Forum Discussion
10 years ago
I've been playing this challenge for the past couple days, and have some thoughts/questions.
First, what is the reason for limiting the number of chairs? I've found there are no activities that are limited by a lack of sitting spots, including reading, eating or just plain socializing, I have seen my sims sit on beds to do these things, or even the edge of a pool. I understand the limit on napping-type items, and if you get the truly cheapest chairs, those with no comfort rating at all, your sims will not nap in them. I would suggest eliminating the limited chairs rule, and instead chairs and bar stools with no comfort rating be allowed in unlimited quantities. Also, limit the napping item to a loveseat, I have seen 2 sims nap on a couch at the same time, which kinda defeats the purpose of one napping item.
Second, what is the ruling for crafted items, including paintings, anything made with the woodworking table, mounted fish, photos taken with the camera, and pictures received from using the microscope/observatory? When I play my game, I rule that no objects that have an environment rating can be placed in the asylum at the start, but that inmate-produced "arts and crafts" (the above listed) can be displayed. In the case of the woodworking bench, I ruled that any items created that end up in the player's inventory can be displayed, but objects that go to the house inventory must be sold. As for the inactive inmates, objects like the paintings from the observatory or microscope must stay in the inmate's inventory. Also, objects gained from parties/dates/jobs must be sold when gained.
Third, how do you handle the new "active" careers, Scientist, Doctor, Salesperson, and Policeman? Are we allowed to actively go to the lots to interact with the job lots, or just treat them like other jobs, because otherwise all but Scientist are unable to progress. I play it as the sim leaves the lot to work no matter which job, so all should be allowed.
Next, do planters count as skill objects, since a sim can just plant in the ground without them?
Finally, to be clear, the skill items I have found are anything with a "+ XXXX skill" label, and we are limited to 5 of these, with the exception of mirrors (charisma) and cooking items. I would also note that skill books count as skill-building items. Are we allowed to buy new items if we have the cash earned and ADD the item, or do we REPLACE an old item , an easel, for example, with the new item, say, a guitar? I would also rule the MotionMonitor Gaming Mat as a skill-building item, since it raises the Video Gaming skill, although it isn't listed on the description, and the Got Game Table be treated the same way, I believe it raises Logic skill?
Edit: The Got Game Table does not raise Logic, so no need to limit it to skill activities. Oh, and I would suggest limiting the traits picked for the inmates to one type per group, i.e., only one Evil, Bro, Geek, etc. It's more fun that way :).
Edit 2: Oh, and I highly suggest you play in Long age mode.
Edit 3: Oh, and what are your opinion of the emotion books in the asylum? If they are left around for inmates to read, it could be a lot of fun.
First, what is the reason for limiting the number of chairs? I've found there are no activities that are limited by a lack of sitting spots, including reading, eating or just plain socializing, I have seen my sims sit on beds to do these things, or even the edge of a pool. I understand the limit on napping-type items, and if you get the truly cheapest chairs, those with no comfort rating at all, your sims will not nap in them. I would suggest eliminating the limited chairs rule, and instead chairs and bar stools with no comfort rating be allowed in unlimited quantities. Also, limit the napping item to a loveseat, I have seen 2 sims nap on a couch at the same time, which kinda defeats the purpose of one napping item.
Second, what is the ruling for crafted items, including paintings, anything made with the woodworking table, mounted fish, photos taken with the camera, and pictures received from using the microscope/observatory? When I play my game, I rule that no objects that have an environment rating can be placed in the asylum at the start, but that inmate-produced "arts and crafts" (the above listed) can be displayed. In the case of the woodworking bench, I ruled that any items created that end up in the player's inventory can be displayed, but objects that go to the house inventory must be sold. As for the inactive inmates, objects like the paintings from the observatory or microscope must stay in the inmate's inventory. Also, objects gained from parties/dates/jobs must be sold when gained.
Third, how do you handle the new "active" careers, Scientist, Doctor, Salesperson, and Policeman? Are we allowed to actively go to the lots to interact with the job lots, or just treat them like other jobs, because otherwise all but Scientist are unable to progress. I play it as the sim leaves the lot to work no matter which job, so all should be allowed.
Next, do planters count as skill objects, since a sim can just plant in the ground without them?
Finally, to be clear, the skill items I have found are anything with a "+ XXXX skill" label, and we are limited to 5 of these, with the exception of mirrors (charisma) and cooking items. I would also note that skill books count as skill-building items. Are we allowed to buy new items if we have the cash earned and ADD the item, or do we REPLACE an old item , an easel, for example, with the new item, say, a guitar? I would also rule the MotionMonitor Gaming Mat as a skill-building item, since it raises the Video Gaming skill, although it isn't listed on the description, and the Got Game Table be treated the same way, I believe it raises Logic skill?
Edit: The Got Game Table does not raise Logic, so no need to limit it to skill activities. Oh, and I would suggest limiting the traits picked for the inmates to one type per group, i.e., only one Evil, Bro, Geek, etc. It's more fun that way :).
Edit 2: Oh, and I highly suggest you play in Long age mode.
Edit 3: Oh, and what are your opinion of the emotion books in the asylum? If they are left around for inmates to read, it could be a lot of fun.
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