The Legacy Challenge for TS3
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Quote from: Zazazu on 2009 July 06, 19:56:05
Please don't double-post. You can insert another quote simply by scrolling down and clicking the "Insert Quote" button. Also, a quick gander through the FAQ might help you. You seem to be a decent one.
I was replying to 2 different posters. But I didn't realize the topic discussed may be similar. Where's the FAQ? Nice to be on a forum that's so neat. :) Why is the official Sims 3 forum so unpolished?
Quote from: Zazazu on 2009 July 06, 19:56:05
As for ambrosia and life fruit, I'm not sure that I like the rule against them, though I am playing with it. In TS2 legacy, you weren't restricted from using elixir. You could choose not to for an extra point, but you weren't kept from it. Life fruit and ambrosia are harder to obtain (much harder, in the case of ambrosia) than elixir in TS2. You pay more for the advantage. Yeah, sure, a sim can be immortal off of life fruit. They could off of elixir, too, and it wasn't hard to earn. It was ridiculously easy, actually, after NL introduced dating.
If ambrosia and life fruits are so difficult to get (so much that I haven't been able to get them at all!), then yeah, no point disabling them. I just thought that it might be nice to have Sims 3 actually mirror real life to some good extent. I like the legacy challenge for making me run through Sims 3 gameplay like I'm considering actual trade-offs for real life.
Aside from getting a kick out of realism in the game, gameplay balance and mechanics is another thing. Ambrosia and life fruit may have gameplay usefulness somehow.
As for lifetime rewards, I like the idea of upgrading cars for better speed, not the teleportation device.
Quote from: Zazazu on 2009 July 06, 19:56:05
I've heard that work performance grows more slowly under the longer lifespans. I don't intend to ever test that myself. The 90-day span is a bit longer than I'd like it as it is.
Oh, it does? Yeah, I don't intend to test it either. :P The 90-day span feels right, given how I actually have to rush hard to fulfill a career lifetime wish if I start at middle-age (Adult). And I don't have all that much real-life time to devote to Sims 3 too. I have lifetime wishes myself. :P
Quote from: Zazazu on 2009 July 06, 19:56:05
There is an exploit that many don't realize. You can get a female pregnant at any time before they become elder. So if you have one day, zero days left until age transition, they can still breed.
Yeah, I knew that. Hmm. I guess I was unconsciously hoping that my Martinez couple can play with their kids while still not elders yet. I hear that energy motive decays faster when in Elder life stage.
Quote from: Zazazu on 2009 July 06, 19:56:05
Also, Awesomemod doesn't enforce maternity leave and Awesomemod is expressly allowed.
That's realistic. It'll also be nice if we can call in to take leave or something. Then we have the option to turn up for work or not.
Maybe allow 1 sim-day leave per week? Assuming the YA and Adult life stages are 20 years each (20-40, 40-60), that would mean that 1 sim-day is about 1 year in real life. A 14-day leave package per year would give about 0.32 sim-days (7.84 sim-hours) of leave per sim-week. If we take more leave than that, then yeah sure, hit our work performance. To make it more realistic, maybe we need to call in to apply for leave, say, 6 sim-hours before work starts?
This keeps bugging me. Why is EA not adopting Awesomemod? If I were working on Sims 3, I wouldn't mind paying Pescado and company to improve Sims 3. It's not like EA can earn any extra from updates that ship these fixes in Awesomemod, right?? Awesomemod's very existence already means that area of revenue is already lost. Why not just let Pescado make Sims 3 better?
Updates that ship fixes should really not have to be paid for by customers.
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Quote from: Shai Hulud on 2009 July 07, 03:03:16
Actually, now that I think about it this sounds stupid. I barely get by with one generation, because it's the same thing everyday. Go to work, raise motives, raise skill, raise motives, rinse and repeat.
Without expansions, there's hardly anything to do. Think about it, take away the skills and the jobs, what do you have? Loafing around your house, or running around town like a released schizophrenic picking up rocks. EA gave us sticks and expect us to build Rome with it. There is almost nothing to do, and this shows it. Try and make a ton of money, and follow guidelines? I don't know about anybody else, but that sounds exasperatingly boring.
That's why we stick with a time limit. Playing with normal lifespans, I actually had to choose which skills to improve. My sims do die of old age before they can master many skills. Often, I would take a high-logic sim off of work permanently, just so she can tutor the next generation well. Having a level 10 (career or logic skill, etc) sim die is a big blow, but a natural one.
In short, playing with normal lifespans, there almost always seems to be never enough time to get everything (that I wanna do) done before my life is over. Much like how busy you might have felt reading that gratuitously long last sentence I just wrote. :) Life's like that. Busy busy busy.
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Quote from: McNum on 2009 June 21, 21:36:43
The Black Market restriction is going to be a pain to keep track of after a few generations. If a founder generation steals some small item, it has to stay on the lot for all 10 generations? I mean at that point, it will have lost so much value that selling it is pocket change, anyway. Could we get a time restriction on it? Like after the thief dies and the object is inherited, it is no longer considered stolen. If only to make bookkeeping a little easier.
...
I think I'll give it a try, though. I'll just put stolen goods in the Family Inventory or something. I don't want to fail just because generation 7 sold a generation 2 stolen fishbowl.
Which was precisely why I asked: why don't we just come up with a specific mod that automatically keeps track of those rules and restrictions for us?
spaceface:
Because. there. are. hardly. any. rules.
As far as klepto's stealing stuff goes, EVERY time you click on the mailbox with the klepto sim selected, you get an option to send back the stolen stuff that is in your family inventory. The stolen stuff comes up in a little list if you do this, you don't have to even remember what it is. Not only is this free, but your sim gets a buff from doing it.
If you have sims in the criminal track who bring home decor items, put the items in a secret attic storeroom or something.
I don't know why people are rushing off and getting their sims jobs, anyway. There are so many easier ways of surviving in this game. I gave my founder the "raise 5 children" LTW, her spouse had the "earn royalties writing books" one, my 2nd gen heir rolled "max writing and painting" and his spouse had the "13 perfect fish". If they roll wants for careers, I tend to let my sims get jobs only when they are well on their way to achieving their LTWs. Because they have more skills by then, they get promotions much faster which makes it more worthwhile.
GayJohnScarritt:
Quote from: tngrspacecadet on 2009 July 07, 07:20:54
I don't know why people are rushing off and getting their sims jobs, anyway.
Because we're F's and we want those 32 little Gold Stars for getting all the Career LTW's. :)
But seriously, it is true that the game was much easier if the Founder (and hopefully spouse) has a stay at home "NYAH NYAH NYAH" LTW to fulfill (for me, it was the Gardening one). They had enough money to fulfill all their needs on the home-lot plus pay for a 100k home before the first sproglette hit teen.
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