Sul sul Simmers!
What’s on your mind for the next Sims 411?
What do you want us to talk about in the next Sims 411?
We’d like to know what’s on your mind when it comes to The Sims, what topics you’re interested in, what your concerns are and what you’d like to chat about with us.
Today, on
May 6th starting at
6 AM Pacific Time, we’ll be welcoming your comments during
24 hours in The Sims Forums.
We’ll close the conversation after 24 hours, on May 7th at 6 AM Pacific Time.
You’ll be able to share any additional comments next time (our team is made of humans, and there are only so many comments one human can read at a time...

).
We appreciate you understand that
- this is not a wish list for content requests
but a place where we can listen to your thoughts without distraction
- this is not a guarantee we’ll provide an answer in the next Sims 411
but rest assured that your comment is being read and will be addressed whenever possible
- this is not a place to report bugs
but please continue to report bugs on AHQ
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GUIDELINES AND RULES
We’ll only read comments that adhere to our Positive Play guidelines and our forum rules - here are some of the most important points when it comes to giving feedback:
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We’re looking forward to reading your comments!
Comments
When you buy a pack, even an expansion, it keeps you buys for a few hours at most. For the price of an entire new game, that should be weeks at least.
Packs come with barely any stuff in them.
Packs don't work together, neither in gameplay, nor in looks.
Either content needs to go up, or prices need to go down.
Prices need to be changed depending on currency. 40USD is not 40£ or 40€.
Kits are microtransactions.
Play test your packs before sending them out. If it's not tested (tested with the entire game, not just base game), it's not finished and it's extremely unethical to let us pay for unfinished content.
Older packs need bug fixes too. Don't forget about them. While we're on the topic, some of them could really use a glow up.
You keep talking about transparency, but you only ever throw us bread crumbs to keep us on the line. Tell us you heard us. Tell us you understand us. Tell us what you're doing, what you will do and what you can't do (and why).
Stop it with the hints and just announce the packs already. People will only get excited about stuff that isn't coming. It only causes disappointment.
I can't filter by the packs I own on the gallery. Why? This is ridiculous.
Allow us to take our own screenshots for the gallery.
We need more freedom with our settings. Some things should be really easy to change, but can't be. For example: setting the days until birthday for each age group separately, turning off certain functions of a pack, a difficulty slider, turning off entire packs...
Stop letting random sims enter my home, or at the very least let me send them away.
I don't like how sims stop what they were doing when you have a social action with them cued up. They shouldn't know that.
I hate that sims love technology so much. Sure, it's realistic but if I wanted to see someone on a computer, I'd just look in the mirror. Let them do other stuff.
Emotions don't mean anything. Bad emotions don't stack and by this point do many things give moodlets that sims switch all the time. It doesn't feel like it means anything anymore.
Sentiments don't work. They sound cute at first, but they're way too easy to earn and my parents and kids keep getting bad ones because of toddler temper tantrums.
Objects are too big.
We need more colour swatches. It's easy for you to add a colour once an item is made, but we can't. I also don't just want saturated bright colors. How about some desaturated ones? Pastels? Darks?
There isn't enough LGBTQ+ representation. Everyone is pansexual. You can only change clothing preferences, not pronouns. I wish you could come out to friends or family. I wish sims autonomously chose their sexuality and gender preference. I wish my sim rejected people they're not into.
On the topic of rejection: romance actions rarely ever get rejected. This needs to be changed, especially when a sim is happily married or in a relationship.
You can't plan parties. It feels so unrealistic to not notify people ahead of time for my wedding.
Townies need jobs.
There are no townie toddlers.
When you meet people at work or school, you don't actually meet anyone.
You can't order things with your phone.
Your neighbors never get married or have kids.
I wish you would stop giving skill boosts as rewards.
The sims 4 is way too American. I don't want to pay to get basic european (get together) or asian (snowy escape) representation. No-one seems to even consider Afrika. We got a bit of South America last year and that's great, but we need much much more. I'm sick of this American look everywhere.
I want aspirations that mean something. Aspirations that aren't just pack tutorials or a quick challenge, but a true lifetime wish. One not just anyone is able to achieve and one that needs actually work put in. (I say one but I mean many)
Free the mirrors and paintings, also babies.
