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Luckylunayre's avatar
Luckylunayre
Seasoned Ace
5 years ago

How can we fix the emotion system?

We see it all the time, complaints about the emotion system, and rightfully so. Emotions as they stand are a mess. A great idea with not so great implementation. But how can we fix them? Saying "emotions are bad" over and over again will do nothing.

I started having some ideas on how to fix them and figured I'd just make a thread for others to share their ideas. This thread is for constructive criticism. If you have an issue with something, offer points on how to improve it. Stating "Blank stinks" and offering no feedback helps nothing.

Let's start with the basis. Positive emotions currently drown out negative emotions and this is due to a couple reasons.


  • Having a nicely decorated lot will give your sims positive moodlets by default
  • Positive moodlets stack off of each other. Happy moodlets always boost any other positive moodlets.
  • Positive moodlets tend to be a lot stronger than negative ones.


So how can we improve this aspect?


  • Remove the happy moodlet for nicely decorated lots, or severely nerf it. Have the moodlet appear only when new things are bought that have high environment scores. I may be really happy about a new TV I bought, but eventually that happiness will fade and become mundane for me.
  • Allow negative moodlets to stack. There is a mod by Zerbu that makes uncomfortable moodlets boost negative emotions, just as happy boosts positive. So if your sim is hungry and has an uncomfortable moodlet, that moodlet will boost negative emotions like anger, sadness, etc.
  • Increase the strength of negative moodlets in general. Humans naturally feel negative emotions stronger than positive ones.


This will balance out the positive vs negative emotions a bit and prevent them from always being drowned out with positive moodlets, but there's still more we can do. Something that the emotions system fails to take into consideration is that in real life, new experiences typically outweigh old ones. Let me give an example so I can make myself clear.

You've been working hard at work lately, and your boss finally recognizes you and you earn that promotion you've always wanted. You're happy, until you come home to your wife and find her in the arms of another man. Despite being happy about the promotion, this new experience quickly sours your mood.

A good example of this being done poorly can be found all over in the Snowy Escape Live stream. When Graham's sims are hiking up the mountain, they are happy because they are with family and having a fun journey, which makes sense. But upon being attacked by bats, Grahams sims are still happy and raring to go because the positive outweigh the negative. Same with the sim in the hot spring who's relaxing happily, until he sees his enemy and gains a small angry buff, and continues to relax.

It gives off the impressions that sims do not react to new scenarios because they are too busy being occupied with getting a massage 4 hours ago, or smelling some candles etc.

So how can we fix this?

In my opinion, we should change how the moodlets work. As it stands right now, you may get a +5 positive moodlet that lasts 5 hours for getting engaged. (Just an example.) After the 5 hours the moodlet completely fades. Perhaps having it gradually fade over the course of 5 hours would help balance it a bit. So after the first hour, the +5 becomes a +4, the second hour it goes down to +3.

Basically, new moodlets start off strong so they can have priority, but fade over time leaving room for new ones to take their place.


Emotions also need to better affect Autonomy, with traits being kept in mind. (Traits also need an overhaul, but that's a thread someone else can make.) A hotheaded sim and a friendly should not react to their emotions the same way. A hot headed sim while angry may autonomously start fights, insults etc, but a friendly sim may process anger differently and only result to minor insults or cursing under their breath.

That's all the ideas I can think of for now, let me know what you think of mine, and any ideas you can think of!

14 Replies

  • I don't care much for the emotions, they need to fix traits. As it is, traits mean nothing. Instead of doing more than in Sims 3, they do less and we get a lot less of them.

    In relation to emotions, traits should determine how they experience these emotions and influence their actions in that state.
    If angry a mean Sim could feel better after winning a fight. A neat sim could go rage clean the house to feel better. A geek could unwind by playing violent video games. A jealous sim could feel better after seeing someone they hate suffer.
    If energized a lazy sim could act like a normal sim, normally they should not.
    When flirty, traits should determine how sims flirt. Not all traits, but some should affect it. Active sims would want to exercise together and might want to use their athletic skill to show off. A genius sim could want to impress with their intellect.

    I guess that sims react to all emotions the same might be at the core of why all sims seem to be the exact same person in sims 4.

  • It’s a difficult subjects because so much is drawn from this part of the game element. I hope we get a “fix” before the game ends. And I’m hoping the new lifestyle that comes with new pack helps in some way. These are a few of my suggestions... drawn on from past games/mods etc.

    Personally I find the quick flick between emotions can be rather erratic, working through the time (hours/days etc) would help the emotions become more stable.

    Finding a emotion that’s generic for a particular sim (depending on traits) instead of the generic happy trait... why are sims always happy? My gloomy sim should be more gloomy then happy. An erratic sim should have unstable emotions this is where an overhaul needs to begin.

