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I like the karma system too, and your text is well written. I imagine the Ghost Scenario as a Bad End, or something similar. only that you can help the Zois to find salvation, to fill the city with life again. like angel work or something.
I can understand you, I also concentrate most only on one family or one person.
but I won't be angry with Inzoi even if it's like this later.
I know that both are completely different games with completely different game concepts, from the beginning, No Sims clone, No Sims Killer. They only share a few core elements of the same genres.
I mean, Asia has some wild views on polyamory sometimes!
It's not like The Sims, where your character can go to your neighbor's house and break his kitchen sink and toilet, and nothing will happen to him. In The Sims, no one gets hurt for that. Or, conversely, your Sim can fix all the broken appliances in the entire town, and it won't affect the game at all. The character will just level up a certain skill and that's it. What I mean is that this InZOI feature is customizable. The game already has certain parameters related to karma that you can adjust and use to your liking. This suggests that the developers did not intend to force anyone to play a certain way. They figured out how to implement this idea in the game, and gave players the tools to manage it. So far these tools are few, and I do not fully understand how they work, or if they work at all at the moment.
I also prefer to play with one character or one family and don't want to play for each family separately. To ruin the karma in the city, I used the settings in the city management menu.
Civic Consciousness - Highest. So that karma-related interactions always achieve maximum success.
Conversation Karma Positivity - Lowest. So that characters don't like to have conversations that can improve karma.
Conversation Karma Negativity - Highest. So that characters prefer communication that leads to worse karma.
Positive/Negative Emotion Control - Lowest. So that characters experience as many negative emotions as possible and perform corresponding actions under their influence.
City Safety - Lowest. So that characters are most likely to be involved in crime.
I understand that the last two points do not directly affect the state of karma. But I think that in the end it can also help to ruin karma (seems logical).
Yesterday I tried to implement this bad karma scenario for the city in a separate save. But so far I have not been able to achieve any noticeable results. After spending three hours in the game on speed 4 and with the minimum in-game day length of 48 minutes, I found that ghosts manage to quickly improve their situation and disappear forever. So far I have not managed to accumulate enough ghosts to hope for the implementation of the "ghost scenario" in life.
Yeah, that would be the best plot for a life simulator. I'm super excited about this idea.
I think that InZOI team has a clear plan of action and they understand what they are doing. I hope that they will not spoil such a grandiose idea with all sorts of nonsense.
But as people point out you can break into peoples homes and repair and break stuff and even set fire to things. And for the most part nothing happens, it has no effect on game play at all. There is a reputation system, but it is shallow and the worst case scenario is a couple of sims treating you poorly. Personally I never do this in the game and sometimes have to be reminded that you can. To be honest the Sims has no real system where your actions can effect game play.
So I do hope the Karma system does what Scarlett says it should do. Add depth to the game by making such actions have more impact on the game, which as we all agree the Sims doesn't do very well.
But it also has the possibility of restricting game play too. Forcing you to switch households every few hours to correct the bad karma the AI generates for the townies. Making you micromanage every household as a result.
So while the Karma system looks good, that is my biggest concern with the system.