait, none of these social events will ever happen. If your lot has the family friendly trait, but the district has the quiet trait, also no any social events will happen on any lot, cause district traits overpower all lot traits. You can leave out district traits and only give lot traits, to get detailed and unique lots within a district. Like this lots can't conflict with each other, since they don't have an overpowering district trait. You can choose what suits you best. this way you can create a lot of different lots and districts and get the desired events on your lots or public park.. or not. However you like!

    !! Public events/festivals won't happen in any district if it has no public park lot placed. !!
    !! Social events are held on lots only. You won't need the public park for them. !!

    Here are some examples of the possible public festivals/events and social events:
    Loud area's and youngster area's will have public festivals in them like random themed markets (flee markets, vintage markets, food markets etc.). Social events will be street parties and group meetings of sims. Teens will hang out here more too on corners of the street.

    Business vibe areas will have social events of days where there are sales in all the stores and markets, so sims will visit this area more and go shopping. You would be able to choose if you want your store to participate in that too when you are playing retail at the moment of a sales day. Social events in these area's are protests, street speeches and street performances.

    Home vibe and family friendly area's will have organized social events by sims in the neighbourhood. Maybe yard sales, lemonade stands managed by kids in the area. And public events like flee markets in the park where you can go and shop or sell your own stuff. you can always choose to participate with your own stuff in markets or just go and just check it out. Just how flee markets work now too. The same would go for other type of markets listed above under the other traits.

    Elders area will have small public events organized specially for them. Maybe a garden day, where they can upgrade their gardening skill and work in the park with special interactions where they can share their day with each other or ask about certain plants and upgrade their gardening skill by talking with higher skilled gardeners. Or other public events like a chest contest in the park, a group meeting where elders just meet each other and gossip, complain or talk about changes of whatever. If you choose the quiet trait in an elder district, these events will also not happen.

    If there is only one house on a lot (either you or a lot with someone else living on it, so no apartment or row house lot), these social events will still occur on the lot. You or that neighbour will be the only one to hold a yard sale or lemonade stand, but that wouldn't have to matter as also other lots will join you if they have the same traits. The district trait once again does not decide social events. These social events take place on the outside of the house, so the house won't have to be loaded which makes this all possible to take place at the same time. There is place for these sales on the side-walks front of the house that can't be changed in build mode. We have this system since the sims 1, so shouldn't be a problem. Maybe 3 blocks max. on each lot as a standard size. Should be enough for a stand, sims to stand behind and visitors/customers to walk by.

    In order for public festival/events to happen, you would need to place a public park lot in that district where these events could be held on. You would be able to choose these from the already made list and you can adjust around them, so that the main ground will stay available for festival/events items to appear on. These grounds will be decided just as how festivals now work in TS4. Whenever there is a public festival/event, the item will appear on them. The only difference is that you can decide where you want to place these park in your district. You can also choose front different park types and adjust some changes around the main ground. Imagine a public lot looking like this:

    21mccva.jpg

    To understand how district/lots traits & festival/events would work and how they will conflict or work well with each other, here is a drawing I did to make it more clear:

    n5j09i.jpg

    In the end, YOU as a player can move in sims anywhere, despite their status, career, traits etc. That should be the control of the player, but we want the game to make logic decisions without us having to bother with it too much. In the end you can always choose to use traits or not, demolish and move in sim yourself and close story-telling so sims wouldn't be moved in and won't live a life on their own. With story-telling off, sims will just not move in, but festivals/events will still happen according to traits if you bothered to put them in.
    I think this can work out great and would make most players happy in their own way. This system is just here so it attracts the right sims to the right area's, lots and homes. And of course to add proper behaviour of visiting sims in neighbourhoods too as well as proper festivals/events in the right neighbourhoods. It would work great with other aspects in the game too. I will go into that another time :)

    I got a serious headache and brain freeze from this system (ehm hours of work..oops). I have put way too much time and effort into this to think it through. Let me know if something is conflicting :p Hope it was worth it!
  • Luna_Storm_CatLuna_Storm_Cat Posts: 3 New Member
    ***** I have been wanting to find a way to get the attention of the EA sims creators for a while now. I have been obsessed with sims since I was a child. Sims 2 and Sims 3 are currently my favorite mix of the Sims series. This is because they included the baby stage and were much more family oriented. I do appreciate the step taken in Sims 4 with the more realistic toddlers, and now I crave the babies even more! So here is my dream for the next Sims game or update that I have been wishing for since Sims 2. (Modified over time to include Sims 4 updates).

