7 years ago
Vampire Nerf Decline, and Aliens?
After much debate and discussion on how vampire break-ins are important and the stress how it's vital to have OPTIONS for managing supernatural occurrence probability, @SimGuruNinja decided to return the percentage value of the random chance for vampires break-ins to be back to its normal scale. Though they weren't actually nerfed, to begin with, so the game pack team had a misconception that they already implemented their pre-planned changes of the gameplay mechanic. However, what we achieved in opening up this discussion with this controversy of an issue the potentially upcoming feature could have caused, If it weren't for our voices the team might have come to terms of submitting these changes, the things would have turn ugly or worsen the problem even more, with a big slam of backlash/outrage from those who purchased the game pack for that particular promoted feature that was tone down for a reason of not-well-thought solution.
Point is, the conclusion: Alien abductions should be un-nerfed (preferably patched in an update) , and the "my sims get kidnapped by flying saucer too often" problem should have an alternative solution tweak that pleases both parties of simmers (sci-fi fans and sci-fi skeptics). Sci-fi fans (I'm gonna label them as such for referring sakes) would like to have a method to trigger and initiate upon their command these abduction events, let it be through the classical expensive (or obtainable through grinding and as an object reward) telescope, through a new tab in options menu ("Supernatural/Occult/Creature Options") that gives the customization for alien's (along with other individual life states and their separate) frequency spawning chance slider and regarding story-progression events, or a lot trait enabling/disabling the possibility of being abducted (making it common/rare respectively). This concept should also be applied and be considered for any future-possible upcoming life states. While giving the option to how easily avoid triggering such events without much an hassle.
Share your thoughts reading simmers. How do you think alien abduction should be preferably handled code-wise? Ideally for simmers with diverse playstyles to each.
Point is, the conclusion: Alien abductions should be un-nerfed (preferably patched in an update) , and the "my sims get kidnapped by flying saucer too often" problem should have an alternative solution tweak that pleases both parties of simmers (sci-fi fans and sci-fi skeptics). Sci-fi fans (I'm gonna label them as such for referring sakes) would like to have a method to trigger and initiate upon their command these abduction events, let it be through the classical expensive (or obtainable through grinding and as an object reward) telescope, through a new tab in options menu ("Supernatural/Occult/Creature Options") that gives the customization for alien's (along with other individual life states and their separate) frequency spawning chance slider and regarding story-progression events, or a lot trait enabling/disabling the possibility of being abducted (making it common/rare respectively). This concept should also be applied and be considered for any future-possible upcoming life states. While giving the option to how easily avoid triggering such events without much an hassle.
Share your thoughts reading simmers. How do you think alien abduction should be preferably handled code-wise? Ideally for simmers with diverse playstyles to each.