When a sim died in TS3, it was felt over many households. So if a grandparent died on one lot, the children and grandchildren were also sad and had a "loved one has passed" or something moodlet. If a Sim dies on one lot in TS4, will their family feel it across the whole neighbourhood?
I'm about to kill off a grandparent after that family glitch turned him from grandfather to father of his daughters son (cringe) so.. he's gotta go. But I still want him to be mourned. He's still technically the Grandfather after all.
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In all fairness Sims 2 and especially Sims 3 sims were practically psychic. They knew if you cheated on them not only from across the lot, but from across the entire world.
The problem of sims that didn't live with the deceased not reacting could be remedied fairly easily. Just add a "Give Bad News" interaction in the same vein as the "Share Big News" interaction that pregnant sims have.
Yes, but share big news is just conversational. It doesn't create an emotion. I had a sim share big news about her pregnancy to her parents and they reacted sure, but it didn't pull the father out of his bad mood. It also doesn't create memories.
When Grandma Lewis, who lived in another house, was close to death, her teen granddaughter (with whom she was not terribly close) got a sudden want to go see her. I didn't act on it. Next thing I knew, Grandma Lewis was dim in the relationship panel (dead). (I had aging turned on for all played houses at the time, had not yet discovered aging for Active Household Only). Anyway ... granddaughter did not get sad, but there WAS this thing about wanting to see her, kind of out of the blue. (Vivan was not the other kids' grandma).
After his tombstone was outside a couple days, then his son (child) kept trying to go out there to mourn. He'd get sad everytime he did. And my founder started canceling interactions (mainly cooking) to go outside to mourn him. After the fourth time canceling one meal to try to mourn him, I put his tombstone in our inventory.
I think mourning in Sims 4 is a little off. I think they need to work on it. I don't mind them autonomously trying to go mourn, but don't continuously cancel actions I set up to go mourn. But the biggest was, little (founder) to no (children) care that he passed in the first place.
I agree about them previously knowing right away and that was odd in itself.
The family I am currently playing is the Atwoods. Grams (the grandmother) was living with her daughter, son in law and (at the time 5) grand kids. The only one home when Grams died of old age was Rowan (her daughter) The son in law has moments of sadness and goes over to mourn, so does Rowan. The kids however seem to have no response what so ever even though the relationship was high.
It's odd.
Saying "not to be rude", then blatently being rude does not excuse rude behavior.
I had a sim who was very tired, his energy need was red and he walked around slumped. But at the same time his emotion was 'Very energized'. At some point his mother died and he got a 2 hour sad moodlet, but at the same time he was happy because ... of all the nice paintings in the room, really? The grandmother (mother of the mother) didn't get any emotion over her daughter's death. Which would only make sense if they hated each other, but they didn't (relationship maxed out).
Births, weddings, being in love and deaths etc. should have a stronger or even overriding effect on emotions, last longer and should return a few times depending on the relationship sims have with the situation. Also, I think they should have rethought the whole Needs to fit in better with emotions. Social & Fun could have been dropped all together and tied in closely with the emotions. Energy should have been split into energy and sleep, being two different things (energy could have been moved into emotions leaving only sleep in the needs panel). But then again, I never did like the needs panel (in TS2, TS3) it also seemed arbitrary to me. Sleep should be a fixed need (6 to 10 hours a day) which should occur after a set amount of waking hours. Same applies to hunger (3 times a day, based on regularity of meals) with need for snacks in between based on weight and traits (then tie it in with tasks, e.g. designate one parent to be the cook and everyone waits for them to cook a meal instead of everyone making dinner at the same time). Right now it just messes up my family relationships having them have needs at different times as the story progresses. Bladder same thing, an average of 4 times a day, depending on intake of fluids etc. Playing a big family is just not as much fun as it could be with all that micromanagement. But I digress... my apologies.
Yes, I noticed too that mourning is a bit 'off'.
Until my founder died a couple weeks later. By that point she and her daughter had been on their own for a long time, their relationship was maxed, they were inseparable and best friends. But when my founder died, her daughter had literally zero reaction, despite being in the house when it happened. Not a single sad moodlet, no tears, no days of angst, not a single visit to her tombstone in the backyard next to dear old dad.
It really bothered me. I know they're just pixels, but it seemed really unfair that her dad got a mental breakdown while her devoted mother who took care of her until the day she died got zilch. :(
Yeah I had the same in my game :-(
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Everyone notices death by woo hoo though...
I think 'share bad news' would be more appropriate. If someone walked up to me stating they have big new then proceeded to tell me "____" died, I would think they are a jerk lol
But I agree 100%, Sims with this level of social interaction should be far more sensitive and prone to react to deaths.
Sims 4? I'm going to play with aging off until they fix the no-mourning glitch. I don't have the heart to watch one of my sims die and the other sims step over the body to grab lunch without even noticing.
I agree! I feel like I'm more attached to these family members than they are. I don't want them to die and then The sims are like meh..
Agreed.