There's been tons of people complaining about culling. I've never noticed it as I don't play enough - so, it's not something that affects me.
However, it seems culling is vital for gameplay.
I just set the Party Animal as a new aspiration for a Sim. The first ladder of Party Animal is for your Sim to introduce themselves to 10 Sims - so culling is vital - you can only introduce yourself to strangers.
My Sim knows a ton of Sims - I've now got to find 10 that he has never met.
Culling seems the way to go here - cull that Sim and spawn a new one.
Or have I misunderstood this?
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The thing that bugs me is relationship culling as, yes, I understand my sim may not know another very well, but I shouldn't have to introduce that sim to another over and over. Luckily there are mods to remedy that so I am not as aggravated. Can be even more frustrating for those that rotate between households.
That is just my takes on it.
I have no memory of this place. Time to start anew I guess
I guess it depends what a person wants from their game. People do not enjoy playing their sims, getting to know someone, maybe even thinking about marrying them or something and then -poof- they've disappeared.
Ghosts in the family trees get culled.
Staff working at restaurants get culled. Someone might have paid to train them up and got them working well and then they disappear.
Of course, there are work-arounds for some of the culling aspects but IMO culling should be optional and not forced upon anyone.
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Again, I shall leave this topic now I think as I don't have too much to weigh in on the subject. For those that are really affected by it, I do hope for something official in the future that would make things better.
I have no memory of this place. Time to start anew I guess
Culling is not a player driven mechanic, it's a game process that deletes data without informing the player, or giving the player options for what to keep/delete.
For a long, long time culling had serious ramifications on regular gameplay. Some users say these issues (such as ghosts and family trees becoming deleted) were fixed, I still have problems with them so it's up in the air at this point.
At the end of the day culling has been met largely with negative responses, but it's very clear culling was put in the game for a reason and it's unlikely to change.
Currently a rather aggressive form of culling exists in the form of relationship culling, where your sims will lose all relationships with sims for absolutely no reason. This was similarly met with very negative responses, but Maxis has not removed it or commented on it. Before the GT patch relationship culling did not exist in the game, which says it's presence is not necessarily vital to gameplay or game performance but is something the development team snuck into the game for reasons undisclosed to us.
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If he died when you were playing him, he's save from culling
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If the goal said meet 100 new sims then maybe it'd be vital
Sometimes one wants to get rid of sims for whatever reason, but then it is much fairer to the player if he can choose which ones and how many have to go. Taking this out of our hands only leads to negative feelings. As for performance problems, a simple paragraph in the game options or during loading screens would take care of this. It could read "If your game lags slows down, you may want to delete some sims to make it run smoother again". That way players have the advice they need and can act on it if desired.
I do wish my sims filled the roles of random townies more often on community lots since 110 sims out of the population cap are mine and the premades.. but oh well.
Wouldn't mind if the ones generated were not mostly elders.. so culling benefits me since townies have no impact in my game since most are elders and need to be culled anyway.
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What was misunderstood is that your issue is more of the fault in the way TS4 aspirations work. Unlike better aspirations in TS2, 4 makes every aspiration have the same goals for every sim with no variety. Quite honestly, if you can't find 10 new people to meet, that means your party animal knows more than enough to have a good ol Gamescom 2015 party. In TS2, not every family sim had wanted to get married or have kids, and not every romance sim dreaded those things. It was also dependant on the sims' personality and memories/life experiences. TS4 apsirations are just another thing that shows the true shallow nature of the game.
I had to hire someone else and all she did was play on her phone and ignore the customers. I was running around trying to do it all myself and several got mad and left. I fired her before end of shift because I figured I was just wasting money.
I just hired a recently generated sim who seems to be qualified, but haven't opened the store yet. It's just getting too frustrating.
I'd also be really annoyed if my game were to cull the excess townies I have, since I tend to bring all of them into CAS and edit them manually. I can't stand letting them walk around all ridiculous. LOL
As a note, I have a total of 614 sims right now, with a quarter of that amount dead. It'd be nice to let go of my ghosts of some townies I wasn't too fond of, but it's either all or none. I don't experience ridiculously long loading screens, but that's only because my computer can definitely handle it.
Luckily, I have enough sims in my town with high enough skills so it rarely, if ever, generates a new mixologist or any NPC job sims. It also pulls from the mass amount anyway, so I'm glad about that.
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So the debate of "put your sim in houses" or keep marking everyone as playable etc is absurd.
It is not the player's duty to get into these small details to preserve his sims. If a player has to go that deep then that means the developers have failed in their game design.
I have nothing else to say