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Old March 28 2013, 11:42 PM   #151
Trekker4747
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Re: The new SimCity...*sigh*

Yahtzee at Zero Punctuation takes a crack at Sim City.
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Old March 29 2013, 04:28 PM   #152
FPAlpha
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Re: The new SimCity...*sigh*

Yeah well.. another negative review, not surprising.

This debacle has let me try out CitiesXL 2012.. it's not perfect, i.e. it has some technical bugs like memory leakage and such but it seems like an extended and modern version of Sim City 4. It looks gorgeous, has some cool features and it's just fun to play.

In short.. it's everything SimCity should have been (and could have been even better with such a big studio behind it).
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Old March 29 2013, 06:23 PM   #153
Haggis and tatties
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Re: The new SimCity...*sigh*

I gave up with this at present because no matter how many roads i makes my city population keeps getting sick and dying from all the uncollected trash, regardless of how many empty roads i have, the AI always seems intent to ignore all the open ways avalible and just sit in one big traffic jam, no matter how many times i open up new ways to travel, like a big magnet pulls all the traffic to one place all the time. lol
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Old March 29 2013, 09:07 PM   #154
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Re: The new SimCity...*sigh*

Haggis and tatties wrote: View Post
I gave up with this at present because no matter how many roads i makes my city population keeps getting sick and dying from all the uncollected trash, regardless of how many empty roads i have, the AI always seems intent to ignore all the open ways avalible and just sit in one big traffic jam, no matter how many times i open up new ways to travel, like a big magnet pulls all the traffic to one place all the time. lol
The AI stupidly follows the shortest path, and ONLY the shortest path. New and possibly longer roads will be ignored.


The game logic is so simple, it's almost incomprehensible how that could have happened. It's really not that hard to get an AI looking at weighted graphs. Shortest path AND traffic load for instance.
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Old March 30 2013, 03:33 AM   #155
Trekker4747
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Re: The new SimCity...*sigh*

JarodRussell wrote: View Post
Haggis and tatties wrote: View Post
I gave up with this at present because no matter how many roads i makes my city population keeps getting sick and dying from all the uncollected trash, regardless of how many empty roads i have, the AI always seems intent to ignore all the open ways avalible and just sit in one big traffic jam, no matter how many times i open up new ways to travel, like a big magnet pulls all the traffic to one place all the time. lol
The AI stupidly follows the shortest path, and ONLY the shortest path. New and possibly longer roads will be ignored.


The game logic is so simple, it's almost incomprehensible how that could have happened. It's really not that hard to get an AI looking at weighted graphs. Shortest path AND traffic load for instance.
The path finding in SC4:RH with NAM seems seriously more complex and realistic compared to what goes on in SC('13).
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Old March 31 2013, 03:13 PM   #156
Into Darkness
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Re: The new SimCity...*sigh*

was going to buy this game but don't think I'll bother now.
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Old April 4 2013, 03:09 AM   #157
Steven
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Re: The new SimCity...*sigh*

Some SimCity DLC (free) was released today...

The Nissan Leaf charging station! It generates happiness without needing workers, power, water, or sewer connections! Also comes with a Nissan billboard and fills your city with Nissan Leaf cars driven by Sims of all wealth classes!

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Old April 4 2013, 03:05 PM   #158
TheGodBen
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Re: The new SimCity...*sigh*

It's free and it's optional, so it's not really a hit against the game, but it does point out the stupidity of ad-supported DLC. Because no company wants to be associated with anything negative, Nissan now has a massive logo plastered on a building that uses no resources and which farts out happiness in a way reminiscent of a South Park joke. Some programmer had to sit there and program that, probably while swigging whiskey to ease the pain.
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Old April 4 2013, 03:16 PM   #159
Haggis and tatties
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Re: The new SimCity...*sigh*

^^LOL.

I never thought if it that way.

