Forum Discussion
-It's easy to ears green tickets and to collect all the 1-star trophies. (I managed that in 6 weeks)
- but then it takes really long to collect 40 blue tickets, I have 37 after playing for two and a half months.
- and purple one's even seem impossible to collect.
The problem with that is that the heirloom game aspect looses importance after you have all the 1-star trophies. Because the other tickets are just sooo hard to get. It doesn't even really make sense to retire your Sims, because you still get the 1-star trophies and you can only sell them for 4 blue tickets. And on the other hand you have to restart your carries and hobbys, which makes you earn less Simleons. Plus in the regular game play you can only earn green tickets, but they're useless after you have all the 1-heirlooms.
So my suggestion is to work on that imbalance because the idea of the heirlooms is actually a lot of fun. For example, when a player has all the 1-heirlooms, he/she should be able to earn blue (and later purple) tickets in family events with children and older people. Or one should be able to exchange green tickets for blue ones.
Also, after you leveld up to level 40 and you finished all the friendship stories, the heirlooms for that really don't give you an advantage in the game anymore because it doesn't matter anymore how quickly finish friendships events.
- 8 years ago
Lockable doors - Getting tired of moving the loo into the lounge room to replenish my energy. Would love a way to stop/block random family members hanging out in the bathroom.
Yoga mats outside - allow us to move the yoga mats outside, I yoga outside, why can't my sims? Seriously out of everything, even bugs, I wish I could move those mats outside, it's my sims mobile pet peeve.
Gender career unlockables - females and males get different rewards, that way after you level a career/hobby to max it's not done, you can take a different gender through to unlock new items.
More career decor items - especially the restaurant as it's so empty (OR allow us to move some inventory items into these spaces??? IDK there are spaces that need stuff placed!)
Implement random/RNG rewards - This game gets stale fast when you've completed all jobs/hobbies/relationships, if they had a max level item that was random from a large pool of items it'll keep us taking new sims through those jobs/hobbies/relationships trying to unlock the max level set.
Sell Inventory stock - ability to sell Inventory stock... yep
[new] Don’t touch flagging - breaks my heart when I break others hearts by rejecting a request to move in (I always make my ladies heavily preggas to let the other party know the reason why I rejected them is because they’re happily married/engaged with kids) If in the sims panel there is a switch we can flick on or off which flags them as unavailable then I figure I wouldn’t break up so many relationships & squash dreams.
Allow bb.moveobjects :eahigh_file:
- 7 years ago
Oh and please add the function to visit your friend's homes with your sim, that way we can interact with their sims easily rather than searching for their party randomly.
Thank you, I really hope that EA will see this..
- 7 years ago
Lockable doors: Another good option would be to add a 5s interraction where you can click on the sim that is in your way and "ask sim to please excuse" prompting the NPC to walk out through the nearest doorway. This action shouldn't cost any energy or have any effects except to get the sim to leave the current room they are in.
GENDERED CARREER OPTIONS: This one smells a little like mysogeny. We are only now addressing gender inequality and an unfair wage-gap between genders IRL. Creating such an ideal in games which should be more progressive than our society, only influences our society backwards. Your idea about giving upgraded items for second walkthroughs of careers and hobbies is a good one and I would thoroughly endorse it, but it should not be connected to the sim's gender.
- 7 years ago
OK so my BIGGEST issue with the game is one others keep saying they also have:
KIDS! Yes they grow up so fast, they are also very limited as characters. I think this mainly comes from the lack of interactions you can have with them.
I was thinking, instead of just having a single 1hr event for each age level of the child, how about adding optional events any player controlled sim of the household can do, allowing that sim to build a relationship with the child as they grow. Then when they become an adult, that relationship continues.
For example: any sim in the household can complete a "babysit" event (which might be any length). This event would include actions like "play a game", "read a book", "make a snack", "tickle tummy", "sing a song", "dance together", "clap hands", "play with toys" etc. Some of these actions might become innappropriate as the child ages but could be replaced with "make food together", "watch TV" or "talk about stuff". The "feeling confident" action could be "settle for sleep" or "soothe teething" or for an older child "Help with Homework", "Tidy up Together" or "Give advice".
