Motive Decay rates
Jeebus:
Quote from: jeromycraig on 2010 November 16, 01:02:20
Cwuntz is the guy who tries to play every family in his TS3 neighborhood simultaneously while bitching about how difficult it is to do so. I think it's safe to assume he is insane.
Agreed. I thought one of the selling points of TS3 was that YOU DON'T HAVE TO PLAY EVERY DAMN FAMBLY.
Zazazu:
Quote from: jeromycraig on 2010 November 16, 01:02:20
Cwuntz is the guy who tries to play every family in his TS3 neighborhood simultaneously while bitching about how difficult it is to do so. I think it's safe to assume he is insane.
I play as many as 16 families simultaneously, using awesomemod's sacred feature to keep them from misbehaving too badly and a very simple rotation with aging turned on for only one family per rotation. It's not that difficult. In some ways, it's actually easier than TS2 because I can have freer interaction between the families and if I get sick of a particular household, I can just stop playing them and they'll maintain continuity.
A plan and a couple toggles every rotation is probably too much unfun work for Cwurts. Perhaps it is simply too confusing for his wittle bwain.
J. M. Pescado:
Quote from: Zazazu on 2010 November 16, 00:47:56
TS2 was a sea change from TS1.
Not really, mechanically, TS2 and TS1 are very similar. They even share a similar underlying language.
Quote from: Zazazu on 2010 November 16, 00:47:56
The same thing is true with TS3. For me, yeah, there are a lot of things I miss from TS2, especially the tighter control I had over promotions and OFB features.
You had tigher control over promotions in TS2? My understanding is that TS3 and TS2's promotionary system are more or less exactly the same: Fill bar, get promotion. The OFB "features" are not strictly necessary in TS3 because you no longer need to buy a community lot merely to be able to play it and save on it. Although the ability to run a business has evaporated, it wasn't really NECESSARY, anyway, and certainly not the most interesting use of OFB's lot features.
cwurts:
In my opinion, if you're going to call a game a sequel, it has to be a streamlined version of the same game, not "a different game". My complaint is that some of the things they considered extraneous and left out were integral parts of gameplay, and that is something unbecoming of a sequel, in my opinion.
wizard_merlin:
Quote from: cwurts on 2010 November 16, 19:58:57
In my opinion, if you're going to call a game a sequel, it has to be a streamlined version of the same game, not "a different game".
I was of the impression EAxis considered Sims 3 a prequel for Sims 2, so how does that fit into your thinking?
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