Merfolk aren’t common in video games. Male representation and use of correct gender terminology even less so. And before someone jumps on me, I respect those who prefer the non-binary pronouns by using those pronouns in reference to them. It does matter to me that male gender terms are used in reference to me because that’s my preference. Mermaid is not an appropriate gender-neutral term when merfolk or merperson are actual gender neutral terms that exist. And technically, Sirens are half-bird women in mythology while merfolk include mermen, mermaids, and merpeople that are half-human half fish. This should clarify the misused terms in the game in the most effective way possible. I can share a picture of the game seemingly being incapable of consistency with terms by switching back and forth between male and female pronouns with a merman sim. Gender customization is a feature and more it shouldn’t be this random.
As for gameplay, the dried scales moodlet still gets stuck until I travel to a different lot, enter CAS, or trigger the moodlet a second time. A patch should be included to fix this, and I think they could make the most of it by patching in improvements to merfolk.
Right now, Merfolk have a large number of abilities. They can call:
Rainstorms
Thunderstorms
Clear Skies
This ability comes with the Season’s Expansion pack, and it also no implies that they can add to merfolk when a pack adds new features. Weather in relation to seasons isn’t a thing until seasons is installed.
Summon Ocean Threat: Makes a sim afraid of the ocean, triggers a tense moodlet, and depleted energy risking drowning by energy failure.
Siren’s Call: Depletes all of another sim’s motives/ needs to fill all of a mer’s needs.
Can call a unique Azure Dolphin companion
Can sunbathe in the ocean
Can sleep in the ocean
Mermaid’s Kiss lets a sim spend more time underwater without drowning.
Merfolk can talk to fish.
Things that can be added:
Call Snow Storm, Blizzards, and Windy Weather.
Siren Songs that cause other moodlets like Bored, Focused, Confident, Happy, Energetic, and Playful.
A new pack could create a vacation destination similar to Granite Falls and Selvadorada. This destination could feature an island resort related to Sulani as well as a substantial underwater reef and other diving attractions like a shipwreck and underwater cave.
Also, the Hidden Trait that can only be inherited by the children of Island Elementals could have added abilities related to Wind and Water.
Right now, Sulani Mana gives sims the ability to Summon Lava Bombs that can start fires or give plants the Gift of Sulani that enhances the quality of plants by one level.
I like how these occult’s have abilities with cool downs and depletes a need to use different abilities. I just want to do more with my MerSims.
....
Building this underground cave was a real challenge. The pools could be built up to the walls but the walls couldn't be built along the pool ledge. This affected my ability to build spandrels adjacent to the pool.
Listening to music from a wall speaker, watching tv, viewing fish, and talking to fish can all be done without leaving the water.
I confirmed that merfolk can interact with mirrors to do many things without leaving the water. Because mirrors weren't designed for this set up, it was a challenge to find one that made a little bit of sense. Here are some examples of stuff they can do. My sim got flirty from trying on outfits in the water. He can practice pick up lines while flirty, so I assume he can do the interactions with different moodlets. He could also psych himself up.
Merfolk can do almost everything they can normally do with a mirror except a few things. When he couldn't do something, it was because the game wouldn't let him go somewhere to do the action. This is frustrating because some things don't require feet or legs to do, but it still doesn't work because he's in a pool.
For people with Paranoid Sims or Vampires, I learned that it is possible to grow plants that are sheltered underground. Inside the grotto and under closer protection of the Twins, I have Kava Roots, Orchids, and Death Flowers. Two of these plants can be used to ward off death and the Kava Roots can be used to appease the Island Elementals and gain their favor.
The game struggled with some of these interactions and triggered the freestyle swimming bug. I don't think these interactions were expected by the developers.
Right now, I would be happy if the Call Rainstorm ability resulted in snow fall if the temperatures are freezing. Right now, the ability warms up things in the winter to cool temperatures and causes rain. I understand that Sulani doesn't experience snow, but part of me wishes merfolk had more options to influence the weather. Imagine the story telling that could come with Sulani Freezing over. At least, I don't think merfolk can't call snow for this reason.
Expanding into new locations like underwater lots would be amazing, but the mechanics required for a well made underwater lot might warrant the extra cost. I've played games that have a playable merman (Sora from Kingdom Hearts in Atlantica) in an underwater world. Doing something like that isn't a simple thing, and it might be harder to do in a way that people will be happy with if it isn't its own pack. I would be fine with paying a little bit extra if it means they put more time into creating an underwater counterpart to Sulani.
