Platinumstorm
Member
It matters. It influences the planning and development of the zoning and traffic.
So, it affects gameplay.
It's a huge issue. It doesn't make the game unplayable, but it does ruin towns.
It matters. It influences the planning and development of the zoning and traffic.
So, it affects gameplay.
Everything will work fine in few weeks.
A most anticipated online (well, forced feature) game has server problems the first week, nothing new here.
Because of the way the traffic system works, the most efficient city layout is based around a single snaking road from one end of town the the other.
Settlers 2, 1996.What a shame! Rollercoaster Tycoon handled individual people over a decade ago, really disappointing to hear this stuff.
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.
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.
Who saw that one coming?
Dang it Sethos, why didya have to ninja edit that GIF away, it was LOL-worthy.
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.
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.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.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 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.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.
Dat A Star algorithm at work.
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.
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.
It's a shame Sony didn't stick with the Cell for the PS4. It would have been perfect for this.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.
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.
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?
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.
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.
This sounds a bit shit. How did reviewers miss it?
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.
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.
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.
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.
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).
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.