Tombs do not reset
Trickster:
Quote from: Zarifeke on 2009 November 21, 23:08:14
Edit: And honestly, I would much rather the tombs reset once you go home and come back, even if it means you have to start a tomb over that you were in the middle of. Because as it is, only one sim can explore a tomb and solve its puzzles for that save. Ever.
*Sign*
Quote from: J. M. Pescado on 2009 November 21, 15:22:50
The idea that treasure RESETS when you leave a tomb is STUPID. THe entire point of tomb-robbing is that it is first-come, first-serve. You cannot simply go back to a tomb you just looted and expect to find more treasure! If they had really wanted to make the gameplay renewable like that, they should have procedurally generated, random tombs. Full of demons. That you hack up with your sword. And stuff.
Yeah, tombs not resetting is certainly more realistic, but it would really hinder gameplay that goes beyond one generation of sims (meaning one really adventurous Sim).
This is not the kind of realism I'm looking for in a game like that.
Would there even be a possibility to reset lots like that?
Manually or not. Even having to reset them manually would be allright.
Zarifeke:
Only way I could see to be able to manually reset a lot with the push of a button for example, would be if there is some way to take the data of the unexplored lot from wherever it is stored (obviously somewhere as the tomb lots are new and reset whenever you make a new game), and replace the explored lot with that data. I have NO idea if that's even possible.
And that may still break the quests, I don't know.
The other way to "manually" reset a tomb, would be to go into it and use the tomb building debug stuff to edit every single thing back to how it starts out as, using an unexplored copy as a comparison of course. This seems the least likely to break the quests, as the original lot is still there, you're just editting it back to how it normally is. Again I could be wrong, because as far as I can see the adventures/quests are off in their own little world that would require modding/coding to mess with.
All you would have to do is learn how to build tombs, which honestly isn't all that hard once you figure out what all the options do. But at that point, you might as well just make your own tombs!
At this point I'm tempted to make a basic guide, because with there being an object with logic gate capability in the debug section of the buy mode, I can see people making awesome stuff.
KawaiiMiyo:
Quote from: J. M. Pescado on 2009 November 21, 15:22:50
The idea that treasure RESETS when you leave a tomb is STUPID. THe entire point of tomb-robbing is that it is first-come, first-serve. You cannot simply go back to a tomb you just looted and expect to find more treasure! If they had really wanted to make the gameplay renewable like that, they should have procedurally generated, random tombs. Full of demons. That you hack up with your sword. And stuff.
o.O But then it wouldnt be the sims?
Im actually okay with treasure resetting. I mean arent what those treasure chests spawning random? (At least I thought they were. Correct me if I'm wrong) I mean, isnt there a chance of your sims going in and finding a ton of fossilized watermelon instead of some ancient vase? it'd kinda suck to go through everything, not find anything good, just to realize "Oh crap this is it. guess I'll just have to "Buy" a vase " but that takes away half the fun. Even if I'm wrong and the items stay the same and they arent randomized. arent the values at least random? So long as the treasures reset, then you wont run out of things to do , you can at least try to go back for "Bigger and better"
I only want the traps to respawn. Its no fun "exploring" when you just waltz in to a cave, and go straight to the treasure, time and time again.
Demons? bah =p Just throw in more traps, and make them deadlier. Pfft, when my sim walks into a hidden fire trap, she shouldnt just shake herself off, disarm the thing and move on. She was just set on fire! I want a small chance of her turning into a pile of ashes! Give me suspense! and those steam traps? <.< Yeah, similar to a sprinkler... next time i'll have her take her swimsuit.
And not to mention those wall switches... When my sim takes her hand out to shake off 100 ancient bugs and beetles. Thats not natural! She shouldnt shake em off just like a fly or a ladybug. These are not little harmless modern bugs, these should be deadly fierce and poisonous! MOAR DANGER!
I admit, I've turned sadist. I was thrilled seeing WA was filled with fire traps and hidden switches, suspense, danger and risk! thats what I want. Heck, if my sim can come back from exploring the "Catacombs" looking like she's just come back from hell, singed from head-to-toe. I should at least be able to expect the same from a deadly firetrap in an ancient tomb right?
ameekabramble:
Really, I agree, there should be at least some chance they would die from a trap.
I ran into a hidden electrical trap that did singe my sim from head to toe, much like the catacombs. But he didn't die.
I wish the tombs would reset at least for a different sim from the same town.
And Sims 3 + Swords + Demons would be definitely more awesome. The ultimate in gaming fun. *dreams*
I ran into my first mummy, and he was cool looking, but not as aggressive as I had hoped either. He actually cursed my sim, and then on the way back to town my game crashed before I thought to save it.... *sigh*
Narmy:
Quote from: Trickster on 2009 November 21, 23:58:39
Quote from: Zarifeke on 2009 November 21, 23:08:14
Edit: And honestly, I would much rather the tombs reset once you go home and come back, even if it means you have to start a tomb over that you were in the middle of. Because as it is, only one sim can explore a tomb and solve its puzzles for that save. Ever.
*Sign*
Agreed. There should be some challenge to make money, besides raiding a fully completed tomb that magically reset all it's treasure.
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