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And I'm OK with that. The problem is that it prevents the vampire daytime weakness from doing ANYTHING. The tense buff has the statistic modifier for vampire power, and everything that references the daytime weakness references the buff and not the perk. My proposed fix won't change the fact that sims never get Tense; it just allows secondary effects to be applied as well. An alternative solution would be to decouple the stat modifier from the tense buff.
- jpkarlsen9 years agoHero (Retired)
So, you are saying that vampires should be able to spend 3000 points on a trait that they don't get any benefit from.
Not 'no benefit'. They still wouldn't ever get tense (i.e. the primary purpose of the trait is preserved), but it wouldn't be a free pass from practically all required vampire weaknesses.
- jpkarlsen9 years agoHero (Retired)
If you preserved the weakness associated with being tense why should other sims retain their benefit from not being tense? If your answer is to remove all then the question arises "why have a tense moodlet" that does nothing.
-Why have a tense moodlet that does nothing?
Well, it would still be there applying whatever secondary game effects it has, without affecting the mood.
If you're referring to my proposal to separate the penalty from the moodlet?
It's still a +3 tense moodlet that lasts the whole day >.>
- Why should other Sims retain their benefits from not being tense?
..."if my answer is to 'remove all'"... isn't that the current behavior of the carefree trait anyway?
- jpkarlsen9 years agoHero (Retired)
It has no other secondary effects.
The current behavior of the carefree trait is so that a Sim (vampire or other) doesn't get tense with the associated negative effects. There is a reason why it is so expensive to buy.
<U n="game_effect_modifier"> <L n="_game_effect_modifiers"> <V t="continuous_statistic_modifier"> <U n="continuous_statistic_modifier"> <T n="modifier_value">-0.0625</T> <T n="statistic">150238<!--Commodity: commodity_Motive_Visible_Vampire_Power--></T> </U> </V> <V t="autonomy_modifier" /> </L> </U> <V n="teleport_cost_multiplier" t="enabled"> <T n="enabled">1.25</T> </V>
Yeah, the daytime weakness buff has secondary effects. The main thing is that getting lvl 3 daytime weakness + guilty drinker = 4 weakness points that do absolutely nothing.
It was 3k points before the vampires expansion introduced this. And it didn't need to be nerfed then because the tense buffs in the base game were generally inconsequential otherwise.
- jpkarlsen9 years agoHero (Retired)
Yeah, the daytime weakness buff has secondary effects. The main thing is that getting lvl 3 daytime weakness + guilty drinker = 4 weakness points that do absolutely nothing.
That may be but the talk was about being tense.
Like I said, I'm perfectly fine with blocking out the tense mood. Those secondary effects, though, are what the real weakness here is, so they should be preserved in some way, shape, or form.
- jpkarlsen9 years agoHero (Retired)
Then I take it you would also like to retain the negative effects off Working hard (School/Work) since the Carefree trait also negates those.
No. What I'm talking about is the secondary effects from the tense moodlets themselves that should be preserved. (From what I've noticed, working hard only reduces the Fun motive, as well as adding a tense moodlet. Both of these effects are blocked by the carefree trait, which IMO is part of the point. So it's fine.
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