EA, Stop Ignoring Us: Xbox and PSN Accounts Stuck on Unrecoverable EA Profiles
This is a collective appeal on behalf of the many users who have, over the years, experienced the same recurring issue – and still have no solution. The problem is simple but severe: Players lose access to their EA account, and as a result, they are unable to unlink it from their Xbox or PS profile. Without EA's help, they are permanently locked out of using EA services on Xbox/PS. And EA Support has failed to provide effective assistance. We are not talking about isolated incidents. This is a widespread and years-old problem, affecting hundreds (if not thousands) of players. It continues to appear regularly in EA Forums, Reddit, Microsoft and Playstation support threads, and gaming communities. It’s time to acknowledge that this is not a user mistake – this is a systemic failure in account management and support policy. The Problem Xbox and Playstation profiles often become automatically linked to old EA accounts – sometimes accounts that are no longer accessible, deleted, or tied to an email that no longer exists. Players cannot unlink the Xbox/PS profile from the EA account unless they verify the original EA account. If the user has no access to the email or recovery methods (due to age, lost credentials, or deactivated accounts), EA support refuses to help. Microsoft/Sony confirms they cannot unlink EA accounts on their end. EA's stance is rigid: “No verification, no unlinking.” Even if the account is clearly inactive or the user is verified through Xbox/PS->Origin credentials. Support tickets are often closed without action. Chats end with no resolution. Users are passed between departments, but nothing changes. Recent Example (May 2025) Just yesterday, I posted the following here on EA’s forums, and it summarizes the problem: “I can't unlink my Xbox account from an old EA account that I don't have access to anymore. EA Support told me there’s nothing they can do. I just want to play EA games again, but I’m locked out of all online services because my Xbox is linked to a ghost account.” Full Post Here This is not a one-off. It is one of many. What Players Are Asking For We are not asking for special treatment. We are asking for a realistic, user-focused solution to a well-known issue. Specifically: A process for unlinking Xbox or Playstation accounts when the original EA account cannot be recovered. This could involve verifying identity via Xbox Live/PSN data, Xbox/PS account ownership, or linking proof. Better support escalation paths. Not just canned responses and auto-closed tickets. Real human review for unresolved account access cases. Transparency on what can and cannot be done. Many users are told “there’s nothing we can do” – while others manage to get unlinking done after dozens of failed attempts. The policy is inconsistent. The Bigger Picture Many affected users have: Lost access to EA Play/Game Pass benefits despite paying for them. Abandoned EA games completely because the account issues make playing impossible. Created entirely new Xbox/PSN accounts, losing years of progress and purchases. Spent hours or days dealing with EA support without a single result. We are asking EA to take responsibility and implement system-level fixes. This is a trust issue. Players who lose access to their EA account should not be cut off from Xbox/PS games they legally own or subscribe to. Supporting Evidence: Community Reports Date Source & Link Summary May 16, 2025 EA Forum User unable to unlink Xbox from old EA account; EA Support states "nothing we can do". April 2025 Microsoft Community Xbox Gamertag linked to an old/unknown EA account; EA will not unlink it, stating the account is deleted. April 2022 Microsoft Community EA refuses to unlink Xbox from deleted EA account; GDPR request ignored. February 2021 Reddit - r/Xbox EA demands code sent to inactive email; user locked out despite valid Xbox account. Early 2021 Microsoft Community User unable to unlink EA account; Microsoft confirms EA is sole authority. November 2018 Overclockers UK Forum Player locked to 10-year-old EA account; EA support unhelpful after multiple attempts. And many more... Final Call EA, this is a growing trust and accessibility issue. Gamers should not be permanently blocked from their Xbox/Playstation content because of a policy that assumes email access is forever. Technology evolves. People change accounts. But support systems must evolve with that. We urge you to: Recognize this as a longstanding issue. Commit to a workable solution for affected users. Respond to the community with clarity and action. This isn’t just about one player. This is about hundreds of us, waiting for a fair resolution. EA - in the name of all gamers - please fix this! Beruthien EA_AgentX EA_Bogdan Melcious EA_UltraSlide EA_Shrike EA_Cekiel EA_Chimere EA_Kat SimGuruPopcorn1.5KViews51likes60CommentsBanned - Stuck in loop - Not showing on help pages
Edit: For all the keyboard warriors that I see around the forum, save yourself some finger-pain and leave this thread. I posted this because I clearly can't appeal, and the ban is invalid. Thanks. Edit 2: For anyone unable to appeal, please scroll to the bottom of this thread. I am at a loss for words. I purchased the game yesterday, to preload it and to play it today. Only to find that I am, just like a tonne of other people, stuck in a bug because of the game content not being recognized. I tried to play one or two games via the community and ended up leaving because I got stuck in a spawn trap. Coming back later in hopes the game would get fixed, and I can play with my friends. About an hour later, I get an e-mail that I am suspended?? Trying to launch the game, I see this; I follow the "ban history" / "Penalty history" link to find out what in the world is going on, and I am brought to a page that says this???: And then when following the "webform" that is linked on their ban appeal page, FAQ and this forum Ban info from this forum, it brings me to a generic FAQ help page where it redirects me back to the ban history tool where it shows no ban! : In other words, I am stuck in a loop, haven't played 1 minute of the actual game and can't appeal. For the love of god, help me! I want to play the game! Edit 2: Hi Guys, User Gripen888 found a way to appeal, even if the ban doesn't show in the penalty-history. Go the the EA help pages and make sure to log-out or clear cookies. Then use the "Continue as a guest" option. https://help.ea.com/en/customer-care/ You can then go through the motions of filling in the form, as usual, appealing the ban. From there, a new option "Contact us via email" will pop up. Press this, and you will get a notification regarding your case being opened.9.4KViews47likes172CommentsTheres nothing to do?
