Sims 3 Motive Decay Project- WIP Looking for feedback and input.
Claeric:
Quote from: BaronElectricPhase on 2011 March 27, 02:13:56
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.
Moodlets don't inter-connect motives but their whole purpose ois to have an effect similar to what you're talking about. Even if a sim is hungry and bored, they'll still use a skilling object as long as their overall mood- affected heavily by moodlets- is good. So if a sim who is vain and likes the outdoors goes outside after looking at themself in a mirror and there's music playing outside, they'll gladly work out even if they're hungry and bored and possibly even tired, because all they mostly care about is the overall mood.
J. M. Pescado:
That's basically how things have always worked. Sims generally will do the action you require of them unless a motive is critical. Certain critical motives impose negative moodlets in addition. And, what, you pee four times a day? Do you have some kind of health condition, or just a really puny bladder? If you want a sim like that, give it the Incontinent trait.
spockblock:
Quote from: J. M. Pescado on 2011 March 29, 03:59:11
And, what, you pee four times a day? Do you have some kind of health condition, or just a really puny bladder?
I suspect most people pee at least four times a day.
You know, most people who aren't Pescado and haven't upgraded various body parts through black market purchases and home surgery kits.
J. M. Pescado:
Quote from: Claeric on 2011 March 27, 02:39:53
So if a sim who is vain and likes the outdoors goes outside after looking at themself in a mirror and there's music playing outside, they'll gladly work out even if they're hungry and bored and possibly even tired, because all they mostly care about is the overall mood.
Which isn't actually true, since they'll still stop if a motive runs low. What this change DID make was that sims are no longer subject to constant irrational mood swings which start the moment a motive is somehow not perfectly full. In previous editions of the game, a sim was NOT HAPPY if they hadn't eaten in the last 5 minutes. This, of course, is what caused sims to engage in seemingly obsessive behaviors aimed at fixing non-problems while ignoring actual problems. The change to moodlets has altered this behavior, because now a sim isn't immediately compelled to eat something the moment they are not perfectly full: It doesn't bother them until they are actually HUNGRY, like NORMAL PEOPLE.
The flip side of this is that sims no longer consider life seated upon a comfy reclining terlet parked in a shower with built-in TV while being fed through a tube, parked next to a bunch of other similarly configured people, the peak of existence. But you know what? NEITHER DO ACTUAL PEOPLE.
kutto:
Quote from: spockblock on 2011 March 29, 05:32:43
Quote from: J. M. Pescado on 2011 March 29, 03:59:11
And, what, you pee four times a day? Do you have some kind of health condition, or just a really puny bladder?
I suspect most people pee at least four times a day.
You know, most people who aren't Pescado and haven't upgraded various body parts through black market purchases and home surgery kits.
Four times a day? Seriously? No way. If you are peeing that many times a day, you're pregnant, diabetic, or something else, and you are the person who keeps ruining road trips by making us stop every half hour.
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