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SimCity Traffic and AI is broken, Sims are fake

Everything will work fine in few weeks.

A most anticipated online (well, forced feature) game has server problems the first week, nothing new here.

comical_ali.jpg
 

dejay

Banned
I actually like the game and have put quite a few hours into it, so I can say I've gotten my money's worth out of it. Some of the vitriol and negative hyperbole about the game has been ridiculous.

Saying that, I've been noticing a lot of stupidity in the AI in recent days and this explains it. I had a house near a railway station where literally hundreds of cars kept pouring into it - it must have been bugged and nothing was telling the simulation that the house was full so sims were just going home the only way they knew how - find nearest house and if not full go in. I can only imagine the arguments over the remote in that household.

It's a shame because I was looking forward to a true simulation - I don't really give a rats about always online, despite the predictable launch issues that entails, but I was using the nature of what I originally perceived the simulation to be to justify the small size of the cities to myself.
 

Cels

Member
I thought the hype for this game was partly around how each sim had their own persistent life.

Is that even remotely the case? You follow one Sim at the beginning of the workday, he goes to work at a shop, but...comes home to a different house, with a different wealth level? And then the next morning he works at a different store? This doesn't make any sense to me.
 

Krabboss

Member
Honestly 90 percent of this sounds so irrelevant that its like people are just stiring shit up about the game being bad at this point just because they saw an opportunity to shit on EA and Maxis.

I mean really, how do sims being fake about where they leave and all that truly affect the way you are playing the game?

like I said, 90 percent, because having to alter placement and all that due to this does suck.

But the other thing? its a grand-scheme game, I dont care if the guy who returns to the house one day has a different color shirt than the one who left.

A bunch of game breaking shit is bolded in the OP. Maybe you should read it.
 

Mario

Sidhe / PikPok
I was really thinking about buying that before release. Welp, buying this would be like dropping soap in prison.

Seriously, as DJ Crimson wrote, check out kickstarter for Civitas - 250k goal, 90k down, 19 days left

This Kickstarter still seems really sketchy to me. Just seems really disorganized and lacks clarity in a lot of key areas. And they still don't have a video.

Given the timing, it just seems overly opportunistic and poorly thought through.
 

red731

Member
This Kickstarter still seems really sketchy to me. Just seems really disorganized and lacks clarity in a lot of key areas. And they still don't have a video.

Given the timing, it just seems overly opportunistic and poorly thought through.

Yup. They've alone admitted the sketchiness(ed: what a wording) in the latest update, so they'll do big KS page update.

For myself, I haven't pledged anything, but posted the link for people that might be interested in something different.
 

ekim

Member
I have no problem with the way stuff gets simulated as stated in the op. It's better than no simulated population at all. (as in SC4) I don't know what you guys expected.
 

Dead Man

Member
I have no problem with the way stuff gets simulated as stated in the op. It's better than no simulated population at all. (as in SC4) I don't know what you guys expected.

What? No it isn't. If you can't give the level of detail you are aiming for you abstract to a higher level. It's pretty basic simulation design.
 

Mael

Member
I read the whole thread and man...
This was totally worth it, I mean thank you for everything EA I needed that laugh.
The type of society this game propose is really hilarious.
 

Durante

Member
Are people really asking for a game to run an agent for every citizen when there are 200k+ citizens in a city? I'm sure that'll have low system resources. No game I've ever played keeps track of the routines of 200k NPCs at the same time.
You know, that actually sounds interesting. I wonder how high you could go with "real" per-citizen tracking on a modern quadcore with a good implementation. Memory-wise even 10 million is not an issue at all, just computation.
 

Bedlam

Member
Are people really asking for a game to run an agent for every citizen when there are 200k+ citizens in a city? I'm sure that'll have low system resources. No game I've ever played keeps track of the routines of 200k NPCs at the same time.
I don't think they're asking for that. But you'd expect that population agents, which each represent hundreds or thousands of citizens, at least somewhat resemble real world population behavior. Because that's what you'd assume when building your city in the game.
 

Kabouter

Member
I have no problem with the way stuff gets simulated as stated in the op. It's better than no simulated population at all. (as in SC4) I don't know what you guys expected.
SC4 was functional, especially after Rush Hour and installing NAM, but even before that it worked a hell of a lot better than this. This SimCity is not functional thanks to the way it handles the population simulation. Explain to me how this is better.
 

Jackpot

Banned
Lol at people still defending this.

It can't simulate traffic or pedestrian patterns - highway planning is useless, emergency services are useless, zoning is useless. The fundamentals of designing a city are broken.
 
This is WAY up there with the most shameful shit developers have pulled...

Jesus christ, every time you think the bar cannot go any lower EA will prove you wrong.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Everyone should redeem themselves for giving EA money by kickstarting a project that looks way more likely to deliver what we actually wanted:

Civitas GAF Kickstarter thread
 

Chili

Member
I'm not surprised to hear that certain aspects of the simulation are inherently flawed. It annoyed me that they were defending the small city sizes on the basis that we would have an excellent simulation engine instead. It turns out we now have neither. Since I played the beta I could tell that Glassbox was extremely arbitrary in the way it handled certain things. For example, plopping down a few parks in a slum would turn those trailers into mansions. That is not what I would call a realistic simulation.
 

ekim

Member
SC4 was functional, especially after Rush Hour and installing NAM, but even before that it worked a hell of a lot better than this. This SimCity is not functional thanks to the way it handles the population simulation. Explain to me how this is better.