Why keep asking for feedback when you’ve listened to nothing that literally EVERY player has been begging for for years? You can’t even progress at your own pace, you finish all the boring easy challenges and have to wait for them to refresh the next day! Into the same soulless boring challenges on repeat! No story mode, fine. Didn’t listen to what anyone wanted and gave us an AI bot instead of pros, fine. But where are the game modes? Where is hall of meat? Where is skate? Where are death races? Where are any of the online MODES? Where is the mega park at lesst? Also regarding customisation why can’t we even get jewellery, tattoos, decide how to wear hats & hoods etc. everything we had on old skate games. The actual gameplay and physics is great but EVERYTHING IS MISSING!! Sorry but we waited 15 years for this game, this feels unacceptable.I've missed you all!
Hi Simmers, I just thought I'd share something personal. Two years ago, I was in a coma and woke up completely paralyzed. During that time, I missed The Sims — and this community — more than I can express. I had to stop reading the forums after a few months because it was just too hard. The Sims community has always been such a big source of comfort and a creative outlet for me. Yesterday, for the first time in over two years, I was finally able to play The Sims 4 again. I actually cried during the loading screen. Like full on runny nose, headache inducing crying. LOL It was like coming home, or getting a tiny part of the old me back. My birthday is coming up next week, and I’m so incredibly happy to not have to miss out on my favorite birthday tradition again this year. I'm gonna grab a slice a cake and burn some poor sims house down LOL I’ve really missed being part of this community. I probably won’t post much since typing is still difficult and painful, but I’m so happy to be here again — even if I’m just quietly lurking in the background. 💛 Thanks for being here. cass ps, can someone give me advice on what to start saving up for? I missed 4 (ish) expansion packs and tons of kits and stuff. Recommendations please!798Views46likes34CommentsRip Chips in new update
Why are the challenges back to giving only five rip chips per objective? When it was changed to 20 per, it made the smaller challenges actually worth it. Now there’s almost no point in doing any challenges since some boxes are over 400 rip chips 🤦♂️🤦♂️1.2KViews37likes52CommentsToggle Coming For Ailments 8/19 (New Blog)
Update: New Blog https://www.ea.com/games/the-sims/the-sims-4/news/ailments-dev-diary Ailment Tuning in The Sims 4 Enchanted By Nature Sul Sul! This is Nate, lead Designer of the Enchanted by Nature Expansion Pack. I’m here to talk a little bit about Ailments, how we developed them, and the game settings toggle we’re adding to give more agency to choose how Ailments manifest in your game. Our hope with Ailments was to create interesting situations that ask you to change up how you play. The way they affect a Sim’s life can look and feel different depending on how you meet it: it can be a bump in the road, a chance to flex the Apothecary skill, or perhaps an unexpected benefit! For instance, Greenie Meanie’s symptoms can strain relationships, but also provide a Gardening skill boost. If you’re a Sim who spends more time with plants than other Sims, it’s actually quite helpful! Living up to this aspiration of challenge and reward for each of the broad array of Ailments was no small task and I’m proud of the team’s hard work. At the same time, we heard your feedback loud and clear that Ailments were happening too often! We’re going beyond the recent patch, which reduced the chance of contagious Ailments spread across the game, to also add a new settings toggle which disables Ailment spread completely. Find it by going to the Main Menu and selecting Game Options > Pack Settings. Under the section for Enchanted by Nature, you’ll see the settings toggle Enable Ailment Spread. When this is disabled, Ailments can no longer jump from one Sim to another and Sims have no chance of picking up Ailments in their day-to-day life. Sims with current Ailments will still have them, which you can wait out or cure through whichever method you prefer. You can change the toggle back and forth at any time. Check out the FAQ for more details! We hope that adding this toggle setting will help you find new and more satisfying ways to incorporate Enchanted by Nature in your play and storytelling. Now if you’ll excuse me, my Sims have a date to press some flowers then take a nap in the forest. Dag Dag! F.A.Q. What will I see with this new Ailments Spread toggle? The Ailment Spread toggle is enabled by default. If you do nothing, Ailments will continue working the same way (including the reduced chance of spreading added by the recent patch.) What will happen in my save if I choose to disable Ailments Spread? Sims won’t get Ailments from any contagious source. This means no chance of Ailments from day-to-day activity like going to work or high school, or from Foraging. It also means no chance of picking up an Ailment from being around a Sim who has one. Ailments that are present in your save when you disable the toggle will still be there. Sims will still need to wait it out or seek a cure, but no new Ailments will occur due to spread. If I disable the toggle, what happens to other features in this Expansion Pack that use Ailments? Everything still works the same, just that Ailments are no longer contagious! Here are the details: Fairy Sims’ Cure or Apply Ailment Ability is unchanged. You can still direct Fairies to give Ailments to other Sims. While controlling a Sim with an Ailment, you can still try asking a friendly Fairy to cure you. For the Naturopath Career, clients coming to your Sim’s home will still have Ailments that need treatment. You can still craft Ailment cures at the Apothecary Table to sell, treat Naturopath clients, etc. Sims who become Very Imbalanced will still develop an Ailment, but it can’t spread to anyone else. (If you’d prefer not to play with Ailments this way, you can disable the Enable Balance & Imbalance toggle on this same settings panel!) So if I disable both Ailments Spread and Balance & Imbalance, will I see any Ailments in my game? The only Ailments you’ll see are: Ailments that Sims already had at the moment you disable the toggle. Ailments you direct your Sims to put on others, via Fairies’ Cure or Apply Ailment Ability or PlantSim’s Poison Kiss interaction. Ailments on Sims that visit when you opt for your Naturopath to receive clients at home.1.3KViews24likes27CommentsRequest to Bring Back the Beloved Game “Village Life”
