Forum Discussion
5 years ago
Welcome to the forums Conor!
https://media.giphy.com/media/l46Cpz0A0dB1jMxG0/giphy.gif
Q1: I'm pleased there will be cross-pack functionality. I'd like to be able to sell crafted items via the retail system and using the sales tables from City Living and Jungle Adventures. A GT knitting club is a must!
Q2: I know how to knit and crochet and I wouldn't care about crocheted-looking items falling under 'knitting'. There are better things to be mad about. Like ostriches... they know why. *narrows eyes at ostriches*
Q3: I'd be fine with it being a normal desk. I don't think it needs extra development time that could be used on other things. I'd like to be able to sit and knit anywhere really. Knitting on the beach? Goooood. Knitting in the club? Gooooood.
Q4: It depends on the size/complexity of the project, so I think the game should reflect that. I would say more complex-looking, higher-value items should take longer to craft. Can Sims stop/start a project? Or do they have to start from scratch if they drop the interaction? If they can stop and start, a large project should take a considerable amount of time, maybe around 6 Sim hours? But small items, like some of the toys and planters, could take 1-2 Sim hours. I don't think it needs to be unnecessarily realistically long, as that could get boring. I do think expencive items should take long enough to not feel 'cheaty' though.
Q5: Yes. But sitting is definitely preferred. An option to stand and knit on purpose might be useful for some random scenarios actually. Like, if in the gameplay you've taken the kids to an open world area to play... you don't want the parent to route half-way across the map to find a bench so they can knit, you want them to stand close to the children. So maybe a click on the floor 'knit here' option would be useful?
Q6: My daughter's friends have been learning 'finger knitting' which is very cute and a great way for kids to start to learn. I don't think it should be restricted to grandparents, or even level 10 skill. I personally feel like anyone with a higher skill should teach to that level. So perhaps school-friends could teach one another, as my daughter's friend taught her.
Q7: I leave this one to the Esty-ers.
Q8: Visual discomfort (itching). Odd looks from other Sims in the area. Random comments from other Sims, this should ideally be dependent on the traits of the Sim, mean Sims would make a nasty derogatory joke, good Sims might give an awkward compliment. It would be funny if some Sims randomly LIKED the item though, 'Oooh, where did you buy that? It's so retro!'
Q9: 'Purl of wisdom', 'Spin me a yarn', 'We're part of a tight knit group', 'Pull over! No it's a sweater but thanks for noticing.'
Q10: Nooooooooooo!!!! Otherwise every Sim and his dog will be master knitters within a few hours. It would lessen the gameplay value, I think.
Ok. I'm outta here! Catch me in another THREAD. :p
https://media.giphy.com/media/l46Cpz0A0dB1jMxG0/giphy.gif
Q1: I'm pleased there will be cross-pack functionality. I'd like to be able to sell crafted items via the retail system and using the sales tables from City Living and Jungle Adventures. A GT knitting club is a must!
Q2: I know how to knit and crochet and I wouldn't care about crocheted-looking items falling under 'knitting'. There are better things to be mad about. Like ostriches... they know why. *narrows eyes at ostriches*
Q3: I'd be fine with it being a normal desk. I don't think it needs extra development time that could be used on other things. I'd like to be able to sit and knit anywhere really. Knitting on the beach? Goooood. Knitting in the club? Gooooood.
Q4: It depends on the size/complexity of the project, so I think the game should reflect that. I would say more complex-looking, higher-value items should take longer to craft. Can Sims stop/start a project? Or do they have to start from scratch if they drop the interaction? If they can stop and start, a large project should take a considerable amount of time, maybe around 6 Sim hours? But small items, like some of the toys and planters, could take 1-2 Sim hours. I don't think it needs to be unnecessarily realistically long, as that could get boring. I do think expencive items should take long enough to not feel 'cheaty' though.
Q5: Yes. But sitting is definitely preferred. An option to stand and knit on purpose might be useful for some random scenarios actually. Like, if in the gameplay you've taken the kids to an open world area to play... you don't want the parent to route half-way across the map to find a bench so they can knit, you want them to stand close to the children. So maybe a click on the floor 'knit here' option would be useful?
Q6: My daughter's friends have been learning 'finger knitting' which is very cute and a great way for kids to start to learn. I don't think it should be restricted to grandparents, or even level 10 skill. I personally feel like anyone with a higher skill should teach to that level. So perhaps school-friends could teach one another, as my daughter's friend taught her.
Q7: I leave this one to the Esty-ers.
Q8: Visual discomfort (itching). Odd looks from other Sims in the area. Random comments from other Sims, this should ideally be dependent on the traits of the Sim, mean Sims would make a nasty derogatory joke, good Sims might give an awkward compliment. It would be funny if some Sims randomly LIKED the item though, 'Oooh, where did you buy that? It's so retro!'
Q9: 'Purl of wisdom', 'Spin me a yarn', 'We're part of a tight knit group', 'Pull over! No it's a sweater but thanks for noticing.'
Q10: Nooooooooooo!!!! Otherwise every Sim and his dog will be master knitters within a few hours. It would lessen the gameplay value, I think.
Ok. I'm outta here! Catch me in another THREAD. :p
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