    It would be extremely achievable to add another age option. This would include, Newborn (only available when given birth during game play and can age up whenever), Baby (Now available in CAS or adopted. This is the added age. I will explain below.), Toddler, Teen, Young Adult, Adult, Elder.

    Now, adding the "Baby" age, brings back all of the major things I personally crave having in a family oriented game. (The ONLY game that allows you to really raise a family by the way.) Cribs, baby swings, strollers, changing tables, bottles, walkers, maybe a floor mat with toys. These are all imperative as a sim parent to experience having a baby and provides so much more game play!

    With this there would be new interactions as well. Since the toddlers are already the ones learning to walk and talk etc., babies would need to be socialized, fed, changed, and have fun. They could be focused on learning motor skills. Developing to hold their own bottles in a baby swing or holding onto furniture to attempt walking. This brings back the fundamentals of crawling, and changing the diapers on an actual changing table, preparing the bottles, the cribs in the nursery. It brings back a very intimate part of the game when it comes to raising a family. Maybe add a burping option to take care of the baby further.

    There are many creative ways to go about bringing cribs and functioning babies back into the game! ****
  • FurSimsOfficialFurSimsOfficial Posts: 2,362 Member
    edited October 2018
    I got a bit demotivated to write any further, since we have no idea whether it is being red or not and if it would be taken into consideration. That''s the hard part on giving feedback sometimes. So I decided to just write a small part on how the World Editor Tool could work.

    -World Editor Tool (WET)-
    Choose from the pre-made worlds which would be more than just 2, but maybe 4 (if the TS2 could do that, so can TS5). Or create your own world from scratch. Create districts, add the proper district or lot traits, create families, move them in, give them a job, store or story line and add this in description of the world you created. there will be plenty of families, buildings and stores in the pre-made lots section to add in your new world. And of course the option to add in anything made by other simmers, could be added in this world too. Nothing changed there.

    If you desire to create a whole new world, you will be able to choose from pre-made empty world shapes, pre-made added districts with lots in it as well. You can also just copy any world there is and adjust it or keep them the same. There is no limit in how many worlds you can add, but let's advice a number to not mess with the performance of your game.

    Let's say you are choosing to create a world from scratch. It should be simple but rich in possibilities, cause the CAW was too complicated to be honest. You choose a pre-shaped world, decide the size and drag the edges into any shape you like. You will have a limited box around of it, so within you can drag, edit any way you like. You could create an island or connect the land with the edges which will make it a regular piece of land. You could drag a few edges till the box around and leave some other edges open so it automatically will be connected with the sea around. Then you can add a beach on those areas which will lower the ground itself, so sims can walk up to the beach on the same level. You can also higher the ground and create some rocky beaches that sims can not reach. or you create a open area somewhere, so they can still swim in that area. However you desire. You can add lots anywhere. You can create districts by dragging a tool over a certain area with lots in it. Then you can give them traits or not. IF we get an open ditrict world, this would be a must to do, but if we get a total open world, you do not have to create districts. It is up to you how detailed you want it to be.
    You can add many different trees or a bunch of trees like pre-made forest or jungle areas, so that it will spare you some time to place all these trees one by one. You can just simply add a bunch of trees at once. Fast and simple for those who don't want to spend too much time on a unique new world. Other items that can be placed into the world are: rocks, traffic lights, advertisement light boards that light up at night (think wall street. Would be great for the city centre area), group of interactive animals like pigeons, cows, ducks, swans, insects etc.
    More items would be added through out the making of the game.

    You can also choose a backdrop scene if you like. Maybe some icy mountains far away, or a gran canyon type of mountain set, city buildings, row houses, American type houses etc, empty green farm fields, golden fields, villages, forest or jungle trees. It's just to add that extra feeling to it, but it's optional.

