Something that's
already in the game but you wish was different. How would you change it?
For example, the Sickness system for me. I dislike it greatly compared to sims 2. It's really only a temporary skin "tattoo" with an uncomfortable moodlet.
To change it:
- Hospitals can be visited by anyone, not just doctors/pregnant sims. (Requires get to work for active hospital lot, otherwise anyone with just the base game can go to a rabbit hole hospital)
- Make sickness a base game feature so it can be expanded on with other packs.
- Sickness can kill if you do not rest. Note that sickness will not kill your sims if you treat them properly, either through rest or medicine among other things.
- Toddlers/Children/Elders are more susceptible to illnesses, however it will never kill toddlers, but you can have them taken away if you don't take care of them.
- Add seasonal allergies, these won't kill however.
- Add Grandma's soup from sims 2, which is a cure all, but should require possibly high parenting skill?
Can't wait to see your ideas
Comments
Elders overhaul which will probably never happen.
Might need a pack for all this but it would be worth it (maybe a GP unless we could get it with combination of an SP plus the pre-pack patch
Fun must be always -- Tomas Hertl (San Jose Sharks hockey player)
- More challenging to get promoted. Maybe an option to make them more challenging so for those who don't want them to be more challenging.
- The option to not be promoted if you are happy with the career level they are at.
- Ability to follow more careers to work (but not forced to follow; just the option).
- Ability to make adjust career names (and career level names) as you see fit.
- Would love some more 'normal' careers (education, law, firefighter, etc.)
1. Traits - The moat fundamental and foundation of personality. Sure seasons added liking of a particular tradition based on traits making them more unique, along side with other small features in packs(such as good sims rejecting coffin wohoo, and lazy sims not putting their laundry in the basket) but if the traits are lacking in the base game itself, it will never reach its full potential. Because ad we play we are playing mostly with the base game, just added extra features with packs, but the way you socialize, your sim react, etc. Will still depent on the base game traits. Hot Headed trait in The Sims 4 does not feel hot headed at all except those reandom moodlets and when targeted with mischief. Negative traits except jelousy and perhaps the unflirty trait, does not have deep consequences and imapct on game.
If I had a sim who is Hot Headed, I should not have the same feeling when playing a Gloomy sim and a Cheerful sim.
Traits are lacking variables or enough attributes. Look at Sims Wiki and compare the difference between the Genius trait in Sims 3 over Sims 4.
2. Emotion System. This should be the second priorty when developing the game, and this system should be built of based on a Sims Traits. How would that work? The Moodlets themselves should not be based on a particular event but be based on a particular trait. What could that mean? It means that moodlets should be based on a particular trait to have a full impact on game play. A moodlet can be any emotion based on the Sims traits.
This is the best example. Say you created a Hot Headed, Neat, Loner Sim. If a sim was in a room full of dirty surrounding, he/she should feel Angry i stead of Uncomfortable since Hot Headed was the sims Emotional Trait. If I had a slob, Genius, Kleptomanic Sim, then the sim should feel Focused when the surroundings is dirty, and be focused when the sim still something. Have a gloomy, Perfectionist, Geek Sim? Then when you play that sim the sim should feel sad everytime he/she crafted an awful work, and sad everytime he looses in a video game. Thise are just trait related obvious thing that emotion system should do. It should do based on traits not on the random emotion assigned to an emotion and based on traits.
If they ever did that, Sims will feel much more unique, add that on the top of packs. You will play and feel a different sim each time you switch sims, and this alone could be the biggest innovation that The Sims 4 can do, as it adds depth not just on personality but based on the gameplay oppurtunities a player can do.
And Lastly, the Overhauled whims and Aspirations. This two can be link to trait and emotion. Aspiration should not be goal oriented, but trait sim oriented. Which means the way of completing your sims aspiration is based on what they want their whims. If a sim wants to be a writer the player should follow the whims of the sims related to writing. Not only that but also random wants the sim have. Why? Because if your sim wants to be a writer, its not just being a writer that ansim want, but a happy and helathy life. So by providing it to the sim, and completing aspiration, players could see lifetime benifits for that sim, that will make the player feel rewarded for the challenge that they
have done. And that is where traits and emotions comes into play. They will add challenge. First thing is Fear. Fear muat be added as it adds depth and consequences to the game. Fear like into The Sims 2, but better if they did this type oftrait and emotion system. A hot Headed sim who had gis fear happened, should have feel guilt and anger for himself for letting a particular event happen. A evil sim who aspires to be a writer will have the player try to give the sim a happy life by seeing other sims suffer(e.g. eating pufferfish) and with get famous, accomplishing that sim want to be infamous as possible, while trying to publish a book that he wanted to publish is going to be a hige challenge. It adds depth, and mich more uniqueness to a Sim that will make the player be encourages to trying out different traits to see different challenges in the game.
