Ticket machine not charging "real" money?!

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Lion:
I just realized that when you play an owned venue type business with the ticket machine, the price being charged are added to owner's fund, but not deducted from the customer's fund, even though there are minus dollar signs rising from the customers' heads. I want people to PAY, especially my playables, to get as close to a real economy in my hood as possible.  Other "free lunch": haircuts and bar drinks.  Probably coffee and massages too, although I haven't played a massage business yet.

Is anybody else bothered by this?

Iridium:
This annoys me too. I wondered if it was a bug in the game's code.

jolrei:
It could be that the rationale for the game working this way is that, if "real" money were charged to customers (including playables), sims would, at some point, run out of money and stop showing up at all.  It is likely easier to program that no real money is lost by customers, than it is to program sims not to completely bankrupt themselves. 

It would be more annoying to play a family with a business, and have all your other playables show up and spend all their "real" funds at the business.  In that scenario, when you went to play the other families you could find that they had no family funds left (due to standard sim unrestrained stupid behaviour) and were starving because they couldn't afford groceries.

Try installing "noplayableshoppers".  Your other playables won't show up at your business, but at least it won't be as noticeable that your business is earning money while nobody else is losing any.

illusionofjoy:
The L&P for OFB stated that playable Sims would only spend 10% of available family funds, so as not to bankrupt themselves. It was also stated that purchased items could be deleted from inventories for a full refund (a myth which has been debunked). With a ticket machine, there is no physical product to return, which may be EA's rationale for not actually charging playables. It could be worse: imagine a scenario where Sims did stay in a ticket machine venue, spending 10% of available funds for each session. After several sessions with ticket machine lots, one could end up visiting a playable lot where the family funds had dropped to nine Simoleons (nine being the first integer not wholly divisible by ten or easily rounded in the game).

Lion:
I specifically want playables to shop, so I leave out "noplayableshoppers". In fact, in my hood (my own version of apocalypse+build a city challenge), the military base is the only producer of goods and food so far.  Playables can only build or buy for the equivalent value of their purchased goods from the military shops, while the military factories procure raw materials (i.e., dig), manufacture goods (with crafting stations), and grow produce.  If they do not show up at the shops enough for a round of play, I have them pay 150% of the value of the goods for "special delivery".

I'm fine with them spending money for non-tangible goods, even if they empty their pockets. My sims can live on very little money, and I actually enjoy more playing poor sims than rich ones. I just can't stand money from nowhere.

If this is coded as such, maybe there is a way to change/mod it. Maybe some awesome one is able to find and mod the codes and make it happen.

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