More realistic/difficult relationships?

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J. M. Pescado:
In theory, all of the above could be changed, but only very messily, and on a less than logically determinable basis. Also, sims don't know when to stop, so the nature of "best action" will either cause them to ALWAYS pick that action, or to NEVER pick that action, so if you make a relationship-destroying interaction available autonomously, it will either be chosen CONSTANTLY, or not at all, if sim are left to themselves.

Magicmoon:
Quote from: J. M. Pescado on 2007 July 11, 07:11:17

It is believed that "enemies accumulate" currently maintains a satisfactory balance between these two extremes.


The readme for enemies accumulate is a little confusing as it appears to talk more about the fight club than the status of enemies. I understood the part about the enemies stay enemies instead of 'wearing off' if you don't continue to interact with them, but I need to know if a former enemy is 'recoverable' with the mod in place.

I had a married couple where the wife caught the husband cheating more than once and they became enemies. I tried to get them to at least not hate each other for the children's sake. First I let the furiousness wear off, then I attempted to have them interact in non-threatening ways. But I never could get the enemy icon removed and they would soon be fighting again. Is that because of the enemies accumulate mod or because I just didn't know how to work on their relationship properly?

J. M. Pescado:
You can stop being enemies if you try hard enough, but it won't automagically happen if you do nothing. In fact, until you've done so, things will likely get worse, especially if they are not nice sims, as mean sims hold grudges instead of forgiving.

Farsight:
Quote from: J. M. Pescado on 2007 July 11, 08:26:01

In theory, all of the above could be changed

Nice!

Quote

but only very messily

Not nice! :)

Quote

Also, sims don't know when to stop, so the nature of "best action" will either cause them to ALWAYS pick that action, or to NEVER pick that action, so if you make a relationship-destroying interaction available autonomously, it will either be chosen CONSTANTLY, or not at all, if sim are left to themselves.


I wasn't actually thinking of adding any interactions, or changing the logic that determines which action gets picked.

I was trying to keep things (relatively) simple, by limiting changes to the logic that determines the results of the action.

For example, a Sim would still decide when to try to Chat with another Sim in the same way. What would change is the logic that decides if the chat "succeeds" or not, and/or the +/- point changes on success/failure.

So the Sim wouldn't be doing anything smarter/dumber than they currently do, the result would just be less likely to push their relationship to 100, and take into greater account the two Sims' personalities.

Such a mod might make Decay work better as well... two incompatible Sims might forget they hate each other, but if their conflicting personalities make interactions have a 90% chance of failure, they'll remember soon enough. :)

If that were combined with their personalities also determining their min/max LTR, you would no longer see all relationships going to -100/-100 or 100/100, and each relationship would feel unique.

J. M. Pescado:
Quote from: Farsight on 2007 July 11, 10:13:07

For example, a Sim would still decide when to try to Chat with another Sim in the same way. What would change is the logic that decides if the chat "succeeds" or not, and/or the +/- point changes on success/failure.
The logic of whether or not a chat "succeeds" or "fails" is determined purely by the randomly chosen conversational topic, and relationship has no influence at all. Indeed, it is not certain the code even knows who the sim is talking to. Research into making topic selection more intelligent has been looked into for awhile. Personality has basically no influence on this. However, I *HAVE* had positive results with getting sims to sit in sullen silence instead of opening their yaps to any random stranger they see, when outside of the direct "chat" action, so they don't attempt to initiate forced-friendship at all.

Quote from: Farsight on 2007 July 11, 10:13:07

So the Sim wouldn't be doing anything smarter/dumber than they currently do, the result would just be less likely to push their relationship to 100, and take into greater account the two Sims' personalities.
Once positive tone is established, chat tends to play little to no real role. Unless your sim is "Fingers in Ears" Lythdan, anyway. Lythdan manages to piss everyone off, because she picks the topic she hates least to initiate the conversation, then when the other sim responds with the same topic, thinking it to be a topic of conversation, Lythdan goes FINGERS IN EARS!

Quote from: Farsight on 2007 July 11, 10:13:07

If that were combined with their personalities also determining their min/max LTR, you would no longer see all relationships going to -100/-100 or 100/100, and each relationship would feel unique.
And how exactly do you propose that be determined? How friendships work even in HUMANS is hardly a scientifically determinable phenomenon! Where would these caps be? How would they be determined? All of this is highly unanswerable.

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