Memories System will be my last straw. I don't need a screenshot for memories, I just need the memories system function the way they work on The Sims 2. With overhauled Traits, Whims, and Emotions Memories will add a much more deeper on personality. If a sim, for example encountered a negative memory/positive memory but is associated with a negative emotion, the sim will try to avoid a particular action that caused it. If a sim married but hot rejected at the altar, a sim will recieve a emotion based on trait(If the emotional trait is not negative then a sad emotion) such as a hot headed wife will be angey inatead of sad, then the sim will try to avoid marriage as possible and the player will have to direct the sim to marry to do it again. For example after being rejected, a sim will cry for nights before movong on. Or even better, to overcome a particular memory, the player will do a positive actions to help the sim move on, such as take the rejected sim to the night club with their sim, and as he/she becomes happy, he can move on trough a cariety of options/social actions. Then it will be a much more challneging with negative traits, such as gloomy sims may not move on at all or have a slow ppgase of time before moving on.
Do this in The Sims 4, and I believe in my perspective that this will change how people play the game in Live Mode. The game will be Full of Emotions, full of life. This level of personality depth have come closer woth The Sims 2, and now by doing overhauls I think The Sims 4 is going to surpass how depth The Sims 2 has, especially since The Sims 4 had packs that was well received for its great impact on gameplay such as clubs, the vampire weakness, celebrity quirks, a potential hobbies pack, active careers and much much more. This is the greatest potential that I think The Sims 4 could achieve.
http://forums.thesims.com/en_US/discussion/924539/features-that-needs-depth-and-ways-to-improve
http://forums.thesims.com/en_US/discussion/924539/features-that-needs-depth-and-ways-to-improve
http://forums.thesims.com/en_US/discussion/924539/features-that-needs-depth-and-ways-to-improve
- Expand it so there can be more than six total Needs.
- Change Thirst into a visible need.
- Possibly add an eight need called something like Fulfillment, Passion, Dreams, Aspirations... something along those lines. This Need would be maintained by your sim doing things relating to their aspiration trait. For example, if they are a Muser, doing creative things would fill up their aspirational Need. (So no matter what current aspiration they are working on, their core Need still relates to their original aspiration category.)
- Having the aspirational Need full / near full could give a boost to skill gain relating to that aspiration. Maybe even give boosts individualized to the aspirations themselves, like having it full / near full would make it easier to complete aspiration objectives relating to that trait (ex: higher chance of masterworks for writing/painting for Muser, or easier to get promoted in cooking/mixology career for Essence of Flavor).
As it is now, Needs feel to me too much like meaningless maintenance and both from a modding and gameplay standpoint, I think it'd be cool to see the Needs expanded a bit in scope and possibility. Even if it was just making a technical change in the UI so that more than six visible needs is possible, I'd be content with that.
Autonomony = left to their own devices, sims only care about reading book, taking out trash, wash dishes, grab a glass of water and playing computer game, I had to micromanage them when their hygiene is low because they always like playing computer games and trolling teh forum. any why is my sims always get bothered by others when they read book or eat because they wanted a hug or kissing their cheek.
Moodlet : Please exclude certain moodlet and ilness to vampire, because my vampire can sick and or get dangerously tired from working out.
Lot Types - I’d like a system that relies less on a lot’s preset class and more on what activities are available on said lot. More flexibility, basically.
Chance Cards - I want to be forced to make decisions with impactful consequences.
I would like to see sims being able to call a doctor for at least a 'house call' visit. Much like doctors visiting a home for an event sims could just call them.
I'd like to see the Romance System overhauled or for that matter a more proper one.
Sims having turn ons and turn offs to what attracts them.
Sims being able to find out that they have similar interests for better chemistry.
Romance options being unlocked at a higher level than being all available. Gets a bit frustrating when random sims are flirting with you left and right and you don't even have a high enough relationship with them
Couples and married sims being unable to flirt autonomously with other sims unless they have a noncommital trait.
Cheating on a spouse not only lowers their relationship, but also children's if your sims have any.
Feel like a lot of romantic options would fail when your spouse or significant other is mad much like a cool down period.
