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Henford-on-Bagley is a new ridiculously small world again
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I looked at the sims wiki (sims.fandom) and summarized all the lots in the info there.
If you have all the packs, counting apartments as lots, not counting career lots or secrets lots then we currently have 18 worlds with around 238 lots.
Cottage living will bring that lot number to 250.
I really hate how the community agreed to pretend that a world with 11/12 lots is ok. its not ok guys. It should always be at least the same size as Windenburg or bigger.
Isn't that what new saves are for?
Well, you have to realise that some people aren't pretending. It's the way I really feel, for one, so I'm sure others do too. My gameplay is such that I only need small worlds. I have a couple of residential lots in a world for my active family and their friends/relatives, and then I have the community lots I need. Because each world is connected (so that my world will be populated with Sims even if they aren't homed in my current world) and we no longer have rabbit hole schools/career places, 12 is plenty for me. And if I really need extra lots, I can just have an out-of-town shopping district or family who live in another part of the country/world, as it's so easy to travel between them.
Personally, with each world being connected and broken down into hoods (and for the reasons I explained above), I can't understand why people desperately want large worlds, but I don't say they're wrong or pretending or lying. I understand that our viewpoints are different on this matter and you probably don't understand my viewpoint either, but it doesn't mean that either of us are pretending.
I have to disagree as part of the problem was with EA/Maxis not tweaking what what they have and as far as rock stable I have to disagree on that as well for if it was there should be games running with minimal bugs involved but that is not the case and again EA/Maxis track record on fixing bugs comes into play. You may have no problems but that is not the case for everyone. and I feel they made the wrong call because they are stuck in 2014 and what year is this now 2021and most devs moved to 64 bit and the CPUs are up to 10 level and GPUs are up 30xx as well. It is fine to play an game that one can play but some want to play an game that takes creativity to the max and for me it just doesn't. I have over 7 complete systems and I know what they are capable of doing and not able to do.
I agree as for me EA/Maxis is stuck in 2014 and too nervous to move forward and I feel they may not evolve Sims 5 properly.
That is their choice, but I have choices too as I glad I still have Sims 3 still installed as Sims 4 for me is an lost cause as it future is already written and EA/Maxis nervous in messing with the performance of Sims 4. I do not give kudos to an program that can't do what an program in 2009 can do and is capable.
Only if you're not a rotational player with one main save. Which many of us are.
@goldmoldar to me this problem with performance could be fixed by letting us manage our worlds, and by that I mean adding/removing which worlds we want in our save files and a warning after we add to many big worlds in a single save like they do when we surpass the sim count limit. It could be a simple + button, or something similar to Sims 2 when we were prompted to add the uni, shopping district, travel destination or downtown.
But anyway, i don't have the same choice as u, my laptop can't handle sims 2, imagine sims 3... even with all the fixes made by modders it still lags a bunch.
I realize the gurus can't reveal everything before the live game play stream, but lot size is more important when it comes to this particular pack. We have been begging for larger worlds with more big lots for a couple of years. A couple of 30x20 lots is fine. But if half of the twelve lots in this world are 30x20, I won't be very happy. What's the point of having the new features if we can't use them on more than two or three lots in an entire world created for this pack? If that is true, the value of this pack goes way down in my book.
Newcrest is my “catch-all” location for commercial lots (no residential there), and I really like using the green screens that come with Get Famous to set up the exterior scenery so it looks like any one of those lots could be in another one of the worlds when I do my screen shots. I can set rooms up too so they’re a bit like a movie stage for scenes without needing to be “on location” in that other world. It’s a tiny bit more work, but not too much more and I’ve never felt the need to have huge worlds.
I like small worlds. I honestly don’t think I’ve ever used all the lots that came with the base game much less all of the lots in Windenburg. I think I could be very happy with the 12 lots in Henford-on-Bagley. Most of them will end up being residential anyway because of how I use Newcrest as described above.