I think the pack they make could create underwater lots accessible through dive spots. There could be underwater "neighborhoods" that can be like the underwater counterpart to the islands. Underwater Mua Pel'Am, Underwater Lani St. Taz, and the Underwater Ohan' ali Town could be connected to the pool of water located near the Sand Bar. These could be merfolk neighborhoods connected to each other and the dive spots in the island neighborhoods. These neighborhoods could make it possible to have merfolk live in a lot where they do not need to change into human form and still meet their needs. The pack could include unique items that are functional underwater. Normal non-mer sims could visit these neighborhoods by discovering them. The Mermaid's Kiss ability could be used to help human sims stay in the merworld or underwater longer. I would be fine if this underwater world was accessible to merfolk similar to how Spellcasters have a way to teleport to the world of magic.
The Beach Cave could give sims the first clue to where the merfolk live, and from there they would have to explore the dive spots and the waterfall location to uncover the other clues. After finding all the clues, they get a map to the hidden neighborhoods. Merfolk created in CAS could have automatic access to these locations because they are naturally born merfolk. They could include new tail styles and merfolk themed clothing. I think all of this would be worth spending money for a pack.
...
Using cheats, I was able to Equip their merform while they sat on the pool ledge. This made interactions available that weren't available while they were in the water. This resulted in a few bugs because it isn't a built in feature. I really wish this was something that could be implemented. As I understand it, they change their appearance before climbing on the ledge. Maybe an animation for changing outfits while a sim is sitting doesn't exist. This probably limits other potential gameplay and storytelling ideas.
The cheat: Traits.Equip_Trait Trait_OccultMermaid_Mermaidform makes the merfolk walking and standing in their tails possible. It's also the cheat that makes it possible for them to be in their tails while they sit on the pool ledge.
It is possible to remotely order items from a computer while in merform. So, the merform comes with limited computer functionality that can be done with the phone.
I think a patch removed the image from gallery for new houses, but I found an example from a very old save. Anyways, it looks like toddlers and up could have a merform. Even if they aren't actively changing the weather, the simple fact that they could have potentially had a merform was something that I'm kinda upset wasn't included.
The only reason I'm playing the sims to begin with is because merfolk are in the game. Since then, I've purchased every single pack. However, these bugs and the absence of additional content leaves me wanting. I'll struggle to justify spending more money on more packs without something included for the merfolk. There's so much to work with, and I think the Island Living Expansion Pack didn't reach its full potential. Will buying the Star Wars pack improve what I can do in the water as a Merperson or average sim?
@Lorenerd11 And, there are stories about merfolk that specifically use gendered words because that's what was in common use at the time when they were written. Half of what merfolk are gets lost when you go out of your way to not include the other gender. Mermen and Mermaids have many similarities, but there are also distinct differences. There is so much potential that gets lost that can be shared among merfolk regardless of gender.
I apologize for the edit, but I felt it was worth adding.
Not including mermen is the same as excluding half the mythos that involves merfolk. What the sims actually gives us is half of what can be found in every culture connected to a significant body of water. Last time I checked, 70% of the earth is ocean.
- Ability to operate a farm, using the buy a business mechanic, where you can grow crops, buy farm animals, and make profit by having a farmers market stall. Other sims can come visit and buy produce. This could develop either the existing gardening skill or create a new agriculture skill.
-A murder mystery vacation destination inspired by Agatha Christie and the game Cluedo. This could come with a number of generic 1920s-30s fashions and items, as well as a new private investigator career path/aspiration, and a vacation destination town with a murder mystery to solve using a similar game mechanic to the new Star Wars expansion, where you are assigned tasks to question/seduce witnesses, find items, report to the detective, look for clues, etc, until you work out who the murderer is. The game could have a pool of murderers, clues, tasks, etc, so that you could play the murder mystery a few times and get a different story each time. There are a lot of Poirot, Miss Marple, and Cluedo tropes that could help inspire some of tasks or townies in the vacation town. Even players who dont want to play the challenge game (or only do it once) could have fun with the vintage items, clothes, and private investigator career path.
