No Playable Shoppers

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Renatus:
That was an absurdly long winded way to say "Wouldn't it be easier if you did it this way?"

Thraxwhirl:
True, but I had of course already asked if it could be done such a way, and JMP had said that he felt it would a) prompt people to complain, and b) hinder the game by stopping purchases of craftable Items.

Hence my discourse to expalin WHY I felt that it's a good idea.

I could of course have been briefer, very much like yourself, and said "Could you do it this way," but that would've made no sense at all without an explanation of WHY.

Beyond an unreasoned demand, my tacit friend, there is something we like to call "discussion". It's how literate people express a point of view.

I'm sure JMP understands.

syberspunk:
How perspicaciously, patronizingly, pedagogically pedantic of you. Could you be any more condescending? ;)

Seriously, I don't think impressing upon us your wit and intelligence will work to budge the stubborn ole coot. :P Despite how simple and somewhat logical this solution might be, it would pretty much be a cheaty, cop out way to deal with a borked/broked, poorly implemented system. And for the most part, Pescado doesn't really believe in cheaty hacks, as evidenced by his more realistic, harder type, life's a bitch and then boars rape you hacks.  :D

In other words, his method is a way to work within the system, or to think of it in another way, to make the current implemented system work in a less borked/broked manner. ::) Although the idea of sims automagically pulling out $imoleans from their ass would make it simpler, I agree that many players wouldn't want that. They would prefer the realism of sims actually using their $. Besides, it's so easy to build up loot in the game anyways, I think many long time players just want a way to actually spend the loot when they've gotten bored with their families after having gone through several generations, building up huge houses and the family fortune. As opposed to casual idiot players who don't know how to really play the game and maximize everything to their advantage. As I see it, it would seem that this EP would do well to strike a balance between keeping veterans interested while inticing newcomers s well.

It would probably be even more realistic if everyone had a budget, including townies. But then that would not be practical and no fun at all, when townies end up broke after several hours of gameplay, and either stop showing up, or keep on showing up but are broke and thus worthless. In a way, since townies are essentially immortal, it makes sense that their wealth is equally limitless.

Now... in the very least, if they had only implemented the purchasing/inventory limit as described in the guide, where PCs actually only kept the last 3 items they bought, and you actually were fully reimbursed for such items rather than being penalized due to depreciation, then it would still be fairly crappity, and people would no doubt still complain about it, but it probably wouldn't have been so bad. :P

In anycase, your best bet would probably be to pursue this type of request with Squinge, as s/he? doesn't seem to have any qualms about making cheaty type hacks.

Ste

J. M. Pescado:
Quote from: Thraxwhirl on 2006 March 27, 12:33:24

I note you use the word "depending", ie. in some circumstances it may be that some purchases made randomly by sims over whom the player has no control may JUST prove not to have been completely undesirable and thus, it VERY OCCASIONALLY vindicates the inventory-based shopping system we currently have... so that Playable sims can buy snapdragons.
Well, it helps if you intentionally rig shops so that they sell things to a specific theme. So that businesses can thus be divided into "places that sell things that are useful enough that even playables will want them in quantity", and "businesses that sell crap for townies". More advanced client-controls may be forthcoming in the future.

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To be entirely honest with you, JMP, I'm very surprised to see you of all people write this kind of thing. As someone I've always admired for thinking outside the Box, and grasping the simplistest and most elegant solution to a simple problem.
Amazingly enough, this does seem to be the simplest and most elegant, as far as the problem is that *I* can see, since it simply utilizes the existing tools.

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Lovely though the idea above IS, of banning specific sims from specific Lots, while allowing others - and believe me, I welcome it, and have always wanted to be able to do it - you can't seriously mean that it's the most convenient and easily playable way to prevent UNwanted purchases, surely?
That is, yes. A system for preventing unwanted purchases while permitting wanted purchases would be even more cumbersome and unwieldy.