Microscope/Telescope
I will start with the microscope/telescope stuff. From the beginning simmers were upset about your design decision to make those things ginormous. There were a lot of people expressing it out loud, important to say that the major influencers of the community are part of that group. Seems to me that nobody is happy with that. After a while you came up with the idea to make a stuff pack with a regular normal sized microscope and telescope. And here is my concern: This is a design mistake on your end. The community has shown you the deep disappointment in this concern. Releasing these items should be an apology from you for letting everybody down. And apologies are not monetized. Besides, this is a basic object, this means it should be base game objects.
Moving content to the base game
Another big concern I have about this game is the moving/recycling content. The most damaged pack in that sense is Get To Work. The photography skill was moved to the base game, then reworked into Moschino stuff pack, then came the Strangerville pack with features that would’ve suited the alien side of said expansion. All of this happening without any compensation to those who have bought Get To Work.
What I want to know is if that compensation may come someday, like going to work in Strangerville lab while being a scientist, to create some kind of variety and break a little the repetitiveness of working on that career, having the gun machine being usable against the mother in the battle, have alien sims being able to control the mother with their empathic powers and so on… There are a lot of missed opportunities regarding cross pack features, but taking the perspective of just Get To Work that were ripped off to the limit (since it seems the team were running around the tail when releasing stuff for TS4) should have been considered to have this kind of features added.
In that scenario, I think every pack that had content moved to the base game should have to be compensated in some form, and I think the best compensation is to create integration between packs.
Things look unfinished
Another big concern I’m having with the latest packs (ever since Get Famous) is that they look unfinished. Maybe I have been spoiled by the way things were done before, but Get Famous came with a micro world, without fishing spots, the suburban part has only two giant lots that don't look anything like the shell lots spaces that are around them. The only thing that would’ve made any sense if that was a lot to build apartments. Once again, the lack of integration of packs creates this problem that we can’t solve because the tools are created not to work in the favor of the players. This is the first time you can’t make all the money you put into the game work as one.
Then came Supernatural with Bonehilda not having her classic cabinet/coffin. There’s the problem that seasons caused with the leaves on the fall, that no workers can gather, only the home owners. Objects coming to the game with one or just a few swatches.
That’s a point that needs to be improved. Make sure the pack is completed before releasing. At this point it looks like you have set to be going from A to B, but have stopped going further somewhere in the middle of that path and never reached point B.
In addition to this, I would like to add the one way features, just like the potion to become temporarily a ghost. It would have been nice if there was a potion like that for ghosts to become living sims for a while too (Casper did it first, I know), so we can make them do things that they are not allowed to, like host a fan meeting to become a world famous celebrity, for example.
Lack of testing
I don’t know how the game is being tested by now. But it seems you are testing the game features only with the new content installed, that is what it seemed like until the kit of Bust The Dust came out. That didn’t even seem to have been tested. There are a lot of these bugs that can be caught up by testing the game before putting it out to the public. I think to clarify better how the tests are done and how much it improves the game before it comes to us must be explored, maybe after the release of a new pack make an interview with the testers telling about the experience of testing that. I think this content is better for the community than the sparked reality show.
Fixing mistakes
One thing that I hate and I can’t stand in TS4 is the mistakes you make and how you fix them. Examples: 1. Embossed glass doors showing up as a plain blue door. Fix: it’s just a plain blue door; 2. Tiny Living lamp with spot to place object. Fix: No spot to place object; 3. Eco lifestyle terrace objects placeable in beta but with bugs. Fix: No access to the terrace.
This kind of solution to problems makes the team seem lazy and careless. “You already bought the pack, and can’t have a refund… so we don’t care”. This is not ok. This is the thing that you should keep on giving updates on to be as close to be as you have intended when you sell the stuff to people.
At this actual stage of fixing, I’m realizing that the fact that my spellcaster Sim that happens to be a scientist is being abducted but isn't getting pregnant anymore. And this happened after I had a problem with him being abducted and having twins that were spellcasters instead of aliens. And this is pure speculation on my side, but your previous actions are what triggers in us this kind of thoughts.
Conclusion
The biggest problem in The Sims 4 is the lack of integration between packs. How the items don’t seem to fit together, how the playability always hits on an invisible wall when it’s about two different packs with similar features that are complementary to each other. How the TS4 team treats its own mistakes and missed opportunities makes the players even more frustrated about it all.
Please, keep up to what you have promised. Receive feedback and realise when it’s a design flown at your end and not a problem of the players. Stop recycling stuff when you should be creating new features (like happened with Realm Of Magic, that you just copied and pasted the Science career playability onto an occult and called it for the day).