    That is basically it. It should be as simple as that. If we get just open districts for better performance and the ultimate lively neighbourhoods, maybe there should be a set number for the size of a possible district. Let's say 10 lots. Each lot can have a limit number of 5 different households to live on. So you could create a building with a few floors where 5 apartments could be rented in. Or 3 apartments and 2 office spaces? Another lot could be just 5 offices to rent. You can decide. We should only have minor limits of numbers in order to hold a perfect game performance, but how you divide this or play with it, is up to you!
  • Aeroprincess87Aeroprincess87 Posts: 6,417 Member
    I want no sims to be locked to objects, including babies in the base game.
    Open neighborhoods, although the world itself can still be closed off.
    Basic stores that aren't rabbitholes, like restaurants and grocery stores in the base game.
    Gradual aging and gradual hair growth.
    Varied heights for sims. Genetics that actually work.
    The return of real chemistry with turn ons and turn offs.
    The ability to own more than one lot, including vacation homes.
    A minimum of 50 lots per world, with the ability to plop them down wherever once again.
    The return of wants and fears and the disappearance of whims.
    More chaos in the form of better AI, real jealousy, and lifelong consequences for a sim's actions that affect the entire world and not just them individually. So for instance, if your sim is a thief, they can go out and steal from other sims in the world, maybe even end up on a wanted poster before being caught by the police and sent off to jail for a few days.
  • dirty_milosdirty_milos Posts: 210 Member
    Make the gameplay more realistic. For example, make the Sims need to go to a store when they want to buy furniture or clothes or food. Include the basic features, like seasons and pets, in the base game. Introduce scientific methodology in the Sims' psychological behavior and sociological interactions. And lessen the political and religious bias, and finally introduce some Christian items, lol.
  • DannydanboDannydanbo Posts: 18,057 Member
    About three years early, bro.
  • MovottiMovotti Posts: 7,774 Member
    edited October 2018
    Make the gameplay more realistic. For example, make the Sims need to go to a store when they want to buy furniture or clothes or food. Include the basic features, like seasons and pets, in the base game. Introduce scientific methodology in the Sims' psychological behavior and sociological interactions. And lessen the political and religious bias, and finally introduce some Christian items, lol.


    You're opening one nasty can of worms in asking for that last part.
    Cthulhu fhtagn


    Edited to add a quote of what I was replying to, since it looks like another thread was merged with this, and my comment didn't make sense without context.
    Post edited by Movotti on
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  • HistoricKiwiHistoricKiwi Posts: 63 Member
    Sorry, but I disagree with all of what you have recommended!
  • LatinaBunnyLatinaBunny Posts: 4,666 Member
    Ummm.... a big no to that last bit!

    There is also a thread on what simmers would like in a Sims 5 in Speculation and Rumors:

    https://forums.thesims.com/en_US/discussion/948793/what-we-like-to-see-in-the-sims-5-long-thread-pics-updated-30-9#latest
    ~*~Occult Family Player player~*~
    (She/her)
  • simbreeamaazingsimbreeamaazing Posts: 16 Member
    I'd like for one the graphics to be much more realistic. In Sims customization for example, I'd love to be able to add dimples and scars to different places on the body, adjust height instead of there being the generic height for all ages. I'd love to have longer hair, perhaps down to the waist.

    I'd love to have the gameplay much more resemble real life- I'd like the worlds to be bigger and have to drive to the store to get groceries, and have the option to drive places instead of just transporting. I'd love the "Get to school" mod by zerbu to actually be included in the base game. I'd love for them to add College & University as an option after high school, and have only certain careers unlocked upon College/University completion.
  • LatinaBunnyLatinaBunny Posts: 4,666 Member
    I just want everything from Sims 2 and Sims 3 (but keep and improve the Sims AI and many little details from Sims 2), and maybe some expansion packs from sims 1.

    I want:

    -Properly dome reactive, consistent AI and reactions and consistent traits and emotions for the Sims

    -Sims noticing each other

    -Families are close (so like in Sims 2, with Sims looking at each other and setting the table for others, kids greeting parents, and in Sims 3 with Sims noticing their loved ones, etc)

    -Great toddlers (like in Sims 4)!!!

