6 years ago
Bring back Whims!!!
Seriously, why in the world were they abandoned instead of getting fixed? I'm a goal-oriented player and LOVED having some kind of direction about what my Sims wanted to do. Now I feel that there's...
"fruitsbasket101;c-17262391" wrote:"Felicity;c-17262364" wrote:"Pamtastic72;c-17262228" wrote:"comicsforlife;c-17261671" wrote:"Pamtastic72;c-17261661" wrote:
I thought we still had them...they’re just on a toggle in game settings where you can turn them off or on.
the issue is there not adding new ones @Pamtastic72
They’ve often indicated they can see what features we use in game, like they stopped adding secret lots because they had some kind of data that showed few players visited them. Perhaps it’s the same with whims. They may have data that shows that few players interact with them, especially since being able to toggle them off, and so they haven’t bothered to add new ones. I turned mine off a long time ago and hav never given them a second thought because I found them boring and repetitive and the constant cycling of them was intrusive.
Problem with the secret lots is there is nothing to do in them -- had they made them interesting places to go, they'd be used more. Same with whims. If they were relevant and interesting, they'd be used. Sims 2 had incredible depth, with wants, fears, etc. Sims 3 had a lot of depth as well, with whims being based on personality and current interests. Sim on a reading jag? They'll get wishes to read more. They stop reading for awhile and move onto painting? They'll roll fewer book-related wishes and more painting-related ones. Sims 4? They are just not interesting at all, and are quite repetitive.
I was going to comment something like this. I totally agree. The problem with the way they get their game data is that it doesn't show why people aren't using things just that they aren't. They seem to think that people not playing much with something means we don't want it. So instead of improving on something they take it out which, to me, is just a lazy way of thinking. Find out why your players don't use certain items. They may find that with slight improvements these things would get used more often.
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