For the future
Everytime you design something for the game, remember that we don’t buy objects or towns/worlds. We buy resources to build the town/worlds and objects we need in order to tell our stories and play as we want. TS4 took a lot of the player's control over these aspects, and that is the reason why it is so frustrating to play it. So, for example, remember that when we buy a pack that comes with apartments, we want the resource apartment to build wherever we feel like it fits or is needed. We don’t want stuck buildings in one town/world and have to go with it.
The whole life span of TS4 is fully documented on video from various sources, youtubers and streamers. Watching them will show you how people play and the things they want to be able to do in the game. Take this to improve how the game works.
To list a few of things that should’ve gotten your attention is the gallery features, in which for years and years people want to be refurbished, so they can make it more customizable, putting their own images to the build, picking better angles than the automatic ones.
In my end I can only think of, if possible, the update the gates to follow the doors and windows placement. And the columns as well. That lack of unity on tools that operate in the same sense are leaving evident that “sensation of unfinished content” that I have mentioned prior.
Thanks for your attention and for the opportunity of expressing how I feel about it somewhere you promised it would be read.
I understand that people play the game differently, how do you design your packs for people that want an easy experience and for people that want more of a challenge and also offer fun gameplay and replayability for those people? I liked that the Paranormal pack had a bit of a challenge with consequences and you could also make it more easier or more difficult yourself which made it fun to play.
When it comes to the state of the game I am worried about the increasing number of bugs that we are seeing with every new pack and updates, how do you handle playtesting and bug fixing and is this something that you will try to improve in the future? Is the game going to be able to handle many more years of packs?
With more packs there also comes more sims, how does the game generate new sims? (townies) And is this something that could be improved when it comes to how they look and what they wear?
Thank you and Happy Simming.
But I have to ask though - so far, it seems that the only focus we've got, in game and on social media, is focus on ethnicity, culture and LGBTQA+ community.
Is there any specific reason why we haven't really got yet focus on disabilities, conditions like vitiligo, albinism, and neurodivergency? I completely understand how hard it is to implement these into game, especially when you have to be careful about making it right.
But I think that there could be definitely done more in terms of social media and bringing some awaraness to these topics - for example, while you celebrated both Black History Month and Women International Day,
you didn't make any post related to the Autistic Acceptance Month (April, so the last month). I'm feeling like that the wonderful simmers who are either disabled, neurodivergent or have any condition, are being forgotten.
Will you try to actually focus more on this topic, either by bringing it somehow into the game or by bringing the awareness and higligting related creators?
Btw, I want to give you a reminder that this month is the Asian American and Pacific Islander Heritage Month - so should we expect something related to this - either update or highlight of these wonderful simmers?
The first problem I would like to bring up is the lack of life in sims outside of my household. While I appreciate the features that you added with Eco Lifestyle such as calls from sims asking whether they should have a child, I still feel like it doesn’t change the fact that the townies in the game basically go extinct after a while, leaving us with completely empty worlds full of tombstones and untold stories.
I don’t know whether you’re considering adding some sort of NPC Story Progression or not, but if you are, I came up with a way to make townies livelier without it being nonsensical.
NPC Story Progression concept. Autonomous actions for townies.
1. Two townies are likely to get married if they both have the Soulmate aspiration.
But #1: townies with Noncommittal and Loner traits don’t get autonomously married.
But #2: two married townies may randomly get a divorce - players get a notification about it.
2. If you break up with a sim and they are not part of your household (anymore), they may call you and ask you to get back with them. You are given two options “Let’s give it another try” and “No, thank you”.
But: If the ex-partner has the Evil trait, you will fail even if you choose the first option. Notification: “Seriously? You thought I’d ever get back with you? YOU’VE BEEN PRANKED!! CIAO!!”
3. If you break up with a Mean sim and they are not part of your household (anymore), they are likely to send you pet poop or a spoiled fruit cake by mail as a “last goodbye”.
4. Two townies are likely to have/adopt a child if they are married and both have family-related aspirations (e.g., Big Happy Family, Super Parent etc.). If they live on a lot with On Ley Line trait, they are likely to have twins.
5. Townies are likely to get a career if they have an aspiration that requires getting a career in the process (e.g., Master Chief – Culinary career, Public Enemy – Criminal career, Master Actor/Master Actress – Acting career etc.)
Ambitious, academic, genius, perfectionistic and creative townies are more likely to get promoted in their careers.