    -Freed babies who can be taken everywhere!!! (Like in Sims 3) With all sorts of interactions and baby items!!! :blush:

    -Home businesses (like in Sims 2) in a future pack—A MUST for me!

    -Open community and open retail lots and venues, like restaurants, spas, grocery shops, etc.—Another MUST HAVE for me! :smile:

    -The many awesome Terrain tools and water tools and the other world creation tools like in Sims 3! :smile:

    -CASt!!!

    -Color wheel!!!

    -Properly made worlds that are created to be functional and connected and are properly coded!!!

    -Traveling to different worlds

    -Optimization for varied computers! (All worlds should be properly coded and tested!)

    -If there’s going to be story progression, I want a variety of options, just like the great story progression mods in sims 3 and 4!!! (And ways to turn it off, of course.)

    -Proper water tools and ways for worlds to get swimmable oceans one day in a future pack

    And I think that’s it, in regards to base game. I just want an optimized, properly made game with plenty of options for various play styles and plenty of creative tools, but still optimizable for varied computers.
    ~*~Occult Family Player player~*~
    (She/her)
  • LatinaBunnyLatinaBunny Posts: 4,666 Member
    edited October 2018
    Just copied my quote from the other thread, in case the threads are not merged for some reason:

    “I just want everything from Sims 2 and Sims 3 (but keep and improve the Sims AI and many little details from Sims 2), and maybe some expansion packs from sims 1.

    I want:

    -Properly dome reactive, consistent AI and reactions and consistent traits and emotions for the Sims

    -Sims noticing each other

    -Families are close (so like in Sims 2, with Sims looking at each other and setting the table for others, kids greeting parents, and in Sims 3 with Sims noticing their loved ones, etc)

    -Great toddlers (like in Sims 4)!!!

    -Freed babies who can be taken everywhere!!! (Like in Sims 3) With all sorts of interactions and baby items!!! :blush:

    -Home businesses (like in Sims 2) in a future pack—A MUST for me!

    -Open community and open retail lots and venues, like restaurants, spas, grocery shops, etc.—Another MUST HAVE for me! :smile:

    -The many awesome Terrain tools and water tools and the other world creation tools like in Sims 3! :smile:

    -CASt!!!

    -Color wheel!!!

    -Properly made worlds that are created to be functional and connected and are properly coded!!!

    -Traveling to different worlds

    -Optimization for varied computers! (All worlds should be properly coded and tested!)

    -If there’s going to be story progression, I want a variety of options, just like the great story progression mods in sims 3 and 4!!! (And ways to turn it off, of course.)

    -Proper water tools and ways for worlds to get swimmable oceans one day in a future pack

    And I think that’s it, in regards to base game. I just want an optimized, properly made game with plenty of options for various play styles and plenty of creative tools, but still optimizable for varied computers.”
    ~*~Occult Family Player player~*~
    (She/her)
  • simbreeamaazingsimbreeamaazing Posts: 16 Member
    It would also be awesome if we could build lots that are two lot types at once. For example, I wanted to build a market that on the first level was retail, and the retail owners lived on the second level above their businesses. AND it would be so amazing if we had the option to build apartments and have an apartment complex and make a profit from having tenants. Or maybe a museum and retail lot together, since most museums have gift shops. Also having Cats and Dogs expansion is cool, but it would be great to include other animals and be able to interact with them- like in the vacation packs be able to interact with snakes, crocodiles, wolves, bears, etc.
  • DannydanboDannydanbo Posts: 18,057 Member
    What if Sims 5 is First Person?
  • FurSimsOfficialFurSimsOfficial Posts: 2,362 Member
    Ok so today I was checking the new catalogue from IKEA and it gave me some interesting building ideas that we have never gotten in any sims game and would make a world of a difference. I always kind of craved these extra little features, so let's try to get these into the sims 5:

    -Building options-
    Till now we got walls that fit on one tile. I was always a bit bummed out I could not fill up that extra space with a half wall or those houses that have small colons in them that would be perfectly made with half vertical walls. Now we use colons, but they often do not have the correct color, shape etc. We just need something simple as 'half vertical walls'. We got normal walls, half horizontal walls, so this is the one that is completing the puzzle. Adding walls is a base of a building or home, so it would make a lot of difference and think of all the possibilities we would have now that we can do that.
    Another step would be, if we could just drag walls how far we would like, up and down. That would even be better. So there is total freedom in how long a wall can be from up to down or from left to right. There could be a special switch on button if you like to go into more details about the length of a wall on one tile, other then that, the game will just drag walls the way we know so building doesn't have to go drastically slow or messy.

    dzf5ep.jpg
    We can already do this with half walls, but if you can drag walls up/down or add shapes, you can add a little window in any size into your wall. With the half walls we have no, we are not able to bring the ceiling down on a specific part.

    2rc4x35.jpg
    As seen on this pic above, the bow walls add another level above this. We should not be limited in building walls. They can count for everything such as basic walls, open doors, ports, windows, tunnels etc. You could add a variety off shapes into your walls. Such as these bows and then drag the walls how far you like, so it would create for example a port with a certain thickness. One section of shapes that serves as windows and another that serves as doors. They can be the same shapes, just different functions. Why? The window shapes, can be dragged any way your like: up/down/left/right. The doors shapes can't be dragged down, only up (to create a bigger door perhaps) and in width (to create a wider port maybe) and sims can walk under and through them. If you stretch the shaped wall out on the ground, it will look like a tunnel inside. So many great building opportunities here!
    We need to address this issue: what about the ceiling when you create a tunnel or bring walls down? The ceiling will always be straight, so you won't see a bow shape outside of the building. The bowed shape only shows inside of the tunnel. The room where it is build in will still have a straight ceiling. I think this is the safest ways to not create too much difficulty in other aspects in the game by having this feature. This picture might help to understand:

    8zpgrr.jpg

    Talking about ceilings! We should be able to paint and decorate our ceiling again. In TS3 we could paint our ceiling with any wallpaper there was, let's take it one step further and decorate it as well. We could have a section for special ceiling decor like these:

    mtrtj.jpg
    2ijojds.jpg
    25zmhb6.jpg
    4r51yv.jpg
    Flowers from the ceiling for wedding decorations for example.

    2z40cxl.jpg
    Flower paintings/stickers like these that could go on the ceiling

    28tj0nc.jpg
    a variety of wooden beams to create a country style home/barn or give it an attic vibe

    2vuldhj.jpg
    How about those glow in the dark stars on the ceiling that probably every kid ever had in it's room :p


    To add some more variety into building, we could have a section with walls parts. You know how an attic has walls that are triangle shaped or some parts of the house look like this. It would be nice to add these types of shapes/walls part and place them on walls, move them
    up/down/left/right, drag the size as well. Shapes as triangles, blocks or unique shapes that you can move up on any walls. You are also able to style/colour them in any way.

    290vvnn.jpg
    2hhpx53.jpg
    2cs6tfr.jpg
    With ceiling beams we could create rooms looking like these!


    -Create a Style Colour (CAC)-
    wmayxz.jpg
    Create a style is something that is kind of a must. I don't think it would acceptable if we don't get it back or at least in some form if it seriously would be too heavy for our game in some way. At least we should be able to choose from basic and the same colours for EVERY item in building/buying. When I see this wall on the picture having the same colour as the door, it inspires me so much and I love interiors like these. Black is not always black and green is definitely not always green. There are so many shades. If we could have a eyedropper tool that could at least bring the same colour back in any item we desire, that would already make A LOT of difference. Imagine clicking with the eyedropper tool on any colour shade in the game and it will generate this colour on the item you then click on.
  • phantom121294phantom121294 Posts: 151 Member
    There are a lot of areas that go into building a sims game. Interactions, life states, world setup, CAS, etc.
    Lots of people have shared their good ideas so I won't retread that ground. However there is one area of gameplay that I am compelled by my extremely picky nature to comment on....its jobs.

