I got the Enchanted by Nature pack yesterday, and have played 5 in game days, with my household of 3 sims, at least 1 sim gets an ailment everyday. I keep them happy. I went into pack settings and di...
Ideas
[EBN] Ailments too frequent
HollownessDevour
4 days agoSeasoned Ace
I really wonder if Luck and Balance really matter off the home lot. As soon as I leave the home lot to another lot all/any of my sims get an ailment because of it.
On the home lot and not leaving it is far far... far less frequent (and seem manageable as a Naturopath). And it does look like Luck and Balance play a part.
- LeissaMyst4 days agoRising Veteran
There's a small notice somewhere in game (i forget where) that even using a toilet is enough to catch a contagious disease off the home lot. While I see why they did this it does explain to a large degree why townies (and by proxy player sims) are infected so much. If it's spreading through the toilets then it might as well be everywhere. Again I would really think this could all be handled best by a toggle for contagious spread (which is a really bad game design idea, and Yay for the people who think it's cool but I don't like it...at all; that being said, I wouldn't want to deny my fairies yet another Player-Triggered ability like with Luck and Balance...ultimately we're asking for NPCs to be backdrop characters like they should be.)
- HollownessDevour3 days agoSeasoned Ace
There should be a toggle on/off for each luck, balance and ailments. As well as a ailment frequency option:
- high, similar to now (maybe slightly less) basically for those in the naturopath career who want the chaos
- medium, like only luck/balanced based
- low, like a seasonally/monthly chance card on 2-3 household members
- LeissaMyst3 days agoRising Veteran
That sounds fair, but my biggest problem is there's still no promises that fairies can cast their "Cure/Apply Ailment" spells if we do that, currently Player Fairies are forbidden from casting spells effecting others luck/balance when those settings are disable (which I guess makes sense but I still feel robbed because Sims don't just randomly turn my PCs into Vampires either, and I can keep that, but not simple stuff like Ailments :/)
In Any Case, the real problem on my end is the contagious spread...any time you get proximity driven programmatic spread timers bad things happen in programming. And the more complex you make the math, the more unwieldly it becomes to debug/fact check.
What a computer can never fully simulate is the effect of immunity...and I'm not even talking retroactive immunity....some people just don't get sick in the real world, no matter the illness they come upon, a machine can't calculate that. As a result any attempt to spread contagiously as a calculation becomes flawed when processed by a machine because it is missing a key variable in the equation. Funnily Enough the "Immunosuperior" people constitute a larger portion of the population than most people realize...the amount of people exposed to a specific illness that will be asymptomatic or fully immune can be as high as 66% of the population, depending on the virus. The Computer basically by comparison calculates every disease as if it were cancer.
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