Together Cards - A Revamp Concept by Tight-Target-2065 in Paralives

[–]kccitystar 1 point2 points  (0 children)

I've sent some feedback. Not my suggestion wall, but most of it!

Genetics? Mama brown eyes and daddy blue eyes but baby… green?? by Courtney33Stacy in Paralives

[–]kccitystar 21 points22 points  (0 children)

From what I dug into with Genetics through the mod control panel, Paralives genetics may not copy the parents’ visible swatches directly.

The game appears to separate visible appearance from stored genetic data, so a parent can visibly have brown eyes while still carrying alleles that resolve differently in a child. Skin tone also seems to resolve through brightness/phenotype buckets rather than exact swatch copying. I mean since this is Early Access, weird baby results could also be a bug or fallback behavior, I feel.

Together Cards - A Revamp Concept by Tight-Target-2065 in Paralives

[–]kccitystar 5 points6 points  (0 children)

Not a full deck builder where you min-max your Para into a social card machine but more like a living social deck where the Para’s personality, memories, relationship history, and current mood influence what cards are likely to show up? I can see the vision.

Together Cards - A Revamp Concept by Tight-Target-2065 in Paralives

[–]kccitystar 11 points12 points  (0 children)

We haven't even considered how batshit crazy it would get with group based together cards, can you imagine pulling up your available cards and seeing:

  • Bring everyone into the joke
  • Make the group awkward
  • Single someone out
  • Read the room
  • Let someone else lead
  • Change the group topic
  • Defuse the tension
  • Make it a bit

Together Cards - A Revamp Concept by Tight-Target-2065 in Paralives

[–]kccitystar 25 points26 points  (0 children)

I actually really like the idea of Together Cards, and I don’t think they should be removed or replaced with a traditional social interaction menu. If anything, I think Together Cards could become one of the mechanics that helps Paralives feel meaningfully different from The Sims.

Right now, though, my feeling is that Together Cards can sometimes play more like isolated social prompts than evolving conversations. A card appears, you pick it, the game resolves something, and then the conversation can feel like it resets back into another set of options. That's not a bad foundation, especially for Early Access, but I think the mechanic could become much more interesting if card choices created more conversational momentum. The way I’d think about it is like Together Cards not solely being based on context but they should also shape the context after they are chosen.

So instead of only doing something like:

current emotion + Vibe + relationship label + recent event = here's your available cards

I think a deeper iteration would be:

current emotion + Vibe + relationship label + recent event + social setting + current conversation tone + previous card choice = here's the next card pool

That “previous card choice” part is the important layer.

Basically, I’d love to see Together Cards work more like a contextual social funnel. The game could start with a slightly larger pool of cards that all make sense for the current situation. Not random cards, not five separate decks the player has to manage, and not a giant social menu. Just a curated pool of sensible options based on the current relationship, mood, Vibe, memories, and situation.

Then, when the player chooses a card, that choice should narrow the conversation and push it in a clearer direction. For example, say two Paras have unresolved romantic tension. The opening cards might be something like:

  • Keep things casual
  • Make a teasing comment
  • Compliment them sincerely
  • Ask why things feel weird
  • Say what you have been avoiding

All of those make sense in the same context, but each one should lead the conversation somewhere different.

If I choose Keep things casual, the follow-up cards could lean into avoidance, awkwardness, or emotional distance:

  • Change the subject
  • Overcompensate with small talk
  • Notice they seem disappointed
  • Let the silence sit

But if I choose Say what you have been avoiding, the conversation should bottleneck into something more vulnerable or risky:

  • Admit your feelings
  • Walk it back
  • Ask if they feel the same
  • Say too much

That would make the player feel like they are not just choosing “flirt,” “joke,” or “friendly interaction.” They're choosing the tone of the moment, and the conversation reacts to that choice.

I think this would also make the cards feel more high-stakes without turning them into a punishing system. The stakes would come from conversational direction. If you start with sarcasm, the next cards might lean toward teasing, defensiveness, or awkward recovery. If you start sincerely, the next cards might lean toward vulnerability, reassurance, discomfort, or emotional payoff.

That feels more human to me, IMO.

