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Why I Disagree That Traits Don't Matter

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    CelSimsCelSims Posts: 2,270 Member
    Chazzzy wrote: »
    CelSims wrote: »
    I think my issue with traits is that it does very little to influence what a sim will choose to do autonomously for the most part. An energized sim will work out regardless of if they have the active trait. An inspired creative sim has the same chance to autonomously choose to paint a painting as a none creative sim. Music lovers have no more chance to autonomously start playing an instrument than any other sim. It's more about the emotion than the trait. And even then I would point out that my genius programmer lived for 128+ days before he choose to autonomously start a side job. In testing my neat sims cleaned up about the same number of times as the slob. Traits in many cases just decide which annoying idle animation you are choosing.

    There's exceptions of course but even then they often don't make sense. My 'hates children' mother of 3 may have a negative moodlet from it, but she's going to choose to go teach flash cards anyway. My mean sim may choose mean interactions more often but it's not going to stop him turning round and doing friendly ones right after.
    My evil sim kills someone with vampiric 'influence emotions' but often mourns their death for 2 days afterwards. I could go on.

    I try to keep the emotional influence from decorations to a minimum because they really count for more than traits do and overwhelm any difference sims may have due to traits. It's not that traits don't have effect, it's just that they are so generic with such small differences that it's barely noticeable.

    Also please remember that what your sim chooses to do is also very heavily reliant on what YOU have instructed them to do in the past. Painting is an example of this. To accurately judge if your creative, neat bookworm is autonomously any different from your genius,slob geek you need to start with two sims you have never ever instructed to do anything.

    Oh yea I think it was you that made a thread about your experiments with autonomy and traits.

    For the bolded, well SOMEONE has gotta teach the babies how to read/write right? Lol some people who have kids don't like them in real life but they still want their kids to succeed. That's how I look at it anyway.

    Yes.. and no. What about when there is another parent present? Wouldn't you expect them to be more involved with the child rearing? They aren't. And if anyone is going to be a bad parent, wouldn't you expect it to be the child hating one? Now if the child hating parent also had the ambitious trait, or also had the family orientated trait, I'd agree. A good example of how trait choices do not have an impact.
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    ChampandGirlieChampandGirlie Posts: 2,482 Member
    I agree with @Chazzzy on almost everything. I do play with cats. I also think there is some room for improvement. Otherwise, I generally agree. I also agree with the suggestion of creating different types of reactions within the same emotion.

    One difference between me and some other players - not judging, is that I don't play with a lot of autonomy. I queue up tasks for my sims and I'll sometimes line up multiple actions one right after another, but I'm basically directly my sims. I may change my mind on something based on things that happen such as a certain townie walking by or a certain need for my sim to fulfill. Generally though, I actively play my sims rather than just watching them. I tend to base the decisions they make on the traits that they are assigned.

    But yeah, I agree with you that I like that there is the opportunity for more subtlety in terms of reactions. Not all of my sims cheat on their significant others (many do not), it used to annoy me in TS3 or TS2 when the spouse would basically automatically know that something had happened rather than finding it out by observing themselves. I get it with the rumors, I just found it to be unrealistic for the reaction to be so automatic. I agree that sims should react more but I don't want them all to react in the same way. Some will work it out with the significant other while some will walk away. I just like to have varied outcomes and to figure out how the various characters will behave.

    I typically have a profile for any given character which determines how I have them act in any situation. Traits are factors for that but I like the subtlety of having an evil sim who seems outwardly nice (realistic) or of having a genius who has a bad day and gets stressed out before a test.
    Champ and Girlie are dogs.
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    drakharisdrakharis Posts: 1,478 Member
    Sharonia wrote: »
    Some traits don't matter and could really do with looking at and improving. I have never noticed any difference from a sim with the clumsy trait to a sim without it and I'm sure there are a few others that are as equally weak and pointless. I do think a lot of the traits matter though. The problem is that emotions are so strong they just always override everything and any behavior that stems from the chosen traits is more than often hidden by the sims emotions. I feel people are putting blame in the wrong place when they talk about traits that don't matter. I feel that emotions are where the faults lay when it comes to sim personality and why sims often seem to all act the same way.

    I like very much the idea of having more varied ways for sims to show the same emotions.

    Some traits do need to be redone. "Good" and "Evil" are a couple of them that come to mind. I grew up with GIJoe Cartoon, M.A.S.K. (Mobile Armored Strike Kommand) Teen Age Mutant Turtles, Silverhawks, Gargoyles, Superfriends and other shows all aimed towards kids. In which the villains were much better "evil" than "evil" is in the Sims 4 game. Meaning with shows aimed towards kids the censors allowed for a level of "malevolence" that could be done and how "good" reacted to "evil" could be done at that level acceptable for children. I also read Dr Strange, GIJoe, M.A.S.K. Teen Titans Ghost Rider comics and others, when the Comic Code was still around to keep a level acceptable for kids to read. This game has a teen rating which means GIJoe or M.A.S.K. Teen Titans, Ghost Rider level of "evil" is far from being "too violent" for the game thus maintaining a teen rating.

