Those are all valid complaints.
it appears to be fucking awful. tiny plots, the online shit that is a whole other topic, shit traffic routing and so on
happy i waited, and even happier i picked up SC4 for £2.50 a while ago.
happy i waited, and even happier i picked up SC4 for £2.50 a while ago.
Small hourglass island
Always raining and foggy
Use an umbrella
Always raining and foggy
Use an umbrella
two of my friends are swearing by the game and say they haven't had any issues at all. I'm still unsure whether or not I'm going to buy. Their opinion vs. the internets....
oh it's a good game (probably), much in the same way AOE3 was a good game
the problem it has is it doesn't look like it holds a candle to previous SC's, much in the same way AOE3 doesn't hold a candle to 2
the problem it has is it doesn't look like it holds a candle to previous SC's, much in the same way AOE3 doesn't hold a candle to 2
Small hourglass island
Always raining and foggy
Use an umbrella
Always raining and foggy
Use an umbrella
Not to mention --
No mods
No custom regions
No agriculture
No highways
No subways
No zone densities
No mods
No custom regions
No agriculture
No highways
No subways
No zone densities
no subways in particular looks pretty terrible
Small hourglass island
Always raining and foggy
Use an umbrella
Always raining and foggy
Use an umbrella
There are densities...Spearhead wrote:
Not to mention --
No mods
No custom regions
No agriculture
No highways
No subways
No zone densities
It's definitely fun. I'm glad I bought it and haven't had many issues with the servers really.KEN-JENNINGS wrote:
two of my friends are swearing by the game and say they haven't had any issues at all. I'm still unsure whether or not I'm going to buy. Their opinion vs. the internets....
There's also a lot of different specializations your city can have, which should add variety
Someone gift ti to me and I'll get you back
The issues right now are mostly centered around dumb AI pathing.
Rather than take the wide lanes, sims will take the shortest route possible. Even dirt road over street car.
The police will follow similar pathing, go to the nearest crime in progress. So you'll see all police station vehicles go to one crime and ignore all others.
If that sort of stuff is fixed in a patch the game will play great.
Rather than take the wide lanes, sims will take the shortest route possible. Even dirt road over street car.
The police will follow similar pathing, go to the nearest crime in progress. So you'll see all police station vehicles go to one crime and ignore all others.
If that sort of stuff is fixed in a patch the game will play great.
Adams_BJ wrote:
Someone gift ti to me and I'll get you back
I also hate the way it takes electricity time to "find" buildings after a power cut and the electricity packets seem to miss some for agesAussieReaper wrote:
The issues right now are mostly centered around dumb AI pathing.
Rather than take the wide lanes, sims will take the shortest route possible. Even dirt road over street car.
The police will follow similar pathing, go to the nearest crime in progress. So you'll see all police station vehicles go to one crime and ignore all others.
If that sort of stuff is fixed in a patch the game will play great.
They path by shortest route possible.
Or randomly
Or omg wat
Or randomly
Or omg wat
my points. thanks for answering for me.bennisboy wrote:
Part of sim city appeal was you could literally use it to kill time anywhere. The problem with always online DRM is that it inevitably inconveniences the people that buy the game, not the pirates who always find ways around it.KEN-JENNINGS wrote:
why are people so adamantly opposed to this?Shahter wrote:
always-on DRM. no, thanks.
And of course they are going to add DLC as paid content. That and microtransactions are the new gaming business model.
Also there is no need for sim city to have to be played online, it's perfectly fine offline
Oh and when EA inevitably shuts down the servers, no more sim city even though you bought the game
if you open your mind too much your brain will fall out.
Simcity 4 had that shit too. I think the NAM mod fixed it tho. But ya, pretty unbelievable, considering that was probably the number one problem with simcity 4, AND IT WAS RELEASED 10 FUCKIN YEARS AGOAussieReaper wrote:
They path by shortest route possible.
http://www.youtube.com/watch?v=g418BSF6XBQ
http://www.youtube.com/watch?v=g418BSF6XBQ
Or randomly
http://www.youtube.com/watch?v=l_ufAd79bOA
Or omg wat
http://www.youtube.com/watch?v=-d0b41H-Lnk
Another reason is that you are not really "buying" the game at all. EA said they do a lot of the computing stuff on their servers, meaning that its literally physically impossible for the game to exist outside the internet. They basically took one of the the most influential single player games ever made and turned it into an MMORTSShahter wrote:
my points. thanks for answering for me.bennisboy wrote:
Part of sim city appeal was you could literally use it to kill time anywhere. The problem with always online DRM is that it inevitably inconveniences the people that buy the game, not the pirates who always find ways around it.KEN-JENNINGS wrote:
why are people so adamantly opposed to this?
And of course they are going to add DLC as paid content. That and microtransactions are the new gaming business model.
Also there is no need for sim city to have to be played online, it's perfectly fine offline
Oh and when EA inevitably shuts down the servers, no more sim city even though you bought the game
That's gay. If it's that dumbed down they might as well have made it a tablet or facebook gameSpearhead wrote:
Not to mention --
No mods
No custom regions
No agriculture
No highways
No subways
No zone densities
"Ah, you miserable creatures! You who think that you are so great! You who judge humanity to be so small! You who wish to reform everything! Why don't you reform yourselves? That task would be sufficient enough."
-Frederick Bastiat
-Frederick Bastiat
In fairness to programmers regarding pathing, in order to do something like google navigation where it directs you along the shortest path while taking traffic into account, it requires a set of updating differential equations in order to get it right. When you have tens of thousands of little sims all moving about, dynamic pathing becomes a nightmare to compute. It's much easier when the sim is spawned, to set it's destination via shortest x,y straight line than to account for road speed etc. Lazy programming, sure, but it's either that or older systems get bogged down and the game is unplayable.
