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Simmerville's avatar
Simmerville
Seasoned Ace
11 months ago

Chemestry

Not sure if his is restricted to the GrT pack, but I assume it might have been packed to base game, too.

How do you guys use the chemistry system in your game?

I do appreciate the symbols in the relations panel, indicating when someone is good or bad chemistry. It's cool when choosing among several relatives or friends, being who to bring to a disco, or who to benefit in your testament ;) I have one problem with these icons or with how EA solved this system. The icons are either bad or good, but when pointing at the portrait the good icn might be a just good or amazing match. I constantly lose the good/amazing variants because it gets way to tedious to point one by one to check. Not sure if EA thought it would be "fun" looking for "amazing" text to pop up, but this is a sandbox sim game, not a text popup hunt game. I so wish the "amazing" icon would be slightly different! In my case it would double the value of the chemistry system. A simple green or golden dot would do...

Maybe I missed a difference that is already there? If so, pls someone enlighten me ;)
  • Indeed, there are no difference between good compatibility and amazing compatibility and no difference between bad compatibility and awful compatibility. In addition, puzzle pieces always being in the same color does sometime make me think if the compatibility is good or bad when quickly looking over.

    It is restricted to Growing Together, as it is heavily tied to Sim Characteristic likes and dislikes, which is tied to the pack. Without it, compatibility between neat and slob sim won't be affected at all. Can't help but bring attention to the post where I looked into it.
    However, Sim Characteristics also takes into account cross-pack traits (except Horse Ranch).

    What I do in my game is choose around 10 Sim Characteristic likes and dislikes for my sims (usually 5 likes and 5 dislikes). This however causes the effect where so many compatibilities are in the extreme (amazing or awful), and as I have a lot of pre-made sims, it will be amplified even further as the final score is the sum of both sim's scores to each other. So yeah, no differing compatibilities like it was with The Sims 2's chemistry system. NPC sims usually randomly get 1 Sim Characteristic preference, which may be either a like or a dislike.
  • I like the system in general! I can't be bothered to keep track of good vs. amazing, dunno if it would matter to me, but I do pay attention to compatibility when deciding who my sims will try to befriend or become romantic with.

    It's kinda fun that they can tell compatibility right away, even before learning the traits etc that the compatibility is based on.
    Like the way we get a feeling about someone in real life and are more interested in getting to know them, or more interested in getting away from them quickly :)
  • I usually check for compatibilities and try to match sims with good or amazing compatibilities. If some sims don't seem to get any matches at all it's usually because they have a game-given dislike so I get rid of these routinely so they can have better matches. Do keep the likes though.
  • Thanks for input. I totally forgot that here are bad and awful too, not only on the positive side. I agree that puzzle pieces could be colored, it would be easier on the eye than to check those small extra visuals when a connection is positive. Maybe just the extreme versions could be colored someway, as hey are more unique.

    In my game a sim will typically have just 7 preferences, 50/50 between likes/dislikes. Most sims will have just a few puzzle icons in their panel, but again, I'd prefer a visual difference to see the extremes, because they might be the most interesting.

    I let my sims pick likes/dislike on their birthdays. Child birthday will pick color + 1 liked activity. Teen picks 1 Activity, 1 Sim category, 1 Conservation. Young Adult picks 1 Activity, 1 Sim category, 1 Conservation. There must be a balance between likes/dislikes in each group, meaning if a Teen pick a Liked conversation style, that sim must pick a disliked Conversation style on their YA birthday. There's room for a few exceptions to these rules, though ;)

    If a sim has good chemistry with a teen, it might change when that teen reach YA and picks 3 more likes/dislikes. I like this, because also in real life chemistry might fade over time, or you disc over new good connection that you ignored in the past. Relations are not meant to be static... ;)
  • I would say that I like it how it currently is. As a player, I can opt to pay attention to the system or not depending on how I want to play things out. I usually do utilize this system and I tend to just look for a minimum of good compatibility. I've noticed that it can actually change as a relationship progresses and by the time they marry, most of them end up with amazing chemistry with a spouse. Awesome.

    I don't mind referring to the relationship panel. I play with a lot of sims so I end up checking that regularly. With rotational play, I'm still adding or adjusting likes or dislikes for a lot of characters but any time I play a new household or one that I haven't played since way before the update, I go into that panel and edit or add some likes and dislikes. Sometimes if I know who I want to match them with, I deliberately make two sims compatible. I have played a couple with bad chemistry who keep dating each other and it was pretty funny. They met on a trip and while they are so different, they keep getting together and now they live together. It's different than the usual smooth sailing.

    Since they expanded the amount of likes or dislikes, I honestly add nearly 50 per sim so they are all very different but I leave some blank to allow for gameplay. At other times, I honestly just start playing and let them add likes or dislikes as they go along.

    Good chemistry and up is fine for most relationships but I will probably have some that are different as well. One thing I will say I noticed is that when I add music, if they do not like the same music then I really notice that they don't enjoy dancing together. One is happy and the other is miserable. I would say that I try to give them at least one shared genre of music now that they both like. Also, I usually make sure to include some dislikes along with likes for most sims so that they are a bit more complicated. If they don't like the music then they don't have a good time at restaurants and bars that play it so they want to go to different places from other sims. It's more varied than before.
  • Oh that is cool @ChampandGirlie . Never thought about using likes/dislikes to affect preferences of venues.
  • "mightysprite;c-18346171" wrote:
    Oh that is cool @ChampandGirlie . Never thought about using likes/dislikes to affect preferences of venues.


    Thanks! I noticed it after I added different likes and dislikes to different members of a family. I sent them out to eat at a dinner and I think the child daughter had a dislike of retro or blues music that was playing on the speakers at the diner. She was miserable the whole time and her fun bar went into the red to the point where I needed to send her home. Her moodlets kept getting worse through the meal until she left and then she needed to do something fun at home. She would not be happy to go back to that diner.

    If you make a sim who hates electronica or DJ music, they aren't going to enjoy being at the nightclubs that usually play that music. A sim that hates New Age music isn't going to like a yoga retreat or spa that plays that on the speakers.