SC4 based it's numbers on raw and static number crunching, so you were able to basically cheat through the game by building your stuff in particular patterns.
SC5 isn't perfect but it at least tries to react dynamically to changes which is (at least for me) a huge step forward.
 
You know, that actually sounds interesting. I wonder how high you could go with "real" per-citizen tracking on a modern quadcore with a good implementation. Memory-wise even 10 million is not an issue at all, just computation.
It's a shame Sony didn't stick with the Cell for the PS4. It would have been perfect for this.
 

Velcro Fly

Member
I watched a guy on twitch build a magnificent city that he basically had to (hilariously) tear apart because of this very issue. His city had maybe 120k people in it with the ability to expand a bit more because he planned out many other things quite well. In the end he just made a few disasters happen in his 'downtown' area so to speak and it wrecked his city. The worst part is that people would complain about garbage pickup and then he'd add more garbage trucks and then you'd have 10 garbage trucks in a row in the same traffic jam. It gets even worse when you consider that high money buildings get abandoned because of fire or no shopper or whatever and it's because of this. I haven't even played the game and could tell that it wasn't really working right.

It was an ambitious effort but it seems like some tweaking is needed.
 

G_Berry

Banned
I watched a guy on twitch build a magnificent city that he basically had to (hilariously) tear apart because of this very issue. His city had maybe 120k people in it with the ability to expand a bit more because he planned out many other things quite well. In the end he just made a few disasters happen in his 'downtown' area so to speak and it wrecked his city. The worst part is that people would complain about garbage pickup and then he'd add more garbage trucks and then you'd have 10 garbage trucks in a row in the same traffic jam. It gets even worse when you consider that high money buildings get abandoned because of fire or no shopper or whatever and it's because of this. I haven't even played the game and could tell that it wasn't really working right.

It was an ambitious effort but it seems like some tweaking is needed.

Its a fantastic game with many flaws :(

If they fix the traffic and random natural disasters id be a much happier mayor!
 

Kabouter

Member
SC4 based it's numbers on raw and static number crunching, so you were able to basically cheat through the game by building your stuff in particular patterns.
SC5 isn't perfect but it at least tries to react dynamically to changes which is (at least for me) a huge step forward.

It tries, and fails. It is simply not functional right now. Are you really trying to say that it is better to have a game where you could abuse/game the system to be successful is worse than a game where you have to fight the poor underlying mechanics to make the game come reasonably close to functional?
 

ekim

Member
It tries, and fails. It is simply not functional right now. Are you really trying to say that it is better to have a game where you could abuse/game the system to be successful is worse than a game where you have to fight the poor underlying mechanics to make the game come reasonably close to functional?

Yes - because SC5 has a basic ruleset for everything (as seen in OP) - the game needs to adopt those rules to your city layout. In SC4 you have to adopt your city to the rules.
 
For once I agree, it would not be hard at all to program the AI to ignore jammed roads.
The game already can tell that a road is ultra busy, all you would need to do is make it so the road is skipped over by other agents till it clears.

Haha yeah the data is already available for traffic.
I implemented a version of A* it could calculate over 35k complete paths within a second on my shitty laptop cpu in java was a really naive non threaded implementation too. I would bet i could easily service over 100k partial paths in a second on the same cpu. Or my memory is failing me and it was 3.5k complete paths. But a I5 or I7 should be able to run the city sim with no problems.

Other point i would love to put up my own stopsigns and stoplights i mean i already have to plop down bus stops everywhere.
 

Kabouter

Member
Yes - because SC5 has a basic ruleset for everything (as seen in OP) - the game needs to adopt those rules to your city layout. In SC4 you have to adopt your city to the rules.

What? In SC5 you need to design your city to suffer least from game logic that doesn't function as it should. Like building your city in a zig-zag pattern like was posted earlier. The mechanics don't at all handle any city you design. You are forced into very specific patterns and behaviours. How the hell is that better than SC4 where you could build a city purely based on what made sense? It doesn't matter that it was also possible to more or less game the mechanics to be more successful, because it didn't force you to.
 
I played this game once and already noticed that something is seriously wrong. My hospital let people die, despite being close to that person for no good reason. They just never arrived.

I also got to do a little fireworks quest, which causes fire all over the city and was just scratching my head at what the "simulation" is doing, because nothing I saw made any god damn sense.

Just fascinating stuff overall.

Your Sims probably didn't have health insurance.

