Forum Discussion
Yeah, BB was disappointing for the amount of items that were barely changed items from previous packs. Frankly, the kitchen counters and appliances felt cheap for a nobility pack.
I figured with all the pirate talk in the lore that there would be pirate stuff like a pirate career, pirate CAS, pirate aspiration, etc. I found this omission to be a bit shocking.
I think blacksmithing would have been a natural skill to add to the pack so sims could make and sell swords or repair swords broken during duels.
Given the world in this EP, I think this pack would have been a great opportunity to add in a new harvestable that's been absent for too long: oranges
I share the opinion that the "Mysterious" dynasty trait (or whatever it's called) is a bit off. I find it irritating that Sims in my Mysterious dynasty autonomously tell jokes and it counts against them bc they're supposedly so serious. How dare you be a witch with a sense of humor.
And, I wanted to have a spellcaster dynasty that encourages working on their spellcasting ability, but bc it's not a skill, it's not possible. Casting spells increases the dynastic legacy or whatever.
Also, I've made this point elsewhere, but I think it's incredibly short-sighted of EA to not increase interconnectedness between packs. Picture this:
Buying the royalty pack adds content to existing packs. So, if you already own Crystal Creations and you buy the royalty pack, you can now create custom tiaras and crowns at the gemology table. Perhaps daggers?
Maybe you could add poison making to the various packs that have potion making (get to work, outdoor retreat, fairies, realm of magic, etc).
With increased interconnectedness, it creates exclusive additional content and builds excitement that would increase a desire for simmers to buy packs they have been reluctant to buy.