An older child could also have events other sims complete with them, such as Hobby mentoring - allowing the child sim to gain skills in a particular hobby or a bonus star or extra progress points if you pick a specific trait for that child when they are an adult (writing mentoring would then give a bonus star if the adult was given the creative trait) OR it could allow the child to complete the lower levels of that hobby quicker or even just give them the first 3 levels during childhood, starting their adult life with a few levels of their chosen hobby. Hobby mentoring should only be available from a sim who has at least level 3 in that hobby.
Having these types of events available gives the opportunity to level up your child without them being player controlled AND lets your other sims develop family relationships with them that could carry over into adulthood. A sim who spent a lot of time with a child in the household, would default to a "Close family" relationship (even if they were just housemates) a sim who was a good, active parent would develop a "Loving Parent" relationship with the adult child. An inactive parent would develop an "Estranged Parent" relationship and a housemate who didn't interact with the child would default to "Stranger" (as they already do) but with the option of starting an "Awkward friends" relationship, or a "Distant relative" relationship.
I'd also really like my child sim to become a teen before progressing to adulthood. This would give many extra fashions and a greater chance for the above mentioned hobby mentoring. I was dissappointed that my child went from baby to adult in such a short time and think that while the baby and toddler stages should stay at 1 day long, the child stage should be longer (maybe 2 days as a child and 2 days as a teen?) The whole process including the baby quest would take a week rather than the 4 days it does now. Yes I recognise that you have the option not to age up your child when its offered, but sometimes you press the button accidentally and its just unrealistic that age 1-2 takes a day, age 3-4 takes a day and then age 5-18 takes a day? Make the child age 5-12 take 2 days, and age 13-adult take another 2, seems sensible right?
A teen could be playable but not to the fullest extent, meaning they could obtain a job and work a short shift, (but only a short one because they'd be a junior) but not do actions, so you couldn't speed it up. They would remain a "junior" until they became an adult, and wouldn't level up past level 3 of the career, meaning only short shifts would be available to them anyway. The same would go with hobbies; they could select one and do short practises but not be playable and not level up past level 3. They would also have their own relationships available to start with others but those relationships would be more like "Enviro Enthusiasts" (activist teens taking on the big issues), "Gaming Groupies" (Teen equivalent of Geek Speak but maybe requires a computer or GUGA console in the house) and "Mall Mates" (teens who pour over fashion mags and talk about their shopping achievments).
Romantic relationship stories would include a "Heartbreakers" (a teen relationship story resulting in multiple breakups, including one final and heartbreaking end to the relationship) and a "Highschool Sweethearts" (which is all cute fluffy stuff and they can become happily married when they become adults).
Competitive relationships could be "Elementary Envy" (two teens competing to be the teacher's pet), "Gossip and Glam" (a tale of a bitchy competition over who is more classy) "Crush Catastrophy" (a competitor tries to ruin the teen's chances of dating their crush).
I also think teenage hood should allow you to pick a teenager trait. Some examples might be "Super Student" or "Rebellious Reader" which gives the sim a small boost on all careers and hobbies, "People Peaser" or "Class Clown" would give a small boost to positive relationship events, "Abundance of Attitude" or "Smart Mouth" would give a boost to negative relationship events. During the teen phase, the sim could randomly decide to quit any hobby or career they have with one of those "Surprise Choice" popups. The various people they have relationships with could offer different options such as retaining the career/hobby (encouragement from a parent or mentor) or rejecting the hobby or career based on advice from friends or enemies etc. The better relationships your teen has with the parent or mentor, the better chance they will have of following their advice (ie: my hypothetical teen sim has a great relationship with their parents, a good hobby mentorship with a housemate, a strong rivalry with a classmate and a weak friendship with another classmate. My teen sim feels like they want a change of career. The simcash option would be to listen to my weak friend's advice; to pretend I'm working but actually just laze about. The cupcake option would be to listen to my mentor's advice; who says I should work harder and acheive my career goals, even if it seems boring right now. The cost nothing option would be to listen to my loving parent's advice; who say I should do whatever makes me happy (meaning I would quit and look for a different job), and the other cost nothing option would be to listen to my rival, who would tell my sim they're a loser if they don't have a job (so my teen sim would not quit but would be unhappy for a while)
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