---

And this stuff is just embarrassing. Somewhere along the line someone probably took a shortcut just to get stuff "working" rather than putting in the time to write proper AI algorithms, which shouldn't/wouldn't have been too difficult. No one noticed or cared to change it, and here we are. Unless they're just making poor decisions intentionally, which could very much be the case when you look at some of the stuff Jay Wilson pushed for in Diablo 3.
 

ekim

Member
What? In SC5 you need to design your city to suffer least from game logic that doesn't function as it should. Like building your city in a zig-zag pattern like was posted earlier. The mechanics don't at all handle any city you design. You are forced into very specific patterns and behaviours. How the hell is that better than SC4 where you could build a city purely based on what made sense? It doesn't matter that it was also possible to more or less game the mechanics to be more successful, because it didn't force you to.

I see your point and I guess it's a matter of personal preference but for me it is more challenging the way SC5 does stuff.
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
I see your point and I guess it's a matter of personal preference but for me it is more challenging the way SC5 does stuff.

More "challenging"? Thats totally not the point. You are missing the complete issue here, lol. You might still like SC5 more for its graphical fidelity and focus on watching agents/Sims if you like that. But the core gameplay is BROKEN, not more challenging. Its like playing Fifa with a cube instead of a ball (including non-ball physics) and then saying you prefer that because its more challenging.
 

RayStorm

Member
Is that even remotely the case? You follow one Sim at the beginning of the workday, he goes to work at a shop, but...comes home to a different house, with a different wealth level? And then the next morning he works at a different store? This doesn't make any sense to me.

Not at all. You follow a Sim once he exits a residential housing and leave said Sim once it enters another house. You are then free to click on another Sim and follow it until it enters a building.

Or in other words: Due to the nature of how Sims appear and disappear "following" one takes only as long as the traffic jam lasts until it reaches its destination.
 
SC4 based it's numbers on raw and static number crunching, so you were able to basically cheat through the game by building your stuff in particular patterns.
SC5 isn't perfect but it at least tries to react dynamically to changes which is (at least for me) a huge step forward.

1 huge step (according to you) forward. 17 huge steps (according to everyone else) back.
 
More "challenging"? Thats totally not the point. You are missing the complete issue here, lol. You might still like SC5 more for its graphical fidelity and focus on watching agents/Sims if you like that. But the core gameplay is BROKEN, not more challenging. Its like playing Fifa with a cube instead of a ball (including non-ball physics) and then saying you prefer that because its more challenging.

Kinda like with fps right now everybody has that random change to get a power weapon or killstreak.
Stuff happens random in SC5 how can i plan for random stuff it takes away skill and management. Take for example unemployment one day this house has money problems the other day it hasn't. One day one shop doesn't have workers then next one it does same with industries.

Hell after 200k citizens i can hardly balance my income with taxes(10k~16k in the red) vs expensive and have to pray the transform depot truck comes in time for alloy or have a bond free. You need so many services to save your city from fires,diseases and crime because of fucked up traffic. Still love this game. And got my money worth of it bigtime(almost 40 hours i think and 3 cities further).
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Kinda like with fps right now everybody has that random change to get a power weapon or killstreak.
Stuff happens random in SC5 how can i plan for random stuff it takes away skill and management. Take for example unemployment one day this house has money problems the other day it hasn't. One day one shop doesn't have workers then next one it does same with industries.

Hell after 200k citizens i can hardly balance my income with taxes(10k~16k in the red) vs expensive and have to pray the transform depot truck comes in time for alloy or have a bond free. You need so many services to save your city from fires,diseases and crime because of fucked up traffic. Still love this game. And got my money worth of it bigtime(almost 40 hours i think and 3 cities further).

Sure, I am not saying people cant enjoy it! And I am very glad for you guys that you got enjoyment out of something that cost you $60.

But I am also glad that people actually realize the missteps this game has taken. People need to be vocal about these things, otherwise things never change. Maybe the next EA game will finally miss out on those first day sales since so many people claim "they have learned".
 
Sure, I am not saying people cant enjoy it! And I am very glad for you guys that you got enjoyment out of something that cost you $60.

But I am also glad that people actually realize the missteps this game has taken. People need to be vocal about these things, otherwise things never change. Maybe the next EA game will finally miss out on those first day sales since so many people claim "they have learned".

Im weak.

I said i would never buy a ME after ME3.
If EA announces ME4 on gdc you would see me scream like a little school girl from excitment.
Probably the same with a SimCity 5 addon.

Im part of the problem. :(
 

Toma

Let me show you through these halls, my friend, where treasures of indie gaming await...
Im weak.

I said i would never buy a ME after ME3.
If EA announces ME4 on gdc you would see me scream like a little school girl from excitment.
Probably the same with a SimCity 5 addon.

Im part of the problem. :(

I am currently writing up a thread that partly addresses this issue, but random aside:

Are you interested in Civitas?
http://www.neogaf.com/forum/showthread.php?t=520371

Its cheaper than SimCity, and will offer more flexibility. The modding alone is a huge plus since that means that an existing community could focus the game in any way they would see fit (Which would alleviate any kind of problem SimCity has in its current state).


People need to stop throwing $60 into the wallets of big publishers and should take a look at what $15 in the Indie scene might get them. (Actually Civitas looks a bit like a scam right now, but the point still stands. People should reconsider these $60 purchases).

Not saying big budget games dont have their own merits, or that their are big games that are actually good. But people need to STOP and start considering the decisions they make, since that also affects the direction the gaming industry is heading.
 
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