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Cutest Little PlumBob MTS Baby/Toddler Photo Contest for Sims 2, 3, and 4 - posted on 2nd Oct 2018 at 5:07 AM
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Alchemist
Original Poster
#1 Old 4th Jul 2017 at 3:15 PM
Default The Sims 4/5 - what should it include that we NEVER had in the series before?
Share your ideas and suggestions below!
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Instructor
#2 Old 4th Jul 2017 at 3:21 PM

Mirror floors, sexy mirror silhouettes, adult DVD, legend of zelda items and more ALL FREE AT: XTRA SIMS!
Forum Resident
#3 Old 4th Jul 2017 at 7:03 PM
Quote:
Originally Posted by SneakyWingPhoenix
Share your ideas and suggestions below!


1. Base Game should include seasons, pets + everything that's been in the first four base games (including white picket fences, hot tubs and all life stages)
2. First DLC should include university, restaurants, retail + additional generations/parenthood items (one optional supernatural for each pack)
3. Second DLC should focus on new content + vacation/travel themed gameplay
4. Only one Stuff Pack per year (and containing brand new content that's never been in a Sims game before, like lawn mowing)
5. Only one Game Pack per year (focus should be on specific themes like in TS4 and not meant to "bring back" missing features)
6. The Sims team should consult psychologist to improve the life simulation part of the gameplay instead of asking their social media interns what's "trending" among tweens

Please and thank you.

To be honest, I'd rather have another company develop a real life simulator.

Follow the lives of my TS3 sims and their growing integrated economy.
Instructor
#4 Old 4th Jul 2017 at 7:21 PM
Quote:
Originally Posted by newlibertysims
1. Base Game should include seasons, pets + everything that's been in the first four base games (including white picket fences, hot tubs and all life stages)
2. First DLC should include university, restaurants, retail + additional generations/parenthood items (one optional supernatural for each pack)
3. Second DLC should focus on new content + vacation/travel themed gameplay
4. Only one Stuff Pack per year (and containing brand new content that's never been in a Sims game before, like lawn mowing)
5. Only one Game Pack per year (focus should be on specific themes like in TS4 and not meant to "bring back" missing features)
6. The Sims team should consult psychologist to improve the life simulation part of the gameplay instead of asking their social media interns what's "trending" among tweens

Please and thank you.

To be honest, I'd rather have another company develop a real life simulator.
The question was what has never been in the series before, but you basically just list in what kind of order you want the typical packs. I mean it sounds good, don't get me wrong, but you don't add any new ideas unfortunately. If you want the most popular packs to be included in the base game then I thought you would have some ideas about future/new ones

Side note - That white fence makes me laugh everytime
Forum Resident
#5 Old 4th Jul 2017 at 8:30 PM
Quote:
Originally Posted by hiabara
The question was what has never been in the series before, but you basically just list in what kind of order you want the typical packs. I mean it sounds good, don't get me wrong, but you don't add any new ideas unfortunately. If you want the most popular packs to be included in the base game then I thought you would have some ideas about future/new ones :D

It may not be the same for everyone, but what I think the franchise needs is a change in business model. And that's something that hasn't been done before, so it's "new" to me. Imagine not having to wait two years after the release of the base game for cats and dogs. Fallout 4, Cities: Skylines and the latest GTA games have had rain from the very beginning. I understand that a life simulator is developed differently (and has its own set of challenges), but why are we always having to wait for rain? And why is it always paid DLC?

I also mentioned consulting psychologists, which one of the SimGurus said in an interview wasn't something they'd done for TS4. After four games, we should expect improvements in the simulation and AI. Scenarios should be grounded in reality, not reality TV.

Quote:
Originally Posted by hiabara
Side note - That white fence makes me laugh everytime

It's the American dream!



And it's such a basic item that could have easily been included in the base game instead of being sold as a DLC item. The Sims 4 is the first Sims game that didn't come out with a normal looking white picket fence. Every single Sims game since 2000 had a white picket fence in the base game. The TS4 base game fences look more like staircase railings, so they don't count.

It's a little thing, but the omission was glaringly obvious to me when I realized I had to buy a stuff pack just to use my favorite fence while building.

