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Make war not love - Random idea for a challenge
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Topic: Make war not love - Random idea for a challenge (Read 21458 times)
Liveangel
Querulous Quidnunc
Posts: 1205
Meh.
Make war not love - Random idea for a challenge
«
on:
2008 August 02, 08:41:10 »
Okay, I came up with a random idea for a challenge. Start with a CAS adult, make him/her a romance sim (secondary aspiration popularity if you have Freetime) and give him or her at least 8 Nice points. Get your sim to make as many enemies as possible in a set amount of time (I'm thinking 30 days). Then the challenge ends. Scoring will depend on relationships at the end of the challenge, number of fights won/lost, and the like.
I can has opinions?
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floopyboo
The Biter
Pinheaded Pissant
Posts: 1017
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Re: Make war not love - Random idea for a challenge
«
Reply #1 on:
2008 August 02, 08:54:07 »
To make it harder, no macro/socialise/unfriendly, and you
must
use a no jealousy hack.
That should make it somewhat of a challenge.
Also, sim must end game in platinum aspiration to win challenge.
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J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Make war not love - Random idea for a challenge
«
Reply #2 on:
2008 August 02, 09:29:11 »
Quote from: floopyboo on 2008 August 02, 08:54:07
To make it harder, no macro/socialise/unfriendly, and you
must
use a no jealousy hack.
Banning Macros doesn't change anything, since Macro/Unfriendly isn't doing anything you can't do, it just does without additional user input using a known formula. You can enter the formula yourself, if you want: "Prank, Prank, Shove, Shove, Attack".
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floopyboo
The Biter
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Posts: 1017
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Re: Make war not love - Random idea for a challenge
«
Reply #3 on:
2008 August 02, 09:43:36 »
That's true, but macro/socialise/unfriendly is the model of
efficiency
when it comes to making enemies. Disallowing it makes the user need to manipulate the interactions themselves, allowing room for error.
Personally, I'd get sims to keep hitting on sims that aren't remotely interested. That's a surefire way to make enemies.
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Aner-Dyfan
Exasperating Eyesore
Posts: 226
Re: Make war not love - Random idea for a challenge
«
Reply #4 on:
2008 August 02, 22:25:09 »
But banning macros puts the grind back into the game. You can be just as effective using the pause function, and if you make errors you have bad mouse eye coordination and need to play MOAR games.
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DrNerd
Lipless Loser
Posts: 677
Re: Make war not love - Random idea for a challenge
«
Reply #5 on:
2008 August 02, 22:54:45 »
I'd limit the interactions you could direct your Sim to do, and cut down on the number of nice points to start with. I currently have a 9 nice point Sim who has negative relationships with several other Sims, because as soon as you don't tell him what to do, he immediately Admires whoever he's talking to, regardless of their relationship. Start off with 6-7 nice points, which will cut down on the low-relationship autonomous Admire, and make them no more than 7 Outgoing, to cut down on random Hug. Both of those will lead to double-minuses right off the bat.
I'd say to limit the deliberately negative interactions to anything from the Irritate and Flirt/Hug/Kiss/Appreciate menus, but NOT the Fight menu. If they want to Fight, they'll have to initiate it themselves, or have the other Sim initiate.
I've had Sims make enemies autonomously before. Most of them are piss-mean, so that's not surprising. But on one occasion, Gilbert Jacquet and his nine nice points got into it with one-nice-point Spider Jerusalem following a rejected Admire, and I was surprised at how much of what followed was initiated by Gilbert:
Fun Autonomous Hostility!
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talysman
Knuckleheaded Knob
Posts: 580
Re: Make war not love - Random idea for a challenge
«
Reply #6 on:
2008 August 02, 22:56:42 »
I was once considering a variation of this as a challenge for Popularity sims with a "30 Simultaneous Best Friends" LTW: you are only allowed to make friends with targets if you've made enemies with them first.
Maybe "challenge" is too strong a word for a simple rule like that, though. I was considering calling this a handicap.
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Liveangel
Querulous Quidnunc
Posts: 1205
Meh.
Re: Make war not love - Random idea for a challenge
«
Reply #7 on:
2008 August 03, 00:26:40 »
Quote from: DrNerd on 2008 August 02, 22:54:45
Start off with 6-7 nice points, which will cut down on the low-relationship autonomous Admire, and make them no more than 7 Outgoing, to cut down on random Hug. Both of those will lead to double-minuses right off the bat.
Yes, but this called a
challenge
for a reason. I will play-test this challenge ASAP. BTW, that story was interesting.
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kuronue
Querulous Quidnunc
Posts: 1154
Re: Make war not love - Random idea for a challenge
«
Reply #8 on:
2008 August 03, 03:14:12 »
Quote from: Liveangel on 2008 August 03, 00:26:40
Quote from: DrNerd on 2008 August 02, 22:54:45
Start off with 6-7 nice points, which will cut down on the low-relationship autonomous Admire, and make them no more than 7 Outgoing, to cut down on random Hug. Both of those will lead to double-minuses right off the bat.
Yes, but this called a
challenge
for a reason. I will play-test this challenge ASAP. BTW, that story was interesting.
Er, I think you missed the point of what they were saying: if they're too nice they'll admire people, get rejected, and get massive minuses to their relationship, leading to enemies in no time, making the challenge
easier
. Same for outgoing and hug.
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J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Make war not love - Random idea for a challenge
«
Reply #9 on:
2008 August 05, 10:19:14 »
Quote from: floopyboo on 2008 August 02, 09:43:36
That's true, but macro/socialise/unfriendly is the model of
efficiency
when it comes to making enemies. Disallowing it makes the user need to manipulate the interactions themselves, allowing room for error.
Not really. How would you make an error doing this? It's a very simple sequence and you can doublecheck every move.