    And those emotions should also hold a memory (not every single one) the important times in a sims life should sometimes affect a sims emotions. A death for instance shouldn’t effect all sims for 2 days but a sims that has a great relationship with the sims should have a stronger emotion then another sim, reflecting on that moment one day should effect the emotions of that sim when remembering them. Same can be said for birth, birthdays, affairs etc.

    And finally, we need some sort of attraction system, better then sims 3. So our sims can make their own choices (or with player influence) on what they like an dislike, and by attraction I don’t just mean relationships, for it to also include elements of favourite things enjoyments. With this the sims can draw on certain emotions if they are having a date with a sim they think is attractive or eating a meal they love or wearing their favourite colour.

    There is so many great mods that try to make this system better. I wish the sims team would give them a go and take influence from them.

    I hope the new system that’s coming will help. I know game changers have reviewed the pack and given thoughts but until we each give it a go ourselves it’s hard to really know what they have done to make this system better.
  • You know what the real proplem is with emotions? They don't balance each other out. It doesn't make a difference if your Sim has +3 happy/+2 uncomfortable or +3 happy/+1 uncomfortable moodlets. Unlike in TS3, where gaining a -30 moodlet on top of +50 does lower their mood.
  • @Zeldaboy180

    Thanks for starting this thread, I agree the emotions really need to get fixed, and all your suggestions are really great ideas.

    I don’t like that you can get rid of all negative moodlets with repetitive actions, for example: an sim that experienced a divorce can chose the action cry in bed multiple times in a row to lower the time limit of the moodlet. You can then completely get rid of the moodlet even if the break up just did ocur a couple of hours ago… that makes no sense.

    Some experiences need to give your sim a Fundamental moodlet (=moodlet that will stay for a couple of days and that you can’t remove) that have a bigger negative impact on your sim (=can’t get drowned out just by eating a perfectly cooked meal).

    Example: A sim goes through a break up and get the negative Fundamental moodlet Divorced (-20 sad) that will stay for 3 days. You can try to drown out the negative effect by letting your sim gain positive moodlets, but your sim will always go back to the sad emotion when these disappears (from the Fundamental moodlet).

    Here are some other suggestions that hopefully can improve the emotion system:

    MEMORY SYSTEM
    Sims are now going to save and remember their memories and will at random get a moodlet with the memory
    (eg. ”Simsis was born”) that have the same moodlet as back then (e.g. “+1 happy”). This moodlet will give them the interaction to "share memory" with other sims that are included in the memory (e.g. parents can share a memory of a child birth). This will make the other sim remember = trigger their memory moodlet.
    https://thumbs.modthesims2.com/img/8/0/7/1/7/6/9/MTS_DiLight-1487502-6YVMaeidbFI.jpg
    Similar to sims 2 memory system with symbols. Memories are highlighted with 1 of 5 different colours depending how the memory effected the sim at the given moment:
    *Green X = Positive memory (positive sentiments / events)
    *Red X = Negative memory (negative sentiments / events)
    *Yellow X = Redefined memory (earlier positive memory that has changed temporarily after gaining a negative sentiment)
    *Orange with a “!”-symbol!X = a Struggle Lifelong sentiment it will make the memory to become Redefined until the negative sentiment is removed.

    MEANINGFULNESS SYSTEM + FUNDAMENTAL MOODLETS
    Sims will have a Meaningfulness system that will cause different moodlets and Fundamental moodlets (e.g. Low Meaningfulness bar = risk of getting the Depressed Fundamental moodlet. Complete negative & positive whims (want & fears) and gain / lose Satisfaction points + Meaningfullness points + Self-esteem points
    https://ic.pics.livejournal.com/forestpixie/703450/95949/95949_original.jpg
    1. Prosperous (occasionally gets a moodlet that increase positive emotions +2, constant and slow increase in Self-esteem points, different positive moodlets)
    2. Satisfied (occasionally gets a moodlet that increase positive emotions +1)
    3. Ok (occasionally gets a moodlet that increase neutral emotions)
    4. Down (occasionally gets a moodlet that increase negative emotions -1)
    5. Depressed (occasionally gets a moodlet that increase negative emotions -2, risk of getting mental break-downs, Risk of getting the negative Fundamental moodlet Depressed = lower the effect of all positive moodlets, constant and slow decrease in self-confidence, reduces energy bar faster, getting exhausted from work out faster, lower learning abilities and shorter times with focus).

    IMPROVED WHIMS SYSTEM
    https://forums.thesims.com/en_US/discussion/comment/17819361#Comment_17819361

    #FixThePersonalities
    https://forums.thesims.com/en_US/discussion/comment/17817550#Comment_17817550



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