Forum Discussion
7 years ago
"OEII1001;c-16258208" wrote:
I agree with this. I would like more of them, but I would also like the consequences to be more severe. I don't feel like my sims are currently punished enough for bad decisions.
EDIT: I should also add that I would love to see attribute-specific cards that would operate like skill checks. It might works like this.
Scenario: A child has set off a firecracker in the boy's restroom at school. The principal calls several suspect boys to the office, little Johnny among them.
With the following scores the options are available:
With responsibility 50 or higher -- Johnny points out the individual responsible. +1 level grade performance -40 friendship with a random child.
With responsibility score between 49 and -10 -- Johnny stays silent and is punished. Johnny arrives home at 4:00 for the next three school days.
With responsibility or emotional control score -11 or lower -- The other boys point out that Johnny is responsible for the incident. He is expelled from school. -3 levels grade performance, -40 friendship with 3 random children.
With a responsibility score of 50 or higher all three options are available. With a score between 40 and -10 the bottom two options are available and with -11 or lower Johnny is the culprit and will face the consequences. If his emotional control score is -11 or lower it automatically removes the ability to select options 1 and 2 regardless of the responsibility score.
This, so much! I've always thought that it would be cool if a Sim's skill level played into the outcome of certain cards. For example, one time I had a Sim get a card early on in the entertainer career where I think they're at some kind of animal-related charity event. I had the option to wing it or mine the internet for animal jokes. I had her wing it, and she got a performance loss because her comedy supposedly "needed improvement." The only problem with that is that she already HAD a high comedy skill, so it makes NO sense for that to have failed. Heck, I could even see that option working out if the Sim has high charisma.
And another example. Early on in the athletic career, there's a card where one of the players is bullying your Sim. You have the option to tell him to stop or ignore him. Two things can happen with the first option. Either the bully will apologize or continue to antagonize your Sim. I've never seen anything but a negative outcome for the second option. Basically the bully just keeps bothering your Sim. Both potential "failures" result in your Sim getting an angry moodlet.
To me, it would make sense if a Sim with higher charisma had a better chance of telling the bully to stop and getting him to apologize. As for the other option, I think it would be nice if there was a potential positive outcome as well as a negative. Like, what if the coach notices the bullying, makes him stop, apologizes on his behalf, and gives your Sim a little simoleon bonus for the day?
"ChampandGirlie;c-16256016" wrote:
I agree that they end up being repetitive and sometimes all of the options are negative. This isn't something that bothers me a lot but I agree that they could be revamped or added to. I'm sure I'd use an ignore option sometimes.
In a similar light, the volunteering tends to have results that are far more negative than positive. As was mentioned with the chance cards, it tends to punish "being good". It's not a major complaint but it does put me off of sending sims volunteering when they are likely to get "punished" for it. I guess I'd be for adding some more positive outcomes as possibilities.
I don't mind some negative stuff in the game at all, it's just that having mostly negative outcomes for volunteering doesn't make a lot of sense to me. I'm not complaining about having random events or more disasters; I'd also be ok with more random deaths. I am not saying everything needs to be sunshine all the time. In my game, it definitely isn't. I just think that punishing sims a lot for doing things like volunteering or going to the vet (extremely silly treats and the now fixed preventive shot are examples) doesn't make a lot of sense.
Oh my gosh, really? Wow. That's sending out kind of a bad message, don't you think? Mostly negative outcomes for trying to help out? Come on, seriously?!
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