Forum Discussion
7 years ago
"simgirl1010;c-16347551" wrote:"JoAnne65;c-16347498" wrote:
By what I've seen I can't but agree with you OP."simgirl1010;c-16347467" wrote:
So what you're saying is you won't be getting it?
Please don't derail the subject of the topic?
Sorry, I apologise for that but I just feel that after 3 years it should be pretty obvious that you're not going to encounter any real danger in the Sims 4. I never considered them as traps. More like puzzles.
This does not nullify his criticism though. He, like everyone else here, is a paying customer whose feedback deserves to be heard. Check the responses and by the looks of it he's not alone.
Your argument is basically that it's never been that way and therefore never can be/will be, but the purpose of this game is to entertain the people playing it. If the people playing it want such traps, then they should absolutely have such traps. To not include a desired feature would be poor design on behalf of the team. Saying that it will always be the way it is is basically expecting the consumers to adapt to the designs of the developers, rather than expecting the developers to adapt to the desires of those who pay for the game and support it's existence financially.
On the topic itself...
The issue is that their current build seems to invest everything into skills. I assume the design is similar to the Doctor or Vet careers: if you have a high career level or a maxed skill, the correct answer is handed to you quickly. If you don't, you have to guess or do more work to get the correct answer.
The problem with this is that this means the moment you've maxed your archaeology skill, the temples have zero challenges to offer you because the correct answer is constantly handed to you.
I don't think we neccesarily need traps for the experience to be enjoyable, but I think something that traps added was it kept people on their toes and paying attention. If these temples were randomized in such a way that lightning floor traps could appear in any square within the temple, then we would be sure to scan the floor of every new temple we entered and EVERY new temple would have a risk of death. World Adventures did this and only failed to do this for players who played it enough to know the temples by heart, and even then I'd say those players probably got their $40 worth if they played it that much.
This however....? Again, the moment you have maxed archaeology skill, I don't see how these temples will be any different from playing a Get To Work career after you've hit level 10: there's no surprises or curveballs, you're just going through the motions of what's expected of you to complete a generic objective. As such, yes, I agree it's a mistake to not have traps or something like traps that can surprise us and act different with each return trip.