But that’s the way I play anyway. To each their own.
In the movies they sometimes film in one place and make it look like another. So they can pretend thier in France without actually travelling. I imagine that’s to keep costs down.
I like the idea of having a commercial world. 😎
Probably.
But the 'closed world' with each world and then each house requiring a loading screen means there is an opportunity there to 'dump memory' on each screen transition.
That allows the game to be very stable (which btw, is about crashes, not about bugs - so yes, Sims 4 is 'rock stable' as someone else attempted to disagree on by citing the wrong metric).
I notice that as I obtain more and more packs my 'lag' in the game doesn't move that much. What does cause it to slow down is a lot of relationships and a lot of sims in the open around around the current lot or in that lot itself - things which I can use MCCC to dial up ay above Maxis' default values. For example I often have it set to allow 50 sims on a lot - and when I actually get 50, things get slow.
A healthy use of MCCC's relationship culling is advised if you've got a set of very social sims hanging out on a lot with 50 other sims...
But as long as we're making good use of transitions and if they're properly dumping memory in those, then stability can remain even as we get more world. Bigger worlds though - means more things in memory at the same time. And that's where stability starts to get complicated.
Personally I'm running on a 2080 RTX, AMD 2700, with 32gbs of memory, 2 SSD drives, dual monitors, and for online 1gb unlimited internet.
So that old machine issue if not a concern for me.
It's the decision they made though. I'm not either of the people in that video.
I think the decision to conserve on resources was a smart one. Not for reasons of supporting old devices, but because it lets the game keep growing. Each pack added to an open world tons of lots game added more burden to a user's system. Each pack added to a closed world lets many features be cycled in and out of memory as resources are needed.
New forms of 'gameplay' will stay in memory - which may be another reason why most of our new packs are mostly build and cas and not new game systems.
But as long as new maps are kept smaller, the things in them can come and go from system resources. And while a modern computer could easily handle many of these maps at once, it probably couldn't handle ALL of them at once.
The game might have bugs, but it is rock stable as a result of keeping down the number of resourced loaded in at any one moment.
Windenburg being so large is what kept it interesting for so long. Not only do all those neighborhoods offer more views, but the way the lots are spaced out, no lot feels the same, either. When you visit the park, that area looks and feels completely different from when you visit the pool or the gym in the same neighborhood. When you're in the countryside, the camera needs to scroll quite a bit before you can see any of the other lots. In some cases, you actually have to look for them.
A lot of love and thought went into that world. After years of playing it, it was still possible to discover another nook or cranny you hadn't seen before. And as pretty as Sulani is, or mt. Komorebi for instance, once you've seen it, you've seen it.
Large world = more replayability.
Lol that’s exactly why they want to keep the worlds small. They don’t want you to have too many lots in a single save as it can cause performance issues.
What doesn’t matter: the number of lots in a single world.
What does matter: the number of lots across all worlds in a save file.
Worlds are merely an illusion in TS4. You can create a brand new 2D map view with 3 neighborhoods from Willow Creek, 3 neighborhoods from Windenburg, and 3 neighborhoods from San Myshuno, and then call this whole thing a single world & everything would work just fine. The game simply does not care whether a neighborhood is categorized as part of Sulani or part of Windenburg, as it is completely arbitrary. What the game does care is the total number of lots across all worlds, as it will affect performance. Your loading time for example will significantly worsen as there are more lots & more Sims in your save file.
You raise a good point. I’d expect the desert towns or village type worlds to remain largely the same. I.e. Oasis Springs, StrangerVille etc.
Sun Myshuno as a city should undergo more constant change. The longer you play, development starts occurring. Cosmetic changes might help graphic performance. A new building or adding billboards that change at points.
The cities I’ve been to have been vibrant and hold different events which changes how things look. Stalls get moved or shops change location. Some events are indoors like in coffee shops.
I’d love to be able to build apartments because you can change the city vibe that way.
@crocobaura No?