-A stuff pack which has more modern minimalist items. This could be set in Scandinavia or Iceland and have some pretty artwork. I dont really have idea for any features beyond that. There is a murder noir film genre from Scandinavia, so you could have a modern day murder mystery set in Scandinavia I guess.
> @ikkylovesbass said: > I have a few ideas/suggestions; > [...] > -A murder mystery vacation destination inspired by Agatha Christie and the game Cluedo. This could come with a number of generic 1920s-30s fashions and items, as well as a new private investigator career path/aspiration, and a vacation destination town with a murder mystery to solve using a similar game mechanic to the new Star Wars expansion, where you are assigned tasks to question/seduce witnesses, find items, report to the detective, look for clues, etc, until you work out who the murderer is. The game could have a pool of murderers, clues, tasks, etc, so that you could play the murder mystery a few times and get a different story each time. There are a lot of Poirot, Miss Marple, and Cluedo tropes that could help inspire some of tasks or townies in the vacation town. Even players who dont want to play the challenge game (or only do it once) could have fun with the vintage items, clothes, and private investigator career path. > [...]
One other thing - making the murder mystery a holiday destination works within the trope, because a plot mechanic reused a lot by Christie in many Poirot and Marple stories is that the respective characters go on holiday and someone ends up murdered. It could be set in a period seaside or country town. Adding a private investigator aspiration/career track would give the whole thing a bit more longevity in terms of game play as it adds something to the game when people arent specifically on holiday.
About new pack I do believe Star Wars don't belong here but some build items are good I'd use for building when been good game alone like the sims medvial missions don't belong in sims 4 there very few items in pack id use build with.
[quote="Simmer4Ever2020;c-17651062"]About new pack I do believe Star Wars don't belong here but some build items are good I'd use for building when been good game alone like the sims medvial missions don't belong in sims 4 there very few items in pack id use build with.[/quote]
I'd love it if you listened to any of this feedback
We need a fixed base game. The original core gameplay is very very lacking. Wants/Fears need to come back and be very tied into a tight revamped aspiration system. Otherwise, the game is just make believe and sims are NOT logically designed or unique in any way. We don't need a City lover ASPIRATION... we don't need a grand vampire aspiration.... these are very shallow because they're a scripted list of tasks.
An aspiration should be based on BEHAVIOR, which is why TS2 did it so well with only 6: fortune, popularity, romance, family, pleasure and knowledge. Then, build on top of that with traits (explorer, vampire lover, clumsy, creative, etc).
This is so fundamental and after 6 years I don't know why Wants and Fears were stripped... even though GM Lyndsay Pearson worked on TS2....
Playing onIntel Core i7-5960X 16 core CPU - 32 GB DDR4 Ram - GTX 980 Ti
What I'd like to see in the game! Story Progression! similar to the mods as in Townies will get married on their own move into other lots and progress in work, have babies etc.. Another thing I have been struggling with lately that should be there are all these ways without cheating to make your sim imortal but, no spell or potion to make your sim a young adult again or even a baby. I'm on Xbox so I got a long way to go for some of the achievements I've been working on and my Sim is an Imortal elder that I wish I could make young again without killing my chance of ever getting achievments
What angers me with this game is how it won't let you do the most simplest and easiest things. For example, building water fountains under ceilings or even one whose walls touch basement walls directly underneath.
Also, please prevent roof eaves from going through house walls.
I have a suggestion, I personally downloaded a mod that makes all cheats work....all of them.....If they got rid of it "permanently", can they just make a new version of cheats that do NOT work in the game anymore??
Hayden Damian, geography buff, aviation buff, likes video games......
literally all i want rn is a way to use fences indoors without messing up friezes or the ability to place friezes on individual walls instead of onto rooms bc it REALLY messes up my builds when i add fences indoors (i.e around staircases) and then half my exterior walls are missing their freeze and half my indoor walls have suddenly gained friezes :(
oh and also to not have roofs protrude indoors when deleting flooring above ground level would be phenomenal !
I'd love it if you listened to any of this feedback
We need a fixed base game. The original core gameplay is very very lacking. Wants/Fears need to come back and be very tied into a tight revamped aspiration system. Otherwise, the game is just make believe and sims are NOT logically designed or unique in any way. We don't need a City lover ASPIRATION... we don't need a grand vampire aspiration.... these are very shallow because they're a scripted list of tasks.