The Emotional system needs to be tweaked indefinitely.
I feel like some emotions should override others, much like a death happening or being cheated on and should last longer.
The happy ones tends to override a lot when comboed so much. 'Needs filled, tasty meal, Nicely decorated, Pleasant conversation. They're already at very happy easily.)
Would want to have a 'Just fine' potion, since vampires can have such a power to keep all emotions in check or maybe even a trait in the rewards store.
Babies need to be overhauled, not tied to an object, but be like past games.
Children whose parents (grandparents etc.) have died need to be added to the adoption pool.
Children should be able to play games with each other without objects. Like tag
We need cemetery’s
Children need to be able to play games and things without an object. I also miss family volleyball. We also need more arcade games.
We need real hotels, more vacations and a wedding/romance pack.
I also think they need to add favorites, i can’t remember if that is the actual name. Like preferring a red head over a blond, whether you prefer beards on a mate, etc.
There are a lot of other things I would like, but I see these as the most essential.
Whims need to be way less repetitive - if I click off a whim for whatever reason, there should be a cooling down period of at least a sim day before it pops up again; or if I fulfil the whim, it also shouldn't appear for a few days at the very least. And if I have my Sim do something a few times in a row (e.g. cook a few meals to restock the fridge), then all s/he'll get whims for thereafter is to cook different meals non-stop.
Whims also need to be more logical. For example, if my Sim is on a date with somebody that she has a fullish romance bar with, you'd think she'd get some whims related to romantic interactions with that Sim, right?! Wrong! I sent my romantic Sim on a date last night with her beau to a club. ALL her whims were related to socialising with anyone other than her date, or playing in the rain, or buying a washing machine (because the club didn't have one - what were they thinking, not supplying a washer for your laundry-obsessed Sims to use in between dances...?!). Even the emotion-based whims were unrelated to the person she was on a date with and had absolutely nothing to do with the situation she was in (send a flirty text, have a cold shower, go steady with someone - other than the person she was already going steady with, presumably!)...
And I don't want to switch them off as I like to use them to let my Sims decide whom to date, marry, how many kids to have, etc. I just wish so much that they worked better...
Fear emotion to replace sad, uncomfortable and tense where appropriate. And yes, more effect on moodlets from personality. They've done this more recently - outdoorsy Sims never get tense during thunderstorms, for example. (Though really, it should be the opposite, since thunderstorms mean they're cooped up indoors.)
loubyloulou, your post made me laugh - it's so true. I don't think they're going to do anything about the whims, unfortunately - I think their solution was simply to allow people to turn them off. And, I do like using them when they make sense - if I need to up the social bar for my Sims, the whims give me ideas as to what I should have them say. (Since autonomy is on, I control the entire conversation. I am not a control freak. No.) And part of the challenge of playing is to gather enough points to buy some of the traits, so fulfilling whims can be useful. (Especially with toddlers, since they don't have aspirations. You can rack up quite a few points by thumbtacking whims you know they're going to fulfill anyway, like going to the toilet or playing with blocks.) However, a 'loner' Sim should never have a whim to have a drink at a bar. A genius Sim who has just cooked should have whims to do something that fulfills their 'genius' trait, not do more cooking.
Sims 2 wishes and fears were the best imo and based on personality. Logical sims wouldn't be afraid of being an occult. Sims would fear their loved ones coming back as zombies, but would wish to see their enemies become them etc.
As far as whims are concerned I'd like to get rid of the one about getting a 1x1 pool and the bee box. There should be a way to dismiss those irritating ones permanently.
Oh so much this^^^^
Sims could visit hospital when sick and receive medicine & Sims could die if ignoring an illness.
Sims can own retail lots, however, I wish we could own more than one home including homes in vacation worlds.
More Careers expanded to Get to work.
Babies need to be like Sims 2 babies
Elevator overhaul so we can woohoo in overhaul
Ask to woohoo interaction is a kiss before woohooing like Sims 3
If a Sim cheats in public, everyone should react like in Sims 3
Fame reputation if sims do bad deeds in public, we should be able to read online articles
@Triplis
^This. Also Iove the idea of having sims be able to go to the hospital when sick and for there to be more impact on the sim with the sickness. I don't know about having every illness be deadly though. Maybe have ones that are more severe than others, like the common cold vs. a really bad flu. I would also like to see children/toddlers/babies be added to the adoption pool if they are taken away or are the only ones left in a household so that other family or close friends could adopt them.