    I haven't noticed a difference with a clumsy sim from a non-clumsy sim either except in CAS when you give them trait. You don't see them tripping over their own feet or anything that would indicate them being clumsy in the game.

    However, traits like Romantic are fine.

    Emotions do override the traits making them affect a Sims's behaviour. A good example is Wolfgang Munch who normally ends up with Casandra Goth in my games I play and I do nothing but let the game pair up whoever the game chooses to pair up. Wolfgang isn't mean towards her. He is a sweetheart towards her in public and if you ask her about him she doesn't say 'he is a mean guy I am warning you you don't want to see his bad side when you ask about him'. Traits should express how other sims are towards each other. An evil sim should start with a lower friendship level than a good sim does. They should have a reputation of being a rotten person that affect how other sims deal with them. For example, I have a sim who has the curse where he gets into fights and is challenged to duels more as a spellcaster. Upon Morgyn seeing him Morgyn attacked and Simeon challenged him to a duel as soon as he entered the Magic Realm. This is how curses work with our spellcasters. Traits should act in a similar manner on how a sim behaves and how other sims perceive them.
    Playtesting - not just tabletop games and card games any more. Really that should have been playtested in Beta and not [img]just with accounting and marketing but actual players. https://i.imgur.com/t48COW6.jpg[/img]
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    So_MoneySo_Money Posts: 2,536 Member
    edited January 2020
    Chazzzy wrote: »
    telmarina wrote: »
    When a sim is feeling 'nice', meaning no emotions, he/she still don't act according to traits. A lazy sim won't watch more tv or just lay more in a coach than any other sim, a geek won't go more to the pc than any other sim, a 'loves the outdoors ' sim won't go do whatever more than any other sim... and so on. I mean, i agree with emotions being a problem but i also think that even when without emotions, traits aren't making it. Traits should be stronger and define sims.

    Yea so that would be better autonomy. "

    It would include better autonomy, but the game’s systems need to work hand-in-hand, so better integration of traits is also part of the equation.
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    luxsylvanluxsylvan Posts: 1,922 Member
    I agree with a lot of the sentiments here--traits do matter, but emotions are SO overpowering in almost any situation. That's my biggest issue.

    My main problem with traits in particular is that there are so few compared to just....real life, I guess. I want more traits that offer a really dynamic experience, like a vain sim that is also a do-gooder and can't get enough volunteering or someone who is shy but not a loner (not the same thing). I don't have all the packs so I don't know every trait I'm missing out on, but I feel like even base game traits could do with more added in.

    I do still feel in part that traits don't necessarily give the impact I expect or want, but that might be more my personal taste rather than the game itself.
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    flammablefruitflammablefruit Posts: 6 New Member
    All angry sims will act the same, as it doesn't matter what gave you the angry moodlet. Your sim will just be angry. However, I do agree that the traits matter. Obviously, if your sim is hot-headed, they'll get angry more easily.
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    BabykittyjadeBabykittyjade Posts: 4,975 Member
    I totally agree with this. I like the idea of different reactions according to the trait. I like the emotions system and how expressive sims are. The problem for me is the way they flip flop through emotions back and forth too quickly. However, I fixed that with meaningful stories mod.

    I took away all emotional causing things that I could and I have been enjoying it this way. I do still wish that fine was the main standard emotion most of the time, and I do find sims act like their traits but I still wish they had more to them. More layers as some of you said. And more unique things for each one. Like evil sims for example lack a loooooont of potential and are too similar to non evil sims.

    And I like the jealous trait alot too lol. Along with the paranoid trait. One of my favorites.

    I don't play with autonomy on, it's impossible for me to do so without getting annoyed so I can't comment on that. I hope one day we can choose individual sims to turn autonomy on or off.
    Zombies, oh please oh please give us zombies!! :'(
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    alyssa123alyssa123 Posts: 323 Member
    ah, yes. the age old Trait Debate (as i like to call it anyway)

    overall i think traits need to be revamped but i do agree that the player's choices have a big impact as well. we aren't helpless

    i like the emotions in the game personally, but they can definitely be quite overpowering and annoying. and there are definitely traits that don't seem to affect a sim much at all. i think we would all be better off if:
    1. emotions were toned down a bit
    2. each trait was better fleshed out with more interactions and animations
    3. the autonomy system was updated so that sims actually act according to their traits by themselves