An aspiration should be based on BEHAVIOR, which is why TS2 did it so well with only 6: fortune, popularity, romance, family, pleasure and knowledge. Then, build on top of that with traits (explorer, vampire lover, clumsy, creative, etc).
This is so fundamental and after 6 years I don't know why Wants and Fears were stripped... even though GM Lyndsay Pearson worked on TS2....
I agree completely! That fact that fear was not included as an emotion in TS4 always puzzled me. Tense in the closest thing we have to representing it but it is just not the same. I want new traits so badly. I use a few trait mods because the traits add little quirks/new interactions for my sims and just gives them some more personality. I miss when traits had their opposing traits on the completely other end of the personality spectrum. Brave/coward, outgoing/shy, and getting to choose their favorite music genres, foods and colors. Sims in TS4 lack personalization and connection. Sure we get to be really creative with their looks, but then what? Gameplay is the most important aspect and it’s the part of this game that lacks the most.
I would love to see an update to relationship recognition in CAS and in game (Mother/Father-in-law, Cousin, etc.).
And wondering if it’s possible to fix, when creating a full family and splitting the household before placing them on a lot, the young adult who is split from the household will have relationship with their parents but the game will not recognize that they even know of their siblings existence. If there is actually a way to fix this that’d be totally awesome!
I'd love it if you listened to any of this feedback
We need a fixed base game. The original core gameplay is very very lacking. Wants/Fears need to come back and be very tied into a tight revamped aspiration system. Otherwise, the game is just make believe and sims are NOT logically designed or unique in any way. We don't need a City lover ASPIRATION... we don't need a grand vampire aspiration.... these are very shallow because they're a scripted list of tasks.
An aspiration should be based on BEHAVIOR, which is why TS2 did it so well with only 6: fortune, popularity, romance, family, pleasure and knowledge. Then, build on top of that with traits (explorer, vampire lover, clumsy, creative, etc).
This is so fundamental and after 6 years I don't know why Wants and Fears were stripped... even though GM Lyndsay Pearson worked on TS2....
The sad part is that with only two mods most of these issues are if not gone, far less noticable: Better Stories and MCCC.
But yes, there are several basic design choices outside obvious ones like a very lacking engine that are baffling:
The very emotion system is, and has always been, broken due to two things: the obviously bad choice of making "Happy" default instead of "Fine", which means unless you actually treat your sim badly he will always be quite happy. Combined with way too powerful decorations and yeah, you get the "Oh my entire family died in a fire but this painting is nice so I am happy!" problem. This is what Better Stories fix by making certain events trigger far stronger moodlets so your Sim WILL be borderline depressed for 2-3 in game days if something really sad happens. For example. It is actually a VERY simple fix that could be done by the devs in an afternoon.
The very conscious decision to NOT have any story progression. I believe I saw an interview early on where one of the gurus said they had feedback saying people didn't want story progression but I find that hard to believe.
The complete lack of challenge. Yes, Sims 1 was... hard. It really was. It was a "proper game" in the sense that you more than once actually got a "Game Over" because everyone in your family was dead. And that was with no aging and no children...
But again, the gurus have referred to polls saying people hate challenges and just want to do their thing. So now we have a game where without any kind of money cheat it is VERY unlikely that your first generation Sim won't be able to move into the most expensive lot in the game before dying of old age. Unless you deliberately make them fail, of course.
And then we have the traits, or lack thereof: There are absolutely no "negative" traits that matter, and all the positive ones are lukewarm at best as well.
The traits from Sims 3 was better but even better was the Two Good - One Bad from Medieval, or for that matter the personality point system.
Again I have seen interviews where they claim the Sims 2 system was too bland, but I remember a HUGE difference if you actually just put two points compared to eight points into something.
I know this point has been posted over and over, but to the actual OP asking the very first question:
We WANT, and have wanted since release day, all the base game features of Sims 3. Well realistically we can forget about the open world because you deliberately picked an engine that cannot do that (or pools. Or basements. Took two years of patching to get the basic game engine to do the bare minimum required of it. SO, awful choice of engine, that).
Again:
What we want of this game NOW is the VERY BASE GAME FEATURES OF SIMS 3.