Dear EA Team, I hope this message finds you well. I’m writing as a long-time fan of Village Life, a game that touched the hearts of many players around the world. As you have acquired Playdemic, the original developer of the game, we believe you now hold the legacy of this beloved title. Like thousands of others, I have incredibly fond memories of building families, growing villages, and watching generations flourish. Village Life stood out with its emotional depth, peaceful gameplay, and unique generational system—something we haven’t quite found in other games since. Even years after its removal, the community remains active—sharing screenshots, nostalgic memories, and hoping for its return. There are countless social media groups and forum threads filled with people who would wholeheartedly support a remaster or revival of the game. We understand that re-releasing a retired title is a major decision. However, the demand is real and the love for this game has only grown stronger with time. Whether it's a refreshed mobile version, a limited-time release, or even a spiritual successor, we’d be thrilled to see Village Life live on in some form. Thank you for taking the time to read this message and for carrying the torch of a game that meant so much to so many of us—not just as a game, but as a cherished part of our lives. Warm regards, Iremnur A lifelong Village Life fan2.4KViews24likes13Comments[GUIDE] - How to Read a DxDiag
Publication Date: 2025-04-02T16:22:15+01:00 Last Edited: 2025-07-23T14:39:37+01:00 For now placing this guide in the EA Community Discussion Subforum as there currently is no Community Resources section. In this guide, I’ll cover the main sections of a DxDiag, focusing on the most important details for troubleshooting, along with tips to keep in mind. Before the switch from AHQ to the new EA Forums, a similar thread existed, but unfortunately, it didn’t carry over. However, I found an archived version of the old thread here: [Internet Archive] - (AHQ Community Resources) How to read a DXDiag The original thread, created in 2014, was maintained until the forum change. In this updated version, I’ve expanded the coverage while omitting outdated info (e.g., SLI/Crossfire, Service Packs). This guide assumes basic knowledge of Windows, software, and hardware. It serves as an introduction to troubleshooting with a DxDiag, though keep in mind that it may not always provide a clear solution. This guide is based on a DxDiag from Windows 10 (DxDiag Version: 10.00.19041.5438 64bit Unicode) and may differ on Windows 11. The guide follows the same order as the sections within a DxDiag. If you notice any missing or incorrect information, or have suggestions for improvements, feel free to leave a comment, and I’ll review it when I can. Table of Contents Excluded Sections >> Click here to go back to the Table of Contents << There are several sections in the DxDiag report that will not be covered in this guide. These sections are either outdated, legacy features, or not directly relevant to most troubleshooting scenarios. The table below outlines these sections and the reasons they are excluded: DxDiag Section Reason DirectX Debug Levels Provides debug levels for specific APIs, which are not pertinent to typical user troubleshooting. DirectInput Devices Includes devices like game controllers (potentially steering wheels like the G502). Not universally relevant for all controllers, and unlikely to be needed for most troubleshooting cases. Gameport Devices Likely related to legacy devices connected via the outdated Game Port. Not relevant for modern systems. DirectShow Filters DirectShow is a Legacy feature, not really used anymore. Preferred DirectShow Filters DirectShow is a Legacy feature, not really used anymore. Media Foundation File Versions DirectShow is a Legacy feature, not really used anymore. Media Foundation Transforms DirectShow is a Legacy feature, not really used anymore. Media Foundation Enabled Hardware Categories DirectShow is a Legacy feature, not really used anymore. Media Foundation Byte Stream Handlers DirectShow is a Legacy feature, not really used anymore. Media Foundation Scheme Handlers DirectShow is a Legacy feature, not really used anymore. Preferred Media Foundation Transforms DirectShow is a Legacy feature, not really used anymore. Disabled Media Foundation Transforms DirectShow is a Legacy feature, not really used anymore. Disabled Media Sources Related to Media Foundation, therefore not relevant. EVR Power Information Enhanced Video Renderer, related to Media Foundation, therefore not relevant. Figure 1 (Overview of DxDiag Sections and Their Relevance for Troubleshooting) System Information >> Click here to go back to the Table of Contents << This section provides various details about your computer that can be useful for troubleshooting. Key information includes: Operating System: Specifies the OS and its version. System Model: Information about the motherboard and overall system. BIOS: Displays the BIOS version. Processor: Details about the CPU. Memory: The total installed RAM. Page