The Legacy Challenge for TS3

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rohina:
Well, that's a nice rewrite of history. Because it only got horrifically complex after you posted it here and people pwnt you.

Budgie:
It didn't really help that new EPs came out and people ended up creating and improvising rules to fit new features until it became almost too complicated.

Zazazu:
Quote from: rohina on 2009 June 24, 03:22:03

It's the list of really specific rules like the "rich" and the "klepto". Those are where it is going to balloon with every single EP, you can tell from the design. At the moment, it is minor annoyance, but unless the framework is right at the start, it's a recipe for the same kind of disaster there was with Apocalypse.

Also, I have to say, given the way TS3 enforces legacy-style play, how necessary is it to articulate these nit picky rules?

Personally, I'm not a fan of either rule. Like I said before, at gen four of an established neighborhood, everyone was considered rich. I'm already nearly to that level in my legacy 'hood, which was wiped before I began, and the eldest girl of the second generation is just a teen. As for the klepto rule, I can see what he was thinking, but in the end it's not going to make that much of a difference. The huge money-makers in the game come from one of three things: collecting, farming, and raises (both from promotions and from keeping at a top level job). At this point, my house value is at $70,831 and they have over $10k on hand. This is without doing any exploitive tricks I've learned so far.

This set of rules is unclear, but I don't think it's too restrictive overall. I just don't think he's spent enough time exploring the game to have made intelligent rules. He'll realize it. People will ask questions that point out easy exploits. He'll rewrite the rules, instead of saying "Yay, you, you've figured out an exploit". It's releasing the guidelines before having enough test time that makes things end up a confusing mess. As is, what he intends can be summed up quite simply:

1. Make sim to your own specifications.
2. Place them on a lot and make sure they only have $1300 on hand.
3. Hit random button for all traits of kids born in game.
4. Spawn children. Play game until your family has reached its 10th generation.
5. Don't sell stuff you steal for money (bad rule, see other exploits being just as valid and less time consuming).
6. Don't marry a sim your family has identified as rich (bad rule, see exploding house worth and fail computation of game).
7. Score as such:
    a. One point per generation
    b. One point per LTW fulfilled (no dupes)
    c. One point per sim with portrait painted & displayed
    d. One point per $100k in furnished home value (dumb, encourages hoarding money and adding a bunch of shit at the last minute. Use furnished + cash, maybe increase the $/point, or don't, since there's no cap)
    e. One point per 100k aspiration points earned by any single sim
8. No using modifications that make the game easier, and no extending life through cheat or in-game means.
9. Once you're dead, you're dead. No resurrecting sims, you tree-hugging hippy.
10. Only sims who are part of the family tree kept by the game and reside in the house are eligible to contribute points.
11. You can do optional challenges, but they don't count for points, so why the hell do you care?

Yeah, it's not that much different than gameplay as designed. There's just these points. That don't matter. That don't have a cap. That have no real meaning.

rufio:
Actually, I can see how selling stolen stuff might be an exploit during the first generation - I had a CAS sim who was Evil and Ambitious, and to whom I gave the multi-tasker perk.  She shot right up through the Criminal-Evil career track and brought home some kind of $12,000 statue at a point when the family funds were not much more than $1,000.  This would have even more effect for a sim who started with a big empty lot and only $1300, assuming they didn't marry rich.  That's another rule that I think it would probably make sense to confine to the first one or two generations.  Personally, I plan to disregard both as soon as my family gets to the point where they have money coming out their ears.

rohina:
This reaction is exactly why articulating the rules is stupid. How many people actually keep score in Legacy challenges anyway? The reason I made the Beancounters beancounters was because none of the Legacies I read paid attention to the points once they got all complicated.

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