I want to see some boundaries in place for townies. Thank you for adding the privacy settings on the computers and the doors and gates of our homes, but more boundaries are needed. Townies get more and more annoying! I hate them budding into conversations, taking drinks and food that you paid for, showing up to your house uninvited and calling your phone. I also feel like if you pay for a venue for a party only your sims and the ones you invite should be there and the ones hired to do entertainment and catering. Random townies should not be showing up to places you rented out.
I loved Sims 3. However, after playing Sims 4 for a bit, I feel like it is very lackluster compared to Sims 3, granted this is only the base game without any of the expansions I feel like it is very strict when it comes to building, unlike in SIms 3 you had a bit more freedom. In addition, I loved in Sims 3 you could see more of a neighborhood and you could see where your sim went to work or went to school, or a hospital, bookstore, you could actually see a large community and there were so many houses that filled the community. Also, how can you not call the police or have a security alarm? Every sim game has always had that. Overall it is a fun game to play, better graphics, and feels more realistic. However, I wish that they included a lot of the functionalities as they had for Sims 3. Essentially I wish the had everything about Sim 3, just with better graphics and just called it Sims 4.
> @EA_Mage said: > Hello Simmers, > > We love feedback, we crave it ... And with that thought in mind we wanted to start a dedicated thread, so you can share specific items you hope to see in game. > > Have a specific haircut you love and want to see it in game? A make-up style you use daily and want to replicate in The Sims 4? Missing a skin tone that is just right for you? > > Let us know the styles/items you want to see in-game! Pictures are loved and much appreciated.
I would like to see Eco Living trash in all worlds. Not talking about destination worlds. And better skintones for POC.
Comments
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Merfolk aren’t common in video games. Male representation and use of correct gender terminology even less so. And before someone jumps on me, I respect those who prefer the non-binary pronouns by using those pronouns in reference to them. It does matter to me that male gender terms are used in reference to me because that’s my preference. Mermaid is not an appropriate gender-neutral term when merfolk or merperson are actual gender neutral terms that exist. And technically, Sirens are half-bird women in mythology while merfolk include mermen, mermaids, and merpeople that are half-human half fish. This should clarify the misused terms in the game in the most effective way possible. I can share a picture of the game seemingly being incapable of consistency with terms by switching back and forth between male and female pronouns with a merman sim. Gender customization is a feature and more it shouldn’t be this random.
As for gameplay, the dried scales moodlet still gets stuck until I travel to a different lot, enter CAS, or trigger the moodlet a second time. A patch should be included to fix this, and I think they could make the most of it by patching in improvements to merfolk.
Right now, Merfolk have a large number of abilities. They can call:
Rainstorms
Thunderstorms
Clear Skies
This ability comes with the Season’s Expansion pack, and it also no implies that they can add to merfolk when a pack adds new features. Weather in relation to seasons isn’t a thing until seasons is installed.
Siren’s Lullaby
Aegean’s Question: Tense Moodlet
Charmer’s Lullaby: Flirty Moodlet
Inspiring Berceuse: Inspired Moodlet
Night’s Requiem: Sad Moodlet
Aquatic Lure: Improves the quality of caught fish
Summon Ocean Threat: Makes a sim afraid of the ocean, triggers a tense moodlet, and depleted energy risking drowning by energy failure.
Siren’s Call: Depletes all of another sim’s motives/ needs to fill all of a mer’s needs.
Can call a unique Azure Dolphin companion
Can sunbathe in the ocean
Can sleep in the ocean
Mermaid’s Kiss lets a sim spend more time underwater without drowning.
Merfolk can talk to fish.
Things that can be added:
Call Snow Storm, Blizzards, and Windy Weather.
Siren Songs that cause other moodlets like Bored, Focused, Confident, Happy, Energetic, and Playful.
A new pack could create a vacation destination similar to Granite Falls and Selvadorada. This destination could feature an island resort related to Sulani as well as a substantial underwater reef and other diving attractions like a shipwreck and underwater cave.
Also, the Hidden Trait that can only be inherited by the children of Island Elementals could have added abilities related to Wind and Water.
Right now, Sulani Mana gives sims the ability to Summon Lava Bombs that can start fires or give plants the Gift of Sulani that enhances the quality of plants by one level.
I like how these occult’s have abilities with cool downs and depletes a need to use different abilities. I just want to do more with my MerSims.
....
