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HollownessDevour's avatar
HollownessDevour
Seasoned Ace
3 months ago

[QoL] Add to Base Game (and applicable EPs/etc.)

  • Likes/Dislikes, having influence on actions. Example: Dislikes Comedy will not tell jokes or do other funny actions unless directed. Will not learn Disliked skills unless directed (not even passively), will not read (or at least learn the skill of) Disliked Skill books unless directed, etc.
  • Traits, having more influence on actions/habits. I feel Sims 3 did traits better. Some traits seem to have some influence; where as others hardly at all.
  • Self-Employed Skill Careers, I am sick of all my Sims regarded as unemployed and get no use out of the Ambitious trait.
  • Turn/Toggle On/Off Features, in Gameplay should have more opt out options depending on pack.
  • Difficulty Sliders, in Gameplay some features are too high maintenance such as romance satisfaction system, pet needs (both minor pets and standard pets), etc. so a slider on how difficult decay/needs are can be adjusted instead of relying on mods.
  • NPCs on home lots auto-harvest items are to be placed in that household's inventory (or fridge), instead of pocketing it or not harvesting.
  • Turn Ons/Offs, after getting Lovestruck I think that it was a big miss not adding occults to the Turn On/Off list. As well as eye colour, tattoos and maybe makeup.
  • Tagging Outfits or Re-Tagging Outfits, many outfits I think were tagged to one category when they could be another or technically be two or more. Or they were just left as basic. Many what I thought was Polished Outfits or Preppy Outfits where not in those filters. Otherwise, custom tag of "favourites" or "hidden" (to hide outfits/CAS you do not want to see), could be very helpful for those with so many packs. Plus if items with the "hidden/hide" tag could prevent randomized townies from using would be super helpful.
  • Skill Locking, sometimes people want to only have their Sims learn certain skills or stop learning at a certain level. I have tried a mod that does this and I love it, but it isn't perfect and still announces that you have learned a skill when you haven't/locked (sometimes spamming the wall). So an official version of this would be amazing.

If there is resistance to this, then maybe just reach out to modders who already have somewhat of a working mod that may achieve (or start to achieve) this and collaborate to make an official version (that can be upkept officially) and credit appropriately. In a way it is like some of the work is already done for you—just not in the gameplay/options UI screen.

4 Replies

  • What you actually need to ask for is an complete overhaul of the social simulation and autonomy AI. Just then the traits will have some actuall meaning. Sims 4 was orginally designed as a multiplayer game. And in a multiplayer game you don't need to invest money into deep simulation. Since Sims 4 is the recycled corpse of this multiplayer game, the necessary mechanics for deep social simulation and autonomous behaviour aren't either there in the first place or disabled by default. Also the necessary everyday animations for deep social simulation are currently not there. So you need to ask for a fix of the cause and not the band aid.

  • Sims *already* have limiters on interactions from preferences. It's half the point of preferences. Every single social interaction is FULL of tuning for preferences. Sims who dislike jokes DONT tend to tell jokes. 

    This kind of tuning exists in EVERY social interaction and accounts for EVERY mood, social context (awkward convo, etc), social preference, etc. The example in the image modifiers a hidden "how interested I am in doing this" value for silly behavior, making it higher if the sim likes silly behavior and lower if they don't. If the Sim dislikes Silly Behavior but is also a Goofball, it might even out, or even swing towards doing it autonomously- depending on other factors like mood, social context, or even certain venues and events.

     

     

  • HollownessDevour's avatar
    HollownessDevour
    Seasoned Ace
    2 months ago

    I made all my Sims dislike comedy (none Goofballs) and all told jokes/acted silly/earned comedy skill within the first few days of playing (on multiple save files).

    Sims who dislike dance will still dance to music like non-stop. 

    So I feel this just isn't happening. I had to literally make a personal tuning mod to stop all comedy skill progression to stop them learning the skill.

  • I think since the devs have shown they are willing to make toggles for existing features such as EbN Ailments. With this, more should be done for other (past and future) packs. 

    This is obviously wanted, and accumulative annoyances as more and more packs come out, stopped only by uninstalling the packs with features that annoy—shouldn't be the way. 

    Basically, devs have been getting only sporadic degrees of backlash over "various" features with "various" packs, and because it is an accumulative annoyance in many cases—this seems reason enough to ignored the requests as a whole. Only creating toggle for EbN, just shows that if concentrated and in short time span complaints, is the only time considered—would be a mistake.

    Some people regret and uninstall, or bypass a pack all together due to select pack features. If it was common practice to have toggles for various/most/many features or sliders for difficult could/would most likely result in more people giving packs a chance (or simply buy just for the CAS/Build/Buy).

    Pack reviews, "which packs should I buy" and "is ______ pack worth it", do tend to be used as the deciding factor whether to buy or not buy a pack for many people. I know when I see "______ feature(s) is/can annoying and can/cannot be turned off", can be a deciding reason whether or whether not I should get a pack. 

    I hope the recent EbN Ailment toggle, gives devs a reason to reassess more toggles for features from (past and future) packs. But we also have to show them that is what we want or else is might just be overlooked.

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