Anyway its only added to my traffic not going anywhere problem in my city. lol
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Old April 7 2013, 06:33 PM   #160
bigdaddy
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Re: The new SimCity...*sigh*

I like the fact they still had issues with the game, like the fastest speed, and during that someone was sitting around making an ad in the game. That seems like a good idea. haha
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Old April 9 2013, 03:53 PM   #161
Robert Maxwell
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Re: The new SimCity...*sigh*

bigdaddy wrote: View Post
I like the fact they still had issues with the game, like the fastest speed, and during that someone was sitting around making an ad in the game. That seems like a good idea. haha
Not at all unusual. The person(s) working on that DLC were likely allocated to it long before the game was actually released, and with something as large and complex as a game, you can't always pull someone off of one area to work on another without a productivity penalty. Besides that, most of the issues were due to exceeding the capacity of the servers set up for it--simply not a problem the game's programmers and artists are supposed to solve.
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Old April 9 2013, 06:29 PM   #162
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Re: The new SimCity...*sigh*

Robert Maxwell wrote: View Post
bigdaddy wrote: View Post
I like the fact they still had issues with the game, like the fastest speed, and during that someone was sitting around making an ad in the game. That seems like a good idea. haha
Not at all unusual. The person(s) working on that DLC were likely allocated to it long before the game was actually released, and with something as large and complex as a game, you can't always pull someone off of one area to work on another without a productivity penalty. Besides that, most of the issues were due to exceeding the capacity of the servers set up for it--simply not a problem the game's programmers and artists are supposed to solve.
Exactly. This is a common fallacy amongst gamers: "spending resources on this thing when there's these other glaring issues is stupid!"

Employees at game studios are highly specialized. You have level designers, artists, content designers, engineers, qa reps, etc. Some companies, like most MMO teams, specialize even further, like the difference between a quest designer, encounter designer, and world builder, all ostensibly content designers. And that's not even going into support teams, like marketing, CS (such as myself), analysts, server techs, and so on and so forth.

A content designer and an artist working on a building, however crass, does not mean that resources were taken away from server stability. I'm sure that they have almost all of their server techs working to get their servers as stable as possible, but an artist and a designer won't be able to contribute diddly to it.

That said, the building is rather blatant, and let's not even get into the fact that a Simcity game shouldn't even have to worry about server stability.
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Old April 9 2013, 09:47 PM   #163
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Re: The new SimCity...*sigh*

Manticore wrote: View Post
That said, the building is rather blatant, and let's not even get into the fact that a Simcity game shouldn't even have to worry about server stability.
Indeed, but then these are decisions well above the pay grade of the programmers and artists, and even the creative leads. This sort of hooey comes from the C-level dingbats who pat themselves on the back for coming up with such great ideas that the salaried peons never could.
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Old April 9 2013, 11:07 PM   #164
Holdfast
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Re: The new SimCity...*sigh*

I've been playing SimCity a fair bit since I got it a couple of weeks or so ago, and have found it pretty fun. Single-player private regions can be quite good, given the need for city specialisations, creating a lot of switching from one city to the next to get all your ducks in a row. In the region I'm currently playing, I'm up to about 8 cities, with two great works completed. I think there are two more great works sites in it, so I'm aiming to have all four different great works up & running in it. The only thing that annoys me slightly is that each great work only seems to affect the subset of cities that are directly linked to it, rather the entire region, even if there are road, rail & ferry connections to other cities. Other effects are regionwide (e.g. city hall annexes), so it's a bit lame to not let the great works affect the whole region. It would unbalance everything, but still, it would be fun.

The bigger issue is the server lag between doing something in one city, and the other cities picking up the effect. This seems to have improved recently (in the same update that finally reactivated cheetah speed), esp. with regard to great work sites updating faster, but things like donations of money are still susceptible to significant delays. I've a couple of cities that generate many millions of simoleans per day and I want the cash to subsidise others that are running deficits, but it can take time for the cash to transfer.

Still, the game remains a pretty good time-sink.
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Old April 10 2013, 02:19 AM   #165
Manticore
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Re: The new SimCity...*sigh*

Robert Maxwell wrote: View Post
Manticore wrote: View Post
That said, the building is rather blatant, and let's not even get into the fact that a Simcity game shouldn't even have to worry about server stability.
Indeed, but then these are decisions well above the pay grade of the programmers and artists, and even the creative leads. This sort of hooey comes from the C-level dingbats who pat themselves on the back for coming up with such great ideas that the salaried peons never could.
Heh, upper management is evil (below the executive level). And/or moronic. I could bitch and moan about some of the things my company's done to us poor CS reps, but that might lead some of you to figure out where I work, and that would be Bad.
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