Follow the lives of my TS3 sims and their growing integrated economy.
Alchemist
Original Poster
#6 Old 4th Jul 2017 at 8:43 PM
Quote:
Originally Posted by newlibertysims
6. The Sims team should consult psychologist to improve the life simulation part of the gameplay instead of asking their social media interns what's "trending" among tweens

And a philosopher or two. The Game is about simulating "life", and I don't see it much from TS4.

By the way, is that the gif from Housewifes tv series? I starting to feel nostalgic.
Forum Resident
#7 Old 4th Jul 2017 at 8:58 PM
Quote:
Originally Posted by SneakyWingPhoenix
And a philosopher or two. The Game is about simulating "life", and I don't see it much from TS4.

By the way, is that the gif from Housewifes tv series? I starting to feel nostalgic.

I agree! A philosopher would be great as well. I think the team could benefit from using sources other than marketing strategists.

And yes, it's Susan from Desperate Housewives.

Follow the lives of my TS3 sims and their growing integrated economy.
Lab Assistant
#8 Old 4th Jul 2017 at 9:11 PM
PERSONALITY

Each sim should behave differently according to their age and personality traits. I know this might sound a little stereotypical but I want to see teens sneeking out, rebelling, children playing tag around town, elderly sims reading a newspaper on the bench in the park etc.
Forum Resident
#9 Old 4th Jul 2017 at 9:53 PM
Quote:
Originally Posted by toxicboy
PERSONALITY

Each sim should behave differently according to their age and personality traits. I know this might sound a little stereotypical but I want to see teens sneeking out, rebelling, children playing tag around town, elderly sims reading a newspaper on the bench in the park etc.

These are great ideas.

Speaking of seeing sims and things around town, I'd like a better traffic system. Or in the case of this franchise, an actual traffic system.

Cars should stop when the light turns red and go when it turns green, not zip through sims and objects that get in their way. Sims should autonomously cross the street at crosswalks only (unless directed by the player to simply cross the street without regard for traffic). Instead of car accidents (which may upset certain players), they could have something minor like a fender bender that would require the sim to visit an auto shop to have their vehicle repaired (or try to repair it themselves in their garage).

And gas pumps! It should cost money to own and maintain a car, and there should be a significant difference in the lives of sims that drive and sims that don't. Parking should be a thing, so no more playing hide-the-sausage with your vehicle.

Follow the lives of my TS3 sims and their growing integrated economy.
Mad Poster
#10 Old 4th Jul 2017 at 9:59 PM
A way to have the events of the world influence the lives of Sims, on major and minor levels:

A) Certain times of the year would cause and production of produce of certain kinds of produce, so you get sales for specific food types or see different foods appear seasonally (like pumpkins).

B) The market would see certain types of jobs appearing frequently depending on the season, like frequently seeing education ads during the summer, and business ads during the winter.

C) Currently events would shape the world: Seeing celebrities and political figures visiting the neighborhood, seeing different trends effect autonomous Sims behavior and items used when idling,

D) Having history recorded and having these things mark actual generations and periods of time, and noting what was popular at what time, and what happening there and when. Like, Sims from a few years ago used to love wearing these ugly blazers, but now it's all about zebra print bell bottoms.

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Instructor
#11 Old 4th Jul 2017 at 10:27 PM
Quote:
Originally Posted by newlibertysims
6. The Sims team should consult psychologist to improve the life simulation part of the gameplay instead of asking their social media interns what's "trending" among tweens


I'm a psychologist and TS4 at least is very inaccurate to how people actually behave, so I totally agree with this. Also, I'd be available for consulting, EA, if you are reading this.
Test Subject
#12 Old 5th Jul 2017 at 12:46 AM
I don't even think we need new features, they just need to stop omitting basic features. The Sims 4 left out so many things, I remember it was extremely shocking that the biggest selling point of The Sims 3 (Open world) was removed. If The Sims 5 just took all the best parts of each game and rolled it into a solid base game, I would be very happy.
Forum Resident
#13 Old 5th Jul 2017 at 1:59 AM
Quote:
Originally Posted by lakme
I'm a psychologist and TS4 at least is very inaccurate to how people actually behave, so I totally agree with this. Also, I'd be available for consulting, EA, if you are reading this.