Building this underground cave was a real challenge. The pools could be built up to the walls but the walls couldn't be built along the pool ledge. This affected my ability to build spandrels adjacent to the pool.
Listening to music from a wall speaker, watching tv, viewing fish, and talking to fish can all be done without leaving the water.
[img][/img]
[img][/img]
[img][/img]
[img][/img]
I confirmed that merfolk can interact with mirrors to do many things without leaving the water. Because mirrors weren't designed for this set up, it was a challenge to find one that made a little bit of sense. Here are some examples of stuff they can do. My sim got flirty from trying on outfits in the water. He can practice pick up lines while flirty, so I assume he can do the interactions with different moodlets. He could also psych himself up.
[img][/img]
Merfolk can do almost everything they can normally do with a mirror except a few things. When he couldn't do something, it was because the game wouldn't let him go somewhere to do the action. This is frustrating because some things don't require feet or legs to do, but it still doesn't work because he's in a pool.
[img][/img]
He can't practice debate.
[img][/img]
Obviously he can't practice dancing, but if the lot was completely underwater, it would be cool to see him do something like acrobatic but underwater.
[img][/img]
He can try on outfits and enter CAS through the mirror while in merform, but he can't freshen up.
[img][/img]
He can't practice acting, not even his lines.
[img][/img]
For people with Paranoid Sims or Vampires, I learned that it is possible to grow plants that are sheltered underground. Inside the grotto and under closer protection of the Twins, I have Kava Roots, Orchids, and Death Flowers. Two of these plants can be used to ward off death and the Kava Roots can be used to appease the Island Elementals and gain their favor.
[img][/img]
[img][/img]
[img][/img]
[img][/img]
They can't interact with wall art, but I think the wall art can still impact the environment.
[img][/img]
I think giving them bubbles helped to improve things a little. Still the bubblers give the water a cool effect.
[img][/img]
The game struggled with some of these interactions and triggered the freestyle swimming bug. I don't think these interactions were expected by the developers.
[img][/img]
...
Right now, I would be happy if the Call Rainstorm ability resulted in snow fall if the temperatures are freezing. Right now, the ability warms up things in the winter to cool temperatures and causes rain. I understand that Sulani doesn't experience snow, but part of me wishes merfolk had more options to influence the weather. Imagine the story telling that could come with Sulani Freezing over. At least, I don't think merfolk can't call snow for this reason.
Expanding into new locations like underwater lots would be amazing, but the mechanics required for a well made underwater lot might warrant the extra cost. I've played games that have a playable merman (Sora from Kingdom Hearts in Atlantica) in an underwater world. Doing something like that isn't a simple thing, and it might be harder to do in a way that people will be happy with if it isn't its own pack. I would be fine with paying a little bit extra if it means they put more time into creating an underwater counterpart to Sulani.
I think the pack they make could create underwater lots accessible through dive spots. There could be underwater "neighborhoods" that can be like the underwater counterpart to the islands. Underwater Mua Pel'Am, Underwater Lani St. Taz, and the Underwater Ohan' ali Town could be connected to the pool of water located near the Sand Bar. These could be merfolk neighborhoods connected to each other and the dive spots in the island neighborhoods. These neighborhoods could make it possible to have merfolk live in a lot where they do not need to change into human form and still meet their needs. The pack could include unique items that are functional underwater. Normal non-mer sims could visit these neighborhoods by discovering them. The Mermaid's Kiss ability could be used to help human sims stay in the merworld or underwater longer. I would be fine if this underwater world was accessible to merfolk similar to how Spellcasters have a way to teleport to the world of magic.
The Beach Cave could give sims the first clue to where the merfolk live, and from there they would have to explore the dive spots and the waterfall location to uncover the other clues. After finding all the clues, they get a map to the hidden neighborhoods. Merfolk created in CAS could have automatic access to these locations because they are naturally born merfolk. They could include new tail styles and merfolk themed clothing. I think all of this would be worth spending money for a pack.
...
Using cheats, I was able to Equip their merform while they sat on the pool ledge. This made interactions available that weren't available while they were in the water. This resulted in a few bugs because it isn't a built in feature. I really wish this was something that could be implemented. As I understand it, they change their appearance before climbing on the ledge. Maybe an animation for changing outfits while a sim is sitting doesn't exist. This probably limits other potential gameplay and storytelling ideas.