    some traits i personally think really need improvement:
    • clumsy - literally doesn't do anything besides a few animations
    • outgoing - besides the ever so slightly decaying social need and slightly more extreme moodlets associated with socialising (or not socialising), it really doesn't do much
    • loves outdoors - i love the concept, but i feel like sims with this trait should have more outdoor interaction options
    • art lover - again, love the concept, but it feels so one dimensional
    • goofball - gives the occasional playful moodlet and does literally nothing else. also i feel like it's too similar to childish
    i also think we need more traits in general. and more aspirations, but that's another topic for another day
    when gravity falls and the earth becomes sky, fear the beast with just one eye
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    ChazzzyChazzzy Posts: 7,166 Member
    CelSims wrote: »
    Chazzzy wrote: »
    CelSims wrote: »
    I think my issue with traits is that it does very little to influence what a sim will choose to do autonomously for the most part. An energized sim will work out regardless of if they have the active trait. An inspired creative sim has the same chance to autonomously choose to paint a painting as a none creative sim. Music lovers have no more chance to autonomously start playing an instrument than any other sim. It's more about the emotion than the trait. And even then I would point out that my genius programmer lived for 128+ days before he choose to autonomously start a side job. In testing my neat sims cleaned up about the same number of times as the slob. Traits in many cases just decide which annoying idle animation you are choosing.

    There's exceptions of course but even then they often don't make sense. My 'hates children' mother of 3 may have a negative moodlet from it, but she's going to choose to go teach flash cards anyway. My mean sim may choose mean interactions more often but it's not going to stop him turning round and doing friendly ones right after.
    My evil sim kills someone with vampiric 'influence emotions' but often mourns their death for 2 days afterwards. I could go on.

    I try to keep the emotional influence from decorations to a minimum because they really count for more than traits do and overwhelm any difference sims may have due to traits. It's not that traits don't have effect, it's just that they are so generic with such small differences that it's barely noticeable.

    Also please remember that what your sim chooses to do is also very heavily reliant on what YOU have instructed them to do in the past. Painting is an example of this. To accurately judge if your creative, neat bookworm is autonomously any different from your genius,slob geek you need to start with two sims you have never ever instructed to do anything.

    Oh yea I think it was you that made a thread about your experiments with autonomy and traits.

    For the bolded, well SOMEONE has gotta teach the babies how to read/write right? Lol some people who have kids don't like them in real life but they still want their kids to succeed. That's how I look at it anyway.

    Yes.. and no. What about when there is another parent present? Wouldn't you expect them to be more involved with the child rearing? They aren't. And if anyone is going to be a bad parent, wouldn't you expect it to be the child hating one? Now if the child hating parent also had the ambitious trait, or also had the family orientated trait, I'd agree. A good example of how trait choices do not have an impact.

    Ah ok ok
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    ChazzzyChazzzy Posts: 7,166 Member
    I agree with @Chazzzy on almost everything. I do play with cats. I also think there is some room for improvement. Otherwise, I generally agree. I also agree with the suggestion of creating different types of reactions within the same emotion.

    One difference between me and some other players - not judging, is that I don't play with a lot of autonomy. I queue up tasks for my sims and I'll sometimes line up multiple actions one right after another, but I'm basically directly my sims. I may change my mind on something based on things that happen such as a certain townie walking by or a certain need for my sim to fulfill. Generally though, I actively play my sims rather than just watching them. I tend to base the decisions they make on the traits that they are assigned.

    But yeah, I agree with you that I like that there is the opportunity for more subtlety in terms of reactions. Not all of my sims cheat on their significant others (many do not), it used to annoy me in TS3 or TS2 when the spouse would basically automatically know that something had happened rather than finding it out by observing themselves. I get it with the rumors, I just found it to be unrealistic for the reaction to be so automatic. I agree that sims should react more but I don't want them all to react in the same way. Some will work it out with the significant other while some will walk away. I just like to have varied outcomes and to figure out how the various characters will behave.

    I typically have a profile for any given character which determines how I have them act in any situation. Traits are factors for that but I like the subtlety of having an evil sim who seems outwardly nice (realistic) or of having a genius who has a bad day and gets stressed out before a test.

    Aw come on! That was the most important part to agree with me on! Cats are demons lol
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    ChazzzyChazzzy Posts: 7,166 Member
    drakharis wrote: »
    Sharonia wrote: »
    Some traits don't matter and could really do with looking at and improving. I have never noticed any difference from a sim with the clumsy trait to a sim without it and I'm sure there are a few others that are as equally weak and pointless. I do think a lot of the traits matter though. The problem is that emotions are so strong they just always override everything and any behavior that stems from the chosen traits is more than often hidden by the sims emotions. I feel people are putting blame in the wrong place when they talk about traits that don't matter. I feel that emotions are where the faults lay when it comes to sim personality and why sims often seem to all act the same way.

    I like very much the idea of having more varied ways for sims to show the same emotions.

    Some traits do need to be redone. "Good" and "Evil" are a couple of them that come to mind. I grew up with GIJoe Cartoon, M.A.S.K. (Mobile Armored Strike Kommand) Teen Age Mutant Turtles, Silverhawks, Gargoyles, Superfriends and other shows all aimed towards kids. In which the villains were much better "evil" than "evil" is in the Sims 4 game. Meaning with shows aimed towards kids the censors allowed for a level of "malevolence" that could be done and how "good" reacted to "evil" could be done at that level acceptable for children. I also read Dr Strange, GIJoe, M.A.S.K. Teen Titans Ghost Rider comics and others, when the Comic Code was still around to keep a level acceptable for kids to read. This game has a teen rating which means GIJoe or M.A.S.K. Teen Titans, Ghost Rider level of "evil" is far from being "too violent" for the game thus maintaining a teen rating.