I'm not EA, but I might as well take you up on your offer.

Which Sims games (if any) do you think got the behavior part right? What changes would you suggest to improve the life simulation in future Sims games?

Follow the lives of my TS3 sims and their growing integrated economy.
Theorist
#14 Old 5th Jul 2017 at 4:55 AM
Instructor
#15 Old 5th Jul 2017 at 2:31 PM
Quote:
Originally Posted by newlibertysims
I'm not EA, but I might as well take you up on your offer.

Which Sims games (if any) do you think got the behavior part right? What changes would you suggest to improve the life simulation in future Sims games?


I think TS2 with its personality system, wants, and fears got it the most right. Generally, personality traits are thought to be on a spectrum, which is how TS2 did it, instead of dichotomous like TS3 and TS4. Furthermore, as much as I love TS3, many of the "traits" aren't even real personality traits. It's even worse with TS4, where many of the traits are just social preferences or predispose Sims to certain moods. Some of them don't seem to have counterparts.

TS4 to me is the most egregious because of the emotion system. Emotions just don't work at all like they do in the game. First, they are missing some core emotions. I will forever speak out against how fear wasn't included--and, no, I do not count feeling "tense." Second, some of the emotions aren't really emotions. For instance, "flirty" is not an emotion. "Inspired" is not an emotion. Third, the way the emotions function in the game is just not at all realistic. In real life, our thoughts and interpretations influence our emotions, and our emotions also influence our thoughts and interpretations as well as our behaviors. I gave the example in another thread of how Sims always feel sad after witnessing a death. Well, in real life, let's say you didn't like that person very much. You may not feel sad. And then, you may feel guilt or shame, because you don't feel sad. This is referred to as a secondary emotion because it's an emotion in response to your first (primary) emotion. Another classic example we give in therapy is, imagine you're walking down the street, you wave to your friend, and your friend doesn't wave back. You may think your friend is mad at you and feel sad. Or you may think they just didn't see you, and that would lead to a different emotional response.

And don't get me started on how all Sims have the same emotion-driven behaviors. We all deal with emotions in different ways. Furthermore, many of us are still capable of goal-directed behaviors while feeling certain emotions. We can feel sad without having to run into our bedroom and cry. Sims in TS4 in general seem to have horrible emotion regulation skills. Actually, emotions in general are very short-lasting, it's just that we tend to keep them going because our brain is wired in a way that keeps us feeling that emotion. For instance, if you feel angry, you are more likely to interpret things in a way that keeps you angry, or to recall memories that make you angry, etc.

So, for future games, I'd suggest a spectrum-based system for personality, maybe even based on the Big Five traits (extroversion, neuroticism, agreeableness, openness to experience, conscientiousness). If you include emotions, I would have those traits influence emotional responses.

Hope this helps!
One horse disagreer of the Apocalypse
#16 Old 5th Jul 2017 at 2:35 PM
Well we've had talking toilets now, so I think the game needs dancing desks.

More seriously, realism. That's what the game needs now.

"You can do refraction by raymarching through the depth buffer" (c. Reddeyfish 2017)
Forum Resident
#17 Old 5th Jul 2017 at 6:15 PM
Quote:
Originally Posted by lakme
Hope this helps!

Thank you! That was a very interesting read.

One of the things I miss the most about TS2 is the fear system, and it's something that should have been developed further in later games. The part about different reactions to a sim's death (and the possibility of feeling guilt/shame for not having the appropriate emotion) stuck out to me. That's something I'd like to see that hasn't been done before.

Follow the lives of my TS3 sims and their growing integrated economy.
Mad Poster
#18 Old 5th Jul 2017 at 11:35 PM
Quote:
Originally Posted by lakme
So, for future games, I'd suggest a spectrum-based system for personality, maybe even based on the Big Five traits (extroversion, neuroticism, agreeableness, openness to experience, conscientiousness). If you include emotions, I would have those traits influence emotional responses.

Hope this helps!


You mean like TS1/2?

