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Old Yesterday, 9:14 AM #5676
hiabara
Field Researcher

Join Date: Feb 2013
Posts: 293


Quote:
Originally Posted by matrix54
Literally the biggest time killer. There could have even made rabbit hole style competitions, which are super easy. They do not even need special rewards for them, just cash prizes, and maybe a little UI marker about competitions won or something. They are that lazy.
Absolutely agree. Wasn't that how it worked in TS3 with horses? It's been a while since I joined a competitions there but I think you went to a rabbit hole during certain times and you could win money and trophies. They could've really created a rabbit hole in TS4 and instead of having 40 wall decorations we could've lived with 20 wall decorations and three trophies we could win.

I'm still surprised that we get such few informations on gameplay and stuff. They basically drowned us in CAP infos and screenshots but now it's like every Guru fell of the face of the earth. To me it seems like they really don't have much regarding gameplay and try to keep some informations hidden for the last live stream. I mean the discussions regarding breeding and dog houses don't stop and there are multiple threads on the forum, but not a single official word. Usually they would say a word or two if people are so curious. Really makes me wonder and even more worried
Old Yesterday, 9:31 AM #5677
ShigemiNotoge
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Quote:
Originally Posted by hiabara
I'm still surprised that we get such few informations on gameplay and stuff. They basically drowned us in CAP infos and screenshots but now it's like every Guru fell of the face of the earth.

Potentially it could be a *good* thing we don't see any gurus in the community right now. Could mean they are too busy frantically trying to fix a lot of the shit we're all complaining about before release! :D





BAHAHAHAHAHAHAHA YEAH RIGHT!
Old Yesterday, 10:45 AM #5678
GrijzePilion
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Quote:
Originally Posted by ShigemiNotoge
Only slightly better than being on a life sized pixelated train for 15 minutes. Can't wait 'till real life finally gets 4k graphics!

I for one don't mind being on trains, not even in the morning rush. Though I guess that depends on where you live because where I live, being on a train means getting the fuck out of somewhere. In many other places, it means not really going anywhere at all in particular.

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Old Yesterday, 11:29 AM #5679
SneakyWingPhoenix
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Quote:
Originally Posted by matrix54
Literally the biggest time killer. There could have even made rabbit hole style competitions, which are super easy. They do not even need special rewards for them, just cash prizes, and maybe a little UI marker about competitions won or something. They are that lazy.

Eww rabbit holes. I know that the series and developers are capable of doing most of these events without a need of them. All there needs to be is an object that assigns "the start" and "the finish" of the race track. The Tracking markers could be optional ([url=http://modthesims.info/download.php?t=537593]), but it is also to pull it off the setup yourself If you have the determined creative and inspired mind. For example:
https://www.youtube.com/watch?v=RnPy03DLg64

Rabbit holes have no benefit other than just looking ugly/unpleasant in it's architectual design and that the player has to wait outside while taking a smoke before the sim leaves out the dim vagina.

ETA: Than again, with TS4 being TS4 that would suffer the remaining empty spots of the few available lots, so that event better off be created just another rabbit hole void (arghhh).
Last edited by SneakyWingPhoenix : Yesterday at 12:20 PM.
Old Yesterday, 12:43 PM #5680
matrix54
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I did not mean a physical rabbit hole - TS4 has none of those. I meant magically despawning to do sometime off camera, then returning.

I would love to have race track mechanics, though. Competitions could be as simple as checking how often a pet fails while competing compared to another pet, with the chance of fails being compared to the skill level (out of 10) - with a factor added in for charisma. This is all compared to how many piece of track are laid out.

So, 10 pieces with a skill level of 5 (50% chance of failure), with charisma of 4 (2 points), and divide this by 15.

[(success/pieces)*10 + (charisma/2)]/15 * 10 = Score

The pet above would likely score anywhere from a 5 (rounded up) to an 8 (maximum) out of 10. This would give players a motivation to develop two skills, so players can improve their results by not only having a dog that is well developed, but can compete with style and grace.

