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Werewolves needs to be part of a farming EP and not a separated GP

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Mak27Mak27 Posts: 1,114 Member
edited May 2021 in The Sims 4 Ideas Corner
Like aliens in Get To Work and mermaids in Island Living, there's no reason that werewolves deserves an exclusive GP.

Any related werewolves pack feature like lunar cycles can be included in a farming EP as well, there's actually plants that grows under moonlight.

Vampires GP was a mistake, like My First Pet and Batuu.

Comments

  • EllupelluelluEllupelluellu Posts: 6,875 Member
    Calico45 wrote: »
    I disagree completely. The vampire GP is my favorite DLC and I would argue the best vampires of the entire Sims series. Meanwhile, aliens and mermaids disappointed me because they did not get enough attention.

    Very much this ! :)

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  • AmazingFacsimileAmazingFacsimile Posts: 17 Member
    I'll kindly disagree. You know how this works - if we have werewolves and farming in one pack, only 1 of the features will be fleshed out.
    Plus, I don't see a correlation between the two. They are completely different themes.
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  • GlacierSnowGlacierSnow Posts: 2,324 Member
    It is also likely that many players who want a farming pack do not want werewolves. So it would be frustrating to those players to have the two things lumped together.
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  • CelSimsCelSims Posts: 2,270 Member
    I completely disagree. All occults need their own pack. The ones included in other packs are lackluster, uninteresting to play and lacking depth.
  • DaWaterRatDaWaterRat Posts: 3,353 Member
    I have to agree with all the people disagreeing.

    I mean, between Faeries and Werewolves, Werewolves have less variation in folklore, and therefore can better handle being squeezed into an EP, but that doesn't mean I want them squeezed into an EP. I want them to have every variation they can think of as an option, from different kinds of wolf/wolf-human hybrids they can become to different weaknesses and ways to become a Werewolf.

    Vampires set the standard for what they could do with an Occult-focused GP. I've even seen people who don't like occults agree with this. It was no mistake.
  • SimmingalSimmingal Posts: 8,947 Member
    edited May 2021
    no.

    Vampires pack is perfection.

    and i want new werewolf friendly spoopy dark world which i have feeling would not come in farming pack

    that being said they should definitely have cross pack functions and werewolves shall steal some farm animals for their own means just like aliens should beam up some cows
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  • EllupelluelluEllupelluellu Posts: 6,875 Member
    edited May 2021
    Mak27 wrote: »
    Vampires GP was a mistake, like My First Pet .
    And.. I have to say this is the first time I have ever seen anyone saying Vampire pack is a mistake, like My First Pet.
    (yes I left Batuu out of the quote in purpose )

    Needles to say Vampires are my favorite occults.
    My love, my love, my fearless love, I will not say goodbye..
    Sea may rise, sky may fall, My love will never die..
    My heart, my heart, My drowning heart, Oh all the tears I've cried
    Oh I may weep forevermore, My love will never die..

    My Story:Villa Catarina
  • logionlogion Posts: 4,718 Member
    There should be plenty of content in a Werewolf pack and a Farming pack, no need to put them together into just one pack.
  • CelSimsCelSims Posts: 2,270 Member
    DaWaterRat wrote: »
    I have to agree with all the people disagreeing.

    I mean, between Faeries and Werewolves, Werewolves have less variation in folklore, and therefore can better handle being squeezed into an EP, but that doesn't mean I want them squeezed into an EP. I want them to have every variation they can think of as an option, from different kinds of wolf/wolf-human hybrids they can become to different weaknesses and ways to become a Werewolf.

    Vampires set the standard for what they could do with an Occult-focused GP. I've even seen people who don't like occults agree with this. It was no mistake.

    If they feel that they don't have enough options for a full vampire like trait system they could always put some of the budget to a decent sized world instead. A woodsy no roads world with hills and a huge moon as the night back drop maybe :)
  • EnkiSchmidtEnkiSchmidt Posts: 5,341 Member
    Mfp and Batuu are considered mistakes for very different reasons. The worst they do to players who didn't buy them is taking away a spot in the release shedulde that could have been used for something those players would rather have wanted.