    I haven't noticed a difference with a clumsy sim from a non-clumsy sim either except in CAS when you give them trait. You don't see them tripping over their own feet or anything that would indicate them being clumsy in the game.

    However, traits like Romantic are fine.

    Emotions do override the traits making them affect a Sims's behaviour. A good example is Wolfgang Munch who normally ends up with Casandra Goth in my games I play and I do nothing but let the game pair up whoever the game chooses to pair up. Wolfgang isn't mean towards her. He is a sweetheart towards her in public and if you ask her about him she doesn't say 'he is a mean guy I am warning you you don't want to see his bad side when you ask about him'. Traits should express how other sims are towards each other. An evil sim should start with a lower friendship level than a good sim does. They should have a reputation of being a rotten person that affect how other sims deal with them. For example, I have a sim who has the curse where he gets into fights and is challenged to duels more as a spellcaster. Upon Morgyn seeing him Morgyn attacked and Simeon challenged him to a duel as soon as he entered the Magic Realm. This is how curses work with our spellcasters. Traits should act in a similar manner on how a sim behaves and how other sims perceive them.

    The only thing I can think of is there’s an animation where they drop the dishes in the sink when you tell them to wash them. Like they break some. I think kids with that trait can get an embarrassed moodlet from something happening at school because of their clumsiness but not entirely sure on that one. They might stumble when they walk too.
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    ChazzzyChazzzy Posts: 7,166 Member
    edited January 2020
    luxsylvan wrote: »
    I agree with a lot of the sentiments here--traits do matter, but emotions are SO overpowering in almost any situation. That's my biggest issue.

    My main problem with traits in particular is that there are so few compared to just....real life, I guess. I want more traits that offer a really dynamic experience, like a vain sim that is also a do-gooder and can't get enough volunteering or someone who is shy but not a loner (not the same thing). I don't have all the packs so I don't know every trait I'm missing out on, but I feel like even base game traits could do with more added in.

    I do still feel in part that traits don't necessarily give the impact I expect or want, but that might be more my personal taste rather than the game itself.

    Get Famous added Vain as a celebrity quirk, not a trait though. Parenthood added the ability to send your Sims to rabbit holes to volunteer. Some pack added the Unflirty trait where Sims have new romantic socials that often fail and are less likely to react positively to romantic socials in public. I think it was City Living but not sure. StrangerVille added the Paranoid trait where Sims are constantly researching conspiracy theories and stuff like that.
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    Admiral8QAdmiral8Q Posts: 3,326 Member
    telmarina wrote: »
    When a sim is feeling 'nice', meaning no emotions, he/she still don't act according to traits. A lazy sim won't watch more tv or just lay more in a coach than any other sim, a geek won't go more to the pc than any other sim, a 'loves the outdoors ' sim won't go out do whatever more than any other sim... and so on. I mean, i agree with emotions being a problem but i also think that even when without emotions, traits aren't making it. Traits should be stronger and define sims.

    Interesting. I've actually noticed Sims with those traits do more of the 'thing' related to it. (At least in my game) A lazy Sim will lie around more and pass out to nap while in the middle of doing something, even eating. A geek sim does go to the computer much more often. A love-outdoors sim will go outside even in winter to do things far more often. etc...


    @Chazzzy As for bookworm trait, the Sim will read books far more often than other sims. As long as not distracted by other sims or has to pee or eat or something, even so they will put the book away either in their inventory or a shelf but then continue reading the same book later, until finished. It could be the mods I have that makes this work, perhaps.

    The traits seem to be working great in my game. (There's always room for improvement for anything, of course) The emotion buffs when very high do override everything though, especially flirty, heh heh! I'm like, "Plum it! Stop flirting already and go back to reading your book, exercising, or fixing the broken sink, or whatever!" :D
    Reticulating Splines...
    9ODVlJh.png


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    ChazzzyChazzzy Posts: 7,166 Member
    I totally agree with this. I like the idea of different reactions according to the trait. I like the emotions system and how expressive sims are. The problem for me is the way they flip flop through emotions back and forth too quickly. However, I fixed that with meaningful stories mod.

    I took away all emotional causing things that I could and I have been enjoying it this way. I do still wish that fine was the main standard emotion most of the time, and I do find sims act like their traits but I still wish they had more to them. More layers as some of you said. And more unique things for each one. Like evil sims for example lack a loooooont of potential and are too similar to non evil sims.

    And I like the jealous trait alot too lol. Along with the paranoid trait. One of my favorites.

    I don't play with autonomy on, it's impossible for me to do so without getting annoyed so I can't comment on that. I hope one day we can choose individual sims to turn autonomy on or off.