[img][/img]
[img][/img]
[img][/img]
The free style bug and this tends to happen.
[img][/img]
The cheat: Traits.Equip_Trait Trait_OccultMermaid_Mermaidform makes the merfolk walking and standing in their tails possible. It's also the cheat that makes it possible for them to be in their tails while they sit on the pool ledge.
[img][/img]
...
It is possible to remotely order items from a computer while in merform. So, the merform comes with limited computer functionality that can be done with the phone.
[img][/img]
This notification alternates between genders. It's more than just confusion. It used both her and him in separate sentences to talk about him.
[img][/img]
...
I think a patch removed the image from gallery for new houses, but I found an example from a very old save. Anyways, it looks like toddlers and up could have a merform. Even if they aren't actively changing the weather, the simple fact that they could have potentially had a merform was something that I'm kinda upset wasn't included.
[img][/img]
[img][/img]
[img][/img]
Resetting a sim will not fix it.
[img][/img]
However, the bug is fixed by completely leaving the water and re-entering it.
[img][/img]
[img][/img]
The only reason I'm playing the sims to begin with is because merfolk are in the game. Since then, I've purchased every single pack. However, these bugs and the absence of additional content leaves me wanting. I'll struggle to justify spending more money on more packs without something included for the merfolk. There's so much to work with, and I think the Island Living Expansion Pack didn't reach its full potential. Will buying the Star Wars pack improve what I can do in the water as a Merperson or average sim?
> Mermaid is not an appropriate gender-neutral term when merfolk or merperson are actual gender neutral terms that exist.
This again reminds how silly it is that we have a non-binary pride flag in-game, but no gender-neutral gender setting.
I apologize for the edit, but I felt it was worth adding.
Not including mermen is the same as excluding half the mythos that involves merfolk. What the sims actually gives us is half of what can be found in every culture connected to a significant body of water. Last time I checked, 70% of the earth is ocean.
- Ability to operate a farm, using the buy a business mechanic, where you can grow crops, buy farm animals, and make profit by having a farmers market stall. Other sims can come visit and buy produce. This could develop either the existing gardening skill or create a new agriculture skill.
-A murder mystery vacation destination inspired by Agatha Christie and the game Cluedo. This could come with a number of generic 1920s-30s fashions and items, as well as a new private investigator career path/aspiration, and a vacation destination town with a murder mystery to solve using a similar game mechanic to the new Star Wars expansion, where you are assigned tasks to question/seduce witnesses, find items, report to the detective, look for clues, etc, until you work out who the murderer is. The game could have a pool of murderers, clues, tasks, etc, so that you could play the murder mystery a few times and get a different story each time. There are a lot of Poirot, Miss Marple, and Cluedo tropes that could help inspire some of tasks or townies in the vacation town. Even players who dont want to play the challenge game (or only do it once) could have fun with the vintage items, clothes, and private investigator career path.
-A stuff pack which has more modern minimalist items. This could be set in Scandinavia or Iceland and have some pretty artwork. I dont really have idea for any features beyond that. There is a murder noir film genre from Scandinavia, so you could have a modern day murder mystery set in Scandinavia I guess.
> I have a few ideas/suggestions;
> [...]
> -A murder mystery vacation destination inspired by Agatha Christie and the game Cluedo. This could come with a number of generic 1920s-30s fashions and items, as well as a new private investigator career path/aspiration, and a vacation destination town with a murder mystery to solve using a similar game mechanic to the new Star Wars expansion, where you are assigned tasks to question/seduce witnesses, find items, report to the detective, look for clues, etc, until you work out who the murderer is. The game could have a pool of murderers, clues, tasks, etc, so that you could play the murder mystery a few times and get a different story each time. There are a lot of Poirot, Miss Marple, and Cluedo tropes that could help inspire some of tasks or townies in the vacation town. Even players who dont want to play the challenge game (or only do it once) could have fun with the vintage items, clothes, and private investigator career path.
> [...]
One other thing - making the murder mystery a holiday destination works within the trope, because a plot mechanic reused a lot by Christie in many Poirot and Marple stories is that the respective characters go on holiday and someone ends up murdered. It could be set in a period seaside or country town. Adding a private investigator aspiration/career track would give the whole thing a bit more longevity in terms of game play as it adds something to the game when people arent specifically on holiday.
