Request for alternative No-20K handout
Inge:
The problem with doing that is the sculptures are not available from the bin in order to buy homes.
Actually my suggested function is a perfectly good solution, and you know it :D I don't know why we never built up a community global library in the first place.
J. M. Pescado:
Quote from: Inge on 2008 June 30, 12:06:09
The problem with doing that is the sculptures are not available from the bin in order to buy homes.
That is why they would be automatically converted to cash. You didn't seriously think I didn't plan that part ahead, did you?
Quote from: Inge on 2008 June 30, 12:06:09
Actually my suggested function is a perfectly good solution, and you know it :D I don't know why we never built up a community global library in the first place.
I am uncertain how you would implement it in a manner that is not a Byzantine mess of pop-up dialogs. The other reliable method of instantly extracting an arbitrary positive integer of cash-grade size is to use the OFB custom pricing dialog. This is easy enough to do, but unpretty and confusing, which is why I only use this method inside of debugging controls where relatively seamless function and accurate presentation are not critical.
The Sculptures method, on the other hand, meshes with the natural behavior of how players already behave. While not as seamless as an properly formatted dialog, it is still better than something jerky, disjointed, and clunky.
Inge:
The reason the sculpture idea as currently used would not suit me is that I use that mechanism to give my sims *personal* wealth, and don't want it automatically converted into household funds. Or did you mean you would use a specially created object for this purpose? In that case I think that's a reasonable plan.
The Byzantine stuff isn't too bad in operation; the user clicks "More" or "Less" and the dialog rebuilds so quickly with the newly incremented amount that it's as if it simply refreshed the number. Once they click "Accept", the amount they stopped on is simply picked up by the caller.
J. M. Pescado:
Quote from: Inge on 2008 June 30, 12:20:24
The reason the sculpture idea as currently used would not suit me is that I use that mechanism to give my sims *personal* wealth, and don't want it automatically converted into household funds. Or did you mean you would use a specially created object for this purpose? In that case I think that's a reasonable plan.
I do not understand. Sims do not distinguish clearly between "personal" wealth and "household" wealth. Upon a sim's arrival into a new household, all funds enter the pool. They only meaningful concept of "personal" wealth is in tracking earned income for want and memory satisfaction, but these track only gross earnings, not net earnings, and do not track expenditures at all, so a single sim can "personally earn" an infinite quantity of money.
The sculpture method, even without a custom specialty sculpture, would therefore simply drain money from the originating household (cost of purchasing sculptures to stuff into the mover-out's inventory), and when you then move out that sim, be automatically converted into household funds of the new household (so you can buy a new home). "Personal" wealth is meaningless in such a case because a sim cannot exist independently of a household. If the sim is the sole resident of a household, the household wealth IS his personal wealth. If he is NOT the sole resident, because you moved multiple sims out as a unit, individual wealth is still meaningless because they are in single household and therefore inseperable from each other until you place them on a lot somewhere.
An example follows:
Sims A, B, C, and D are in household 1 and have $100K NW (and probably less in cash). You wish to move out sim D with $50K. Therefore, you buy $50K worth of statuary and cram them into D's inventory. Household is now down $50K cash. Sim D has 50K worth of crappy statues in his inventory. You move him out. Sim D splits off to form household 2, with the 50K of statues now converted to cash so you can actually buy a lot. Household 2 now has $50K NW (they are homeless, so their worth is in cash only) and consists of solely sim D. Household 1 now consists only of Sims A, B, and C, wirth 50K NW (and their house, so somewhat less in cash).
Another example:
Same starting situation, but you wish to move out Sims C and D. If you move out sims C and D in a single moveout, it does not matter how you distribute the statues. They will still ultimately form household 2 with 50K NW deducted from the original household 1. Individual wealth is not a meaningful concept in Sims. It does not matter if you distributed the statues with 30K for C and 20K for D. They still form a single household with 50K. You would have to move them out SEPERATELY so they form seperate households.
In conclusion, what you are talking about makes no real sense in the context of the game, and amounts to nothing more than personal bookkeeping because you feel sim C is entitled to more of the household pot than D, which is precisely what the proposal supports....if they move out. If they don't move out, this is meaningless and the division exists only on paper, a purely artificial seperation recognized by nothing in the game.
Inge:
I think many people would not want all wall-hanging and floor-standing decorative objects removed from their Sim's inventories. Quite apart from some that may have a meaning to the individual sim's storyline, personal book keeping as you describe it, by statue count, is useful as a long-term saving plan. It would be a nuisance to have to remember what each sim had and restore it.
Example: Two adult sims move out of a house together. One is going to be a mere lodger and move out once he has enough wealth to do so. Why would we want his personal inventory items to go towards buying the house when he's meant to be saving them to buy his own house one day?
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