Lazy townies are likely to not progress in their careers – they stay at the first few levels.
6. A townie with the Academic aspiration is likely to get a degree.
7. A townie with the Loner trait is likely to reject your invitation to a party. Besides, they oftentimes reject phone calls if you want to simply talk to them. Notification: “Sorry, I can’t talk right now. I have to.. ehm.. repair a car.. Yes, I have to repair a car! See ya!”
8. A townie with the Friend of the Animals aspiration and the Dog/Cat trait is likely to adopt a pet.
9. A single townie with the Adventurous trait is likely to move places. Notification: “In search of amazing new adventures, [Name] has moved to [World]. Don’t forget to pay a visit!”
10. A single townie with the Child of the Islands trait is likely to eventually move to Sulani if they don’t live there yet.
So, this is the concept of an NPC Story Progression that I am suggesting for this particular installment. I would not mind if we got a different type of Story Progression. This is just me sharing some ideas in case you are thinking about how to create the system. But I really do hope that our NPCs will one day come alive like it was suggested in a survey back in 2020.
The second issue I would like to mention in the post is the overly simplified features.
1. Skills. I want to start by pointing out that our sims just skip the level zero of a skill. To me, it doesn’t make much sense when my sim touches the piano/chess table/stove/whatever for the first time in their life and they immediately get the level one of a skill. Even this alone makes the skills less challenging and easier to master. Furthermore, the skills are generally faster leveled up comparing to previous installments so it’s relatively easy to create a so-called “super sim” that succeeds in mastering a bunch of skills in their lifetime. A fix for that would be an option to adjust the difficulty of skill gain in settings (1 – easy, 2 – normal, 3 – hard). It can be done because it’s an option in the beloved by the Sims community MC Command Center Mod.
2. Money gain. This one was proved by dozens of simmers including James Turner and LilSimSie – simoleons in The Sims 4 are earned very quickly and without any effort. There’s no point for our sims to even work because they can make a few flower arrangements and instantly become rich, or they can wait for dust (or should I say - sugar?) bunnies to rain on them with money. While I believe it’s almost impossible to adjust the overall money gain in the game and give us difficulty options like the ones I mentioned in the skills section, there’s a more obvious and easy solution that would stop all our sims from being ridiculously wealthy - provide us with expensive “essentials” like vacation homes, cars, motorbikes, buyable fuel for vehicles, new cellphones and new purchasable outfits that are unavailable in CAS unless bought.
3. Whims. I think the fact that they are disabled by default speaks for itself, but in all seriousness, whims need an update. Currently, whims are just repetitive random desires that only depend on sims’ emotions and the active season. But in order for them to be more meaningful, whims should be defined by sims’ traits, aspirations, age and childhood phases. What makes the whim system even worse is the fact that they haven’t been updated since 2018 and there are no whims for the packs that were released after Seasons. As a small addition, I suggest making whims colorful because at the moment they are quite bland.
4. Memories. Actually, in the early builds of The Sims 4 memories were much better – we used to be able to attach an emotion to the memory, but now the game automatically decides for us whether the memory is happy/sad/embarrassing etc., and it usually does it wrongly. Besides, memories are well-hidden, and a lot of players simply don’t know that they can create them in game. As a first step to fix them, I suggest making the memory UI less messy by adding small memory icons similar to The Sims 2 in Simology panel. These icons should have colors related to the emotion of the memory (and the emotion can be changed!). When a player clicks on a memory icon, there’s a drop menu with options “Reminisce”, “Customize” and “View”. “Reminisce” is self-explanatory, “Customize” lets a player change the emotion of the memory, choose a screenshot related to it and add a description of the memory, and “View” lets a player view the screenshot, description etc. Regarding how the system itself works, there should be automatic memories (togglable in settings) for important events like birth, weddings, birthdays, separation, death etc. Unlike sentiments, memories are permanent, although an option to delete them in game/via cheats would be useful.
Well, this is it. I really do hope that some of the mentioned features get implemented/improved. Thank you again SO much for the opportunity to share our concerns! We love you and we love what you do.
