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6 years ago
"Monaveil;c-17435063" wrote:
I don't think that the Fun need is broken.
If a Sim comes home from work or school with Fun and Hunger low then I have them either get leftovers from the fridge or cook something fast and then I have them watch the Action channel on television.
If a Sim comes home with Fun and Social low then I have them use a microphone to tell jokes which boosts both needs at the same time.
My Sims with the Creative trait do have fun painting and they do it often when an easel is available. However, it goes up slower than watching the Action channel or using a microphone, just as the Social need goes up slower when they talk to a plant. My Sims with the Genius trait have a tiny bit of fun while playing chess but seem to have more fun painting mathematical diagrams.
The object that I keep out of everyone's inventory is the violin. Once a Sim gets Violin to level 3 or 4 they become addicted. In fact, they won't stop playing the violin even when their other needs are failing. Fun is the only motive maxed. The only thing that makes then stop is when they have to leave for work or school or, of course, when I make them stop.
I don't know. Last time I had a Creative sim painting, they were still losing fun doing it. Maybe they re-tuned it since then, because that's not how I remember it going. But, your post also demonstrated that the fun need is still very generic in its tuning in a lot of areas. On the one hand, the genericness makes caring for every sim's needs easier...but it (along with sim AI that always pushes sims toward the activity that fills a need the quickest, not the activity that fits their traits the closest) also reduces their individuality.
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