"Ah, you miserable creatures! You who think that you are so great! You who judge humanity to be so small! You who wish to reform everything! Why don't you reform yourselves? That task would be sufficient enough."
-Frederick Bastiat
-Frederick Bastiat
Also, you'd bitch if the sims suddenly displayed prescient knowledge and altered course as soon as you changed a piece of road on the other side of the map too, and we'd be inundated with videos of cars going in loops and doing u-turns as the landscape is changed.
"Ah, you miserable creatures! You who think that you are so great! You who judge humanity to be so small! You who wish to reform everything! Why don't you reform yourselves? That task would be sufficient enough."
-Frederick Bastiat
-Frederick Bastiat
The thing is, Jay, no one was asking for the "tens of thousands of people that you can follow all day". If you read what the longtime Sims fans are saying, this new reboot incorporates things they did with the Sims 3 and shoehorned it into Simcity. This really isn't a true sequel to Simcity 4, just as BF3 isn't really a true sequel to BF2. That no doubt ate up a lot of time and energy when in there are other parts of the game that are gone completely.
I would have : Took simcity 4
Added new graphics/light/3d viewing system
Added dozens, maybe hundreds of new architecture styles
Included in the game the community fixes for simcity 4 (the route problem)
Maybe added some more realistic, real life mechanics, such as seaports/shipping
More ability to regulate/customize exactly which high rise buildings go where --
Added mixed use, commercial/residential development
etc. etc. Maybe add more Tropico 4 political/social stuff, like union strikes, race wars, riots, etc. It'd be fun to order the cops to go beat up protesters
Curvy roads are overrated. There are ways to fix and improve on the existing road system without making it loop after loop like some 3rd graders art project.
Eh, there's a whole world of possibilities out there. Sadly I'm not a programmer. But I think everyone agrees, they moved in the wrong direction. Same with BF3. Same with Dead Space 3. Same with ME3. God help us.
I would have : Took simcity 4
Added new graphics/light/3d viewing system
Added dozens, maybe hundreds of new architecture styles
Included in the game the community fixes for simcity 4 (the route problem)
Maybe added some more realistic, real life mechanics, such as seaports/shipping
More ability to regulate/customize exactly which high rise buildings go where --
Added mixed use, commercial/residential development
etc. etc. Maybe add more Tropico 4 political/social stuff, like union strikes, race wars, riots, etc. It'd be fun to order the cops to go beat up protesters
Curvy roads are overrated. There are ways to fix and improve on the existing road system without making it loop after loop like some 3rd graders art project.
Eh, there's a whole world of possibilities out there. Sadly I'm not a programmer. But I think everyone agrees, they moved in the wrong direction. Same with BF3. Same with Dead Space 3. Same with ME3. God help us.
Last edited by Spearhead (2013-03-13 08:26:08)
I wasn't commenting on the gameplay as I don't own the game. I was just pointing out that AI pathing is very difficult to achieve in a realistic manner, especially when there are so many moving sprites, so bitching about it is stupid. My post was aimed at the videos that AR posted.Spearhead wrote:
The thing is, Jay, no one was asking for the "tens of thousands of people that you can follow all day". If you read what the longtime Sims fans are saying, this new reboot incorporates things they did with the Sims 3 and shoehorned it into Simcity. This really isn't a true sequel to Simcity 4, just as BF3 isn't really a true sequel to BF2. That no doubt ate up a lot of time and energy when in there are other parts of the game that are gone completely.
I would have : Took simcity 4
Added new graphics/light/3d viewing system
Added dozens, maybe hundreds of new architecture styles
Included in the game the community fixes for simcity 4 (the route problem)
Maybe added some more realistic, real life mechanics, such as seaports/shipping
More ability to regulate/customize exactly which high rise buildings go where --
Added mixed use, commercial/residential development
etc. etc. Maybe add more Tropico 4 political/social stuff, like union strikes, race wars, riots, etc. It'd be fun to order the cops to go beat up protesters
Curvy roads are overrated. There are ways to fix and improve on the existing road system without making it loop after loop like some 3rd graders art project.
Eh, there's a whole world of possibilities out there. Sadly I'm not a programmer. But I think everyone agrees, they moved in the wrong direction. Same with BF3. Same with Dead Space 3. Same with ME3. God help us.
"Ah, you miserable creatures! You who think that you are so great! You who judge humanity to be so small! You who wish to reform everything! Why don't you reform yourselves? That task would be sufficient enough."
-Frederick Bastiat
-Frederick Bastiat
Ok, as long as youre not defending it. Weok.
Defending bad pathing? I am.Spearhead wrote:
Ok, as long as youre not defending it. Weok.
Here's what you have to calculate (off the top of my head):
Beginning point
End point
Road surfaces
Traffic (requiring each sprite to track every other sprite on the map, constantly)
Changes to the map (requiring each sprite to track every piece of road on the map, constantly)
Elevation changes
Intersections i.e. traffic lights along path and odds of red light/green light
Police activity
Godzilla activity
Job loss/gain
Pedestrians
etc.
There's two constants there: beginning and end point. The rest are all variables that would have to be tracked in real time in order to create dynamic pathing that would mimic human beings. Of course, you can't make it too good, or too responsive either, or you will get the scenario I described above with cars and pedestrians doing loops on the map as roads on the other side of the map are fucked with.
"Ah, you miserable creatures! You who think that you are so great! You who judge humanity to be so small! You who wish to reform everything! Why don't you reform yourselves? That task would be sufficient enough."
-Frederick Bastiat
-Frederick Bastiat
Man, Godzilla hit my town and wiped out half my most expensive public buildings :'(
can you turn off natural disasters like you could in the OG sim city?