Forum Discussion
LiELF
7 years agoSeasoned Veteran
When comparing Vampires to Aliens, I think the solution should remain different for each. In the case of Vampires, the default behavior should go to the break-ins and autonomous biting because the entire focus of the pack is the vampires themselves. That was the point of offering them completely separate from an expansion. For many people, one of the deciding factors in purchasing the pack was that vampires had appropriate autonomous behavior resembling that of the monsters of lore. That should never be taken away. But it would certainly make sense for a "vampire ward" lot trait to be added to the game, or a buff to some garlic items for the purpose of prevention, or some equal, subtle, optional way to keep vampires from a lot.
Aliens however, are trickier because they came included in an entire Expansion Pack. Therefore, the devs have to be careful to balance the frequency of abductions and impregnation chances in a way that keeps both types of players, for the most part, satisfied. In this case, it would make more sense to have a new object that greatly increases the chances, or a lot trait that encourages abductions. But the recent re-tuning that was done seems to have brought back the abductions for us without going over the top, so I think it sits in a good place.
This is why I'm mainly in favor of supernaturals being created separately in Game Packs. Not only for the depth that they offer, but also so that the developers can go wild with them without having to worry about it being too invasive with "realistic" players. Of course, for those who stand in the middle, or who vary their saves, this can get complicated, so again, I feel that prevention should be an addon and included in a focused pack.
Aliens however, are trickier because they came included in an entire Expansion Pack. Therefore, the devs have to be careful to balance the frequency of abductions and impregnation chances in a way that keeps both types of players, for the most part, satisfied. In this case, it would make more sense to have a new object that greatly increases the chances, or a lot trait that encourages abductions. But the recent re-tuning that was done seems to have brought back the abductions for us without going over the top, so I think it sits in a good place.
This is why I'm mainly in favor of supernaturals being created separately in Game Packs. Not only for the depth that they offer, but also so that the developers can go wild with them without having to worry about it being too invasive with "realistic" players. Of course, for those who stand in the middle, or who vary their saves, this can get complicated, so again, I feel that prevention should be an addon and included in a focused pack.
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