Erratic sims shouldn't have the Straight Jacket Icon even for their moodlets
Hello everyone, I noticed that even if the team changed the straight Jacket Icon for erratic sims in CAS, they kept that same icon for their mood changes...as someone who is neurodivergent, extreme mood changes happen all the time for me but the fact that it's associated with "the need" of straight jackets in the game makes me feel so bad? I don't know how to explain it but it feels like people who have mood changes needs to be contained. Maybe the team could change these icons: Here's an example of what my erratic sim got from switching to a sad moodlet3Views0likes0CommentsKit maybe with elderly hairstyles and balding
Been looking around search and feel there isn't really many good options for elderly men currently in game is maybe like 2-4 hairstyles may be considered for receding hairlines or balding, I don't know why when so much talk about inclusivity there so little for actually have elderly look very old when it comes to hairstyles especially for males that are likely to at least either have some hair loss or get thinner hair around age of 80 or so. Not sure if its conscious decision in case random npc generator assign old or hair loss styles to younger sims. But can't help but feel its a bit weird there so little to work with when making elderly men inside sims 4.31Views5likes4CommentsPlease add back under flips
Bringing back underflips to skateboarding would revive one of the most creative and technical tricks ever popularized by skaters like Rodney Mullen. The underflip blends a kickflip-style motion with a unique finger-like scoop from the front foot, making it look almost impossible when done clean. It pushes board control, timing, and style in a way that stands out from the more common flip variations seen today. Bringing it back would add originality to modern street lines and inspire skaters to experiment more instead of sticking to the same rotation tricks.Cross-Platform DLC Transfers for The Sims 4
Dear Reader, As a dedicated Sim player for over 18 years, I genuinely love and enjoy the game. While I've occasionally been frustrated by some updates (or the lack thereof), nothing has been more disheartening than the inability to transfer purchased packs across platforms. I currently play on PlayStation but have been considering switching to PC/Mac for greater convenience, especially when traveling. However, I was shocked to discover that the significant investment I've made in The Sims 4 content—over $1,400 across expansion packs, game packs, stuff packs, and kits—would not carry over to a new platform. This limitation is both frustrating and discouraging for loyal players like myself. What is the point of having an EA account if it doesn't provide the flexibility to access purchased content across platforms? The idea of repurchasing the same DLC content for another $1,400 is unreasonable and alienating to devoted fans. Allowing cross-platform pack transfers would offer more advantages than drawbacks: Player Loyalty and Customer Appreciation: The Sims franchise thrives on its passionate and loyal player base. Allowing cross-platform pack transfers would show that EA values and appreciates its most dedicated players. Increasing Player Engagement: Players are more likely to engage with the game on multiple platforms when their content carries over. This flexibility enhances the player experience, encouraging greater long-term involvement in the game. Consistency with Industry Trends: Cross-platform play and transferable purchases are becoming industry standards. Major gaming companies such as Epic Games, Microsoft, and Ubisoft have embraced this model, making it easier for players to access their content across different devices. EA should follow suit to remain competitive and player-focused. Convenience for Players on the Go: Gaming isn't confined to a single device anymore. Many players, myself included, would love to play The Sims 4 while traveling or on road trips by simply hotspotting a laptop to a phone. Without cross-platform content, this becomes nearly impossible for console players. Protection Against Piracy: The current system inadvertently encourages players to seek unauthorized ways to access their paid content on other platforms. Offering a legitimate solution for transferring packs would reduce the incentive for piracy. Increased DLC Sales: Players who have the flexibility to use their packs across platforms are more likely to continue purchasing new content rather than feeling alienated by platform restrictions. Improved Customer Satisfaction: Happy customers are more likely to recommend the game and remain loyal to the franchise. Allowing pack transfers would address a significant pain point for many players, fostering a more positive relationship with the EA brand. I understand that some might argue I should simply remain on PlayStation, but it's not always practical. Being able to hotspot my laptop during travel and play like so many other players would be a game-changer for me. I appreciate the hard work the team puts into developing new content, and I'm more than willing to continue supporting The Sims series financially. However, I cannot justify paying twice for the same content. Loyal fans deserve a better solution. I sincerely hope EA will consider addressing this issue and providing a solution that benefits the entire player base. Thank you for your time and for listening to this long-time player's concerns. ~ Haley791Views10likes52Comments[Traits] Add, Update/Refresh or Overhaul?