    I used to play with autonomy off but I got tired of doing all of that clicking. Only negative about playing with autonomy on is Sims wanna do the same actions over and over again and it’s usually stuff I don’t want them to do. So I downloaded a mod that lets me control which actions are autonomous and which ones only work if I tell them to do it. I’m noticing now that I’ve turned so many actions off for autonomy that sometimes my Sims don’t have any options left so they stand around a lot. I may have to turn some back on.
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    ChazzzyChazzzy Posts: 7,166 Member
    alyssa123 wrote: »
    ah, yes. the age old Trait Debate (as i like to call it anyway)

    overall i think traits need to be revamped but i do agree that the player's choices have a big impact as well. we aren't helpless

    i like the emotions in the game personally, but they can definitely be quite overpowering and annoying. and there are definitely traits that don't seem to affect a sim much at all. i think we would all be better off if:
    1. emotions were toned down a bit
    2. each trait was better fleshed out with more interactions and animations
    3. the autonomy system was updated so that sims actually act according to their traits by themselves

    some traits i personally think really need improvement:
    • clumsy - literally doesn't do anything besides a few animations
    • outgoing - besides the ever so slightly decaying social need and slightly more extreme moodlets associated with socialising (or not socialising), it really doesn't do much
    • loves outdoors - i love the concept, but i feel like sims with this trait should have more outdoor interaction options
    • art lover - again, love the concept, but it feels so one dimensional
    • goofball - gives the occasional playful moodlet and does literally nothing else. also i feel like it's too similar to childish
    i also think we need more traits in general. and more aspirations, but that's another topic for another day

    Yea it seems like we don’t get traits and aspirations like we used to. I feel like we just get lot traits now.
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    ChazzzyChazzzy Posts: 7,166 Member
    Admiral8Q wrote: »
    telmarina wrote: »
    When a sim is feeling 'nice', meaning no emotions, he/she still don't act according to traits. A lazy sim won't watch more tv or just lay more in a coach than any other sim, a geek won't go more to the pc than any other sim, a 'loves the outdoors ' sim won't go out do whatever more than any other sim... and so on. I mean, i agree with emotions being a problem but i also think that even when without emotions, traits aren't making it. Traits should be stronger and define sims.

    Interesting. I've actually noticed Sims with those traits do more of the 'thing' related to it. (At least in my game) A lazy Sim will lie around more and pass out to nap while in the middle of doing something, even eating. A geek sim does go to the computer much more often. A love-outdoors sim will go outside even in winter to do things far more often. etc...


    @Chazzzy As for bookworm trait, the Sim will read books far more often than other sims. As long as not distracted by other sims or has to pee or eat or something, even so they will put the book away either in their inventory or a shelf but then continue reading the same book later, until finished. It could be the mods I have that makes this work, perhaps.

    The traits seem to be working great in my game. (There's always room for improvement for anything, of course) The emotion buffs when very high do override everything though, especially flirty, heh heh! I'm like, "Plum it! Stop flirting already and go back to reading your book, exercising, or fixing the broken sink, or whatever!" :D

    I’ll have to look into that Bookworm trait some more. Maybe combine that with the lot trait and see what happens.
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    CelSimsCelSims Posts: 2,270 Member
    edited January 2020
    Admiral8Q wrote: »

    Interesting. I've actually noticed Sims with those traits do more of the 'thing' related to it. (At least in my game) A lazy Sim will lie around more and pass out to nap while in the middle of doing something, even eating. A geek sim does go to the computer much more often. A love-outdoors sim will go outside even in winter to do things far more often. etc...

    Unfortunately I have to dispute this and if I may, here's a link to a thread with extensive testing I did.
    https://forums.thesims.com/en_US/discussion/968504/traits-a-personality-test/p1

    Your sims for the most part do things because you've previously instructed them to do it. Fresh sims that have never had the players input with instructions to perform actions barely perform any differently to each other. Every sim is going to choose to either hog the computer or dance. Lazy sims have as much chance to go weed as an outdoor lover does, etc. Since I realized this I've kind of made a few of my sims seem to have different personalities by making them do certain things over and over and over again. Unfortunately for some actions this can be .. a lot of time. And it works regardless of their traits. Want a lazy, paranoid dance machine to autonomously go into the programming menu and start a side job? It'll take a lot of repetitions - but no more than it takes to make a genius, ambitious geek to do the same thing.

    @Chazzzy You mentioned in my thread that you had a childish trait parent that went and played with the kids stuff. I forgot to reply. Since then I have discovered that toddlers can use the pet door. So the doll house is now always in a room that can only be accessed by toddler :) because my 100 baby challenge none childish trait mom was constantly playing with it. My other parents all do too. I do believe my childish trait mom does play with the actual toys more than my other parents though.

