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

<< < (2/11) > >>

J. M. Pescado:
Quote from: Claeric on 2011 March 23, 23:35:58

This is how Sims 1 was. I went back to Sims 1 after getting frustrated with Sims 3 being far too easy, and realized the reason it was too easy is because of the motives.
You know the TS1 motives weren't actually that high, either. TS1 was still "one meal a day". In fact, the only difference was that sims peed even more. But the real reason TS1 was "harder" is simply because of the fact that sims were permanently moody and that was the only thing in the game, rather like TS2 without platinum mode. It wasn't the decay rates at all, merely that sims would bitch and moan about even the slightest less-than-perfectly-full bar. TS2 reduced this, and TS3 reduced this even more: Now sims aren't really concerned if they haven't peed in the last 5 minutes, as long it's not really bad. If you want to make it HARDER, just crank the difficulty multipliers in AwesomeMod.

The other reason TS1 seems harder? Dumber AI, and no Supreme Commander to handle your micromanagement for you, because I hadn't written anything for TS1. If we were still PLAYING TS1, there would be a Supreme Commander there, too, and you'd be moaning the game was easy again. Maybe you just really like difficulty-through-pointless-micromanagement-because-the-AI-is-really-stupid. Or maybe you're just a shouty vole.

Anyway, not a download, so moving out of the Pudding Factory.

Quote from: Claeric on 2011 March 23, 23:43:11

The goal here is to make it so that sims can't be level 10 of all skills and get to level 10 of 4 jobs and have a megamansion with one lifetime. The goal is to make it so sims can't constantly grind for skills and simoleons with 2 hour breaks to boost motives when they aren't sleeping. I thought some people may be interested. If you are not, I do not really...care.
Set the lifespan to "shorter" and turn the skill and job difficulty up. Voila. Your sims are now permanently stupid and stuck in a dead-end job for life.

Claeric:
The difficulty modifiers only apply to skills and jobs, dont they? With those upped, all that changes is I spend the same amount of time constantly grinding for skills, but it takes more grinding. So it's still super easy to get your mood up, and then you grind forever. :\

witch:
Quote from: Claeric on 2011 March 23, 23:54:04

The difficulty modifiers only apply to skills and jobs, dont they? With those upped, all that changes is I spend the same amount of time constantly grinding for skills, but it takes more grinding. So it's still super easy to get your mood up, and then you grind forever. :\


'Cos doing it all manually is just so much fun.

J. M. Pescado:
Quote from: Claeric on 2011 March 23, 23:54:04

The difficulty modifiers only apply to skills and jobs, dont they? With those upped, all that changes is I spend the same amount of time constantly grinding for skills, but it takes more grinding. So it's still super easy to get your mood up, and then you grind forever. :\
But that's difficulty for you. Does it really matter how your sims are doing it? No matter what you change, it's still simply a matter of turning on Supreme Commander and letting it run. The procedure doesn't change no matter what you do to the values.

Claeric:
Well, yes, it very much does.

What you're proposing is making everything the same, but making the grinding take longer. The difference thre is you don't make as much money because you can't get promoted nearly as easily, so you take longer to get more stuff, which doesn't make things any easier. Bigger, better house = no real change whatsoever. Working to build a bigger home is meaningless.

What I am proposing is making the grinding take the same amount of time, but limiting how often you can grind by making the motives more urgent and something you need to deal with more often, and once you DO get more stuff, it gets easier to raise your motives, so you can grind more often. Bigger, better house = Faster, easier moneymaking. Working to build a bigger home has meaning.

I implore you, open The Sims 1 again and note how gradually you start to get better things, and the impact those better things have on how much easier it is to raise your motives. The Sims 3 does not work this way to nearly the same degree. Better stuff doesn't matter all that much because you can raise the biggest motives in no time (hunger, bladder, hygiene) with barely a difference between objects of higher or lower quality. That difference would be more meaningful if the motives had more of an impact on what you could do and when, as opposed to your sim only caring about anything when they're literally starving.

Navigation

[0] Message Index

[#] Next page

[*] Previous page