I have my starting notes, but feel free to add your own. Also, note a concept of making some pack traits, cross-pack traits so you can get from other packs as well. Generally, I think all older traits could use a refresh/update—as many of the newer traits like Lovestruck and newer have some really great traits. Base Game Traits: Active Active Imagination: Should work on adults. Ambitious: Should work with active careers, and should get advantages for Prestige Point for Dynasties if R&L is installed. Art Lover Bookworm Bro: I feel this should be an aspiration or reward trait. Cheerful Childish Clumsy Creative Erratic Evil Family-Oriented: Should get advantages for Prestige Point for Dynasties if R&L is installed. Foodie Geek Genius Gloomy Glutton: I feel this could be merged with Slob. Good: I feen this could be merged with Loyal. Goofball Grouch Hates Children Hot-Headed: Should be stronger Angry moodlets and immune to cardiac explosion unless elder. Jealous: Should be stronger Tense moodlets. Kleptomaniac Lazy: I feel this could be merged with Slob. Loner Loves Outdoors: Should get advantages to gaining and keeping "Outdoorsy" Lifestyle if Snowy Escape is installed. Loyal: I feel this could be merged with Good Materialistic: I feel this could be merged with Snob Mean: I think unless a Sim is equipped with Mean (and possibly Evil), will not autonomously use mean interactions. Music Lover Neat Noncommittal: Should get advantages to gaining and keeping "Single and Lovin' It" Lifestyle if Snowy Escape is installed. Outgoing Perfectionist: Should get advantages for Prestige Point for Dynasties if R&L is installed. Practice Makes Perfect Romantic: Should increase Romance Skill if Lovestruck is installed, stronger Flirty moodlets, and should get advantages to gaining and keeping "Hungry for Love" Lifestyle if Snowy Escape is installed. Self-Assured: Personally I think the icon should be updated/improved, and trait could be updated/improved. Maybe act more like a Brave trait. Slob: I feel this could be merged with Lazy. Snob: I feel this could be merged with Materialistic. Vegetarian Pack Traits: Adventurous: I feel this could be a cross-pack trait not just Snowy Escape, so update the icon to represent a more generic "Adventurous", and maybe add it to Royal & Legacy (as the Brave Ideals and Swordsmanship Skill, and is apt to the trait) and Adventure Awaits (for Archery Skill). Animal Enthusiast Cat Lover Chased by Death: Should be compatible with Mystical. Child of the Islands Child of the Ocean Child of the Village Competitive Cringe Dance Machine: This maybe should be cross-pack and icon/name updated to Dancer. To work with Waltzing in R&L too. Disruptive: Should be compatible with Macabre, increased Mischief Skill should be fixed, and should autonomously use their trait specific socials (or at least more so over other mischievous socials). Dog Lover Freegan Generous Green Fiend High Maintenance Horse Lover Idealist Insider Lactose Intolerant Lovebug: Should get advantages to gaining and keeping "Hungry for Love" Lifestyle if Snowy Escape is installed. Macabre: Should be compatible with Disruptive and Mystical. Maker Mystical: Should be compatible with Macabre. Also, if an occult, should prioritize occult autonomous actions/interactions. Nosy Overachiever: Should get advantages for Prestige Point for Dynasties if R&L is installed. Paranoid Party Animal Plant Lover Proper: This maybe should be cross-pack with R&L, should gain advantages to getting "Gold" on Holding Court/Holding Press Conferences, and want to autonomously waltz, and socialize with Nobles if Royalty & Legacy is installed. Rancher: Autonomy should be just like a hired Ranch-Hand. Recycle Disciple Romantically Reserved Self-Absorbed Skeptical Socially Awkward Shady Squeamish: I feel this could be a cross-pack trait not just Outdoor Retreat, but also for Adventure Awaits. Unflirty: Should get advantages to gaining and keeping "Single and Lovin' It" Lifestyle if Snowy Escape is installed. Wise: Should get advantages for Prestige Point for Dynasties if R&L is installed. Wanted Traits: Green Thumb: Yes, we got Plant Lover but they are plant sensitive, negative moodlets from dead plants, harvest plants, eating plants. Where Green Thumb is about the growing and harvesting of plants for cooking/flower arranging/selling being proud of your garden, and not quite thinking they are your green babies. This for base game too. Brooding: This was my favourite Sims 3 trait. I loved they would prioritize looking out a window over any socializing. Brooding trait is a social trait, and acted as an overpowered Loner trait. A Sim could just Consider the Hollowness of Life or Contemplate the Meaning of Meaning and fill their social and fun bars. You pretty much wouldn't need any social or fun and since it was autonomous it almost always be maintained. This helped with adventuring and skill raising. Irresistible: If the devs ever fix strangers joining conversations or just stop all NPCs from interrupting