Obviously larger courses would be a little more risky, as that would increase the chance of failure for less skilled dogs, but dogs with a more charisma could edge out another dog. However, larger course may allow for the change to improve on previous failures.

Also, having tangible numbers make is possible to judge the odds of winning against another dog by just putting the numbers into the equation, but since it’s a bit random, likelihood isn’t entirely definite, just highly favorable.

With a dog that has 8 charisma and 3 skill, the odds of failure are higher, but the bar for success is much higher due to charisma, at a 9, compared to the other dogs’s 8.

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Last edited by matrix54 : Yesterday at 12:54 PM.
Old Yesterday, 12:55 PM #5681
SneakyWingPhoenix
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Quote:
Originally Posted by matrix54
This would give players a motivation to develop two skills, so players can improve their results by not only having a dog that is well developed, but can compete with style and grace.


Oh definitely. Speaking of motivation to develop two skills, though that can be many things than just doing that mission, I feel like that what would keep the game from becoming repetitive so fast. This applies to many things, not just for this particular task and the reward. Can't pin point any examples If such at all exist, but I feel like we don't getenough features in TS4 that would somehow benefit the player and the sims that are being controlled.

If dog/cat/pet races were introduced, this would make sims training these animals more useful, meaningful, fun and engaging for us. IMO many players would just grab these activity first hand, because by doing that you can reach your goal, i.e. earn simoleans.
Last edited by SneakyWingPhoenix : Yesterday at 1:28 PM. Reason: quote
Old Yesterday, 1:07 PM #5682
Orphalesion
Field Researcher

Join Date: Sep 2016
Posts: 409


Quote:
Originally Posted by SneakyWingPhoenix
Eww rabbit holes. I know that the series and developers are capable of doing most of these events without a need of them. All there needs to be is an object that assigns "the start" and "the finish" of the race track. The Tracking markers could be optional ([url=http://modthesims.info/download.php?t=537593]), but it is also to pull it off the setup yourself If you have the determined creative and inspired mind. For example:
https://www.youtube.com/watch?v=RnPy03DLg64

Rabbit holes have no benefit other than just looking ugly/unpleasant in it's architectual design and that the player has to wait outside while taking a smoke before the sim leaves out the dim vagina.

ETA: Than again, with TS4 being TS4 that would suffer the remaining empty spots of the few available lots, so that event better off be created just another rabbit hole void (arghhh).


^ This, Rabbit Holes where nothing but pretend content. And pretend content is not really better than no content at all.

"No honest, your Sims are having Prom in that hollow cardboard shool! Here have a lame pop-up message you will see every time the game is pretending that your SIms are having prom and just use your imagination!"

Woooooo
Old Yesterday, 1:14 PM #5683
matrix54
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There is not a lot of long terms things to invest in that produce genuine rewards. While the game is free form and open, there is nothing to actively work towards beyond the obvious. There is very little in the way of emergent gameplay.

At a base level, you have running a business. Normally, you have a set of socials (actually ones, not ones with different names) that are used to build the relationship bar. Great player to NPC interaction nets tangible rewards - recurring shoppers, likelihood to buy, liklihood hood to spend more, positive reviews, etc. It all leads to something else, and all of the information is clearly visible and dictated to the player. alternatively, bad interactions leads to consequences - poor reviews, missed customers, lot sabatage. Then, you have actual things to unlock - gameplay mechanics. New ways of selling things to Sims, new things to sell, new ways of doing things. Getting new packs meant new business to run. In TS2, you can even unlock a very high risk interaction that is used to drive up sales and employee morale at the cost of your own needs, which may kill you.

That is not really in TS4, or not openly dictated to the player. There is nothing that effects much of anything. It is all surface and superficial, and only built to give them impression of change. Mechanics should promote longevity, and that is why TS4 gets boring quickly: it does not have very many deep mechanics or emerging gameplay.

Remember having family members work in restaurants? That was not just something cu¯te to see. That is a cost effective way of saving money (not having to pay another household) and being able to control skill development. It is also great for story telling purposes, and provide more jobs in the game.