File: More on this below. Windows Directory: The location where Windows is installed. DirectX Version: The highest version of DirectX supported. DPI Settings: Details about screen scaling. These entries are often the most relevant when diagnosing issues. To troubleshoot effectively: Compare System Specs with Game Requirements: Check the system specifications against the minimum and recommended specs for the game you're troubleshooting. If the system falls short of these specs, it could explain the issues being experienced. BIOS Version: Ensure that the BIOS is up to date for your specific motherboard model. BIOS updates are typically released only when necessary, such as for system stability improvements, addressing hardware compatibility, or fixing issues like incorrect voltage delivery. Page File: A correctly configured page file is critical, especially for systems with limited RAM. The page file acts as virtual memory, storing inactive data from RAM onto your storage device (e.g., HDD or SSD) to free up more RAM. Proper configuration is especially important if your system has a small amount of physical RAM. For guidance on the appropriate page file size, refer to this article: [Learn.Microsoft] - How to determine the appropriate page file size for 64-bit versions of Windows. DirectX Version: The version of DirectX is crucial for gaming performance. Newer games may require DirectX 12 instead of DirectX 11. For example, Apex Legends has begun phasing out DirectX 11 in favor of DirectX 12. However, the version of DirectX is just one factor—some games require specific DirectX feature levels, which we will cover in the Display Devices section. DPI Settings: DPI settings control how your screen content scales. A setting other than 96 DPI (100%) can cause text to appear misaligned or even prevent some games from launching properly. For more information on DPI scaling, refer to [Learn.Microsoft] - DPI and device-independent pixels. DxDiag Notes >> Click here to go back to the Table of Contents << One of the key features of DxDiag is its ability to flag issues such as unsigned drivers. These flags indicate that the drivers may be unstable, potentially due to being in beta or corrupted. Here’s an example of how such issues might appear in the DxDiag report: DirectX Files Tab: No problems found. Display Tab 1: The file ialmrnt5.dll is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer. Sound Tab 1: The file RtkHDAud.sys is not digitally signed, which means that it has not been tested by Microsoft's Windows Hardware Quality Labs (WHQL). You may be able to get a WHQL logo'd driver from the hardware manufacturer. Music Tab: No problems found. Input Tab: No problems found. Network Tab: No problems found. Source: https://forum.multitheftauto.com/topic/60173-mta-crash-dxdiag-included/ In addition to identifying unsigned drivers, DxDiag can also detect other types of issues. Below are a few examples of how this may appear: I am not aware of an exhaustive list of all items that will be caught under the DxDiag Notes section, though any problems detected under this section will typically be detailed enough to guide you through further troubleshooting steps. Display Devices >> Click here to go back to the Table of Contents << This section provides details about the monitors connected to your system and the associated display settings. Key information includes: Monitor Name Monitor Model Current Mode: The current resolution and refresh rate being supplied by the GPU to the monitor. Native Mode: The native resolution and refresh rate that the monitor supports. Driver Version: The version number of the GPU driver being used. Driver Date/Size: The release date and file size of the installed driver. WHQL Logo'd: Indicates whether the driver has passed WHQL testing. Display Memory: The total memory available for the display, including both dedicated and shared memory. Dedicated Memory: The VRAM (Video RAM) physically available on the GPU itself. Shared Memory: The portion of system RAM allocated for use by the GPU. Output Type: The type of display connection in use (e.g., HDMI, DisplayPort). DDI Version: The DirectX Device Interface version supported by the GPU. Feature Levels: The DirectX feature levels supported by the GPU. This is important as some games may require specific feature levels to run properly. If you have multiple monitors, then there will be a separate entry with all the corresponding information. Key Checks Current Mode vs. Native Mode: Ensure the monitor is running at its native resolution and refresh rate. For example, if a 1440p monitor is running at 1080p, it may be due to the user forgetting to change their resolution. Similarly, check if the refresh rate is lower than what the monitor supports natively. Driver Version: It's important to check that the GPU driver is up to date. You can verify the driver version and check the Driver Date for the release date. Staying on the latest stable driver version is recommended, but it's important to be cautious of any issues with the most recent updates. Note: Nvidia driver versions are usually shortened to the last 5 digits of the version with 2 decimal points. (This: 32.0.15.7242 Becomes: 572.42) This means that if you want to look up a Nvidia driver, you should look it up in that format. Looking up a GPU Driver and checking if it needs updating First off we’ll need to check the card to see if it’s from Nvidia, AMD or Intel. This can be found under the Manufacturer section for each entry under Display Devices. Once you've figured it out, navigate to the corresponding section below. Nvidia 1. Go to this site: https://www.nvidia.com/en-us/drivers/ 2. Under Manual Driver Search, fill in the required specifications according to the information that is present in the DxDiag 3. Press “Find 4. Compare the Game Ready Driver version with the driver version