a Sim's queue. This is what/how the Irresistible trait use to accomplish. If you left your Sim unattended, Sims (unless Loners/Social Awkward or whatever), would approach your Sim and socialize, because they are drawn to your trait. Otherwise it is pretty much a pointless trait with NPC/Sims' non-stop socializing. And when they "Blow a Kiss" the other Sim would be fixated on the Irresistible Sim for a timeframe. Flirty: Yes, we have various romantic based traits, but I liked that Flirty traditionally was like a "tease" social, no physical contact, but would prefer flirting over other socials. In Sims 3 it actually made Romantic based Sims the more "Female" based romantic social, like if your did the "Dip Kiss" even though you initiated you'd be dipped. And "Flirty" was more the "Male" based romantic trait making all the moves as the dominant (I think like putting the arm around the Sim type idea). This for base game too. (Reward or Hidden Trait) Immortal: Some occults can't be immortal and stop aging. Such as Spellcasters. I'd like a potion (that makes the trait, and not potions to create moodlets/reduce days on aging) or reward trait to accomplish this.48Views2likes2CommentsMike RTG is broke
I have to get on my knees and suck the devils **bleep** to get 3 tackles in the whole game. If there is a teammate 20ft. away from your tackle you automatically get assisted tackle. The online has the grip of a **bleep** silver back gorilla but any of my team members can shed and make a tackle with no **bleep** problems. The qb sits on his **bleep** thumb when I dont rush and gets his **bleep** eaten out by any of my team members. The moment I rush the qb its like every **bleep** wide receiver is automatically open and my cb and safeties are non existent. Sacking the qb is out of the question, you have a better chance sucking trumps **bleep**. Fix this **bleep** game!Reduce the Rip Chips price of the Day pass for the Isle of Grom
Having 500 Rip Chips just to enter the Isle of Grom for only 24 hours sounds already expensive and tedious to earn especially for those who have started the game or newcomers. For example, doing the dailies earns you 200+ rip chips so you need to do at least 3 times. HOWEVER, you have to key in the factor that you have to wait 24 hours for the tasks to reset which is just already annoying and unfun. So to do the math; 24Hrs x 3 = 72 hours ~ of real life human hours for the non-premium players to just enter the new island. I know this game really relies on engagement numbers so this method really defeats the whole goal. Sure, there are the normal missions scattered throughout the city but that earns you only 5 rip chips and you have to do roughly 100 missions to just get the day pass. Also, those normal missions have a 24 hours reset. That alone would make me if not all of us lose interest immediatelly and not play the game. My suggestion to fix this problem would be either reduce it to at least 200 Rip Chips or extend the "rental time" from 24 hours to 72 hours that way we can earn back our wasted time. ***I would rather 100% it to be "no paywall behind new areas" free too but Im trying to think as a game dev and trying to benefit the non-premium and new players.[WPK] Missing interaction first time you 'Talk' to Dormouse
When you first engage with the dreaming dormouse, you can only "call it names." After you call it names you can tell it a story. Calling it names makes it always start out with negative relationship. This seems wrong? No cc or mods. Mac Edit By Crinrict: Adjusted pack tag to fit conventions of the forum.Solved102Views0likes2CommentsRevamp Townie Life: Dynamic Lore, Occult Agency, and Smarter Autonomy Toggles
TLDR Our townies need a base game Agency Update. By expanding Neighborhood Stories to allow for individual move-outs, pre-populating iconic Sims with lore-accurate Sentiments, and giving Occults autonomous social logic, we can make the world feel alive. This update should integrate Milestones, Lifestyles, and Club dynamics to ensure townies grow alongside the player. All of this remains controlled through the existing Neighborhood Stories UI toggles, keeping the power in the player's hands. The Vision for a Living Neighborhood The Sims 4 has a beautiful world, but the townies often feel like background props rather than living characters. Outside of the active household, townies currently have no life of their own beyond making random babies or moving houses through Neighborhood Stories. While that system was a great start with immense potential, we need to bridge the gap between random events and meaningful life progression. I propose a base game update focusing on townie socialization and autonomy that utilizes existing systems—Sentiments, Toggles, and Neighborhood Stories—to create a living, breathing neighborhood. Smarter Neighborhood Stories and Individual Mobility The current Neighborhood Stories system treats households as a single unit that moves together. We need to enable Individual