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    texxx78texxx78 Posts: 5,657 Member
    Admiral8Q wrote: »
    telmarina wrote: »
    When a sim is feeling 'nice', meaning no emotions, he/she still don't act according to traits. A lazy sim won't watch more tv or just lay more in a coach than any other sim, a geek won't go more to the pc than any other sim, a 'loves the outdoors ' sim won't go out do whatever more than any other sim... and so on. I mean, i agree with emotions being a problem but i also think that even when without emotions, traits aren't making it. Traits should be stronger and define sims.

    Interesting. I've actually noticed Sims with those traits do more of the 'thing' related to it. (At least in my game) A lazy Sim will lie around more and pass out to nap while in the middle of doing something, even eating. A geek sim does go to the computer much more often. A love-outdoors sim will go outside even in winter to do things far more often. etc...

    I'm glad it's working in your game. Don't know why it doesn't in mine at all. All i feel in my game is all sims, regardless of traits, repeat the same meaningless autonomous actions.
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    PegasysPegasys Posts: 1,135 Member
    Emotions aside, I wish the traits had more effect on the following:

    a) Idle animations - even though they don't change gameplay, they add more "flavor." Clumsy sims should have way more clumsy animations, etc. Some are currently pretty good.. for example, I like the idle animations associated with the Paranoid trait.

    b) Whims. They could do a lot more with this. I'm still sort of shocked there has been no update to the whim system...no whims to attend University? I'm hoping they are revamping them behind the scenes, but I'm afraid they have abandoned whims. And it's sad, because whims - what a person wants and strives for - is a huge part of personality, and should be very impacted by traits.
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    Admiral8QAdmiral8Q Posts: 3,326 Member
    edited January 2020
    @CelSims Interesting. I must be imagining things then when a glutton sim randomly picks up food anywhere and starts eating it. Or a lazy sim passes out in the desk-chair after I told them to go play games on the computer. Or an active sim goes outside in sports clothing to shovel snow after I told them to go cook a meal. Or a creative sim goes and starts painting after I told them to go to bed. Or a mean sim will taunt people. Or a neat sim will go and clean up more often than not. ;)

    Or even a mean toddler will go hit Blarney, a charmer hug Blarney, an Inquisitive talk to Blarney (more of each based on the trait)

    But if you tested it, I suppose. It took me alot of grinding to get a non-flirty sim to finally get some successful flirting in. (He cheated in-game though by taking a bunch of photos of people that were flirty then putting them up on the wall and activating the auras, lol) He still gets embarrassed though and often runs away. Still, grinding it manually could eventually override the trait aspects I suppose for autonomy. The moodlets they get from certain traits doesn't seem to ever change though. Which makes sense.

    Traits for Sims is more of a personality, in my opinion, not a robot programing, or training like an animal pet. This is why I like full autonomy on for the base game stuff (Base game and any packs I mean), even though I have a mod or two where I could change it to make them more "obedient" like training a cat or dog in real life.

    As for the other stuff, I don't think a trait is necessarily what a person will always prefer to do. A genius Sim may prefer to watch TV all day, but would actual benefit more from doing something 'smart' instead. So yeah, that's where you and I, the "Gods" of the Sims come in. To motivate the people to do things they are good at. Or we can try to motivate them to do stupid stuff too if we want. The traits do have an affect on how the Sim responds. Or how they benefit or suffer.

    @CelSims P.S. I did read your post from November. Very analytical. Nice!
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    texxx78texxx78 Posts: 5,657 Member
    CelSims wrote: »
    Admiral8Q wrote: »

    Interesting. I've actually noticed Sims with those traits do more of the 'thing' related to it. (At least in my game) A lazy Sim will lie around more and pass out to nap while in the middle of doing something, even eating. A geek sim does go to the computer much more often. A love-outdoors sim will go outside even in winter to do things far more often. etc...

    Unfortunately I have to dispute this and if I may, here's a link to a thread with extensive testing I did.
    https://forums.thesims.com/en_US/discussion/968504/traits-a-personality-test/p1

    Your sims for the most part do things because you've previously instructed them to do it. Fresh sims that have never had the players input with instructions to perform actions barely perform any differently to each other. Every sim is going to choose to either hog the computer or dance. Lazy sims have as much chance to go weed as an outdoor lover does, etc. Since I realized this I've kind of made a few of my sims seem to have different personalities by making them do certain things over and over and over again. Unfortunately for some actions this can be .. a lot of time. And it works regardless of their traits. Want a lazy, paranoid dance machine to autonomously go into the programming menu and start a side job? It'll take a lot of repetitions - but no more than it takes to make a genius, ambitious geek to do the same thing.

    This is exactly how i feel when playing. It doesn't matter how much different combinations of traits we can do. Sims always act the same. That isn't a bad thing for itself, for instance people who plays with autonomy off won't feel it. They can do whatever they want with the sims. But then, why to have traits? For me, it kills replayabillity.
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    CamkatCamkat Posts: 2,329 Member
    I find it interesting that people are reporting that sims do things related to their traits at all because I've yet to see that in my game. I would think a genius sim would do things like chess more, and a creative sim might paint more but not for me. My creative sim is just as likely to play chess as to get a glass of water. My genius sim will paint instead. Now if the sim is feeling focus or inspired then they will choose the trait related object but it's not necessarily the trait that they have if you know what I mean. The pull seems to come from the emotions, not the traits.