present in the DxDiag, if it’s newer, then the driver should be updated AMD 1. Go to this site: https://www.amd.com/en/support/download/drivers.html 2. Fill in the specifications from the DxDiag inside of the "Search or Browse Drivers and Support by Product” section 3. Press "Submit” 4. Select the correct Operating System 5. Compare the driver version with the driver version present in the DxDiag, if it’s newer, then the driver should be updated Intel (You might not be able to find the corrrect Intel drivers via the steps below, you can find all Intel Graphics Drivers on this page: [Intel] - Driver Search (Graphics) but do keep in mind that it also includes drivers for integrated chipsets) Go to this site: [Intel] - Intel® Arc™ & Iris® Xe Graphics - Windows* Compare the driver version with the driver version present in the DxDiag, if it’s newer, then the driver should be updated Sound Devices >> Click here to go back to the Table of Contents << The Sound Devices section lists all the devices used for audio playback, including headsets, speakers, or any other audio output devices. This list corresponds to the devices found in Windows Settings > System > Sound > Sound Control Panel > Playback. It will also display Virtual Playback Devices. If you use software that creates virtual audio devices (e.g., Voicemod, Virtual Cable), these will appear in the list as well. Each sound device contains several pieces of detailed information, but the following key details are most relevant: Description (The name of the sound device) Driver Name Driver Version Date and Size (The release date and file size of the driver) WHQL Logo’d (Indicates whether the driver has passed WHQL Testing and is certified by Microsoft) Default Sound Playback (Shows whether the device is set as the default audio output for Windows) One of the key things to check here is whether your driver is up to date. Outdated drivers can mess with your audio, so keeping them current is a good way to avoid problems and make sure everything’s running smoothly. If you're not hearing sound from the device you want, check the Default Sound Playback setting. If it says "Yes," that device should be the one Windows uses for audio. If it’s not working right, you can change it here, or sometimes in the settings of the app you’re using to play audio. Sound Capture Devices >> Click here to go back to the Table of Contents << The Sound Capture Devices section lists all devices used for capturing audio, such as microphones. This list corresponds to the devices found in Windows Settings > System > Sound > Sound Control Panel > Recording. It will also include Virtual Microphones. If you use software that creates virtual audio devices (e.g., Voicemod, Virtual Cable), these virtual microphones will also appear in the list. For each sound capture device, the following key details are provided: Description (The name of the sound capture device) Driver Name Driver Version Date and Size (The release date and file size of the driver) Default Voice Capture (Indicates whether the device is set as the default audio input device for Windows) It’s important to check that the driver for the sound capture device is up to date, as outdated drivers can lead to performance issues or limited functionality. Additionally, verify that the Default Voice Capture is set to ‘yes’ for the correct device. This ensures that Windows will use the intended device for audio input. However, some applications may allow you to select a specific microphone within the app itself, overriding the default Windows setting. If audio capture isn't working as expected, this could be the cause. Video Capturing Devices >> Click here to go back to the Table of Contents << The Video Capture Devices section lists any device used for capturing video, including webcams and capture cards. Key information to focus on includes: FriendlyName (The name of the Video Capture Device) Manufacturer DriverVersion DriverDateEnglish Service (The service used to interact with the Video Capture Device) When reviewing this section, it's crucial to check if the driver is up to date. Outdated drivers can lead to issues with video capture functionality. USB Devices >> Click here to go back to the Table of Contents << The USB Devices section provides a hierarchical view of all USB devices connected to the system, similar to what you’d see in Device Manager. For each USB device, the following information is displayed: Vendor/Product ID (These IDs can be used to identify the USB device, which can be looked up in the USB ID Database - [the sz development] Matching Device ID (This ID is used by the Plug and Play (PnP) manager to locate a driver package that matches the device. For more information, refer to [Learn.Microsoft] - Device Identification Strings Service (The service used by Windows to interface with the device) Driver (This includes the driver file name, the date and time of the driver, and the file size of the driver) (Some will also include a “Location:” tag, this will not be covered in this guide) This list can be valuable for troubleshooting, especially when identifying hardware-related issues. In some cases, anti-cheat systems may flag Removable Storage devices, preventing the game from booting up. This is why it may be good to check this list if you are aware of certain USB Hardware causing issues within a game PS/2 Devices >> Click here to go back to the Table of Contents << Note: This is considered legacy technology. While it’s generally not relevant for most users today, it may still be important in certain troubleshooting scenarios, which is why it is included here. In some cases, PS/2 Devices may appear in a DxDiag report even when no PS/2 device is physically connected. This could be due to hardware or software quirks during the DxDiag capture process, so don’t assume that a device listed in this section