Mobility. When a teen finally becomes a young adult, the game should check their traits; an Ambitious or Independent Sim should have the autonomy to leave the nest and move into a starter home or dorm on their own to start their own family legacy. This allows the world to evolve naturally and ensures that neighborhood progression feels like a cycle of life rather than a static map where families stay frozen in one house forever. Dynamic Life Stages and Social Development Every life stage should contribute to the world's story. For children, the game should allow for autonomous Playdate invites or the formation of childhood Best Friends and Rivals that carry over into their teen years. Teens should be able to experience autonomous relationship drama, such as breakups or Prom-posals with other townies, and even family conflict. Since teens can live alone in The Sims 4, a teen with a Difficult relationship with their parents should have a small chance to autonomously move out to a different household or live independently, creating a runaway narrative that feels real. Elders should autonomously retire, move to smaller homes, and spend more time visiting grandchildren, ensuring they remain a visible part of the community. Lore-Driven Relationships and Sentiments Townies should act like the people their bios say they are. By pre-populating iconic Sims with Sentiments, the lore becomes interactive rather than just text. For example, the Goths should feel legendary with deep-rooted connections, while the Landgraabs could start with a Superiority sentiment toward lower-income townies. In the base game, the BFF household should finally act on the love triangle suggested in their bio, and the Pancakes household should start with Difficult Dynamics that the simulation can then resolve or escalate autonomously. Even legendary characters like Olive Specter from Life and Death or the Pleasant twins from Discover University should have their historic rivalries and connections reflected through pre-set Sentiments. Universal Pack Integration: Milestones and Lifestyles For this update to be truly cohesive, it must communicate with the systems across all packs. Townies should hit their own Milestones—like getting married, reaching the top of a career, or mastering a skill—without player intervention. Their Life Choices and Preferences should dictate where they go and who they talk to. A townie with a Workaholic Lifestyle should be seen at the office or coffee shops more often, while those in Clubs from Get Together should autonomously meet up at their hangouts. This ensures that every pack you own adds a layer of depth to the townies, making the world feel like a massive, interconnected social web. Occult Agency and Cross-Pack Cohesion Occults need more than just costumes; they need social agency. While vampires and werewolves are traditional enemies, specific lore-friendly pairs who are known to get along should have Mutual Respect sentiments that protect their bond. Conversely, those with ancient grudges, like Vladislaus Straud and the Vatore siblings, should have higher autonomy for negative socials when meeting in public. This logic makes occult identities feel like a permanent upgrade to the global simulation rather than an isolated feature. User-Friendly UI and Autonomy Toggles The most important aspect of this proposal is that it respects player control. The infrastructure for this already exists within the Neighborhood Stories system. These new features—Autonomous Romances, Individual Move-Outs, Childhood Socialization, and Lore-Accurate Occult Tension—can simply be added as new toggles within that existing menu. This keeps the UI clean and easy for players to access. Those who want a chaotic, living world can turn every toggle to full autonomy, while players who want to maintain their own specific stories can keep them off. Bonus Ideas for Townie Depth To push this even further, the devs could implement Signature Lot Visits where townies with specific traits prefer certain venues, like Snobs at lounges or Active Sims at gyms. We could also have Neighborhood Gossip via the mailbox or phone where townies tell you about major life changes happening in the world, such as a friend finally getting that promotion or a rival getting dumped. Giving townies life shouldn't be a difficult task because the systems are already there. We have the Sentiments, we have the Toggles, and we have Neighborhood Stories. This update would simply be the glue that holds them together. It would turn The Sims 4 from a game where you play with a single household into a game where you live in a thriving, evolving world. Let's give our townies the lives they deserve! Which feature would you want most? A - Autonomous Romance/Breakups for Townies B - Individual Move-Outs (Teens/Young Adults leaving home) C - Pre-set Lore Sentiments for iconic families (Goths, Landgraabs, etc.) D - Autonomous Occult Rivalries and Friendships Any other features you would like to see or add with townies?