The tweets for the 3rd part of SimGuruGrant’s Twitter Q&A are embedded below.
We have three years of stuff planned. Paid and free. https://t.co/JqLWX4Te7G
β Grant Rodiek (@SimGuruGrant) September 16, 2018
We have done quite a few of these in the four years since launch. https://t.co/Z3wdesL9QA
β Grant Rodiek (@SimGuruGrant) September 16, 2018
I love the ruins in Windenburg. San Myshuno is π₯π₯π₯. Also, some of the ones in progress π€« https://t.co/q60nqmFBnI
β Grant Rodiek (@SimGuruGrant) September 16, 2018
We largely donβt, because we are always playing in development builds, and incorporating mods means we canβt file actual bugs. We do have a QA Analyst who plays and tells us about them. https://t.co/1ScY3muNVW
β Grant Rodiek (@SimGuruGrant) September 16, 2018
Not a thing. https://t.co/S996fHU6Kt
β Grant Rodiek (@SimGuruGrant) September 16, 2018
The doom and gloom is wrong. We have *at least* three years planned. https://t.co/zBnGD8Ut5H
β Grant Rodiek (@SimGuruGrant) September 16, 2018
Is this due to game running abilities? 8 has been standard I know but with pets it always seems harder to stick to it and I find myself wishing for one or two more slots. Then again 8 sims/pets takes enough work to manage as is π
β Sarah Robinson (@sarahsayswhaaat) September 16, 2018
What about an optional choice? Like you can decide the limit is 8 or 10, and if they set it to 10 and see the game getting slow and glitchy they know they have to change it back to 8 sims per group
β Mike Wazoski (@il_RiccioNerd96) September 16, 2018
We canβt make stuff that doesnβt work. Or only works in some cases. We have a lot of basic hurdles we have to clear. https://t.co/KGxF5lsTlZ
β Grant Rodiek (@SimGuruGrant) September 16, 2018
β Grant Rodiek (@SimGuruGrant) September 16, 2018
We want to do these, but multi sim interactions are basically the hardest thing to get right. https://t.co/AoRPvFHWPZ
β Grant Rodiek (@SimGuruGrant) September 16, 2018
Iβll keep that in mind.
β Grant Rodiek (@SimGuruGrant) September 16, 2018