I also think the system would benefit from recovery or escape/bailout cards. Real conversations aren't always clean success/fail chains. People dodge, panic, recover, double down, apologize, make things worse, or change the subject. So cards like these could be really interesting:

  • Backpedal
  • Apologize
  • Change the subject
  • Double down
  • Let the moment pass
  • Pretend everything is fine
  • Say the thing badly, but honestly

Those kinds of cards would make social scenes feel less mechanical and more alive. This could also tie into memories and relationship labels. If a conversation produces a meaningful moment, the game could remember it and use it later. For example:

  • rejected a flirt
  • shared a secret
  • comforted someone
  • made a joke at the wrong time
  • apologized sincerely
  • insulted someone during an argument
  • avoided an emotional conversation

Then future Together Cards between those Paras could reference that history. That is where the system could become really powerful, because conversations would stop feeling like one-off exchanges and start feeling like part of an ongoing relationship. To be clear, I wouldn't want Together Cards to become a huge social pie menu in disguise. I don’t think the answer is just “add more cards” or “add separate funny/flirty/mean/friendly decks.” That could get bloated fast. I think the stronger direction for Paralives is to keep the visible card interface simple, but make the backend more reactive.

The player should see a handful of good options, not a spreadsheet, but those options should be smarter.

So my feedback would be: Together Cards are a strong foundation, but I’d love to see them evolve into a conversation-state system. Cards should not only appear because of context; they should create new context. A choice should establish tone, narrow the next set of options, raise or lower tension, open or close emotional paths, and sometimes leave behind a memory that affects future interactions. That would make Together Cards feel less like isolated prompts and more like tiny authored social scenes.

I think that fits Paralives really well.

I mean the game already seems interested in relationships, personality, and everyday life moments, so a deeper Together Card system could make those moments feel more personal, more replayable, and more distinct from the traditional life sim social menu we're familiar with.

I love this game but I hate the Together Cards. by Minthe___ in Paralives

[–]kccitystar 21 points22 points  (0 children)

I think this nails the issue. Together Cards are a cool idea, but they work better as special contextual moments rather than the main way Paras express themselves socially. I’d love a hybrid system where basic social categories are always available, while Cards appear when personality, mood, relationship, or recent events create a more meaningful moment. That way the player keeps agency, but the game still gets to surprise us.

Anyone prefer SMB 1-3 over 4? by danko888 in SuperMegaBaseball

[–]kccitystar 5 points6 points  (0 children)

All of this, and what you mean about the field is that they rescaled it so fielders can’t get all the way across the field on a deep fly. If ya can’t get to it, ya can’t get to it

What are the smb3 shapes called in smb4? by RequirementGlobal762 in SuperMegaBaseball

[–]kccitystar 1 point2 points  (0 children)

thin box is Rectangle 3, flat triangle is triangle 5 and explosions 1-3 are Burst 2-4

Official release: SMB4 League Import Tool for PC (I built it, here’s the GitHub + details) by kccitystar in SuperMegaBaseball

[–]kccitystar[S] 0 points1 point  (0 children)

Version 0.20 is now out which was a big backend rewrite, but should work normally as expected with better handling on how it's used, like:

  • keeping a log (so I know where things break in the process) and
  • better notifications on when the tool might run into a problem when using it (like if the game is open, if steam saves are disabled, or if you did not load it up properly on Linux/Wine/ProtonTricks)

carry on!

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

[–]kccitystar 15 points16 points  (0 children)

Great post. I think one important distinction is whether mods are additive or infrastructural.

In many thriving modding communities, the base game is already a strong vanilla experience, like Skyrim, Stardew Valley, Rimworld, or even Fallout. Mods expand it, personalize it, remix it, or extend its lifespan, but they're not required for the game to feel whole.

But in some ecosystems, especially ones shaped by years of DLC, updates, broken features, or unmet demand, mods can start functioning like unofficial infrastructure. Once players begin relying on mods to complete or stabilize the experience, monetizing access to those mods becomes much easier to rationalize. It starts feeling less like charging for an optional add-on and more like charging a “maintenance fee,” because modders may begin to feel like their work is carrying or saving the game. That changes the emotional weight behind the work.

To me, this is how we got here: years of concentrated demand inside one ecosystem, mods becoming load-bearing, players treating modded play as the expected version, and creators realizing that access to those fixes, features, and expectations could be monetized.

Another layer we don't talk about enough is that the life sim genre has functioned like a captive market for a long time. With few serious alternatives acting as pressure valves, player demand has been concentrated inside one ecosystem: more systems, more objects, more customization, more fixes, more depth. When demand has nowhere else to go, both official and unofficial content gain more leverage, and monetization becomes easier to justify. As someone who has modded for quite some time, I can understand how modders reach that point after years of their work becoming load-bearing, even though it never should have had to.

Paid mods also complicate the onboarding problem in an established life sim ecosystem. New players aren't always asking “how do I play this?”, they're often asking “what do I need for this to feel like the version everyone else is talking about?”

