Forum Discussion
7 years ago
Honestly, I wish there was more variety in these chance cards and that they had some influence on your sims and/or their development outside of work or school performance. For instance, I have some Teen sims working the fast food part-time job right now, but it seems like there is only one chance card per job level. If they're un-skipable, I would at least like to see five or six per career level (ideally, ten) so that playing multiple sims in the same career can be a little more interesting (because, you know, sometimes you have more than one sim in the same career for story reasons...just saying).
As for having chance cards effect things aside from work and school performance, maybe have some that have a chance of advancing a skill's current level by a few percentage points, or unlock new reward traits with strong emotional influences (purchasable for 0 satisfaction points in the rewards shop for that sim once they've been unlocked, so they're still 100% optional), or lead to them actually making a new friend or enemy instead of it saying that they made a friend without adding a new relationship to their relationships panel, or lead to them coming home with a special item (like a rare collectable or a unique piece of decor) in their inventory, or cause them to regain some Energy or Fun or Social without you having to alter their work mode (or lose some). Little things like that could really make chance cards more exciting and interesting for players, instead of them being just one step above pop-up adds.
As for having chance cards effect things aside from work and school performance, maybe have some that have a chance of advancing a skill's current level by a few percentage points, or unlock new reward traits with strong emotional influences (purchasable for 0 satisfaction points in the rewards shop for that sim once they've been unlocked, so they're still 100% optional), or lead to them actually making a new friend or enemy instead of it saying that they made a friend without adding a new relationship to their relationships panel, or lead to them coming home with a special item (like a rare collectable or a unique piece of decor) in their inventory, or cause them to regain some Energy or Fun or Social without you having to alter their work mode (or lose some). Little things like that could really make chance cards more exciting and interesting for players, instead of them being just one step above pop-up adds.
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