Forum Discussion
Cynna1065
8 years agoSeasoned Ace
I loved the chance cards in the other games, especially TS2. TS4's chance cards are more repetitive than ever. Also, the results are so clearly lacking in effort. Is a small increase or decrease in job performance the best that they could do? If it is, that's evidence of a really sad state of affairs with TS4. Because the game that is fifteen years older was able to do it so much better.
Since TS4 is supposed to be a live service, I would like to see them regularly introduce new chance cards in order to keep the game fresh. Furthermore, I would love it if the chance cards were more closely related to forming and further solidifying our Sim's personalities -- good, bad, neutral, selfish, compassionate, romantic, commitment phobic, driven by the pursuit of happiness, driven by the pursuit of money, etc. However, a Sim answers, the punishment or reward should have lasting effects to those ends.
Perhaps, answering in a particular way would add a hidden trait to a Sim that makes them respond to situations differently than the average Sim. For me, that would go a long way towards making Sims more individual and believable. It would also encourage some role-playing on the part of the player in that, answering according to the Sims' given personality, rather than or own, would ultimately prove more rewarding.
I wish that I had seen this post before I made mine. This is exactly the type of thing that I'm talking about.
With today's computational power, these kinds of checks and direct connections to existing traits are more than possible. In addition, answering in a manner that is not in keeping with the Sim's existing personality could result in a positive/negative personality change due to the Sim's "life choices". I would like to see rewards and punishments that are much more significant than what we have had so far.
Since TS4 is supposed to be a live service, I would like to see them regularly introduce new chance cards in order to keep the game fresh. Furthermore, I would love it if the chance cards were more closely related to forming and further solidifying our Sim's personalities -- good, bad, neutral, selfish, compassionate, romantic, commitment phobic, driven by the pursuit of happiness, driven by the pursuit of money, etc. However, a Sim answers, the punishment or reward should have lasting effects to those ends.
Perhaps, answering in a particular way would add a hidden trait to a Sim that makes them respond to situations differently than the average Sim. For me, that would go a long way towards making Sims more individual and believable. It would also encourage some role-playing on the part of the player in that, answering according to the Sims' given personality, rather than or own, would ultimately prove more rewarding.
"OEII1001;c-16258208" wrote:"Sonata13Singer;c-16257598" 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.
I think there should be more variety in the chance cards and an ignore button. They seem repetitive right now.
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.
I wish that I had seen this post before I made mine. This is exactly the type of thing that I'm talking about.
With today's computational power, these kinds of checks and direct connections to existing traits are more than possible. In addition, answering in a manner that is not in keeping with the Sim's existing personality could result in a positive/negative personality change due to the Sim's "life choices". I would like to see rewards and punishments that are much more significant than what we have had so far.
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