Sims 3 Motive Decay Project- WIP Looking for feedback and input.

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Claeric:
Quote from: Skadi on 2011 March 26, 03:07:35

Perhaps what you are looking for is more like TSM where your sim's motives with the basic furnishings climbs slowly.


That's how it already works. More expensive usually means faster motive restoration, basic crap works poorly and it takes an eternity to restore motives.

The problem I'm having is the motives seem to drop so slowly to begin with that the length of time it takes for stuff to restore your motives is negligible in comparison. For example, totally made up numbers, if the motives dropped so that you had ~8 hours of free time in a day, you'd have 16 hours of motive-fixing and 8 hours of whatever. This is how it felt to me in Sims 1/2. But if they dropped so slowly you only needed to dedicate 16 hours of motive fixing every 40 hours, you've got 24 hours of free time to do whatever in between- that is how it seems to be to me in Sims 3. That's 24 hours of free time in 40 hours instead of
14 hours of free time every 40 hours. With such little free time in the second situation, buying new stuff makes things much easier because it gives you more free time. But with so much free time in the first situation, buying better stuff only serves to make the easy even easier instead of making the mildly difficult easier.

I mean I haven't sat here and done all the math to figure this crap out, but I know this much- Hunger, Energy, and Bladder dropping with specific durations is more desirable for me than Hunger, Energy, and Bladder slowing down as they get lower based on the moodlets you have from them. I already made the mod, I timed Hunger so you need to eat twice a day and Bladder so you pee 3/4 times a day, and in a few days of play I found myself having a lot more fun, because my sims had to be attended to more often than once per day per motive per sim. That is how I like to play- I like my sims to EARN their skills, earn new stuff, and earn an easier life. Not start with an easy life and make their way to an easier one. That's the whole reason I've got a bills mod that means they can't even spend all the money they start with on their house like in the base game. My sims have hard lives when they start out. They dont have 100 simoleons in their wallet and then earn enough money to pay for 6 weeks of bills within the first two days.

jezzer:
Quote from: Claeric on 2011 March 26, 05:52:07

My sims have hard lives when they start out.

I think everyone here is completely aware of how much your sims' lives suck.

shadowelements:
Quote from: jeromycraig on 2011 March 26, 14:20:51

Quote from: Claeric on 2011 March 26, 05:52:07

My sims have hard lives when they start out.

I think everyone here is completely aware of how much your sims' lives suck.


It's so hard!

BaronElectricPhase:
I have often wondered how the game play would go if the motives were inter-connected.

If full bladder then comfort decreases rapidly.
If starving then bladder decays more slowly.
If having mega-fun then fatigue/low comfort/ hunger is more easily ignored.
And others that I am too tired to remember at the moment.

I am guessing that the moodlets in TS3 may have already done this, (I have not studied them)
but in TS2.. might be interesting to experiment with.

Kyna:
You make your sims spend their lives grinding, and then you complain when their skills are too high and they are too successful.  You are complaining about the result of your own actions.

On the "good objects are too easy to afford" issue, the answer is simple.  Don't buy them good objects, even though they can afford them.  Edit and save the neighbourhood before you play it to remove the good objects from public lots.  Replace quality objects on public lots with Kewian-based objects or take them out completely.  Take out the shelves with skillbooks in the library (or take out the library completely).  Remove any other skilling lots, too - we didn't have skilling lots in Sims 1.  Use the saved version of this neighbourhood as a template for future neighbourhoods.

If your sims are grinding skills too fast and getting promoted too fast, then make them do non-skilling things: socialise more, or hang out in the park doing bugger all.  If being friends with co-workers and their boss is a career metric then make them become enemies.  If socialising will build their charisma, then only socialise with sims who are best friends already, or socialise by fighting.

If you are incapable of controlling your urge to grind your sims unless the game imposes a limit on you, then maybe the tweak you should consider making is to adapt the fatigue from the athletic skills to apply to all skills.

EDIT @BaronElectricPhaseQuote from: BaronElectricPhase on 2011 March 27, 02:13:56

If having mega-fun then fatigue/low comfort/ hunger is more easily ignored.
<snip>
but in TS2.. might be interesting to experiment with.

TS2 had that.  If sims were "in the zone" they were less likely to drop out of an activity due to moods dropping.

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