"simgirl1010;c-18030418" wrote:
I'm not particularly bothered by any of the moods. I use UI Cheats and click most of them away. Fine is my preferred mood. I've always thought it was a bit of a hassle to try and get sims in a particular mood to complete tasks. Trying to keep up with the amount of an emotion produced by a moodlet just seems like more work than is necessary. I do remember early on trying to make sure my sims were in the right mood before going to work or working on a task but it wasn't fun. Now I just play and have my sims complete tasks without any thought to ideal moods. Some tasks may take longer to complete, such as skilling or work performance, but they eventually get done. I also don't use any of the emotional aura objects. Except for the berries from the tree of emotion when trying to solve puzzles in the temple in Selvadorado.
"LiELF;c-18030264" wrote:
Okay, since reading and posting in this thread, I think I know what the emotion system could use. It needs both a "lock emotion" and a "cancel emotion" feature similar to the UI cheats. The emotion system just wasn't entirely well executed to begin with, was never balanced properly, and I just feel like it's constantly a push and pull issue of debate that never resolves.
Players have so many different play styles that there's never going to be agreement on how to tune the emotions. So we need something optional that allows for emotional stability and direction. Some players like me, like to have Sims in a neutral state most of the time and only have emotions pop up when something happens to cause them. Other players like to use the emotions for the buffs system to gain the benefits. And still others like to be able to control them for their storytelling purposes.
Since not everyone uses mods (or can't, in the case of console players,) I think that being able to lock (even if it's for a time limit) or at least cancel certain emotions as they play out would allow us all more freedom to play the way we want to. I don't know if it's something that's doable, but I think it would help immensely in keeping the majority happy because those who just wanted to roll with the system as is wouldn't have to utilize it.
I'm going to tag a few devs just in case someone would be willing to consider it. (Not sure who looks at the forums, but hello and happy new year to any who read this. :) ) @SimGuruNinja @SimGuruConor @SimGuruMrE @SimGuruPopcorn @SimGuruRusskii
I used to quite enjoy that gameplay approach that was there when the game was released. In order to reach some of the aspiration goals, back then, you had to maintain a certain mood for a set amount of time while completing an activity. That was really hard to do! There is a few left in such as the nerd brain maintain focus while gaming.
Probably be impossible to do now with sentiments throwing random moods at your sims from all directions! I like to play big households so cancelling em out would truly make it the ultimate game of whack-a-mole :grin:
The way I use moods now is to essentially try and maintain a sim in the appropriate mood(s) to match their individual traits and the challenge becomes one of getting them back to those moods when an external influence changes them from those 'natural' moods. By maintaining this mood, the sim is more likely to carry out autonomous actions in line with their traits, so requiring less micro-management.
I find this does reflect life quite well, to some extent, where most of the day is spent dealing with distractions (including distracting thoughts) and having to do the routine stuff like emptying the cat tray etc. and then having to use a ritual of some description (like having a cup of tea) to get back to a comfortable mood.
Locking in a mood would feel to me more akin to possession and I do try and be a hand's off god as far as possible :smiley:
I am satisfied with the mechanics of the special moods of Fine and Happy. Fine acting as the baseline and Happy creating a positive feedback loop and then boosting other positive moods.
What I think is lacking is another special mood that works like Happy but creates a positive feedback loop for negative moods. For example, Sad, Very Sad are standalone moodlets. There is no special negative booster moodlet. If this was to exist, then each thing that 'goes wrong' would compound the negative mood - Sad, Very Sad, Very Very Sad, Despair.