is actually connected. If you do need to troubleshoot PS/2 devices, make sure to confirm that the user has a device actually connected via the PS/2 port. PS/2 devices typically refer to input devices like keyboards and mice connected via the PS/2 port, as shown below: While PS/2 used to be more common, USB has largely replaced it for these devices. As such, PS/2 should be considered legacy technology. If a user is still relying on PS/2 devices, it’s generally recommended to switch to USB unless they have a specific reason for using PS/2. NOTE (2025-07-2025): With some laptops you will see integrated keyboards and touchpads listed as PS/2 devices for design-reasons. I personally believe this can be ignored, as it shouldn't really cause any issues depending on how the manufacturer has implemented it. If it were to be causing issues, I'd personally consider it out of scope for technical support. Here are some important considerations: PS/2 devices are not hot-pluggable: These devices need to be connected before booting up the computer. They will not work if plugged in after the system has already started. Potential instability: PS/2 communication with Windows can sometimes cause generic instability, particularly if there are compatibility issues. BIOS/UEFI support: Not all BIOS or UEFI firmware versions support PS/2 devices. It’s important to verify that the system’s firmware can recognize PS/2 if troubleshooting these devices. Given these limitations, if PS/2 devices are malfunctioning, it’s often better to recommend switching to USB devices to avoid dealing with potential hardware or compatibility issues. Disk & DVD/CD-ROM Drives >> Click here to go back to the Table of Contents << & DVD/CD-ROM Drives) In addition to providing details on your system’s storage, the DxDiag tool will also display information about your DVD/CD-ROM drives and their associated drivers. For each drive, the following information is provided: Free Space Total Space File System Model The most critical piece of information to focus on is the Free Space of the drive where Windows is installed. If this drive doesn’t have enough available space, it can significantly impact system performance and lead to instability. To maintain optimal performance, I would recommended to keep at least 15-20% of free space on the drive where Windows is installed. Additionally, it's worth checking the model of the drive used for both your Windows installation and game storage. If you notice that the storage device is outdated and has exceeded its typical life expectancy or its read/write capacity, this could lead to performance degradation or potential failure For a more thorough analysis of your drives, you might consider using [Crystalmark] - CrystalDiskInfo. This tool provides detailed health information about your storage devices, helping you identify potential issues like failing drives before they cause significant problems. System Devices >> Click here to go back to the Table of Contents << This section lists all devices connected to the motherboard. These devices can include: Controllers (e.g., Audio Controller, SATA Controller, Ethernet Controller) PCIe Devices (e.g., GPU, Wi-Fi Card, Ethernet Card, Sound Card, USB Card, etc.) And many other hardware components (Note: A full list of every possible device type would be too extensive for this guide.) Each entry will include the following information: Name: The device's name or description. Device ID: A unique identifier that can help you locate more details about the device, especially if the name proves insufficient. Driver: Details about the device's driver, including its location, version, release date, and size. Locating Information Using the Device ID The Device ID is a key piece of information. If the device name doesn’t provide enough detail, you can use the Device ID to look it up. To search the Device ID: Copy the Device ID (e.g., `PCI\VEN_10DE&DEV_24C9&SUBSYS_88AE1043&REV_A1\4&8BD6E8D&0&0008`). Identify the Vendor ID and Device ID: Vendor ID: `VEN_10DE` Device ID: `DEV_24C9` Visit the following website and search with the PCI type: [DeviceHunt] - Search by PCI A repository of all PCI ID’s can also be found here for those interested: https://pci-ids.ucw.cz/ Diagnostics >> Click here to go back to the Table of Contents << The Diagnostics section in the DxDiag lists the 10 most recent application errors reported through Windows Error Reporting (WER). To view older WER entries, you'll need to check the Event Viewer. Important: An entry in this list does not necessarily indicate a direct cause for the issue you're troubleshooting. Especially with unrelated applications, the error might have occurred at a different time or may not be relevant at all. Each WER entry includes the following data: Fault bucket: A unique identifier generated by Windows based on the error's context. Fault bucket Type: A type differentiator (more information here). Event Name: The type of crash (I have yet to find a exhaustive list of event names). Response: Not covered in this guide. Cab ID: Not covered in this guide. Problem Signature: More details below. The Problem Signature section contains various columns (denoted as "P" + numbers 1-10) that provide specifics about the crash. Though there’s no official mapping standard for these columns, here's a breakdown of what you might encounter: AppName: The application's EXE filename (e.g., "Explorer.exe"). AppVer: The version number of the application or assembly. AppStamp: The timestamp of the executable. AsmAndModName: The name of the assembly/module if it’s part of a multi-module assembly. AsmVer: The version of the faulting managed assembly. ModStamp: The timestamp of the faulting module. MethodDef: The token for the faulting method. Offset: The IL offset for the faulting instruction. ExceptionType: The name of the exception type, with "Exception" removed (e.g., "System.AccessViolation"). Sourced from: [Learn.Microsoft] - Windows Error Reporting and CLR Integration Note: The specific information in WER entries may vary depending on how the application integrates with WER. Not all WER data will be visible in the DxDiag. For more comprehensive details, including crash dump files, check the Event Viewer or the full WER report. I may create a more in-depth guide on Event Viewer and WER in the future for more in-depth troubleshooting.1.1KViews24likes7Commentssim doesn't have permission to use chess table