Edit: check out my signature to see the memory UI concept :)
1 The lack of quality control in packs
I have felt for a while now that there has been a lack of play testing in packs before release. Bugs that should have been obvious after minimal play were shipped upon released. Eco Living was released with a NAP that broke lots. The platform update broke routing for loft stairs. Dining Out restaurants still don’t function regularly, For a long time I optimistically gave the team the benefit of the doubt. These issues were unforeseen until a large audience found them. But the final nail in the coffin for me was the Bust the Dust kit. First of all, the concept of kits was met with bad reception from the community. We felt as though it was just another cash grab. But then the kits were released and it was worse than that. Pretty much all aspects of the kit were bugged. These bugs should have been caught in play testing, at least some of them. It took a month to release a patch to resolve some of the issues. I paid for completed content, not to be your play tester, and had to rely on the community to make free mods just to make my game playable again. That is unacceptable. All packs should be tested and tuned before release.
2 The level of challenge and depth in the current vanilla game
Vanilla gameplay lacks any sort of depth or challenge. First lets start with skills. Most skills can be maxed out in less than a week without even trying that hard. I’ve seen a Lets Play where someone became a master spellcaster in less than 48 hours in game. Mastering skills should be difficult. Romantic relationships all seem the same between ever sim couple. I remember one of the initial Sims 4 trailers that made it seem like rejection was likely and finding a soul mate would be hard. This is far from the truth. You can find a partner, get married, get divorced all in one night and then wake up and do it again the next day. There is no distinction in game play between teens, young adults and adults. In real life these are very different life stages with goals and priorities. Making money is laughably easy. You can literally do almost nothing and still make money. In fact, since dust bunnies reward you with copious amounts of money you can do nothing and get rich. One has to try to fail to actually be poor. The eco footprint features are backwards. I have seen people try to make their worlds polluted, putting every object possible to create pollution and their neighborhood gets greener. The opposite should be true. It should be hard to create a green world. Aspirations feel much more like tutorials than like goals. Up until recently traits have seemed like they have had a minor impact on character. With the variety of ways to extend life and resurrect even death itself feels like a joke. These are just some of the example of gameplay I can think of that demonstrate the lack of depth in the vanilla game. I feel like I need to rely on the modding community to make the game interesting or challenging.
3 Forgotten features
I feel like the only things that are getting updated in packs are CAS and build/buy items. We have had very few new traits or aspirations. Whims have gotten scrapped completely. There are only very few after school activities. You introduced soccer in university. It would have been the perfect opportunity to add after school sports. Yes, you create very pretty worlds, but I need game play. That’s what creates the longevity of the game. I would rather one expansion with lots of gameplay features than multiple packs that contain lots of items and little substance.
While the Mac version of the game has been upgraded to the very modern and advanced Metal API, the Windows version is stuck with the extremely outdated Dx9, literally what TS2 used back in 2004. Dx9 has very high CPU overhead & is not capable of using multiple CPU threads. This causes draw call related FPS drops when there are too many objects on screen.
Considering TS4 is still being supported for years to come, I would love to see the game upgraded to at least Dx11, if not Dx12. For players without appropriate hardware, it could simply be a toggle in the options menu for them to continue to use Dx9, while the majority of us will benefit from a more modern API.
Will there be werewolves, fairies, and zombies in The Sims 4?
Will there be an underwater world in which mermaids can swim?
There will be new types of mermaids, vampires, witches and other supernatural beings?
Add a new kind of witches, dark and light witches as in The Sims 2!
Upgrade ghosts, make them look like ghosts like in The Sims 2!
Add a lot of Supernatural creatures, they are sorely lacking in the game!
Answer please! :) :) :) <3 <3 <3
~Story Progression: Official story progression for “NPC” Sims would be the best thing ever! I have seen in a Sims 3 video that non played Sims get into relationships and break up, get jobs etc. For a simulated world this should be essential!
~Relationships: Sims can get along too well and there’s no depth without imagination (and I only want to use imagination with my played Sims, not the “NPCs”). My favourite mod is the Chemistry System by thepancake1 which will tell you if sims have good/okay/bad chemistry which makes relationships feel more realistic and less like I’m choosing my Sims relationships for them. Would love for something like this to be official!
~Personalities: Either zodiac signs or personality types so that Sims have a bit more to them than the 3 traits. Maybe this can be what determines chemistry between sims too.
~CAS: Copy outfit and/or lock items option/s pleeeeease!
~Lots: I would LOVE another Newcrest-esque map, preferably for free, but I honestly think I would buy a kit which was a map too.
~I think focus on you making CAS items is less important because of the quality and amount of CC creators. But official build & buy items are useful for sharing builds on the gallery. I would be more likely to buy a pack in this order: 1. Gameplay 2. Build&Buy. (I’m not a console player but making CC possible for consoles would be cool if it’s possible and then your artists can focus on things highly in demand).
