I may be annoying with my personalities but I think it's crucial for TS4 to keep it interesting at this point.
1. Memory
2. More impactful traits
3. Better whims
4. Decrease the impact of the happy emotion
5. Better reactions (don't hug your enemy please)
You can continue the list with your ideas. Thank's to contribute, if we want to see a change we have to make noise, it's our responsability. 🙏
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Comments
To answer your question;
Traits would have more of an impact if sims actually had things they did and did not like. Traits just feel way to superficial.
I like this thread topic and I think we should keep this up so the developers can see our issues with the game, I am sure they can see it too.
I also miss the wants/fears dichotomy. All my whims for all my sims are the same and never change based on who I want them to be.
I also really don't care for moodlets, but that's less of a personality problem.
Edit: I think you're right op only way we get anything done around here is to make enough noise about it. As long as everyone's being civil and not bullying, it's not an issue.
I like the idea of random interests. Otherwise it will be like parenthood, all my sims would be responsable and polite.
Thank you!
Yeah this is so true, when sims are enemies if you let them talk they will do friendly interactions...
I actually agree with everything you've said except that sims can just date anyone. I don't know if I'm crazy but I really think there is already some kind of attraction equation in place in TS4. Because some sim couples I just can't seem to make happen in any way that feels natural. I would have to force it a lot because there's just seemingly no.. connection? They get bored all the time or annoyed or just leave... 😂 But then there's also the complete opposite, sims that hit it off on the spot, make each other feel better, and have spectacular woohoo. And the remaining just fine-types. I actually like however that happens.
But either way, yes, I'm all for making the personalities stand out more, a la TS2. And for turning the positive emotions down just a taaaat more even though it got better, but there's definitely still some room for improvement.
Why can't I make a serious sim who doesn't like jokes or games and has more fun reading than being on their phone? A sim that isn't always smiling by default?
I like to refer to this when talking about the problems of traits in ts4 compared to ts3. And that's just one trait.
But, yeah, things said before like chemistry, hobbies, memories (instead of just remembering being a happy toddler, maybe remembering a breakup or something). Favorites/Likes and Dislikes, even as like food or TV/Radio stations (I'm tired of my sims autonomously turning on the Kid's channel and then getting bored because of 'kiddy stuff'), are all things that can help.
I do miss the wants/wants & fears system, too...whims do not replace them at all.
I made a Sims 4 Save File set 15 years into the future using the premade sims by giving them family trees, storylines and lore, fixed and added relationships, and more!
Check it out here! -> kookablarn.tumblr.com
Yeah, every sims like the same things. All my sims like to listen some music, read book, play computer. That's what they all do, this is so annoying. And for comparison of the trait from TS3 to TS4 it is so impressing. A bookworm in TS4 has only 2 ''special interactions'' that change nothing for the gameplay except having a stupid moodlet. We need gameplay. I'm so distraught.
It would be better to have a proper attraction system than having to ''guess''. Cause in this game it's a lot of ''creating stories'' by yourself, but there's no proper tools for making real stories in the gameplay. I want to see the gameplay, I don't want to create my gameplay, it's the reason why I play a game, otherwise if I want to create a story by myself I take a paper and I write a book.
Yeah, when I say sims will date any other sim I mean it isn't based on anything, its just random. It should be, that sims have some kind of attraction whether it is physical or mental or whatever lol. Not just the game deciding for me that this relationship can or cannot be.
Yeah I totally get your point - what I don't want though is the way this used to work in TS3. I really didn't like my sims seeing a random sim pass by and *boom* be super attracted to them. I don't mind it being somewhat clearer what does or doesn't make the attraction happen, as long as it isn't forced on me through that system either.
Hmm, you make a great point. I have never played any of the previous titles so I didn't think of this. I think that whims would be a great place to use this instant attraction thing.
So let's say your sim is walking and passes someone they are attracted to, a special whim could pop up that makes your sim want to talk them. It would need to show the sims face or something though so you know which sim to talk to.
I agree with this. We should have toggle to turn it on/off for the players who don't want to be forced.
Repose en paix mamie tu va me manquer :
1923-2016 mamie
You can disagree.
-Toddlers Should have 3 Traits, Children should have 4, Teenagers should have 5 and Young Adults 6, and Adults 7
**There's no reason why I should have to narrow my character's traits, down to 2 for Teenagers. let alone 3 for adults
I wanted one of my teenage sim to be Warm-Hearted, an Adventure Seeker, a Bro, a Geek, and a Foodie
Favorites:(If we want to do an attraction system it should be included here)
Body Type: Slim, Average, Toned, Curvy, Thick
Personality Types: A(Similar/Equivalent Traits); B(Opposite Traits); C(Your choice): Choose traits you want your sim to be attracted to.
