Forum Discussion
7 years ago
"ScarletSimEater;c-16419997" wrote:
Sims 1 and 2 had the advantage that the lot was incredibly self-contained. You had a straight shoot from the spawn portal on one end to the despawn portal on the other. (Usually. There were a couple of ways the road area could get clogged, which generally caused the carpool to awkwardly warp.) This allowed for a generally controlled carpool experience.
Sims 4 has the worst of both worlds with carpools. You can't really use them for traveling like you could in sims 3, but persistent public areas around the lot would make predictable carpools a lot trickier. You'd have to spawn at a certain entry portal towards the end of the neighborhood, have possibly convoluted pathing (how would you have the car travel if the house is along a cul-de-sac?), and of course the travel time from the spawn portal to the house. The last almost certainly being complicated by townies or strays standing around blocking the car's path.
People would get upset if cars were simple teleportation objects that didn't have any drive animations, and animation/pathing issues would complicate the issue of their being used as an actual sim transit vehicle. While it's easy to say "we want cars", I wonder how many people would really prefer the extra time sink or enjoy simple teleporter cars. As with most things, it's easier when you explain how the fine details would actually work out.
Trouble is in worlds with real roads systems the portal is near the road at either last square of each lot or into the road itself for going else where where as the Sims 4 spawns portals on the lot from anywhere from the front porch to midway on the walk way - there is no road system to link the portal to and why they just teleport. On some lots if there was a school bus it would have to pick your sim child up on the sims front porch - they need a road system in the game not fx and walking paths made to look like roads. Road systems add programming that is not in this game which is generally added in the game engine AI (that may exist as I don't know how to check that in a smart technology system engine), and also programming and receptors during the base game build before maps have lots (which is not there at all).
Also if you come across the video of the earlier version of the actual towns - in the area of it's desert town you can see the road system is standard Sims 2-3 black roads many house there have drive-ways that slope down to the road the same look of the actual roads - so it may indicate if this is the same engine it may still contain the road system - but it does not exist in our own base game maps and worlds unfortunately.
Like others have voiced - yes many simmers including me does not want yet another keyport or a car that just sits on the lot. In 2018 that is not acceptable especially when this is the publisher that has Need For Speed as one of their big games - there is no excuse if they can have a game like that and we have a toy car on an fx path or worse a car that's a keyport or a glorified couch. No WAY. Not acceptable for a game that rivals at an even higher price than EA's top games when you add all the cost together.