    Alienating both the realism players, that don't want werewolves in their farming EP, and the occult players, who wouldn't want yet another half-baked occult lifestage, just to free this one GP spot, on the off chance it is something the majority likes (what isn't guaranteed) would be a strange move.
  • Calico45Calico45 Posts: 2,038 Member
    CelSims wrote: »
    DaWaterRat wrote: »
    I have to agree with all the people disagreeing.

    I mean, between Faeries and Werewolves, Werewolves have less variation in folklore, and therefore can better handle being squeezed into an EP, but that doesn't mean I want them squeezed into an EP. I want them to have every variation they can think of as an option, from different kinds of wolf/wolf-human hybrids they can become to different weaknesses and ways to become a Werewolf.

    Vampires set the standard for what they could do with an Occult-focused GP. I've even seen people who don't like occults agree with this. It was no mistake.

    If they feel that they don't have enough options for a full vampire like trait system they could always put some of the budget to a decent sized world instead. A woodsy no roads world with hills and a huge moon as the night back drop maybe :)

    I actually really, really hope they do not do this. I feel that is the main thing that went wrong with spellcasters (tried to do too much world and ended up fleshing out neither properly), which disappointed me pretty significantly.

    Witches were always my favorite occult prior to 4, but the gameplay is more replayable and unique with vampires. After RoM, I would be much happier with a paint-by-numbers GPs based Vampires.
  • kwanzaabotkwanzaabot Posts: 2,440 Member
    Imagine hating Vampires.
    Other than Parenthood, it's the best GP Maxis has ever done.
    wJbomAo.png
  • MeowchaFrappeMeowchaFrappe Posts: 840 Member
    CelSims wrote: »
    I completely disagree. All occults need their own pack. The ones included in other packs are lackluster, uninteresting to play and lacking depth.

    Exactly this.

    Werewolves (and Faeries) absolutely need their own packs. All occults do, as CelSims mentioned. And I'm sorry, but I don't see how Vampires was a mistake, it's easily one of the best packs. I, along with many other players would be mad if Werewolves got the mermaid and alien treatment. They need a skill tree of their own, the way Vampires and Spellcasters do. I don't have Get to Work, so I have no opinion on Aliens, but Mermaids are somewhat of a disappointment if I'm being honest and I don't want Werewolves ending up the same way.
  • CAPTAIN_NXR7CAPTAIN_NXR7 Posts: 4,457 Member

    OP,
    Are you having a laugh?
    Because I am. 😂

    With the Vampires GP, TS4 has shown that occults have so much more potential than just to be squashed into an EP which always results in having no real focus on the occult life state at all.

    Question to you OP:
    Why do you think Vampires was a mistake? Could you clarify please?

    In my opinion the biggest mistake was for the team to add Mermaids and Aliens into an EP and not really do anything with them.
    It’s pretty obvious by now that Occults need their own pack. Therefore I feel sorry for Madam Mermaid & Mister Alien. They don’t even have a proper place to call “home”.

    Here’s some general advice:
    No more “DON’T WASTE YOUR TIME ON OCCULTS JUST STUFF THEM IN SOME RANDOM EP AND NERF THEM BECAUSE I DONT ACTUALLY WANT THEM!!!” nonsense.

    This sentiment clearly comes from impatient realism players who strongly believe their way is the only way to play this game and actually think they’re being generous for throwing the occult players a splinter of a bone:

    There there...you have your werewolfie...now hush.”

    Here’s the painful truth no longer than 5 minutes into Farm gameplay:

    “OMG PLEASE MAXIS GET RID OF THE WEREWOLVES EVEN IF I HAVE ABOUT 500 OPTIONS NOT TO GET THEM ON ME FARM!”

    Indeed it is hilarious but really it’s very boring and at this stage we all begin to sound like some broken record.record.record.

    I agree with many...so far TS4’s Vampires is the best occult pack in the entire franchise. Werewolves could be equally great or better. And so do the other occults.

    With all due respect but if they ever came to be: let them Werebeasts rule their own world, otherwise leave them alone if you don’t like ‘em. 😉



    RARRWW!

