Forum Discussion
Perthelia
7 years agoSeasoned Ace
I've never had one; but I may have a mod interfering with it that I'm not aware of (I do have MCCC but emotional deaths are enabled). I like having them, but obviously have never had my game messed up by having one, heh. I once kept a sim in the hysterical state for 24 straight hours and she never died so I really don't know what's up there.
What I HAVE experienced that other people don't seem to have a problem with is that every time I take Sims to a pool, Sims die. I avoid the baths in Windenburg for that reason (I lost 2 inmates and an npc on an Asylum challenge outing one time).
I like that they've added more deaths over time and that some of them need some quick action to avoid, but I honestly kind of wish there wasn't so much opportunity to escape them. I appreciate that they want to give the player some control in that area and that it must be a fine line to walk, but personally, knowing that a Sim has rabid rodent fever or is poisoned and I have a huge length of time to cure them (just to pick a couple of examples) makes it feel more like I'm deliberately killing them, if I choose not to cure them, than if I had, er, deliberately killed them. Also, Sims won't go back to the cowplant autonomously if they're already drained; you have to direct them. They (usually) won't try to repair electronics if they're already zapped; you have to direct them. There's no real sense of danger. The closest I get to it is that I usually don't interfere at all if a Sim catches on fire. And of course, I can take them to the pool. :D
So I honestly wish I could figure out what's preventing emotional deaths in my game because I like to be taken by surprise once in a while. I miss meteors.
tl;dr Yes.
What I HAVE experienced that other people don't seem to have a problem with is that every time I take Sims to a pool, Sims die. I avoid the baths in Windenburg for that reason (I lost 2 inmates and an npc on an Asylum challenge outing one time).
I like that they've added more deaths over time and that some of them need some quick action to avoid, but I honestly kind of wish there wasn't so much opportunity to escape them. I appreciate that they want to give the player some control in that area and that it must be a fine line to walk, but personally, knowing that a Sim has rabid rodent fever or is poisoned and I have a huge length of time to cure them (just to pick a couple of examples) makes it feel more like I'm deliberately killing them, if I choose not to cure them, than if I had, er, deliberately killed them. Also, Sims won't go back to the cowplant autonomously if they're already drained; you have to direct them. They (usually) won't try to repair electronics if they're already zapped; you have to direct them. There's no real sense of danger. The closest I get to it is that I usually don't interfere at all if a Sim catches on fire. And of course, I can take them to the pool. :D
So I honestly wish I could figure out what's preventing emotional deaths in my game because I like to be taken by surprise once in a while. I miss meteors.
tl;dr Yes.
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