Product: The Sims 4 Platform:PC Which language are you playing the game in? English How often does the bug occur? Every time (100%) What is your current game version number? 1.103.250.1020 What expansions, game packs, and stuff packs do you have installed? Get to work, Get together, City living, Cats & Dogs, Seasons, Discover Uni, Growing together. + a few game packs and stuff packs. Steps: How can we find the bug ourselves? Go to a community lot and try to play chess. What happens when the bug occurs? When I click on a chess board on a community lot it says my sim doesn't have permission to use the item. What do you expect to see? Sim should be able to play chess on community lot. Have you installed any customization with the game, e.g. Custom Content or Mods? Not now. I've removed them. Did this issue appear after a specific patch or change you made to your system? Yes Please describe the patch or change you made. It was after the December 5, 2023 EA Update My sim can't play chess on community lots. It happens on all community lots. Every time I go to play chess it says that I don't have permission to use the object. I have switched between sims, Tried different save files/ started new saves, and nothing seems to be fixing the issue. I cleared the few mods that I have so no mod should be interfering. It started after i updated my game to the the PC: 1.103.250.1020 version on 5. December .2023.28KViews22likes13CommentsTix & Auto-Exchange - Issues & Suggestions.
I want to preface this by saying I genuinely want skate. to succeed. I know a lot of us do. This is a long post so I don't blame anyone for skipping it. TL;DR: I created this post to highlight bigger issues and brainstorm constructive alternatives that could potentially help. The change doesn't affect me as a player, but I'd be lying if I said it wasn't disappointing. Description: I understand the purpose behind Auto-Exchange, but it's the wrong decision. The feature is not a quality of life improvement. It fundamentally changes the value and perception of seasonal currency. The announced change has already received a ton of negative feedback and will weaken the trust with players, if it hasn't done so already. This game chose a non-traditional approach to seasonal progression & currency. Instead of a standard battle pass model that expires and resets, it introduced a legacy feature and allowed seasonal currency to rollover into future seasons. Changing this so abruptly feels like a step away from what made the system stand out. Although I originally questioned the route, I quickly embraced it because it was the first time I'd experienced it and thought it was dope. I understand it's Early Access and games need to make money, but the systems feel like they're being tightened, while monetization already feels fully established. Most of us want to spend money on this game, we just need to feel like the systems respect/value our time and choices. This post could be much longer, but I wanted to focus on highlighting bigger issues and brainstorming constructive alternatives that could potentially help. Issues Players Who Don't Collect Everything Not every player wants every item. Auto-Exchange assumes that All Items hold Equal Value. I don't have the metrics for players who Collect Everything vs. Unlock Specific Items, but the game being gender-neutral is a large result of players not wanting to collect every item. I personally collect everything, but I find myself skipping all of the filler content until the end of the season since I have the option to choose what I unlock. I'm not used to having the choice. Filler content aside, some players save for items they want in future seasons which distrupts the intent and importance of the current season. This is why I was shocked to see the rollover and legacy system introduced because it's the first time I've heard of it. In the recent Dev Update: Auto-Exchange System, it says: "Like most games with seasonal currencies, that means you’ll need to spend your Tix in the season you’ve earned them, starting now with Season 2." Coming from building & operating multiple FiveM servers, I understand the challenges around player intent and live-service systems. I've been in a similar position where I sold and gave away valued in-game items. By the time I wanted to move in a new direction, I couldn't just take items away from players, especially those that paid. Sure I could've, but it's wrong. Once value is given or sold, you can't just take it back later without damaging trust. You work through flawed systems, you don't rip the bandaid off. Players Who Paid For Tix On November 10th, 2025 a Dev Update: 2025 was posted with information on Tix Rollover. "If you purchased Tix with SVB, any leftover Tix you purchased will roll over at the end of the season. If you didn’t purchase Tix with SVB, you’ll get a portion of those rolled over to the next season." This gave players the trust to spend money on Tix without a worry of potential wipes. On February 12th, 2026 the Auto-Exchange System is announced. (3 Weeks Left in Season 2) "Starting with the end of Season 2 and going forward, Tix will not roll over from season to season - this includes earned Tix, and those purchased with SVB." This is a big change in expectation, especially with only a few weeks left in