Motive bars outdated and restrictive?

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Zazazu:
As it is, moodlets expire. Ignoring needs is counterproductive, and will get you into a bind when you send a sim to work, positive moodlets expire, and you're bombarded by the effects of being stinky and stressed, which would have been avoided if you'd planned ahead to make sure that your sims were well set beforehand.

I don't really care for the moodlets that much. It's hard to make sims miserable without fears and with them getting buffs just from existing. If they aren't miserable, how will they learn?

Angelo:
Quote from: J. M. Pescado on 2009 June 08, 11:30:45

Quote from: Angelo on 2009 June 08, 09:01:39

Now I know that we have the option to switch to a different panel in order not to watch the bars, but still... its difficult to give up control that easily when it's only one click away . But what if bars where completely removed/hidden? What if satisfying the sims' needs was done only through the moodlets?
This is a STUPID idea that came up during the early development, and we reacted by rioting against it.

Quote from: Angelo on 2009 June 08, 09:01:39

No more bars to dictate us how to play, which of course isn't mandatory, but perfectionists as we are, we always want to see them bars on the green.
Of course we do. And I would accept nothing less! ACCEPT NO KEWIAN-BASED SUBSTITUTES! SEMPER FIDELIS TYRANNOSAURUS!

Quote from: Angelo on 2009 June 08, 09:01:39

Do you agree that this would make gameplay more interesting and fresh?
No. DIAF. People like you are exactly what is ruining the game.


Well, I have no affiliation with other "people like me", nor with the EAxis development team, so I think the game is relatively safe, at least from me...

I agree that it's satisfying watching all the bars green at the same time, proving that you are a time management expert, or the feeling of accomplishment you get when after upgrading an item, a bed let's say, you watch the bar fill up faster than before. That was until Sims3. Now, there are moments where my needs are far from satisfied, yet my mood bar is ready to burst in green joy from all those positive situational moodlets like cozy fire, comfy, clean, amazing meal, amazing vista, decorations, etc. So I feel like filling the bars has no point any more. Are you satisfied with how this system turned out? Do you have other ideas for improvement? I'm interested to hear.

Quote from: LFox on 2009 June 08, 09:29:05

I gotta say that does sound like it'd make gameplay more interesting i'd never even thought of trying that.  It's entirely possible with the new moodlets.

Personally i don't think they added enough negative moodlets and the ones that are added give far less compared to the positive ones.  It's too easy to keep them happy.  In the morning my sims will have plus mood for, good sleep, good food, food prepared with best gear, squeeky clean, nice enviroment, comfy (chances are they'll be sitting down in some cushy chair).  Their mood bars are almost always maxed so their generating lifetime points.  One sim i managed to buy almost every single non object reward in her lifetime.

Even if their about to pee themselves and a tornado suddenly hits the house they still won't be low on mood with so many moodlets.


Yes, there are definitely not enough negative debuffs, or their duration is too small. Are moodlets moddable by the way?

Quote from: MasterDinadan on 2009 June 08, 14:55:24

I don't think making the mood bars invisible would make it that much more difficult.  If you think it's too easy to get all of the rewards, shorten the lifespan.


The point isn't to make it more difficult, but different.

Quote from: Zazazu on 2009 June 08, 15:52:35

As it is, moodlets expire. Ignoring needs is counterproductive, and will get you into a bind when you send a sim to work, positive moodlets expire, and you're bombarded by the effects of being stinky and stressed, which would have been avoided if you'd planned ahead to make sure that your sims were well set beforehand.

I don't really care for the moodlets that much. It's hard to make sims miserable without fears and with them getting buffs just from existing. If they aren't miserable, how will they learn?


Sure, it's easier to plan ahead using the bars. But perhaps it would be interesting to having to figure out ourselves what to do before work - one way would be by looking which moodlets are missing - instead of having it all dictated by the bars: "HAVE BATH!" "EAT!" "SHIT!". Don't moodlets have a "grace period" between their positive and negative version anyway? Except those like the coffee moodlet expiring while on red energy, of course.

Quote from: Rothchild on 2009 June 08, 10:27:07

Motive bars still do affect a sims mood, it's just so easy to get jacked up on positive moodlets that it's hard to notice.  Infants are clear indicators of that, since they don't get moodlets.  I'd hate it if they hid the motives bar, because they'd still be functioning in the background, so they would just be taking away information we're shown.  I'm too much of a control freak to like that.  Imagine not knowing you had to use the bathroom until you got the two hour warning moodlet...  I foresee many wet pants that way.



I'm not 100% sure... but the vibe I get is that mood is only affected by moodlets. Perhaps babies use the old algorithm for mood calculation. Also, at that point yes, it would be weird and unsettling to lose this control, but I try to imagine if motive bars where never in the game to begin with (and moodlets were always in), so long as to never resolve to actually missing them.

Cheencheela:
Wow...

I'm... I'm actually enthralled about this topic.
Without bars, the game would be so much more 'fun' and less static.


If this feature could somehow... Be in the Awesome package as an (disabled by default) feature, I'd love it.


DO IT NAO! NAO!

BastDawn:
There is a little arrow that will hide the motive bars.  Use a little self control and avoid peeking, and you'll never see a motive again.  Wanting a hack for the same function is incredibly stupid.

Angelo:
Yeah it's not a matter of making a mod for it. The thread is meant for more of a theoretical game design discussion.

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