Color: Could have an affect on particle effects or something. If my sim is a Sorcerer, his magic particle effects would be Blood Red, or Gold
like if he disappears in a cloud of Smoke, like the Grim Reaper, or Vampire's Mist Form, the cloud of smoke would be Gold.
Food & Drink: sims will autominously make and eat their favorite foods, they get sad/angry when it's poor quality
my favorite foods: Honey Glazed Ham/Bacon/BLT Sandwich, a Bowl of (Red Concord) Grapes,
and Cheesecake topped with Peanut Butter and Caramel
and for Drinks: Strawberry Milkshake, Root Beer for adults , oooh and (Vodka Sprite) Lemonade... yas Lawd.
Hobby: sims will autonomously do their favorite hobbies.
Mine would be Archery, Video Games, Sketching, Music, Writing, Soccer, Gardening, Body Building, and Woohoo.
It took me a while to get a little bit more creative with my sim's Aspirations.
and I guess, what I would want is a way to delve in to my sim's aspirations and set styles they are after.
So for example, let's say my Sim's aspiration is Mansion Baron - he wants to own a large estate.
of course we can build whatever and the sim will be happy with it. but what if the Aspiration had a way to pick a style of home?
I have several Sims who are Mansion Barons, and their styles vary:
Neoclassic
Second Empire
Victorian
Colonial
Rustic
Modern
Medeterrainan
Germanic
American Craftsman
This way if the sim were to move into a house that didn't fit their style, or you built them a house you know they won't like, they would be horrified either want to move out, or very eager to renovate the place. Of course the issue is how will the game search for those features?
My Mood:
Some parts of your post made me laugh. I never thought about the idea of food & drink but that's neat. It would be so good to have sims getting sad/angry when their favorite foods are bad quality. You evoked some great ideas.
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Once again, I'm sorry for bothering you guys but I really need your help.
Everything you said and:
There's a thread that asks "what we want to see in the game" but it only seems to be talking about items/objects etc. I think we need one that is specifically to do with the actually sims.
I still don't understand why after so much feedback, there hasn't been any word from the developers on personalities and sim depth (unless I'm missing something). It would be good to know why, seen as it's a listed feature of the game that doesn't actually exist in game.
I'd like exclusive traits for children/teens, similar to the mod Triplis made. He added 8 traits.
Bold
Fretful
Gigglemeister
Rocket
Sensitive
Sleuth
Sweetie
Tattletale
Tattletale/clingy kids have the option to follow parents around, tell on their siblings.. "Sim who is told on gets scolded and gets angry moodlet."
She followed her mother to bed then woke her up, and since I made a mod that lets kids be carried by adults, they have the option to snuggle in their arms. The devs could add this for the clingy kids trait too.
Description of each trait. (better post it in parts) ; )
Bold
Features:
Character Values- Gains some Responsibility when the trait is added in live mode (e.g. during age-up).
Special idle animation in live mode, with the same frequency as toddler trait idles (note: idle animation you see in CAS doesn't necessarily reflect what the trait's idle will be in live mode)
Confident walkstyle by default
Randomly Confident moodlet
Friends with the "Monster Under the Bed" by default.
Autonomy (general)- More likely to do mischief interactions
Interaction- Play Quiet Game (non-autonomous): Target another sim and pick what all child sims participate in the game. Lasts 2 hours, uninterrupted. Raises child skills Social, Creative, and Mental. Gives Fun and Social Need.
Interaction- Incite Domestic Defiance (non-autonomous): Target another sim and pick what all child sims listen to the speech. Lasts 30 seconds, uninterrupted. Raises child skill Social. Gives Fun and Social Need. Success results in listeners making a mess and not autonomously cleaning while the moodlet they're given is active. Failure results in negative moodlet for all parties involved.
Interaction- Practice Looking Competent (autonomous): Appears on any mirror. Raises child skill Social. Gives Fun Need. Lowers most types of negative moodlets. Has privacy settings (can result in embarrassment if somebody walks in while it's going).
Fretful
Features:
Character Values- Gains some Emotional Control when the trait is added in live mode (e.g. during age-up).
Special idle animation in live mode, with the same frequency as toddler trait idles (note: idle animation you see in CAS doesn't necessarily reflect what the trait's idle will be in live mode)
Sleepy walkstyle by default (can swap to Jog walkstyle with certain Inspired moodlets, such as from playing music skillfully)
Randomly Inspired moodlet (if both Piano and Violin skill are 5 or higher)
Moodlet Replacement- Bad playing gives a Sad instead of Embarrassed when nearby sims hear your bad playing
Moodlet Replacement- The Inspired moodlet from interactions like "Plunk for Inspiration" is stronger and gives the Jog walkstyle while active
Moodlet Replacements- Cool Key Chords (Piano) and Soothing Strings (Violin) give an Inspired moodlet instead of Happy
Interaction- Fret Studiously (autonomous): Appears on Piano and Child Violin. Functions almost identically to Practice. Mostly exists as a way to ensure that Fretful children will have some autonomy pull to use instruments, even with little to no skill.