Aka Simiselovesalot
We need a fixed base game. The original core gameplay is very very lacking. Wants/Fears need to come back and be very tied into a tight revamped aspiration system. Otherwise, the game is just make believe and sims are NOT logically designed or unique in any way. We don't need a City lover ASPIRATION... we don't need a grand vampire aspiration.... these are very shallow because they're a scripted list of tasks.
An aspiration should be based on BEHAVIOR, which is why TS2 did it so well with only 6: fortune, popularity, romance, family, pleasure and knowledge. Then, build on top of that with traits (explorer, vampire lover, clumsy, creative, etc).
This is so fundamental and after 6 years I don't know why Wants and Fears were stripped... even though GM Lyndsay Pearson worked on TS2....
Also, please prevent roof eaves from going through house walls.
oh and also to not have roofs protrude indoors when deleting flooring above ground level would be phenomenal !
I agree completely! That fact that fear was not included as an emotion in TS4 always puzzled me. Tense in the closest thing we have to representing it but it is just not the same. I want new traits so badly. I use a few trait mods because the traits add little quirks/new interactions for my sims and just gives them some more personality. I miss when traits had their opposing traits on the completely other end of the personality spectrum. Brave/coward, outgoing/shy, and getting to choose their favorite music genres, foods and colors. Sims in TS4 lack personalization and connection. Sure we get to be really creative with their looks, but then what? Gameplay is the most important aspect and it’s the part of this game that lacks the most.
And wondering if it’s possible to fix, when creating a full family and splitting the household before placing them on a lot, the young adult who is split from the household will have relationship with their parents but the game will not recognize that they even know of their siblings existence. If there is actually a way to fix this that’d be totally awesome!
The sad part is that with only two mods most of these issues are if not gone, far less noticable: Better Stories and MCCC.
But yes, there are several basic design choices outside obvious ones like a very lacking engine that are baffling:
The very emotion system is, and has always been, broken due to two things: the obviously bad choice of making "Happy" default instead of "Fine", which means unless you actually treat your sim badly he will always be quite happy. Combined with way too powerful decorations and yeah, you get the "Oh my entire family died in a fire but this painting is nice so I am happy!" problem. This is what Better Stories fix by making certain events trigger far stronger moodlets so your Sim WILL be borderline depressed for 2-3 in game days if something really sad happens. For example. It is actually a VERY simple fix that could be done by the devs in an afternoon.
The very conscious decision to NOT have any story progression. I believe I saw an interview early on where one of the gurus said they had feedback saying people didn't want story progression but I find that hard to believe.
The complete lack of challenge. Yes, Sims 1 was... hard. It really was. It was a "proper game" in the sense that you more than once actually got a "Game Over" because everyone in your family was dead. And that was with no aging and no children...
But again, the gurus have referred to polls saying people hate challenges and just want to do their thing. So now we have a game where without any kind of money cheat it is VERY unlikely that your first generation Sim won't be able to move into the most expensive lot in the game before dying of old age. Unless you deliberately make them fail, of course.
And then we have the traits, or lack thereof: There are absolutely no "negative" traits that matter, and all the positive ones are lukewarm at best as well.
The traits from Sims 3 was better but even better was the Two Good - One Bad from Medieval, or for that matter the personality point system.
Again I have seen interviews where they claim the Sims 2 system was too bland, but I remember a HUGE difference if you actually just put two points compared to eight points into something.
We WANT, and have wanted since release day, all the base game features of Sims 3. Well realistically we can forget about the open world because you deliberately picked an engine that cannot do that (or pools. Or basements. Took two years of patching to get the basic game engine to do the bare minimum required of it. SO, awful choice of engine, that).
Again:
What we want of this game NOW is the VERY BASE GAME FEATURES OF SIMS 3.
Also Bikes for kids, Yoga for workouts
> Hello Simmers,
>
> We love feedback, we crave it ... And with that thought in mind we wanted to start a dedicated thread, so you can share specific items you hope to see in game.
>
> Have a specific haircut you love and want to see it in game? A make-up style you use daily and want to replicate in The Sims 4? Missing a skin tone that is just right for you?
>
> Let us know the styles/items you want to see in-game! Pictures are loved and much appreciated.
I would like to see Eco Living trash in all worlds. Not talking about destination worlds. And better skintones for POC.