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Old Yesterday, 1:24 PM #5684
SneakyWingPhoenix
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TS2 Dating had benefits. If you impressed your date or made him fall in love, expect a flower or a bontique or a letter, or a random object (If you're lucky, you may get an expensive one like a grand piano). Of course If it sucked or was fine, you may expect the worse (like a flaming bag of poop in your yard) or nothing respectively). Mood rise/drop also plays the role in the corresponding result after the date ends. Not sure If you get anything from throwing a party in TS4.
Old Yesterday, 1:39 PM #5685
matrix54
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I think successful outings and gatherings unlocks build/buy mode stuff.

The problem is that this is usually static stuff that may or may not have an aura. Like, sure, this fancy dining table I unlocked is gorgeous, but how this change how I go about a date? Hell, even new social interactions from other packs should effect a date.

For example, if I unlocked a salute from a military career branch, that should probably make a date hot and steamy or something if their traits make the Sims likely to be attracted by power or something, idk.

This is why the qualities system is better than traits - they do not have to fine tune gameplay variety for 100 different traits, and personalities deride from a number on the scale, not traits that do not have any effect on much of anything unless you chose green thumb to get a boost on gardening or something.

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Old Yesterday, 2:33 PM #5686
SneakyWingPhoenix
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In TS2 (go and hate me for comparing), you can even get a restaurant coupon that you can use for another date dine out but less cheaper with the cost of the dishes you order. You also can get a number from their friend If they had a great data, which I guess opens up the possibilities for establishing more friendships (especally useful for popularity seeking sims).
Old Yesterday, 3:08 PM #5687
matrix54
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Look at how detailed the system and rewards are for TS2.

http://sims.wikia.com/wiki/Dating

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Old Yesterday, 6:29 PM #5688
kiddypatches
Lab Assistant

Join Date: May 2014
Posts: 133


Quote:
Originally Posted by ShigemiNotoge
Potentially it could be a *good* thing we don't see any gurus in the community right now. Could mean they are too busy frantically trying to fix a lot of the shit we're all complaining about before release! :D





BAHAHAHAHAHAHAHA YEAH RIGHT!


Naaaaah, bruh, they're too busy trying to come up with even more pathetic excuses.
Old Yesterday, 7:26 PM #5689
hiabara
Field Researcher

Join Date: Feb 2013
Posts: 293


https://twitter.com/TheSims/status/921420939828400128

I'm really trying not to bash every new CAP video, but holy heck, these costumes and creations are terrifying



Old Yesterday, 8:01 PM #5690
matrix54
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Meanwhile, build mode is looking phenomenal. Cape Cod is one of my favorites, and the window and door variety looks to be okay.

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Old Yesterday, 9:08 PM #5691
lil bag2
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Quote:
Originally Posted by Orphalesion
^ This, Rabbit Holes where nothing but pretend content. And pretend content is not really better than no content at all.

"No honest, your Sims are having Prom in that hollow cardboard shool! Here have a lame pop-up message you will see every time the game is pretending that your SIms are having prom and just use your imagination!"

Woooooo


I liked the rabbit holes. They were really good for when you're playing large households and needed something to keep some of your sims busy (something that also resulted in increased skill and relationship levels, special items, and positive moodlets). I'd rather they at least give us the illusion that something is there rather than not giving it to us at all.....in some cases, anyway. Their sorry excuse for a city was too much illusion.

The Receptacle still lives!
Old Yesterday, 9:36 PM #5692
matrix54
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Even TS2 had some rabbit hole style events with the chance card stuff. You can not simulate everything. At the very least, they should provide something. Anything.

The same can be said about karaoke from city living. It has a skill tree attached to it, but it is only used for more songs. It is not at all tied to music or the entertainment career. It exists in a void.

Content should always lead to more content or practical rewards.

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Old Yesterday, 10:10 PM #5693
SneakyWingPhoenix
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I mean like, race isn't that hard to simulate. Surely they could go deeper and widther by having more profressions implement than inactive careers.
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