Rude Guests! An Overhaul of Visitor Autonomy is Needed
I love having Sims over to visit, but the current autonomous behavior of guests often ruins the experience. Instead of socializing, they treat my Sim's house like their own personal hotel and diner. This system feels outdated and needs a significant refresh. What area of gameplay is your feedback about? Social Interactions (Guest Behavior & Autonomy) NPC Behavior What works well right now? The ability to have Sims visit your lot is a core part of the social gameplay. It's great that guests have some autonomy and don't just stand around like mannequins. The system allows for some unexpected and sometimes humorous moments. What isn’t working or feels frustrating? Guest behavior is consistently rude, intrusive, and immersion breaking. They exhibit a complete lack of social boundaries: Helping Themselves: They will raid the refrigerator, cook full meals, and eat your family's food without permission. Unwanted Chores: They will clean your dishes, take out your trash, and fix broken objects. While sometimes helpful, it often feels invasive and removes gameplay challenges from the player. Ignoring the Host: They will bypass the Sim they came to visit to play on your computer, read your books, or use other objects, making it difficult to actually interact with them. In short, guests act like they live there, not like they are guests. There is no distinction between a stranger and a best friend's behavior. What new ideas or improvements would you suggest? Guest autonomy should be completely reworked to be more realistic and tiered based on relationship level and personality traits. Tiered Autonomy System: Acquaintances/Low Friendship: Should have very restricted autonomy. They should primarily stay near the host, engage in conversation, and maybe use generic objects like chairs or the radio. They should never use the fridge, computer, or perform chores. Good Friends/High Friendship: Could have expanded, "make yourself at home" privileges. They might feel comfortable getting a glass of water from the sink, grabbing a leftover if their hunger is low, or playing a video game if they have the Geek trait. Chores should still be rare. Family/Romantic Partners: Can have the most freedom, similar to how guests act now, as they would realistically feel "at home." Trait-Based Behavior: A Sim with the "Neat" trait might autonomously clean a few dishes, while a "Glutton" might be more tempted to raid the fridge. A "Slob" would never take out the trash. New Social Interactions: Add interactions like "Offer Drink/Snack," "Make Yourself at Home," or "Please Don't Touch That" to give the player more control over guest permissions. Why would this improve your gameplay experience? This overhaul would dramatically improve social realism and player control. Increased Realism: It would mimic real-life social dynamics, where your closeness to someone dictates how comfortable they feel in your home. Reduced Frustration: It would eliminate the annoyance of strangers treating your home like a community center, allowing you to focus on socializing. Enhanced Storytelling: The tiered system would make friendships and relationships feel more meaningful and impactful on daily life. Restored Player Agency: You wouldn't have to constantly fight against rude guest behavior, making visits something to look forward to rather than dread. This change would make having guests over a genuinely enjoyable and realistic part of the social gameplay loop again. Please upvote 👍 this post so we can get this feature in the game.49Views3likes2Comments[GALLERY] Filters for packs not working in the gallery
Hope this is the correct forum to post this. When filtering the gallery for lots and I select 'Show Owned' or select only specific packs, 98% of the lots that come up are base game lots with no pack-specific content. What gives? Note by crinrict Some information on the history for this. It's currently working how it was when the game first came out. It was an inclusive filter rather than an exclusive one. This was called by design. With Patch 1.108.349 this was changed probably because if issues with Cupid's Corner. It still didn't didn't work properly as it prompted a different kind of bug report, which mostly involved the gallery filter not working properly if you just chose one pack. Seems the changes have now been reverted but I personally haven't seen any reports for Cupid's Corner now also being broken again so maybe the team found another way to fix Cupid's Corner and go back to the inclusive filter it originally was. At this point it's unclear what's intended and what not. Maxis will need to clarify so it's currently treated as a new bug but it might come back as design again. I can only speculate. Here's the original thread: [BY DESIGN] Filters for packs not working in the gallery | EA Forums - 8617306.Solved3.2KViews0likes96CommentsToo many toilet-pranks by guests .
Greetings I think, this is not really a bug, so i am writing here, with hope someone will take up the cause. Aktually i play a business-property, opening as long as alowed. I have 6 (two different kinds) toilets for guest and the problem, that -generally speaking- 4 of 6 toilets will get the toilet-prank (dlc Highschool) every time !! > over time it gets annoying ! I already ruled out the char-traits, but to me it is obvuious, that this has nothing to do with char.-traits. It is an option of behavier available for every Sim . It would be nice, if there would be an option to turn this behavier off. ... well ... - so long &. playwell36Views0likes2Comments[AA] Traits and Formative Moments Display "Gap" Looks Bad
I am a fan of collapse header bars, but I am not a fan of nested collapse bars with the gap/indentation. IMHO, this is a bad display, this looks like what happens when, I—a volunteer amateur—would try to make a wiki collapse header table with sub headers that failed. The perfectionist in me screams, I have scrapped wiki templates due to how sloppy this nested collapsed header display looks with sub sections indent like this. This UI really needs to be better for an in game display. Please "mind the gap" XD I mean, adjust so there is no indentation—it really looks off.Sim cancel computer interactions/ Only use while already sitting
So I have this bug, I do not know if it's just a bug only I have. But most of the times when I ask my sims to do any kind of interaction with a computer, by just clicking on the computer like I have been doing for literal years. They refuse to even move an inch, the action just immediately leaves the queue. But the moment I click on the chair for them to sit, and then when they've sat themselves down and I click on an interaction on the computer, they do it. I have no idea why, I have had this bug since High School Years came out. And I feel quite confident when I say that they mostly affect high school years Desks/Chairs. It's so annoying because I still forget that I have this bug quite often and then they just end up doing something entirely different than what I queued up. I really hope they fix this! Edit By Crinrict: Adjusted TitleSolved462Views0likes9CommentsHeating in the school!
It’s been driving me absolutely nuts that I can’t set the heat in the school. My poor sims have to wear their winter gear to class sticking out like sore thumbs while their classmates wear their everyday clothes. I don’t want to manipulate the weather or make my sims resistant to heat or cold because I prefer to play the most realistic way as well as avoid cheats and mods. Is there a trick to this that I don’t know about? Or is there something the sims team can do to fix this issue?44Views0likes2CommentsWoodworking should be it's own separate skill
I think handiness and woodworking should be two separate skills rather than the way it currently is with woodworking being governed by the handiness skill. Just because you can sculpt a convincing-looking owl, that doesn't mean you know how to fix a broken toilet, and vice versa. Along similar lines, I think Royalty & Legacy ought to have a blacksmithing skill so that Sims can forge their own swords. Give us a forge and smelter. Metals and elements already exist in the base game anyway. I know there's already a blacksmith in Verdemar where you can have a sword crafted by paying with money or the right materials, but the selection is limited, and it would be nice if a player could take this up as a skill and perhaps make a business of it (crafting and selling swords).42Views3likes1Comment