skill objects should be reclassified so that skill lots dont have to specialize. this will increase competition among skill lots and more importantly allow players to skill up whatever they want whenever they want without worring about what skill houses are open. there is a huge problem with specialized skill houses not being open, and sims wanting to skill up those skills not able to do so. this is bad for the economy because it limits what sims are able to do at any given time. if there is a pizza house open and a cooking lot, everyone who does/doesnt want to use their cooking skills are left with 0 or 1 choices. this change will give people a multitude of choices, coupled with changes to single money objects. that is a reflection of the popularity and ease with which to learn one skill, sometimes at the expense of all others. the solution: de-specialize skilling up and single money objects.
skilling up right now is difficult. as a core mechanic, allowing players to improve their sims while socializing with other sims. most sims are left out of this opportunity to even continue improving their sims if the game, meaning other users, cant provide any way to do so. true nobody is stopping anyone from taking on this issue within the boundaries that are set, but the single skill learning mechanic doesnt meet the needs of the community as it stands. fewer people = no choices = slower speeds.
another counter-intuitive feature is the lot max size, while 24 people seems like "enough" people, it actually makes the situation worse by limiting competition by monopolizing a lot of the logged in sims. im not advocating lowering the sim lot cap but it feeds into the idea that it takes 12 people to learn 2 skills at max speed, with 12 more greening or doing other things, that leaves you with almost no opportunity to skill but up 1 or 2 skills. under a new system it would require only 6 people using any skill object to reach max skill speed. suddenly 24 sims can support 4 different skill lots. it wouldnt change the current 'status quo' of owners specializing on one skill, so that if a new system is implemented the old one is still functions as it always has. it would give sims and owners more choices.
increasing the max skill speed beyond 6 players would cripple the ability for this change to work. in order for it to work, the threhold to reach max skill speed must be low, thus encouraging multiple skill lots.with the 24 sims per lot rule, this rework
could make the situation worse since people are
conditioned heavily to see "Bigger Number = Better"
which is not the message sims should be getting.
to incentivize this change players will want to see some positive impact beyond the basic change in game play. players sometime associate any change with it being bad change, so to balance those assumptions, include a very small enhancement. max skill speed could be increased slightly to 124% at 6 players, other tweaks, etc, but importantly not increase the skill speed beyond those 6 players so that 7 and above do not add to the skill speed. if that happens then we are in the same situation we are before, and if this plan is successful that "threshold" of 6 players could theoretically be raised.
benefits that outweigh these risks: No More owners Changing what is skilled day to day, no more changing your lot name based on "what is being skilled", no more sims asking "what are you guys skilling right now", " i wish i could work on charisma but everyone is skilling cooking etc" no more "that skill house is closed so i should just log off".
unexpected bonus: This change will improve the economy by increasing demand for ALL skill objects. owners will have to stock up to prepare for the new diversification of demand. where does that money come from?
apply this same idea to single money obects, allowing the use of a single money object to apply to the group bonus if multiple sims are working
on the same or different thing.
this and the skill change would go along way in advancing the playability of the game.
the situation exists for sims for skills as it does for single money objects. single money objects are a core mechanic because they encourage sims to socialize at the same time make money. right now the game is too geared towards "soloing" whereas people leave for their job, it takes away the reason to have an online version to play. this makes socializing and community building very hard to do when your playing on group money objects or at a job site. these are still important sources of attraction & i dont see the group money objects or jobs getting less popular.
right now, sims all have to be using the same money object to earn a group bonus. instead, allow players to use the single money object designed for
-their skill- will vastly advance and encourage player participation in the economy. lowering the max bonus threshold to 10 or 12, so that its readily availble no matter what money house you step into. this will 'deconsolidate' money houses and allow them to get back to basics so they are not forced to appeal to a single skill group of sims. if one single money object is popular, that means
everyone without that skill has nothing to do! thats a horrible outcome!& its easily fixable!
the change will decentralize the system that we live with. people are again left with 0 or 1 choices when doing single money objects because there are 6 different skills and only 1 or 2 money houses online at a time, with those lots catering to specific skills leaving out the other 84% of sims! bad outcome!
this is be
very exciting to all sims. raising kickbacks for single money objects at skill houses will help pay for the increased demand for Pinatas, Chemistry Sets, Telemarketing and Typewriting. No more jam tables or chalkboards taking all the attention,
everyone can participate!
kickbacks and payouts: Kickbacks for single money objects is 1$, practically nothing. If it was increased to 5$ or 10$ per sell, this would give money lot owners much more flexibility in their ability to add to their collection of single job objects. it would also offset the costs associated with lot hosting. We could see more money lots which would increase demand at store lots.
knowns: single money object payouts
usually scale with skill/time. there are some that are better than others. this is a good system, it allows popular skilled sims the ability to do things together and encourages players to skill up to eventually earn more on other games like code. there are some money objects that need some attention for the time they take: Potion Tables & Typewriters. Potions pay less than Jam Tables despite being logic
incredibly cool thing: allow
multiple skills to impact payouts for the
duplicated single job objects. here is how we make those payouts higher in an interesting way.
single job objects that are duplicated:
Logic & Creativity
- The Potion Table could factor in Cooking AND Logic when scaling a payout. This would result in a payout higher than Chalkboards for sims with both skills maxed if the payout for potions was simply extended to include 2 skills instead of 1. an easy way to do that is to factor in both skills logic and cooking, raise the base payout by 70% on the object and have each skill only contribute 50% to the payout. when combined a 100% skills = 70% higher base payout. or simply add 70% factor for the secondary skill, cooking.
- The Typewriter could factor in Creativity and Mech. This is a perfect pair!


Creativity is the other skill with 2 single money objects, the other being painting. If this object was another hybrid of 2 skills that arent used in the group money objects together and encourage the skilling up of these two important skills. the sims with the creativity to write and the mech skills to "maintain this antique and prevent jamming of the typewriter heads" would create exciting new path for sims to follow. This "hybrid object" would have the bonus effect of popularizing both Painting and Gnome single job objects.
new payout table.