More fluff to add to the uncontrollable spiral into less gameplay, less EPs, less actual gameplay. Who even thought of the idea that there was a need for a 4th flavor of DLC?
I'm satisfied with the depth and approach to it. I loved TS Superstar, TS3 Showtime was alright but was utterly shattered by how celebrities were handled in TS3 which IMO was awful. And yeah I understand that in GF you *can* be famous doing other things like social media, media creation, music production, but those are…
Oh don't get me wrong, I actually don't think it will happen lol. The thing is it does not need to be a full rewrite of how worlds work. It's just a tweak to how a specific object interacts with the current world. If you wanted to actually create a proper road system where the whole world follow that mechanic then that'd…
That just needs a change in how the environment is treated as far as common areas go or in this case, roads. That's why I said that the roads are there. Same way how sims pathing works to cross the street, or how in DSV they can actually be on the street. What is lacking is a basic pathfinding system on them. You can grab…
Willow Creek, Oasis Spring, Newcrest, Forgotten Hollow, Del Sol Valley (one district conflicts), Windenburg (some exceptions), Strangerville, Brindleton Bay have roads. In some areas like Brindleton Bay's coastal neighborhood the road outside is labeled as out of boundaries but that can be modified to allow for car…
Not at all, EA owns rights to The Sims, not life simulation genre. Anyone can make a life simulator which entails basic needs. That'd be like copyrighting hunger in survival games, almost every survival game has hunger. Much like how Cities Skylines surpass SC2013, a competitor in the life simulation genre is very much…
I'd definitely prefer if you could live there. People live in places other than generic suburbs/cities, I definitely enjoyed having sims live in Isla Paradiso.
You ask me to answer a "simple" question, well that isn't at all a simple question unless you want me to say "They suck" and that's it. Here's why: Emotions behave like temporary buffs instead of emotions. You can have a sim sad because his dog just ran away, like 5 minutes ago. Then he walks into his kitchen which is full…
In my humble opinion TS2 had the absolute best vehicles as a whole; proper animations, quirky interactions with them like installing alarms and woohoo, proper pathfinding out and inside garages. When TS3 was announced with open worlds I was extremely excited to see the same concept but improved on an actual seamless open…
Possible, yet extremely anti-productive at this point. It'd involve a complete rewrite of how the engine handles worlds, then another rewrite of the base game itself to handle the new world system, then rewrites of every component outside of the active lot from every pack that interacts with the common areas. To do that,…
Yes. In fact, "technically speaking" they could even make open worlds. Productive? No, not by a long shot. See, revamps or core changes require either a rewrite of the mechanic and all hooks it may have (as in if an EP utilizes a base game function, that EP needs to be updated too), or a rewrite of part of the engine. If…
Unless I have missed a post by EAxis, a dev (Graham) simply tweeted in a reply to a user that they had at least a few/3 years worth of content planned. Roadmaps are typically not something that gets tailored as they go for this type of product from this type of studio/publisher, nearing the end and then deciding to add a…
I'm pretty sure if you wanted, say, an university pack you won't have to pay "hundreds" for it, just the lifelong normal $40 or regional equivalent or less if you wait for discounts of course. And I'll have to disagree with your premise. I do not want them to just stop giving us anything remotely new and just rehashing the…
The thing is, from their perspective that means that it is worth continuing, which to me isn't a bad thing per se. What IMO is a bad thing per se is that because it has made so much revenue THIS way, it means they have the drive to keep going this specific way. They won't feel the urge to revamp personalities, or to add X…
No one has to learn to accept anything. If you think it's perfect good for you, have fun. I enjoy the game yet it does NOT mean it doesn't have plenty of flaws that should be addressed. Feedback is an integral part of development and you need to learn that.
The main issue with personalities and traits is the emotional system itself, both in action and in the code. The code is littered with all sorts of "buffs" (which is the equivalent to emotional states). The emotional system is deeply tied in with autonomy (or static commodity system). For example, a mod that increases the…
Well, I recall playing the free trial in 2015 and was not impressed. Didn't hate it, just did not appeal to me due to lack of packs and some features left out. I cannot play ANY sims iteration without packs, they feel empty and boring to me. Then I bought it with GTW in 2016. Gave it a good 50 hours or so. Didn't hate it…
I see why you'd see it around that time, and I'd agree but from the beginning it felt like it was gonna go in all directions. I had a questionable reaction about some of the rabbit holes. But hey, it's subjective. As hard as a white shelf it seems...lol.
Because for me it was much more immersive to see sims drive around and have their cars parked around that having no parking lots in an open world. I should not have to remove something that comes with the game to fix a bug. Just my 2 cents on that. Since 2009, quite a few there.
This, so much this. I understand the argument that "this isn't open world, why would we need cars?". But TS2 had them, and they were much better than TS3's "stick it in your pocket and teleport out" version. TS2 added so much realism, depth, character with cars and carpools. It was simply IMO so immersive to see them get…
Hm, I can't decide really, I went with Dine Out because personally the whole setting of running or visiting a self-made eatery just amuses me. But content-wise GF has more to offer and it has for the first time since TS1 a celebrity system that works properly.
Yup, same ol' issue back again. It's a simple issue really. If an NPC Vampire has no/low energy, their autonomy shuts off. They don't seem to have the autonomy settings to regain energy/the functionality to regain energy if they are not active. Example of this: cheat the NPC Vampires motives (whether via a mod or by…
Man, I miss the wants and fears system of TS2. It was such a solid feature, not just a "oh, let me meet a new sim to get 25 reward points". Also the aspiration rewards, they were so much fun. TS3 and TS4 went backwards on such a solid system.
The main reason this happens is because in the code they are designed with a large angle to "seek" an appropriate place for the interactions. Couple that with the fact that if your sim has not yet greeted the other sim, they'll first stand up to greet them. The mod "Less Musical Chairs" addresses this to an extent, but it…
Just passed 2 years since release. I personally don't find it was the last pack worth my money (Get Famous was the first "celebrity" DLC where I wasn't nauseated by how celebrity status was a disease that spread uncontrollably and made it much more involved along with the blogger lifestyle. Then again things like how we…