Blog Post
4 years ago
Quoting myself from earlier, just to keep all of my feedback together, since this is the last bit I have time for.
4) I'm sure there have already been multiple comments on this, but I defintely feel there should be a better balance of emotions/moodlets in the Sims, especially when it comes to more negative emotions like sad, tense, and angry. From my experience with playing," happy" seems to overpower every other emotion, which wouldn't be a problem in itself, except for the fact that it's far to easy to make a Sim happy. Literally all they need is a room with some sort of decoration to get a happy buff, or good music during an outing to the nightclub. It's pretty immersion breaking for me to have my loner Sim's "Tense" moodlet from being around strangers get overpowered because of the music. I play nightclub scenarios like I would in real life, the only way I'm going if my friends drag me along and I don't want to disappoint them. A DJ playing music is not going to make me any less tense around strangers, and I feel it should be the same for loner Sims. The tense moodlet when around strangers should be the strongest, or at least not easily over powered due to something as simple as music.
5) On that note, I also feel like all sims have emotions that are too similar to one another. Every Sim seems to either get mad when their (married) spouse is flirting with someone else, or sad when their (dating) soulmate does the same. I feel whether a Sim gets sad or angry should be dependent on their traits/personality. Like a hot headed Sim is more likely to get angry in both situations whereas a gloomy sim is more likely to be sad when their partner is flirting rather than angry. I think changes to something like this would make a big difference in the game since it would allow our Sims to feel more "unique" instead of generic cookie cutters from one another.
ETA: Fixed a numbering error
"MeowchaFrappe;c-17874113" wrote:
First of all, thank you guys so much for doing this. It feels good to know we're being heard.
1) This first one is related to a lot of other comments I'm seeing. If you do decide to make updates in regards to adding pronouns or gender neutral language, can you please add the latter as an option rather than the default. I agree that adding the option for using gender neutral language to refer to our sims would defintely help out with making representation a priority, but I don't want my sims who are Cis-gender to be affected. My simself, much like me is a cis-female and I would still like her to be referred to as such. So please if this is in the plans, let us select pronouns and don't force 100% gender neutral language on us.
The second two are major concerns for me and is something that will make a huge difference in my gameplay and how much I enjoy it.
2) Is there any chance of vampires being unnerfed and returned to the original state they were in when the Vampires pack was first released? I didn't start playing Sims until 2018 and didn't start buying packs until almost mid-2019 and didn't get to enjoy them in their original state which is disheartening for me, and as a Teen rated game, I feel vampires could stand to be a bit darker or grittier. I barely even notice vampires and occults are the main aspect of my gameplay, so I'd like for them to actually act accordingly.
3) On a similar note, is there any chance that spellcasters could also get a similar unnerfing treatment, or at least practice magic autonomously outside of the magic realm. Much like vampires, I barely notice spellcasters unless I know for a fact that the sim is one because they behave exactly like a normal sim and not like an entirely different life state. A spellcaster, for example I feel should autonomously choose to "Scrubaroo" a dirty sink or shower rather than cleaning it if they have learned the spell, and cast "Delicioso" when their hunger is low.
Both Vampires and Realm of Magic are very well-done packs I feel, but they are a little lackluster due to the fact that their respective occult lifestates are barely noticeable in the game unless the player is directly controlling them. And I feel the occult players should be the priority in an occult themed pack rather than people who want the packs for just the furniture. Maybe so as not to alienate those players though, a new lot trait could be introduced such as an "anti-magic" trait or similar.
4) I'm sure there have already been multiple comments on this, but I defintely feel there should be a better balance of emotions/moodlets in the Sims, especially when it comes to more negative emotions like sad, tense, and angry. From my experience with playing," happy" seems to overpower every other emotion, which wouldn't be a problem in itself, except for the fact that it's far to easy to make a Sim happy. Literally all they need is a room with some sort of decoration to get a happy buff, or good music during an outing to the nightclub. It's pretty immersion breaking for me to have my loner Sim's "Tense" moodlet from being around strangers get overpowered because of the music. I play nightclub scenarios like I would in real life, the only way I'm going if my friends drag me along and I don't want to disappoint them. A DJ playing music is not going to make me any less tense around strangers, and I feel it should be the same for loner Sims. The tense moodlet when around strangers should be the strongest, or at least not easily over powered due to something as simple as music.
5) On that note, I also feel like all sims have emotions that are too similar to one another. Every Sim seems to either get mad when their (married) spouse is flirting with someone else, or sad when their (dating) soulmate does the same. I feel whether a Sim gets sad or angry should be dependent on their traits/personality. Like a hot headed Sim is more likely to get angry in both situations whereas a gloomy sim is more likely to be sad when their partner is flirting rather than angry. I think changes to something like this would make a big difference in the game since it would allow our Sims to feel more "unique" instead of generic cookie cutters from one another.
ETA: Fixed a numbering error