Forum Discussion
7 years ago
"muzickmage;c-16161388" wrote:"drake_mccarty;c-16161374" wrote:"muzickmage;c-16161329" wrote:
I never did understand the need to have the time clock tick by a 1min/sec. With all the different activites in the game for our sims to adopt and experience, having the time clock tick by at that speed makes it difficult to actually enjoy the opportunities the game offers. Just getting your sims ready to start an opportunity (such as a family camping trip) can take the fun right out of the entire outing. (just saying).
I understand some simmers like the time clock the way it is, and fair enough. But it would be nice if EA took into account the time it takes just for queve activities to even begin, let alone complete.
It’s not an issue with the time clock. The clock in Sims 4 moves slower than Sims 3, which moves slower than Sims 2. The issue is due to the length of time each interaction takes to complete, and it’s made worse by multitasking which essentially pauses one action while another one is taking place.
To address the issue they would have to modify the length of different actions, especially when multitasking is taking place.
I think an argument can be made for both sides of the coin.
If instead of having the time clock tick by at 1min/sec... have it be 1min/2 sec.... that would give us double the time for the animatins to play through. So animations that take (currently) 1 hour to complete (such as eating a bowl of cereal) would take instead just 30 minutes.
The animations could stay the same.... and still take the same length of time to complete. But be measured differently by the time clock running in the background of those animations.
Changing the animations so they don't take up as much time, will be helpful (as you suggest), but will cost us some animations for our gameplay. Some play the game for the animations (I do too to some degree).
I'm just not sure if the time clock is independant of those animations. Is it running in the background (as I assume)? Or is it coded into each of the animations themselves?
Reducing the interactions length wouldn’t impact the animations. Each time a sim eats, or moves the silverware from the plate to their mouth the action progresses(you can see this on the action cue indicated by the green bar), and it does so by a specific amount per ‘run’. Increasing the decay rate per run would shorten the overall interactions duration. Once multitasking is initiated the ‘runs’ become less frequent (because other actions are being done in place of just eating) which then makes the action take even longer to complete.
All animations would be completely unchanged. Now because the action wouldn’t take as long you may not see as many different animations, but I don’t think that’s really a bad thing. I would (personally) rather see variety in the animations, than seeing all of them in one go (sometimes more than once) because the interaction takes so long to finish.
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