Extroversion: Shy(which is incorrect)/Outgoing
Neuroticism: Grouchy/Nice
Agreeableness: Playful/Serious
Openness: Active/Lazy
Conscientiousness: Sloppy/Neat

->> Check Out Checkout: Journey To Employee Of The Month! <<-

~ Just a click a day is nothing short of helpful! ~
Instructor
#19 Old 5th Jul 2017 at 11:37 PM
Quote:
Originally Posted by matrix54
You mean like TS1/2?

Extroversion: Shy(which is incorrect)/Outgoing
Neuroticism: Grouchy/Nice
Agreeableness: Playful/Serious
Openness: Active/Lazy
Conscientiousness: Sloppy/Neat


Great point! Those don't exactly match up but it's pretty close. I haven't played TS2 in a while so I forgot the specific dimensions.
Mad Poster
#20 Old 5th Jul 2017 at 11:46 PM
They do, having looked into what does what exactly (though the mechanics vary a tad).

Extroversion is obvious, as it ties directly into the social need, and I think charisma.

Neuroticism is the likelihood of experience negative emotions, and while Sims don't always have a super concrete inner world (imagine the code for that), it's reflected in how they interact with others, and I think the mood bar.

Agreeableness is the how agreeable someone is (shocking). This is directly related to playfulness and seriousness, as the two carry the weight of being naive or stubborn.

Openness is how open one is to experience. This is directly related to the energy bar, so if a Sims is lazy, they really won't want to do much of anything.

While conscientious only steals from how clean someone is, cleaning can be indicative of how considerate someone is for the wellbeing and space of others (e.g. I'm not going to leave this puddle of water on the floor because someone might slip and fall; This mess on the counter is disgusting and no one should have to cook with this here).

->> Check Out Checkout: Journey To Employee Of The Month! <<-

~ Just a click a day is nothing short of helpful! ~
Alchemist
Original Poster
#21 Old 6th Jul 2017 at 1:04 AM
Quote:
Originally Posted by ShigemiNotoge
I'm going to just leave this here in silence

The Sims 4 ideas (excluding previous iterations)

Whooops
Theorist
#22 Old 6th Jul 2017 at 1:18 AM
Any new sim game should figure out a new lot ownership system where you can own larger lots and build on sublots (thereby enabling irregularity shaped farms and estates), along with a new way of saving that would allow your sims to travel between savegames and worlds with ease.
Forum Resident
#23 Old 6th Jul 2017 at 7:38 AM
I'd really like jobs and businesses to be less accessible to sims. I think they should be able to apply for jobs online and have an interview. They already have a system in place. Sims don't get promoted unless they have the skills and work performance points, right? So maybe the job application process could work the same way. So keep things simple, they'll always be guaranteed an interview if they're qualified for the job.

The job interview could work like the random phone invites sims get to go party with a bunch of bears in Windenburg. But instead of going to a nightclub, the sim goes off-lot and returns with a UI message saying whether they got the job or not. The outcome would depend on their mood at the time, and maybe their Charisma skill?

I like it because it makes it more challenging (in a realistic way), but I can see how it might be annoying to some.

Follow the lives of my TS3 sims and their growing integrated economy.
Theorist
#24 Old 6th Jul 2017 at 9:03 AM
Quote:
Originally Posted by newlibertysims
.

IDK about making it harder to get jobs, I'd be happy if they just lowered the fucking salaries. It's ridiculous and obnoxious to go from $8 to $44k in three weeks :\

and for the love of god can we please have these things scale with lifespan? I play on long lifespan and my YA sims have reached level 10 in almost every skill in the game :\
Field Researcher
#25 Old 6th Jul 2017 at 11:51 AM
Quote:
Originally Posted by ShigemiNotoge
IDK about making it harder to get jobs, I'd be happy if they just lowered the fucking salaries. It's ridiculous and obnoxious to go from $8 to $44k in three weeks :\

and for the love of god can we please have these things scale with lifespan? I play on long lifespan and my YA sims have reached level 10 in almost every skill in the game :\


wow that's so fast. I never been able to make my adult sim to reach lv10 in all skills
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