    I agree this system needs fixing. I'd expect my inspired genius would be more "inspired" to play chess or use the telescope. That's not to say that these sims shouldn't do other activities, but there does need to be some tuning here. Toddlers seem to work better with this system. They could maybe take from that what they can and apply it to the other age groups.
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    ElliandreElliandre Posts: 2,468 Member
    edited January 2020
    This is very interesting! I've never really thought about it. I've been really happy with the Sims 4 traits/emotions other than that I would love more of them. And I would love the traits to open up more interactions with objects. And also more dialogue choices for each category, usually there is a few in social and maybe one in funny. I agree if you play autonomously then they should do things connected to their traits more often. And maybe they could add hobbies as well to trigger actions. I don't play autonomously, but if I did I'd want my Bookworms to choose reading, Outdoor Sims to garden or go fishing etc.

    I play based on their core identity traits, so if they're bookworms, I like to make them read or write. If they're outdoor Sims, I like to make them go fishing, etc. The emotional moodlets that come up when I make them do things that match their trait feel more like a reward for me, for making the Sim happy by making them do things they would want to. And I rotate, so if I feel like fishing, camping, gardening, I'll pick an outdoor Sim to play because I like to see the moodlets come up. I also love the moodlets like the fancy soap etc. the ones that come up after you upgrade or add items to the house and feel they are for me as well and I really enjoy seeing them. It doesn't really connect with me that those emotions are my Sims identity, just that they are happy because they are looked after. I want to see always green, purple or pink boxes and I get really happy when I see a big long line of pretty moodlet boxes. I want them not to close in little lines when they're so many. I would want a big, long line all the way across the bottom of my screen in green, purple, pink, light blue boxes.

    Honestly I don't even check all of them when I play. I only consider their emotional state when I want the focused or confident or flirty emotion for a task. Otherwise, I want them to be happy. And if they are tense, or fine or moody, or angry because of a core trait, which I notice happens about once a day, or because of a need, I want to pick a few game options and rid the moodlet and restore them to happy. I wouldn't want them to come up more than once per day, just once to remind me this Sim has this personality, but they have other tasks to do. The clumsy Sims are hilarious. They trip on all gym equipment, drop everything when they cook or clean, and constantly slip outside on snow or mud puddles.

    They should add more objects and painting options that trigger emotions connected to the traits. This would be fun for everyone, because anyone could also use them to get a trait emotion. If you want the Fine state more, then you can make an "Everything's just Ok" painting and put that somewhere. More clumsy interactions, I don't know, a banana peel somewhere. Stuff like that. So it just adds more playing options that lets you customize the emotional state of your Sim. If you want an angry emotion more, there could be a little statue of a fist, paintings of angry faces etc.. Or items that you could keep in your inventory that would trigger those emotions. And for the emotional traits, maybe more permanent options that trigger the emotions and keep them there. Like for example, the Bookworm trait always lets you analyze books etc.. For Gloomy Sims, there could always be an option to do something gloomy and trigger the sad emotion, like just click on the Sim and always have an option to cry for no reason that will put them in a longer sad state.

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    CelSimsCelSims Posts: 2,270 Member
    Admiral8Q wrote: »
    @CelSims Interesting. I must be imagining things then when a glutton sim randomly picks up food anywhere and starts eating it. Or a lazy sim passes out in the desk-chair after I told them to go play games on the computer. Or an active sim goes outside in sports clothing to shovel snow after I told them to go cook a meal. Or a creative sim goes and starts painting after I told them to go to bed. Or a mean sim will taunt people. Or a neat sim will go and clean up more often than not. ;)

    Or even a mean toddler will go hit Blarney, a charmer hug Blarney, an Inquisitive talk to Blarney (more of each based on the trait)

    But if you tested it, I suppose. It took me alot of grinding to get a non-flirty sim to finally get some successful flirting in. (He cheated in-game though by taking a bunch of photos of people that were flirty then putting them up on the wall and activating the auras, lol) He still gets embarrassed though and often runs away. Still, grinding it manually could eventually override the trait aspects I suppose for autonomy. The moodlets they get from certain traits doesn't seem to ever change though. Which makes sense.

    Traits for Sims is more of a personality, in my opinion, not a robot programing, or training like an animal pet. This is why I like full autonomy on for the base game stuff (Base game and any packs I mean), even though I have a mod or two where I could change it to make them more "obedient" like training a cat or dog in real life.

    As for the other stuff, I don't think a trait is necessarily what a person will always prefer to do. A genius Sim may prefer to watch TV all day, but would actual benefit more from doing something 'smart' instead. So yeah, that's where you and I, the "Gods" of the Sims come in. To motivate the people to do things they are good at. Or we can try to motivate them to do stupid stuff too if we want. The traits do have an affect on how the Sim responds. Or how they benefit or suffer.