  • CelSimsCelSims Posts: 2,270 Member
    Calico45 wrote: »
    CelSims wrote: »
    DaWaterRat wrote: »
    I have to agree with all the people disagreeing.

    I mean, between Faeries and Werewolves, Werewolves have less variation in folklore, and therefore can better handle being squeezed into an EP, but that doesn't mean I want them squeezed into an EP. I want them to have every variation they can think of as an option, from different kinds of wolf/wolf-human hybrids they can become to different weaknesses and ways to become a Werewolf.

    Vampires set the standard for what they could do with an Occult-focused GP. I've even seen people who don't like occults agree with this. It was no mistake.

    If they feel that they don't have enough options for a full vampire like trait system they could always put some of the budget to a decent sized world instead. A woodsy no roads world with hills and a huge moon as the night back drop maybe :)

    I actually really, really hope they do not do this. I feel that is the main thing that went wrong with spellcasters (tried to do too much world and ended up fleshing out neither properly), which disappointed me pretty significantly.

    Witches were always my favorite occult prior to 4, but the gameplay is more replayable and unique with vampires. After RoM, I would be much happier with a paint-by-numbers GPs based Vampires.

    Same to be honest regarding the world. It's just an option I would take if I absolutely had to because they couldn't think up enough perks and weaknesses or sim interactions.
    I do really want a large, (Windenburg size), world for my Occults though. One with no buildings in the background. Outdoor Retreat world on a much larger scale.
  • LJKLJK Posts: 257 Member
    ...Is this an attempt at a troll? Your post makes absolutely no sense. Aliens and Mermaids are among the least fleshed out occults because they were added onto a pack rather than getting their own. And what do Werewolves have to do with farms?
  • kwanzaabotkwanzaabot Posts: 2,440 Member
    OP,
    Are you having a laugh?
    Because I am. 😂

    With the Vampires GP, TS4 has shown that occults have so much more potential than just to be squashed into an EP which always results in having no real focus on the occult life state at all.

    Question to you OP:
    Why do you think Vampires was a mistake? Could you clarify please?

    In my opinion the biggest mistake was for the team to add Mermaids and Aliens into an EP and not really do anything with them.
    It’s pretty obvious by now that Occults need their own pack. Therefore I feel sorry for Madam Mermaid & Mister Alien. They don’t even have a proper place to call “home”.

    Here’s some general advice:
    No more “DON’T WASTE YOUR TIME ON OCCULTS JUST STUFF THEM IN SOME RANDOM EP AND NERF THEM BECAUSE I DONT ACTUALLY WANT THEM!!!” nonsense.

    This sentiment clearly comes from impatient realism players who strongly believe their way is the only way to play this game and actually think they’re being generous for throwing the occult players a splinter of a bone:

    There there...you have your werewolfie...now hush.”

    Here’s the painful truth no longer than 5 minutes into Farm gameplay:

    “OMG PLEASE MAXIS GET RID OF THE WEREWOLVES EVEN IF I HAVE ABOUT 500 OPTIONS NOT TO GET THEM ON ME FARM!”

    Indeed it is hilarious but really it’s very boring and at this stage we all begin to sound like some broken record.record.record.

    I agree with many...so far TS4’s Vampires is the best occult pack in the entire franchise. Werewolves could be equally great or better. And so do the other occults.

    With all due respect but if they ever came to be: let them Werebeasts rule their own world, otherwise leave them alone if you don’t like ‘em. 😉



    RARRWW!

    THIS.

    All of this.
    wJbomAo.png
  • kwanzaabotkwanzaabot Posts: 2,440 Member
    LJK wrote: »
    ...Is this an attempt at a troll? Your post makes absolutely no sense. Aliens and Mermaids are among the least fleshed out occults because they were added onto a pack rather than getting their own. And what do Werewolves have to do with farms?

    They're all over the ideas forum. I think either they're extremely new to the community and have never spoken to any other Simmers and have no idea what people actually want, or they haven't actually played The Sims 4 at all.
    wJbomAo.png
  • Calico45Calico45 Posts: 2,038 Member
    kwanzaabot wrote: »
    LJK wrote: »
    ...Is this an attempt at a troll? Your post makes absolutely no sense. Aliens and Mermaids are among the least fleshed out occults because they were added onto a pack rather than getting their own. And what do Werewolves have to do with farms?

