The new EP takes sucking a franchise dry to a new level. Its focal point is really just what IL was and the features of the three packs could have easily been combine into one. The Sims 4 has been a game where you need to buy at least two packs to make a whole (think Dogs and Cats and Tiny Pets or whatever) but I think Eco Living hit a new low.
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I thought island living's focal point was living in a tropical paradise with mermaids, and tiny living's focal point was on being able to fit stuff in a tiny house.
I am happy to have got all the features we have from the previous two packs and looking forward to finding out more about all of the eco living features.
Of course, they are not going to be able to please all of the people all of the time, maybe the next pack will be something you will enjoy more?
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And really Tiny Living = Eco friendly? I don't understand the logic. In my country a lot of Tiny Houses are not Eco friendly and in fact some Contribute to pollution(Sadly), however the benifits in the game such as closer relationship exist. But still what is the conection?
If Island Living, Eco Lifestyle and Tiny Living was combined let's be real, Mermaids will not exist, Pollution wont affect all worlds, and tiny Houses would not have tiers. Since they will all fight for the fescources of the devs.
http://forums.thesims.com/en_US/discussion/924539/features-that-needs-depth-and-ways-to-improve
Yeah, I'm thinking along the same lines. Island Living was bad, we can all agree on that, but that doesn't mean it should be combined with another Expansion Pack just because they have some similar features. It still had decent gameplay, even if there was no depth to the little there was. And even though they're the worst occult, I still like to play with mermaids every once in a while, which would definitely not exist if Island Living was combined with two other packs.
Tiny Living is worth the $10 it costs, and it doesn't have eco-friendly aspects (unless you count lower builds which... why?). No point.
Eco Lifestyle is already worth the $40 in my opinion. It has been confirmed that pollution will spread to every world except the three where it makes no sense, which are Strangerville, Granite Falls, and Selvadorada. It has been confirmed that we'll be able to pause pollution progress, meaning it allows play in a dirty, disgusting world and a beautiful, thriving ecosystem, or to not have it paused at all and let the world change through gameplay.
So I just think they should really plan these pack features more thoroughly so we don't get too many overlapping themes cause well... It does cause backlash.
Not sure if the pollution machine (which worked also as a gardening thing prior?) and any of the items they refurbished, were in a pack? If so, they will be base game now because Eco doesn't require any packs (or does that mean they won't be using that then?)
Confused
Can you tell me where to find the candle making station in Island Living? I can't locate it.
Where is the setting to allow my Conservationist to clean up Oasis Springs? I'm not seeing it in my game.
/sarcasm
The themes may be complementary. The content is not identical. As always, if the pack does not interest you, don't buy it.
Eco Living, as the trailer portrays and from what I understand, is about humans making changes in their own lives/habitats to ensure the good health of the environment.
It is hard to put into words, but there is a difference.
I completely understand they seem different to me. Like without Sulani and the whole living on an island feel, the conservationist career wouldn't make any sense. Since it's about protecting that ecosystem. This career would also make sense in packs like jungle adventure or outdoor retreat where there is a lot of nature and their environments is different from most sims 4 worlds.
However, what we already know from the information released is that Sims will have reduced bills from using solar or wind power, regardless of their home being tiny or not, off the grid or not, in Sulani or not. These aren't Tiny Living features. These aren't Island Living features. Do they tone with those packs? Absolutely. Do they require those packs? No, they don't.
Is my Conservationist called on to help draft environmental policy? Yes. Is he required to engage with others in his community to plan a coordinated effort to accomplish that? No. The community lot is entirely new, usable anywhere (Conservationists really are kind of restricted to Mua Pel'am, and I don't expect that to change), and involves a group process - a realistic touch that makes any RL activists who have ever faced the harsh reality of consensus decision-making to break out in a cold sweat (and I mean that in the nicest way possible, but I hope the process is challenging).
This is new territory. Literally as well - the dockside areas of Evergreen Harbor look unlike any environment we have to play in yet. I love the slightly gritty, industrial feel. And I have hoped to have a Pacific Northwest sort of world for a while (I still miss Moonlight Falls). Tiny Living didn't have a world. Island Living gave us the lush environs of Sulani, but for those of us not blessed to live in the South Pacific, it's an exotic rather than a homely environment.
We have yet to see any of this in play, and I think it's premature to judge. I do welcome the chance for crossover among packs - I actually do want an eco-friendly, Off the Grid tiny house, that is I plan to overlap and combine elements in my own play - but I also feel that there is plenty here that is entirely new, and not currently available in any pack we have had to date. That's like objecting to Spellcasters because we already have Vampires. Apples and oranges. Can't we just be happy that the produce section now offers both?