Forum Discussion
Beardedgeek72
5 years agoSeasoned Ace
"CelSims;c-17775281" wrote:"LiELF;c-17775249" wrote:
I believe the reason they are not using too many toggles is because it causes instability in the game. I'm pretty sure that's what I read from one of the devs. When you think about what toggles actually do, they change the course of the game. The more toggles you have, the more game shifts and combination of possibilities need to be considered, and the game needs to be programmed for it. When you have people trying out features and then toggling them off, the game makes that shift and it surely affects a bunch of game code. With everything else going on in a Sims game and the more heavy weight of packs, you start risking more issues and bugs as it is. Adding too many toggles most likely becomes the straw that breaks the camel's back, so to speak.
If you look at how heavy Sims 3 became in only a few years, and how many crashing, freezing and corruption issues it had, it's an example of what can go wrong when you try to do too much, too fast, with too many possibilities.
So I think they've been reserving the toggles for more major and important features, to use sparingly, which is why the main Occults come in separate packs to begin with.
Thing is though LiELF, they said it's because of instability and then go and introduce toggles for N.A.P.s, eco footprint and thundersnow. I was prepared to accept the instability argument right up to the point they made it clear through their actions that instability only counts when it comes to supernatural players, but we sure can use them for every thing else.
'Major and more important features'. Eco footprint and NAPS certainly are major features. Is it important to turn off realism in a pack for realism though? More important than allowing occult players to actually play with occults? I would argue it's more important to allow players who want a specific theme to be able to play that theme without nerfs.
To be cynical I think it's a cost / benefit situation: If it is easier to handle the instability of a toggle than to try to patch buggy behavior like NAPs going haywire or 300 Sims freezing to death then they chose a toggle. Because it brings less work than trying to get unbalanced things they have unleashed under control.