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LiELF
5 years agoSeasoned Ace
"CelSims;c-17335063" wrote:"ChampandGirlie;c-17333623" wrote:
@Amavari
Respectfully, I disagree with some things that have been said. There was bashing of non-supernatural play in this thread when people said things to the effect of suggesting that all players should be forced to play with supernatural content and should have to mod their games. (Err, I wouldn't buy that game, I'd stop financially supporting it.) I could pick out individual quotes but I won't.
If this is about my comment then I'd like to know why it's acceptable to water down an occult game pack to the point that occult players - presumably the target audience of the pack- feel they need to add mods to get anything other than a game that plays like a realism pack, but it's not ok to suggest that if anyone buys an occult pack without wanting that game play they should maybe be the ones who have to mod to remove it?
I'd prefer a toggle to never have occults spawn at all for the people that don't want them. But without one is it really unreasonable to expect an occult pack to cater to the occult players more than the people who don't want it?
Your comment about stopping financially supporting actually resonates a lot with me, I really should stop financially supporting by buying packs which are supposedly aimed at the things I enjoy yet water it down to the point its just a normal world with normal sims in it.
I'm not bashing non-supernatural play. At no point did I say packs that cater to realism shouldn't exist, or should do anything other than cater to what realistic players want. I specifically talked about occult aimed packs.
Yes!! This exactly!
I remember when Vampires came out, and the devs told us that they wanted to put a lot of focus on them but they knew that not everyone wanted to play with Occults so they specifically put them in a Game Pack all to themselves. The reasoning was that people who didn't want them weren't missing much by skipping the pack, while those of us who did really want them could go nuts with it. Of course, those who like to have separate saves and just dabble with Occult play were kind of stuck making a decision one way or the other, which is unfortunate. But the information was there that no, there wasn't a toggle. The pack was amazing and we who wanted it were blown away. It added some much-needed darkness and gloom to the game (even if we didn't have Fear emotions :s ) and the pack was, I think, the first one since Sims 4's release that was very well received on the forums. And then the realistic players bought it for the furniture and started complaining that they were triggered by Vampire break-ins. I remember they were going to nerf the break-ins at one time and we rallied against it so they didn't, but since then it seems that they did it anyway so that Vampires still come to the door but they don't come in. RIP Vampire autonomous bites. :'(
While toggles seem like the obvious answer, we were told that toggles can lead to mechanical issues in the long run so that's why they try not to use them. I guess it was a lesson they learned from Sims 3 and was one of the design choices that caused problems. But another solution is to have an in-game "trigger", like Sims 2 had. I love this because it's all done immersively and through your Sim. Like, if the player could choose to have their Sim come across Vampire Lore on the computer or in the bookshelves, and find out that they exist, that could trigger them in action. But if a player never selected to have their Sim learn about them, they never show up. I personally prefer this kind of approach because it stays within the gameplay and stories.
But what's done is done and choices were made. The point is that if you got the pack, you were going to get Vampire break-ins. Many Occult players loved this feature and our gameplay was changed because non-Occult players couldn't find a way to live without a few pieces of furniture, bought the pack, complained, and ruined it for us. That is completely unfair.
I think the developers need to stop trying to please everyone by meeting halfway all the time. This is exactly what makes people cry out that everything is "half-baked". If you're going to do Occults, run with it and go all out. If you're going to do family play, go deep. If you're going to put in kegs and parties, go wild. If you're going to have activities, go detailed and include groups. This is part of the formula that made past games so enjoyable. They were unapologetically exaggerated and dramatic and the turnout could always be either good or bad. This made the gameplay exciting.
I mean, why split content into specialized packs in the first place if not to delve deep and go all the way with it? In the end, I think the devs should stay true to the content. Stay on target, rebel leaders!
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