    @CelSims P.S. I did read your post from November. Very analytical. Nice!

    There's absolutely traits that DO effect the sim without your input. You mentioned mean sims will be mean, which is a good example. But where it fails is the followup - the mean sim then goes back to happy friendly interactions and everything hunky dory. None-flirty sims are harder to romance for sure. I like erratic also. The idles can get annoying but it's always fun to find they've gone shower in the rain.

    Of course there are also traits that sort of work in the opposite direction. I tend to have a few paranoid ones because I like that they get debuffs wondering what others are saying behind their back. I like that I can make it go away by having them go chill in the basement. I like that my paranoid sims will go lock the computer. Although it has little effect on what they choose to do it still works as a trait for me, because the debuffs clearly mark them as different from none paranoids.

    Interesting you mention toddlers. I do feel myself that their traits make a much bigger difference than the older sims traits do. I wonder if this is because they were added later and had more work put into them.

    You mention painting, I'm afraid this one is more to do with your sim having levels in painting. A none creative sim with a couple levels in painting will also go paint by them self. I find the same with instruments, several levels will get them using them regardless.
    My vegetarian spellcaster sims only summon vegetarian food when using delicisio. However, when presented with meat or veggie dishes already made and told to help them self it's back to the old, 'what has the player made me eat? Left to their own choice they're just as likely to choose the hotdogs. Which to me means this trait is totally broken.

    I find traits useful as a reminder of what I'm imagining a sim to be like. 'Oh you haven't danced and have the bored debuff' for example. Sucks to be that particular sim as most of my households are barred from owning a stereo due to the constant ignoring of everything else.

    I'd like a trait overhaul to make all traits as effective, or more, as some that clearly do make a difference. And for traits to interact with each other as I mentioned to Chazzzy regarding parents with 'hates children' but having another trait that would make them want to groom their child to succeed. Or a child hater who is also lazy just never ever bothering with the children at all.

    As I'm sure everyone does, I have sims that stand out and seem to be individual. But I realized that it's because they're hundreds of sims days old and much of it is purely 'programmed' into them through repetition. I'd like if nothing else for a reduction in the number of times a sim needs to be told to do something before the autonomous action 'unlocks'. Take away autonomous actions being locked behind having several levels in the skill. Wouldn't a creative music lover want to give that guitar a good try without already having been told to play it a few times? And a good hard look at the things open to all sims. This might just get our sims off that computer or dance floor.

    I put a lot of emphasis on autonomy and this is for a reason. To my mind there is absolutely no need for traits at all if your play style involves making up a story and taking lots of screenshots of them acting it out. For this you just need the animations and may as well have them all available to you. I'm not knocking this, I do it myself. But most of the time I'm looking for the game to throw me a hook or a hint and I much prefer to have a sim do something in character which I hadn't planned for, but absolutely makes sense for me to go along with when I look at their traits. I guess this is why I'm 'pro-death' too. I want individuals whose character makes a difference in each scenario the game throws at me.

    Guess I feel strongly about this as I appear to be writing an essay each post :/ sorry about that!
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    GrumpyGlowfishGrumpyGlowfish Posts: 2,208 Member
    edited January 2020
    I definitely agree about emotions being very overpowering in this game, but the traits themselves aren't completely blameless either. Ironically, the emotional ones are arguably the worst. When I give a sim the Creative trait, I expect them to actually have fun with creative activities like writing and painting, but nope, they consider it a money-making chore just like everybody else, and their work isn't even of higher quality than that of uncreative sims unless I buy a certain reward trait. Likewise, sims with the Genius trait shouldn't just get a random Focused moodlet every once in a while, they should build skills faster in general.

    But it's not just the emotional traits. There are others that are poorly designed, and some that are simply broken, like jealous sims getting tense from not being around their partner... who is sitting right next to them. Who cares if clumsy sims only have some less elegant animations than others, the dishes they break in the sink don't even matter, they should also be more prone to breaking household items and causing accidents. And does the Bro trait have any use other than giving sims a happy moodlet for being around other bros, a situation that almost never comes up unless every other sim in your neighbourhood has the trait?

    Every individual trait does so little, with or without emotions, and you know what, I would be totally fine with that if there were more traits to choose from, and more than just three per sim. But as it is now, I'd say both the traits and the emotions need some work.

    fullspiral wrote: »
    The loner trait only adds tension to that sim when around others. They aren't happier by themselves.

    They are, actually. My loner sims constantly get happy moodlets from being alone. But just like the tense moodlet they get from being around strangers, or the uncomfortbale moodlets that come from extreme temperatures, it takes a while to kick in. Keep your loner sim alone for some time, and they'll become happy. My loner simself often acts exactly the way I do in real life because of that trait, which is why I'd say the Loner trait is one of the few that are really well done and realistic.
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