    Careers should really be overhauled in sims 5 IMO. It will be 202_ when the game is released (most likely). There is absolutely no reason why we should have only rabbit hole careers this late in the game franchise. IMHO sims 4 is somewhat excusable as we have a lot of active careers currently and professions. Still however, nearly half (more actually...) of the money making methods are "your sims vanish into nothingness pretend like they are at their job". You get paid and you are away from home but honestly it doesn't provide me with a sense of immersion anymore.

    You could be in business or an astronaut and the only difference in how it affects YOU is a meaningless title and some objects in build mode. You have to PRETEND that your job actually has an affect on your sims life and personality. I don't mind pretending things in games, I just feel like the bar for me to have to do that should be low in a life simulator.

    Doctor, Law enforcement, Scientist, Vet, Gardner/Florist, Restaurant and small business owners are all major milestone improvements in this regard. In fact I haven't used any base careers since get to work was released. My only hope for sims 5 is that the devs build the base game around active careers. The sims 4 team has done a really good job so far including a variety of these types of jobs and careers. Many people like to point out what the sims 4 does wrong, but it does careers the best out of the entire franchise. Even if some of the work is repetitive or dull its better than nothing at all. I think the vet "job" in particular is really the culmination of all their work so far. Its extremely fleshed out and detailed, there are a lot of options given to you about how to approach business and money. It is the standard by which I think careers in sims 5 should be based on. Scientist career was also good.

    Unpopular opinion time: I would gladly be willing to cut out a lot of the initial careers if it meant the remaining ones became active. Of course I'd like more added later.....but that's for GP's and EP's. Also last side note, the option for people to send their sims to work in a rabbit hole should still be there. The sims 4 currently has this option for active careers, and its a great feature for those who are much less stubborn about careers and working.

    Anyways those are my opinions and suggestions for sims 5.
    Specs: i9-9900k, SLI 2080ti MSI SeaHawk EK X, 32g 3000hz Corsair RAM, 2TB M.2 Samsung SSD, EVGA 1600W. Custom loop done by myself with dual 560mm radiators.
    JOVa2Sn.jpg


  • MovottiMovotti Posts: 7,774 Member
    Dannydanbo wrote: »
    What if Sims 5 is First Person?

    For woohoo? For pooping?
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  • drakharisdrakharis Posts: 1,478 Member
    edited October 2018
    Let's go forward instead of backwards. I would love to be able to own vehicles, have spiral staircases, more bang for my buck when I buy packs. I would love for it to be good enough to play without the need to feel like I have to have mods. When I played 2 and 3 I never once felt I had to have anything modded ever. I want it to still be easy to build in 5. I want even more customisation. I want it to push the envelope. I want to have more options for architecture. When I create a new sim I build their home to go along with them. I would love the option to customise what our sims say based on their personality. Why would a mean evil sim have the same friendly interactions as a good sim? I think a goofball should have more funny interactions from the start no matter what their skill level is. I would love more traits and aspirations. I want to keep how aspirations are done. It's one of the great things about Sims 4 is that we can do all the aspirations or go change an aspiration at any time without losing progress. I want the colour wheel back. I loved how in 3 I could go to the gallery and see all the cool things people did with EA content recoloured being able to create unique hair colours with EA hairstyles.
    Playtesting - not just tabletop games and card games any more. Really that should have been playtested in Beta and not [img]just with accounting and marketing but actual players. https://i.imgur.com/t48COW6.jpg[/img]
  • littlemissgogolittlemissgogo Posts: 1,808 Member
    edited October 2018
    fQpyznv.png
    if they go that route, they might as well morph the sims into spore so I can put eyeballs wherever I want to and then give my horrendous child no mouth to feast with
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  • dirty_milosdirty_milos Posts: 210 Member
    Dannydanbo wrote: »
    About three years early, bro.
    Better early than late. ;) About time for the developers to figure out what should they do.

    People are building cathedrals, but don't even have some cross to put on top, that is just beyond awful.

    Speaking of realism, Sims also need to apply for a job first, then to go to a job interview, and then maybe they would be accepted for the position, or they would be rejected. "Oh, I want to be an astronaut, I just call them, and they hire me immediately." What the heck, you need to go to serious health and physical and intellectual and security checks first before accepted for an astronaut, lol.
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