1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Greetings Guest!!

    In order to combat SPAM on the forums, all users are required to have a minimum of 2 posts before they can submit links in any post or thread.

    Dismiss Notice
  3. Greetings Guest, Having Login Issues? Check this thread!
    Dismiss Notice
  4. Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
    Dismiss Notice
  5. Author Wes Locher has teamed up with Stratics for a giveaway of his new book Braving Britannia. This book explores the history and impact of Ultima Online and includes interviews from current and past dev team members as well as many UO and Stratics community members. Click here for more details!
    Dismiss Notice

What would you have done?

Discussion in 'EA Land/The Sims Online Stratics Forums' started by legscroft, May 1, 2008.

  1. legscroft

    legscroft Guest

    If you could have started where Luc & the team did a year or so ago, to revive the game. What would have been the first things you addressed? I realize alot of us don't understand game coding, but we do understand this game and what it would take to draw & keep people playing it while also trying to quickly recruit new players. Just curious.
  2. Shyanne1

    Shyanne1 Guest

    All you have to do is read the posts from all the people that didn't like what the devs did. That will tell you exactly what the community would of done. Why rehash what we would of done to save a dying game when we tried to when the devs were screwing up the game. We gave them all sorts of things we would of done. They didn't do it so there must of been a good reason why.
  3. I still would have merged all the cities...that was actually cool once it was all done.
    Not the prices on stuff, that wasn't cool, but it was nice to have numerous people everywhere.
  4. TKSpeedy1

    TKSpeedy1 Guest

    Well, I can tell you what I wouldn't have done...I wouldn't have wasted time on that damn lava card game cause it didn't get us anywhere anyway. Time could've been better spent working on bugs that we've been reporting forever and adding new objects, which we also asked for forever. Instead we got CC. Sure it sounds good, but it cost US money and probably gained money for EA since some of us had to use the ATM in order to do some of it. Plus, it sounded to me like we were just doing their jobs for them. WE should've been payed for creating stuff for them. But instead we got screwed. So in short, I would've worked on the bugs, left payouts the way they were, added objects and maybe different ways to make money. I also would've figured out a way to keep the minors from going to the adult properties. Hey, I have an idea...how about someone makes an ADULT version of TSO? [​IMG]
  5. Guest

    Guest Guest

    I would have got rid of the 'top 100' list and replaced it with a simple list of who was online in what category based on who opened up last - I've posted it several times before so there is no need to repeat it here.

    The benefits? It would have gotten rid of a lot of the cheating/afking to stay open and remain popular, because when you boil it all down, the frustration caused by trying to stay up the list yet remain within the rules - when everyone around you is not - was the biggest cause of burnout.

    It's one of the things I like about Second Life - your land remains available all the time, so you don't have to worry about staying open just to sell whatever you've created. What is important is the time you've put into making stuff to sell, and the quality of it - not how many accounts you can hide to artificially inflate your popularity.

    With many games, both online and offline, being a 'casual player' of a few hours here and there doesn't actually hurt you, it just means you'll take longer to get to the 'end goal' point (whatever that might be) whereas with the way TSO was set up, casual but competitive players suffered - and as a result, with less and less open for the casual player to go to, boredom soon set in, especially when half the places you went to were 'afk run' and nobody was talking.

    If right from the get-go, "socialising" - the true benefit of online - had been the focus, instead of the competitive aspect (and the most boring bits of offline Sims such as skilling, made even more boring because theres no fast forward), I think we'd be in a very different position now.
  6. Guest

    Guest Guest

    I would have done exactly what they did....up to the point where they caved into the whining and wasted 6/8 months of precious time merging the cities and saving (now useless) rares and properties. [​IMG]

    Their first plan to dump the old cities/servers, was much more practical, and by not doing so, may have been what cost us our game. [​IMG]

    After the two new cities opened, I would have worked on getting all the offline items into the game, as fast as possible, enabled scripting and/or created some fun new mini-games, along with CC. And I would have started games, like the Lava game, in July, creating new 'rares' people had to join the new game and play for, or be left out.

    I believe that if TSO addicts had been forced to make a choice between a fun, modernized and more interactive game, with *all* the Sim1 stuff and their old rares/lots, they would have chosen the new game.....and the game could have gotten a lot further along the road to a new and fun TSO, instead of wasting time on the techincal challenges of the merge.

    Of course, not knowing the Corporate politics, going on, over at EA Games, there is no assurance that revitalizing the game to a level they found acceptable, would have *ever* been possible. [​IMG]

    editedfor clarity
  7. Monkeybear

    Monkeybear Guest

    released cream bear suits for guys
  8. Guest

    Guest Guest

    I would have sent out mail to all TSO players and told them that we are going to make a brand new Sims3 OnLine that you all will be invited to, which will be the best virtual world on line!

    Instead of trying to change a game into something it wasn't ever supposed to be and which failed miserably.

    And I definitely would not have sent out invites and promises to people before I knew the game was going to run for real.