    They're all over the ideas forum. I think either they're extremely new to the community and have never spoken to any other Simmers and have no idea what people actually want, or they haven't actually played The Sims 4 at all.

    I don't think this person is that new or has not spoken to others. I first encountered a thread with this person early April and we had a decently long back and forth. It was odd, though. I said three times why I did not think animal slaughter would be introduced to the game and why and nothing seemed to land. Perhaps (s)he has problems reading responses?
  • luxsylvanluxsylvan Posts: 1,922 Member
    Nah. Vampires are the most loved occults we have in ts4 BECAUSE they have their own pack. Aliens and mermaids were totally shafted by being part of a larger EP. Plus, if someone wants farming but not werewolves, they're in a dilemma, and vice versa.
  • inkyvioletinkyviolet Posts: 147 Member
    If the fleshed out format of Vampires was repeated with other Occult's I feel they would have been more warmly received. Hopefully Were/beast/wolves are not just gratuitously thrown into a pack that has an outdoor content
  • kwanzaabotkwanzaabot Posts: 2,440 Member
    Calico45 wrote: »
    kwanzaabot wrote: »
    LJK wrote: »
    ...Is this an attempt at a troll? Your post makes absolutely no sense. Aliens and Mermaids are among the least fleshed out occults because they were added onto a pack rather than getting their own. And what do Werewolves have to do with farms?

    They're all over the ideas forum. I think either they're extremely new to the community and have never spoken to any other Simmers and have no idea what people actually want, or they haven't actually played The Sims 4 at all.

    I don't think this person is that new or has not spoken to others. I first encountered a thread with this person early April and we had a decently long back and forth. It was odd, though. I said three times why I did not think animal slaughter would be introduced to the game and why and nothing seemed to land. Perhaps (s)he has problems reading responses?

    Animal... slaughter...? In The Sims?
    Did they accidentally download this instead of Red Dead Redemption?
    wJbomAo.png
  • Mak27Mak27 Posts: 1,114 Member
    edited May 2021
    Ok, I've readed all your comments and it's fine. I'm more a realistic/building player than a occult sim player. I don't care a f*ck about mermaids, aliens or vampires, but when I've said "Vampires was a mistake" I've meaning about making a whole pack focused in one occult sim was a mistake, not vampires Jesus Christ. Like My First Pet, a SP that supossed to be part of Cats & Dogs and Batuu a free content. I understood all your complains against how mermaids or aliens were introduced and developed for TS4, but a "werewolves pack" is giving the reason to EA to buying something that must be included in a larger pack but enhanced since the beggining.

    Farming could be a nice way to introduce werewolves because the rural enverioment where werewolves are supossed to live (I mean, RE Village is the perfect example on this days), also plants that grows under the moonlight like some blooms that can introduce this system, the chupacabras urban myth? Otherwise, I would prefeer a Supernatural pack with all the occult sim lefting (werewolves, fairies and zombies) and enhaning mermadis and aliens as well. Talking about mermaids, without diving lots, what do you expect for mermaids?

    Also, I'm still don't understand why people still thinking about farming = slaughterhouse. Farming animals can be a source of feathers, milk, fiber, eggs or manure. It's like "Gamblig", it was present in Batuu and with a whole pack in TS3 Store.

    But let's hope all we can get what we want: farming, werewolves and casino items. I'm still waiting for some TS2 Freetime items like crafting, sports or music instruments.
  • telemwilltelemwill Posts: 1,752 Member
    I actually love the vampires pack and Realm of Magic. I think mermaids could have been made more unique. I have to beef them up a bit in my game with cheats and mods. I wish they had an underwater lot and the ability to meet all needs in the water. For the aliens, I just wish Sixam was larger and had unique residential lots that were obviously alien. So I definitely think occults need their own gamepack. And even then, the world's need to be bigger. I would love to have a potion shop in Glimmerbrook, but I am out of room after building a house for my spellcaster and a campground for visiting spellcasters like the Goth family.

    And I should say that I am very much a family player with mostly human families.
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