samsam713
5 years agoNew Spectator
Ghost Update
Other than alien, mer-sim, plant-sim, and ghost, I think the life states in The Sims 4 are quite detailed and well-done. Here, I have some suggestions on how ghosts can be re-worked to appear full-fledged and logical.
Needs
Ghosts shouldn’t have as many needs as regular sims. In my opinion, a ghost would only have Fun and Social needs. Other need-based actions should only be taken because of their death types, which brings us to the next point;
Actions / Animations
Ghosts perform need-based actions such as eating, sleeping, or showers because of how they passed away. For example, a sim died from starvation would find something to eat when they appear, but the food would not affect the ghost in any way (See: Appearances). Moreover, ghosts would actively avoid or receive strong negative moodlets when exposed in certain situations, based on their death types. For instance, a drowned sim would avoid going into a pool or open water, and would get a +5 Tense moodlet when they do so.
Right now, ghosts would still route with doors in mind. I think ghost should use a direct-point method for routing since they can pass through solid materials. Their animations can also use some fine-tuning, as they still present the running and stair-walking animations like regular sims. I would suggest ghosts use the floating animation at all times when moving, only difference is their speed.
Appearances
Since ghosts are no longer regular sims, I think their appearances should be locked-in as the day they passed. They should not become fat or lean because of over-eating or exercising. As the food pile is a base game debug object now, I believe it is the perfect time that eating or drinking anything for a ghost should create a food pile or puddle on the floor.
What do you think? Add onto the tread if you have more ideas for this life state!
Needs
Ghosts shouldn’t have as many needs as regular sims. In my opinion, a ghost would only have Fun and Social needs. Other need-based actions should only be taken because of their death types, which brings us to the next point;
Actions / Animations
Ghosts perform need-based actions such as eating, sleeping, or showers because of how they passed away. For example, a sim died from starvation would find something to eat when they appear, but the food would not affect the ghost in any way (See: Appearances). Moreover, ghosts would actively avoid or receive strong negative moodlets when exposed in certain situations, based on their death types. For instance, a drowned sim would avoid going into a pool or open water, and would get a +5 Tense moodlet when they do so.
Right now, ghosts would still route with doors in mind. I think ghost should use a direct-point method for routing since they can pass through solid materials. Their animations can also use some fine-tuning, as they still present the running and stair-walking animations like regular sims. I would suggest ghosts use the floating animation at all times when moving, only difference is their speed.
Appearances
Since ghosts are no longer regular sims, I think their appearances should be locked-in as the day they passed. They should not become fat or lean because of over-eating or exercising. As the food pile is a base game debug object now, I believe it is the perfect time that eating or drinking anything for a ghost should create a food pile or puddle on the floor.
What do you think? Add onto the tread if you have more ideas for this life state!