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floopyboo
The Biter
Pinheaded Pissant
Posts: 1017
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Re: Make war not love - Random idea for a challenge
«
Reply #10 on:
2008 August 05, 11:20:05 »
You forget the organic component. Organic matter is fallible.
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DrNerd
Lipless Loser
Posts: 677
Re: Make war not love - Random idea for a challenge
«
Reply #11 on:
2008 August 05, 21:30:29 »
Quote from: J. M. Pescado on 2008 August 05, 10:19:14
Quote from: floopyboo on 2008 August 02, 09:43:36
That's true, but macro/socialise/unfriendly is the model of
efficiency
when it comes to making enemies. Disallowing it makes the user need to manipulate the interactions themselves, allowing room for error.
Not really. How would you make an error doing this? It's a very simple sequence and you can doublecheck every move.
Unless you limit the negative interactions you can direct them to do, which was my suggestion. Otherwise it's very easy to make enemies. Adding the element of autonomy by not directing them to Poke/Shove/Slap/Attack introduces an certain randomness.
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J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Make war not love - Random idea for a challenge
«
Reply #12 on:
2008 August 05, 22:21:38 »
Quote from: floopyboo on 2008 August 05, 11:20:05
You forget the organic component. Organic matter is fallible.
Except that this isn't a real time game and selection of interactions is not a physical challenge. There's absolutely nothing which stops you picking the exact actions every time.
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Roux
Feckless Fool
Posts: 266
Re: Make war not love - Random idea for a challenge
«
Reply #13 on:
2008 August 05, 23:03:44 »
If you're banning macros because it makes it "too easy," then you should additionally ban both the pause button (apart from the pauses the game forces on you) and queue cancellation. Fat fingers select the wrong thing? Too bad. Don't want them to autonomously tell a joke or apologize? Better queue something else up quick to override it, 'cause you can't cancel it out.
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talysman
Knuckleheaded Knob
Posts: 580
Re: Make war not love - Random idea for a challenge
«
Reply #14 on:
2008 August 06, 00:11:25 »
You can ban my pause key when you pry it from my cold, dead hands.
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professorbutters
Humourless Egghead
Lipless Loser
Posts: 673
Humourless Priss
Re: Make war not love - Random idea for a challenge
«
Reply #15 on:
2008 August 06, 06:22:08 »
I appreciate the macros, though I don't use them when I play my legacy house, as a simple way to avoid striking a lot of keys or the trackpad multiple times. That can hurt physically. OK, I'm a wuss, but it can hurt, and the efficiency makes it easier for me to play longer.
I would say, though, that Macro/Socialize is usually smarter about which interactions to select than I am.
I've seen the autonomous Admire/Hug in action, and it is lethal when directed at a mean, shy Sim. Luckily I do not have a lot of Sims who are both very nice and very Outgoing.
You didn't mention this, but I am assuming the Sim in question begins by him or herself on an empty lot and that it cannot be played in a dorm. You also may wish to specify the seasons. I'd suggest fall as being neutral for all relationships.
PB
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J. M. Pescado
Fat Obstreperous Jerk
El Presidente
Posts: 26288
Re: Make war not love - Random idea for a challenge
«
Reply #16 on:
2008 August 11, 00:25:12 »
Quote from: DrNerd on 2008 August 05, 21:30:29
Unless you limit the negative interactions you can direct them to do, which was my suggestion. Otherwise it's very easy to make enemies. Adding the element of autonomy by not directing them to Poke/Shove/Slap/Attack introduces an certain randomness.
You realize that is basically the entire set of negative interactions in the game, right? There's maybe all of 6 total and maybe 2 or 3 will be available at any given time, not even enough to form a loop.
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Grant me the serenity to accept the things I cannot change, the courage to change the things I cannot accept, and the wisdom to hide the bodies of those I had to kill because they pissed me off.
DrNerd
Lipless Loser
Posts: 677
Re: Make war not love - Random idea for a challenge
«
Reply #17 on:
2008 August 12, 17:34:52 »
Quote from: J. M. Pescado on 2008 August 11, 00:25:12
Quote from: DrNerd on 2008 August 05, 21:30:29
Unless you limit the negative interactions you can direct them to do, which was my suggestion. Otherwise it's very easy to make enemies. Adding the element of autonomy by not directing them to Poke/Shove/Slap/Attack introduces an certain randomness.
You realize that is basically the entire set of negative interactions in the game, right? There's maybe all of 6 total and maybe 2 or 3 will be available at any given time, not even enough to form a loop.
In most circumstances, anything from the Irritate menu is also a guaranteed double-negative, at least on the side of the Irritated. I recently had a playable greet a Dormie and do Irritate... Annoy. The Dormie's immediate response was Poke, then Shove, and I didn't queue up any interactions for my playable, and the next thing that popped up in his queue was Be Attacked. It's possible to make enemies without directing your playable to do any of the Fight interactions. Granted, most of my Sims are piss-mean, but even the nice ones will Irritate someone if they're directed to, and if they've just met the Sim, the relationship will be low enough to instigate hostility on the part of the uncontrollable almost immediately. And if the relationship is low, Flirts and Appreciates will also be negative interactions--enough to form a loop, if you even need to. Just look at the story link I posted earlier--most of that was uncontrollable Gilbert and his nine nice points being the aggressor because the other uncontrollable rejected a low-relationship Admire. If it hadn't been for the fire, they'd have autonomously made enemies; it would have taken maybe one more Slap to push them to that point. IMO, it's entirely possible to make enemies without directing anyone to Fight, even if high numbers of nice points are involved--perhaps ESPECIALLY if high numbers of nice points are involved (or very low numbers), because of their propensity for trying higher-level interactions when the relationships are still low (or general pissiness, in the case of meanies).
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