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Not when you've got to configure each Lot individually(or each sim) every time, and then wait for the required sim to show up when the game randomly chooses, and then persuade them to purchase the right item you want them to have, while steering them away from purchasing stuff you DON'T want them to buy, then reset the configuration to prevent them returning, then, later, remember to extract the item(s) from their Inventory, removing(at a loss) any superfluous item(s) they may also have bought, and then putting on display any you want to keep... all for the sake of the occasional Snapdragon or any other crafted Items...?
I wouldn't say occasional. I mean, there always seem to be a need for more of the damn things. And honestly, do you really care who your customers are as long as you have them? It's probably safer that way. Shops are prone to all manners of hazards which may harm your pretties. Why not let the townies, who you don't really care about, run the risks of being stuck in a restaurant auto-dine where the server has forgotten about them until they piss themselves and then pass out onto the floor, instead of subjecting your playables to these random vagaries, seeing as they extract no benefit from it anyway?

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I mean, if a Global Hack that worked the way jdanddpt suggested, WHO would seriously wish to return to the way things currently work, and burden him/herself with the necessary, Lot-specific set-up, for the sake of a few crafted items, which could far easier be purchased on Residential Lots with this Collection
There's the minor problem that the shopping inventories are buried in one of the more arcane elements of TS2 code, the inventory system, modification of which is rather difficult to test and fraught with peril. Like having your sims' memories randomly wiped with no apparent cause. Understandably, some of us wish to avoid messing with that when possible, especially when other alternatives exist.

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It contains ALL the flowers, toys and robots(to my knowledge), and they can be placed directly in the sims' homes. Job done. On my other PC to my right, I've just tested this by purchasing a Snapdragon Bouquet and placed it on a desk in a Residential Lot. No problems. The OFB Craft Objects Collection solves the issue of "the bother of having to drive over there and fight with the obnoxious browsers to buy out the store."

This Collection would thus(if a Global "No Inventory purchasing" Hack complemented it) remove the need for ever, as you put it, wanting sims to keep what they buy(on Business or Community Lots). When would a user ever require their playables to keep the stuff they'd bought, if just about every Community- and Craftable- item from all EPs is available for instant purchase in one Shop-at-Home Collection or another?
Sure, just undermine the inherent CRAFTABLENESS of the object. Making them common buyables just seems so demeaning and makes them so...not-unique anymore.

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Now, I grant you that I have no idea whether or not a Global Hack such as the one jdanddpt and myself talked about is at all possible; nor do I know if it is easy to code; nor do either of us have any right to demand it or expect it of you or anyone else for that matter. Not one iota.
It's certainly potentially doable, but not something that I wish to occupy my time with at present, in light of other, more pressing issues. It may perhaps become a possibility in the future when I explore the finer points of inventory-junk-a-thons.

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And if, as you point out, some users were to start "demanding it the other way, because they might WANT the items they purchase", why on Earth would they DL such a Hack in the first place?  ???  Nobody would be forcing them to.
Ah, here's the rub: I don't want such a thing in my game. In order for me to make it, I would have to put something I don't actually want in my game. It would have to stay there for quite some time, during which nobody would actually see it, and if something goes wrong afterwards, I have to put the darned thing back. In my game. Where I don't actually want such a behavior.

Therefore, since I don't actually want such a thing to occur in my game, I'm not really feeling motivated to make such a thing. And therefore I'm going to dismiss the complaint. Nyah. :P

Renatus:
Quote from: Thraxwhirl on 2006 March 27, 15:21:48

True, but I had of course already asked if it could be done such a way, and JMP had said that he felt it would a) prompt people to complain, and b) hinder the game by stopping purchases of craftable Items.

Hence my discourse to expalin WHY I felt that it's a good idea.

I could of course have been briefer, very much like yourself, and said "Could you do it this way," but that would've made no sense at all without an explanation of WHY.

Beyond an unreasoned demand, my tacit friend, there is something we like to call "discussion". It's how literate people express a point of view.

I'm sure JMP understands.


Your post would have been at least 25% shorter just without the asskissing. Fortunately for you, Pescado has a high tolerance for long posts, it didn't reach tl;dr land for him and you got your answer.

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