~It would be super cool if mermaids were improved
~I have the Cats&Dogs pack and wish I could see them being walked/strays on every map and not just the pack map. And why do my NPC sims never adopt their own cats or dogs?
~I also saw that you can catch wild animals like rats, birds and lizards on the Sims 3, since foraging etc already exists in Sims 4, it would be easy to add little pets to find inside bushes and such. I think it’d be cool if they were kinda rare.
1) Is the world layout like this because if too many simulation actions were running at once, the game would break? And a follow up question tied to this, do you think this would impact the idea of having multipurpose lots where many sims could live/be on a lot at once?
2) Would the sims team ever consider opening these parts of the world up? Maybe even as an optional base game that you can purchase like deluxe? Or would this be a task that would be too time consuming considering that the team has to work on multiple things at once.
3) If this is a concern about how much space the game would take up if this were to become a feature, would it be more or less cost effective to open these lots instead of adding more lots and worlds?
I hate to compare The Sims to a game like Red Dead Redemption 2 or GTA but when it comes to space/features within a game, I think a lot of players might be okay with using up space in order to have the features that make the game meaningful. Additionally, I hope this next part doesn’t come off as a request but, I think it would be nice to be able to walk around areas in neighborhoods and maybe have NPC’s live in some of the houses.
Thanks for listening! Hope you all are well! 🌺
First of all, I think it’s a great thing that the team is taking topic suggestions in this way. (Although I do wonder if you truly understand what you all are in for.) That being said, here are some topics I’d like to see discussed.
1. EP vs. GP
What factors does the team look at when differentiating an EP from a GP, especially as it relates to gameplay mechanics? It seems like every time a new EP is announced, discussions arise about whether or not it actually deserves to be an EP. This is semi-obvious when it comes to CAS assets and objects, but not for new gameplay. I would be interested to know if the team has these discussions as well, or at least what things they look at when making that decision.
2. Retroactive Development Discussions
One of the best things about the Stuff Pack votes has been getting a closer look at the development process for those packs. I would love to perhaps bring on team members who worked on other packs/features, and have similar discussions with them about how certain decisions were made or certain features were developed-even for base game elements. This would also provide an opportunity to give some insight into the more…controversial decisions that have been made over the years.
3. Community Spotlight
I would like to see some time dedicated to players Sims’ stories or experiences, perhaps centered on different theme for different months. For example, the community could be asked to submit summer themed builds, or screenshots of summer-themed gameplay. It would be a nice way to get some attention on players who don’t necessarily have a huge social media presence. Alternatively, there’s already a “what happened in your game today” thread on the forums; it might be fun to highlight some of those moments.
4. Did you know?
There are a lot of features in TS4 that players may not know about, or are not advertised-two examples that come to my mind immediately are being able to pre-set camera positions when using the photography skill, and using the present plies that came with Seasons as birthday presents during a party. It would be fun to highlight some of these.
Again, I really appreciate that the team is undergoing this effort to take suggestions from the community. I look forward to the next livestream whatever the topics may be.
I understand that it may be difficult to do in inherently gendered languages like french, but that doesn't make it less important.
I have friends that are impossible to make in the game as the game keeps referring to them by the wrong pronouns.
This should have been added as an option in the first gender update. Do better.
Along with that, I think it would be great if you guys could focus more on certain Emotions and how they affect gameplay in a livestream. Some of the emotions, such as Bored and Scared don't show up as much (at least not for me) so it might be interesting to see all parts of these emotions and what they do since some people may not get them that much. Also, I did have a question about this. Have you guys considered expanding on the Scared emotion? It doesn't seem to show up much in comparison to the others, so would there be more things in the future to trigger this emotion?
In terms of interactions, would there ever be a chance of more being added to the base game in an update? Like more romance ones or mischief ones? This is something that would also be great to touch on, as I feel like some categories don't have as many interactions and therefore aren't used as much.
Once again, thanks for doing this!
Also, are you planning on making the ocean swimmable in all worlds, not just Sulani? Maybe make underwater lots, to give more content for mermaids (or make a mermaid GP, to flesh them out like vampires and spellcasters – something that was done in Sims 3 as well with vampires, that got redone in the Supernatural expansion pack, even though they had already been released in Late Night)
Anyways im just saying this because other people are already asking other types of things.Thanks for reading