the season. Speaking for myself, I completed the pass weeks ago, and I imagine many players are alike. I also didn't buy any Tix, so I feel for those that did in good faith they would rollover. Those players should receive a refund if nothing else is to change. Like I mentioned above, I was shocked to hear about the rollover feature. On the exact date of the announcement, I had provided some insight on Discord for "Tix not rolling over in full" with mention of taking currency away. General Wording Tix Rollover: "Our intention with Season 1 was to make sure players could get enough Tix through Seasonal Tasks and Challenges to complete the skate.Pass. Well, we went a bit overboard - we’re seeing that some players are still overflowing with Tix, even after unlocking all the goods they want." Providing 20,000 potential extra Tix is still overboard, see "Seasonal Reward Cap". I'm aware that Standard Pass users were possibly overflowing with Tix, but as a Premium Pass user, I had 2,695 Tix remaining when Season 1 ended. I was not overflowing. Clearer communication is needed. Auto-Exchange System: "In some cases, this still meant players lost up to 75% of their Tix - which is not what we want. So, we’re going to try something new to reduce wasted Tix." If the goal was to "reduce wasted Tix", wiping them completely doesn't solve anything. It's a step in the opposite direction. Currency Conflict The game currently has: - Rip Chips - SVB - Tix - Event Currency & Rip Score (Tied to Currency & Progression) It's a lot, and it causes overlap. Tix serve multiple roles: - Seasonal progression currency - Purchasable progression - Page unlock control & Now has expiring value Seasonal currencies should control pacing and reset engagement. Purchasable currencies create ownership expectation. This creates a design conflict. Alternatives Seasonal Reward Cap Season 2 introduced "Seasonal Challenge Tuning Details" imaged below. 56,356 Tix were needed to complete Season 2 - Premium. 76,357 is the Max Earnable Tix for Season 2. This will leave players with a potential of earning 20,001 Tix that can't be used. The amount of earnable Tix is way too high relative to the cost of completion for the pass. Oversupplying seasonal currency made rollover inevitable. Re-Design: If a full pass costs 50,000 Tix to complete, The season should only distribute around 55,000-60,000 Tix total. Total Pass Cost: 50,000 Tix Total Max Earnable Tix: 55,000 - 60,000 Tix Total Rollover Tix: 5,000 - 10,000 Tix This Adds: - A safety buffer - Limited rollover - Predictable completion Players ending up with massive surplus is a planning/tuning problem, not a player problem. Currency Rollover Cap In regard to the "Seasonal Reward Cap", having a limited rollover would allow for a solution that maintains the value of Tix. In Season 1, a Limited Rollover Percentage was used to preserve the economy which I thought was more than fair, but it was said to be "not what we want". Removing a portion was a better solution. "In some cases, this still meant players lost up to 75% of their Tix - which is not what we want. So, we’re going to try something new to reduce wasted Tix." I lost 75% of my Tix, but it was honestly better than nothing. With a safety buffer of 10,000 Tix, a 75% rollover would result in 2,500 Tix carrying into the next season. This is only if you complete every single task including co-op. I truly don't think a rollover of 2500 Tix is bad for the economy, but it becomes an issue when players save through multiple seasons. I still think it can be possible, see "Currency Conversion" below. Currency Conversion If rollover is being removed, another option could be converting leftover Tix at the end of each season. With players purchasing or saving through multiple seasons, this also provides them benefit without wasting Tix. Tix will convert into all or any of the following: - Rip Chips - Rip Score - SVB (Small Conversion) This avoids the holding value from disappearing entirely. Pros: - Nothing disappears - Nothing is auto-spent - Preserves player trust Cons: - New system - Introduces new issues The overall risks can be balanced and tuned. Players are happy with something rather than nothing. Monetize Rip Chips Instead If a secondary monetization needs to exist, Rip Chips are better than Tix. Why: - Doesn't affect seasonal progress - Doesn't unlock pass pages - Already used in-game & stockpiled. Pros: - Doesn't break the seasonal economy - Doesn't expire or lose value - Can be controlled with required progression Cons: - New system - Introduces new issues Risks: - Allows players to accelerate/purchase progression - Reduces early game engagement - Affects district progression Risks can be controlled. Districts are already controlled by required progression. Example: I have about 150,000 Rip Chips, but even when Brickswich is released, I won't be able to purchase loot boxes until I level up the district. As a daily player, Rip Chips have no value beyond a certain point. They could gain value by: - Adding Rip Chip Shop Cosmetics - Bundled Rip Chip Drops - Low Effort Re-Textures This will keep them relevant, provide them value, and won't affect seasonal pacing. The extra value also works solely for stockpiled currency & "Currency Conversion" (ie; Tix to Rip Chips). I understand a large risk is "paying to unlock cosmetics faster", but that's already what Tix are doing. --- Overall, the change doesn't affect me as a player, but I'd be lying if I said it wasn't disappointing. Community can't drive every decision, but I think now is an important time to really consider all of the feedback being shared from players. Thanks to anyone who took the time to read, hope everyone has a great week ❤️ --- Noteable Links: - Dev Update 2025 | EA Forums - 12906782 - skate. Season 2 | EA Forums - 12961373 - Dev Update: Auto-Exchange System | EA Forums - 13180528