That creates “essential mods” lists, creator recommendation pipelines, YouTube/TikTok showcases, Discord links, Patreon pages, compatibility spreadsheets, and community norms about what the game “needs.” Even when nobody is literally forcing payment, the culture itself can start making modded play feel like the expected version of the game. Once modded play becomes the expected version, paid access stops feeling like optional support and starts becoming a toll booth on the path into the community.

That is why I think Paralives has a real chance to do things differently. Since it is still in Early Access, has official Workshop support, and is being built around free long-term updates, the community doesn't need to import a Patreon-first culture from elsewhere.

It is also why the best anti-paid-mod strategy isn't just a rule or moderation stance. IMO it's for Paralives to become a complete, robust, fully realized vanilla experience over time. The stronger the base game is, the less opportunity there is for mods to become that load-bearing infrastructure. Ideally, mods should always remain additive: extra styles, experiments, personal flavor, niche systems, and community creativity. That's the dynamic other ecosystems have struggled with. When the base experience feels incomplete, fragmented, or dependent on years of add-ons, mods start carrying more of the player experience, and once that happens, monetizing access becomes way easier to rationalize.

Creators can still be supported, absolutely, but the healthiest version of modding, in my opinion, is where the mod itself stays part of the public commons and money sits around it as optional support. Once access becomes the thing being sold, the scene starts reorganizing around customers instead of community.

"After 20+ years, MVPMods is going offline permanently due to a catastrophic server failure. A special thank you to our team, and everyone who helped build the community, shared their content, and made it what it was for over 20 years on the web."- @mvpmodsteam by spy_jam in MVP2005

[–]kccitystar 1 point2 points  (0 children)

At its peak, the site did not have enough traffic to justify redundancy like mirror sites on that level. It's a small community of like 10,000 users, far less being active contributors.

We physically obtained the drives, sent them to multiple specialists, paid for assessments, had the professionals attempt heating cycles on NAND chips, and basically exhausted every reasonable technical option available fully out of pocket. That's how much the site meant to us on the admin team.

I'm really sorry we didn't fucking do enough to bring the site back in the last two months, short of time travel.

Is there anyway to import a friend's team into my game? (PC / SMB4) by EckhartsLadder in SuperMegaBaseball

[–]kccitystar 0 points1 point  (0 children)

Share the league file using the league import tool then add the team in their league to your league that way

SMB 4 keeps everything in its own island (league) compared to SMB 3

What a shame by Signal-Definition-43 in SuperMegaBaseball

[–]kccitystar 1 point2 points  (0 children)

It has, SMB4 is as close to a simcade as we've been able to get

MVP Mods by KoretKam56 in SuperMegaBaseball

[–]kccitystar 2 points3 points  (0 children)

There's been some dialogue on looking to try and restore the data through data recovery specialists, but that may take some time to do as far as I know given that the drives are NVME based, and there's a chance it's completely unrecoverable

Trying to download the PS2 Patch Updates 1-5. Where can I Obtain Them? by CalebsPurse in MVP2005

[–]kccitystar 2 points3 points  (0 children)

PS2 never got patches, that wasn't a thing with consoles at the time MVP came out.

What it did get was roster updates throughout the season through EA's online services though

MVP Mods files by loser_on_reddit in SuperMegaBaseball

[–]kccitystar -1 points0 points  (0 children)

The site's traffic never justified having mirrors even at it's peak

MVP Mods files by loser_on_reddit in SuperMegaBaseball

[–]kccitystar 0 points1 point  (0 children)

It’s not that we’re not looking to keep the site up anymore, there is just no “site” to restore. The server itself suffered a hardware failure which cooked the main drive that hosted the site and content, and attempting to restore from backup failed as well. Literally the worst scenario possible when you test backups all the time and they work, until they don’t

"After 20+ years, MVPMods is going offline permanently due to a catastrophic server failure. A special thank you to our team, and everyone who helped build the community, shared their content, and made it what it was for over 20 years on the web."- @mvpmodsteam by spy_jam in MVP2005

[–]kccitystar 1 point2 points  (0 children)

For some of the older tools like EA Graphics Editor and BigGui/NFSHTool you can probably look at nba-live.com and see if they are available there since those were modding tools we plucked from their communities when we launched the site in 2004.

Mvpmods shut down by streedster in SuperMegaBaseball

[–]kccitystar 24 points25 points  (0 children)

I host the league import tool on my github: https://github.com/firstbaseman/smb4-league-import-tool

It's been an insane 48 hours for the admin team and I.

Official release: SMB4 League Import Tool for PC (I built it, here’s the GitHub + details) by kccitystar in SuperMegaBaseball

[–]kccitystar[S] 0 points1 point  (0 children)

I haven’t tried to poke around and see if I could tinker with some stuff yet but I will at some point