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I like the building "ecology maintenance" aspect of this game much better, and prefer that to tinkering with what elevator stops at which floor.
I'll certainly keep this on my watch/wish list, but I want to put my vote in for increasing the significance of elevator management. "Drop one and done" just doesn't feel right to me.
YAYAYAYAYAY
I agree with that. The animations of elevator movement and sounds were nice.
It was a pain however to manage the elevator traffic, especially once you got above 30 floors. I believe the number of elevators you could have were limited, or I might be remembering it wrong. Also the elevators could only span a certain ammount of floors. Once maxed out, you had to build another one, and trying to overlap the service areas was a major pain.
The local/service elevators had a vertical limit of 30, but also a shaft / car limit of 8 each. Best way to manage was to build an elevator every 15 stories between your lobbies. Lobbies are the only places your sims would change transports. For instance, if you had a "local" elevator stop at floor 8, they would not take the stairs to floor 7; however they were fine with taking an express elevator to floor 15 (lobby), then a local elevator to 7.
Lot more to managing them, but I've been playing it a lot this last week. I actually accidentally stumbled upon this game looking up tips for that game I played 22 years ago as a kid. Man do I feel old saying that.
I'm extremely hyped about this game and am excited to see how it goes. It's hard to watch youtubers play it, but not because of screaming, because they ask a question out loud to themselves about where a button is, and I'm like "IT'S RIGHT THERE!". It feels like I'm playing Blue's Clues as an adult, and it's just painful.
Blue's Clues aside, I'm totally ready for this game.
Very bad mechanic.