Interaction- Party Fun Ditty (non-autonomous): Appears on Piano if Fretful child has 8 or higher Piano skill. Raises skill Piano. Gives Fun Need. Triggers reaction; nearby sims will change into Party outfit and start dancing if there is a stereo nearby playing music that they can dance to.
Interaction- [hidden] (autonomous): Can only activate if Fretful child has 5 or higher skill in both Piano and Violin. Once they do, this interaction should trigger fairly frequently, particularly if Fun Need is low. It gives an Inspired moodlet which changes the walkstyle to Jog and chooses an autonomous music interaction to perform if an instrument is available.
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Features:
Character Values- Loses some Manners when the trait is added in live mode (e.g. during age-up).
Special idle animation in live mode, with the same frequency as toddler trait idles (note: idle animation you see in CAS doesn't necessarily reflect what the trait's idle will be in live mode)
Autonomy (general)- More likely to do comedy interactions
Interaction- Force Laughter (autonomous): Raises child skill Creativity and Fun Need. Gives a Playful moodlet at the end.
Interaction- Talk to Self (autonomous): Raises child skill Creativity, gives Fun, Social Need, and a Playful moodlet at the end.
Interaction- Silly Dance (autonomous): Requires Playful mood to be available. Raises child skill Creativity and Motor, gives Fun Need. Causes nearby toddlers to do a dance.
Rocket
Features:
Character Values- Loses some Responsibility when the trait is added in live mode (e.g. during age-up).
Special idle animation in live mode, with the same frequency as toddler trait idles (note: idle animation you see in CAS doesn't necessarily reflect what the trait's idle will be in live mode)
Run walkstyle by default
Randomly Energized moodlet
Autonomy (general)- More likely to do exercise interactions (uses autonomy from Active trait)
Decay Modifier- Energy Need decays at 0.75 of normal rate
Moodlet Replacements- Fun Low and Very Low are Bored instead of Tense
Moodlet Replacements- Energy Low and Very Low are Angry instead of Uncomfortable
Moodlet Replacement- Active Antsy negative moodlet is Bored instead of Tense
Interaction- Run Around (autonomous): Raises child skill Motor and gives Fun Need. Elders who don't have the Active trait may react with shock if the Rocket runs near them while doing this interaction.
Interaction- Fight Self (autonomous): Raises child skill Motor, gives Fun Need, and an Energized moodlet at the end.
Interaction- Get Hyped (autonomous): Raises child skill Motor, gives Fun Need, and an Energized moodlet at the end. Nearby sims who have the Active or Rocket trait will get an Energized moodlet.
Interaction- Drink from Sugar Stash (non-autonomous): Gives a 5 hour, +10 Energized moodlet. When this moodlet is removed, gives a 1 hour, +10 Uncomfortable moodlet (sugar crash).
Interaction- Share Sugar Stash (non-autonomous): Target another sim with high enough relationship and share the sugar. Gives them the same moodlet as described above. Recipient's walkstyle is also changed to Run for the duration of the Energized moodlet, even if they aren't Rocket trait.
Sensitive
Features:
Character Values- Gains some Conflict Resolution when the trait is added in live mode (e.g. during age-up).
Special idle animation in live mode, with the same frequency as toddler trait idles (note: idle animation you see in CAS doesn't necessarily reflect what the trait's idle will be in live mode)
Decay Modifier- Social Need decays at 0.75 of normal rate
Moodlet Replacements- Moodlet reaction to things like tantrums are +10 Sad instead of default moodlet
Dream Moodlets- Sensitive children will sometimes wake up from sleep with a moodlet, Angry, Happy, Inspired, or Sad. There are 3 variations for each mood type, so 12 possible moodlets in total.
Social Sensitivity- Sensitive children will get +5 Angry from too much prolonged proximity to other sims. They need alone time. The following interactions help them cope with this.
Interaction- Hang Out Under Covers (autonomous): Appears on Bed. Raises child skill Creativity and Mental. Gives Fun and Energy Need, lowers Angry and Sad moodlets, and lowers level of social stimulation.
Interaction- Make Up Stories (autonomous): Raises child skill Creativity and Mental. Gives Fun and a tiny amount of Energy Need, and lowers social stimulation. Gives Inspired moodlet at the end.
Interaction- Leave Me Alone (autonomous): Only available when NOT on home lot and when the Angry moodlet from being overstimulated is active. Raises child skill Creativity and Mental, gives Energy Need, and lowers level of social stimulation. A way to avoid Sensitive children turning into a perpetually Angry disaster when out in public. Has high autonomy pull when available.
https://twitter.com/MarianaF53
I wish we had more hidden traits connected to the combination of the traits we give them on creation and how we then play them and make certain choices.
Not sure I worded all the above very well. Bah : )