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TimmyShire

SimCity: Now The Dust Has Settled

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Hey guys,

 

I'll start by saying - yes, I am a games writer for a website. But I'm not here looking for cheap clicks, so I hope the mods will allow this!

 

My name is Adam Barnes and I'm a writer for NowGamer.com. I'm interested in putting together a feature on the latest SimCity to find out what the diehard fans think of the game now that the dust has settled. Obviously it was affected by the server issues and bugs, and that took over a lot of the headlines and did away with any positivity there could have been.

 

And since Simtropolis is well-known for being the diehard SimCity players' place to hang out, I thought I'd come here and see if anyone was interested in answering a handful of questions about the new SimCity. You don't have to like it or hate it, I'm just interested in opinions.

 

If you are, let me know. My email address is adam.barnes@imagine-publishing.co.uk - fire one across to say you're interested and I'll get back to you with some answers.

 

I think this will make for an interesting article, so I really hope the mods don't shut this down.

 

Cheers all.

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Great post Maarten!

This resume the whole problem.

Sc2013 is more a game than a city simulator.

I envoy some part of it but in general, this game is boring and small maps make it hard to reproduce realistic cities.

I like the economy model but it is buggy and this is very frustrating.

Martin Laforce

A fan of Simcity since SC1

(SC3000 highway tunnel!)

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Here is my personal view.

 

Before SimCity(2013) i would play SimCity4 every so often when ever I got the creative itch and would install SC4 to let it out. I would play for days and only play SC4 until I was spent, got annoyed by some game mechanic or would fail in some outlandish idea and simply wouldn't have the strenght to start over.

 

My biggest annoyance was the hidden math behind the game, because you could simply sense the places and moments by paying attention to some gameplay mechanic where the game was run by that math and not the logic by which your playing. In the end in order to translate your ideas into the game you would have to push them through the mold of that math which ran the game. You ended up playing against the game in a chess match where you had to know every move the game was able to make in order to win the match.

 

I personally don't like playing games where I have to understand their inner workings and then use that knowledge in order to outsmart the game to achieve my ideas. I want the game to be good enough to mask it's inner workings with fluid gameplay and game mechanic and allow me the freedom to unleash my creativity and ideas without worrying about can the game deliver.

 

In that respect, the most important to me in a game like a city builder, I think the SimCity of 2013 is better then SC4.

 

There are still things I don't like, things that need improving, things that require expanding upon, but what it comes down to, I no longer install SC4 when I feel my creative itch, I start SimCIty.

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My YouTube channel with Cities:Skylines and SimCIty2013 videos: https://www.youtube.com/user/perafilozof

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I started with Simcity on Amiga like a month or two after release.  I have been a Simcity addict since then.  I have not bought SC2013 or did I play the beta, but I have followed this fairly closely and I think I have a good handle on the game.

 

Since the dust has settled I am really disappointed.  A lot of what was negatively predicted has happened.  From a broken game the fan base didn't ask for, to EA corporate greed and their desire to use online only DRM to cattle their customers, to renting games to destroy the used game market (you don't buy Simcity2013, you access it as a service).

 

There are tons of things to say about the game and the situation around the development of this game.  It's a long story that involves little details like Maxis' inability to release Simcity 4 and the team had to be retooled by EA to get Rush Hour out but I'm not sure you want to be that granular.  However this complexity problem that Maxis ran into back then, the perception that Simcity 4 is too complex due to poor sales (that wasn't the reason), and EA's desire to kill the used game market is what has really guided the development of Simcity2013.

 

And this is really the fundamental story here.  EA's desire to kill the used game market.  EA will no longer be selling games, but instead are selling passes to games as a software service.  This is to kill the right of first sale the consumer has to resell their physical copy of the game to recoup some of their loses by forcing each player of the game to buy a license from EA.

 

Aside from the dirty pool, the game looks shallow and for me I wouldn't probably play it very much in it's present state.  In affect they took ONE large city tile from Simcity 4 and broke it up into 16 tiles and spread it over a "region" (that's for the largest regions).  They simplified the game by taking out a lot of control over how you can manipulate your city such as regional control, terraforming, and density control and replaced them with DLC and...   I'm anticipating this...  wait for it...  I believe they are coming...   for a software service...    EA's new business model...     paid patches to get the game working...     welcome to the brave new world : )

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A question you might want to ask is not where is the game at, but where can it go.  Maxis made a choice to utilize the Glassbox Engine for everything that moves on the map.  Apparently, at least from a casual glance, they decided to use some version of an algorithm called the drunkards walk or random walk for the agents.  This allows the designers to have services that get to every entity on the map without the designers having to know where they are.  If the map goes larger I'd be curious to know if the map could be serviced by this routine in the cycle time of the map, without requiring many more traffic causing entities.  Double the map size from 2k by 2k to 4k by 4k and you increase the area by 4 times, that is from 4k2  to 16k2 . The way they operate the elementary school entity in the game is a good example the problem with this.  Buses run 9 hours of game time and students get the full benefit of an education if they get there before the schools close.  The number of buses is the controlling factor for the number of "students" that can get and education given that time frame.  Even given multiple "schools" the buses all cover the entire map.  So can they make it scale given this behavior?  If buses go out can they get back to the "school" in the time allotted.  The same would be true for every service vehicle if my observations are correct.

 

The Glassbox engine is one of the bright spots of the game.  It makes the maps feel alive, with a sense that "people" are going places and doing things.  Cites XL was criticized for looking dead. But that random behavior requires a lot of thinking when you play and it it not always obvious what to fix when something doesn't work.  Commercial entities in the game are an example of this.  The behavior is obscured by the parks you have to use to increase the "property value" since they behave as commercial development. It can be hard to tell why some things fail and others work.  "Workers" are another example of this.  You may get a prompt that a "business" is closed due to a lack of "workers", but no explanation of what wealth class may be lacking or if the problem is related to that at all.

 

I have strong opinions on region play.    If you play a game like WOW, the thing that can bring the most value for your dollar is the one to one play available.  Raiding parties are synced, every player there in real time,  And when you play alone there are other things to do.  The world itself is persistent and active 24/7 365.  SimCity 2013 need not apply for this.  The game takes hours to play and the worlds are not persistent when you aren't in them.  This leads to EA and Maxis acting as brokers.  They have to supply the appearance of that persistence.  If there is a one to one exchange for a given set of cities in a region I have yet to find it.  I can't send workers between cities of my own in a private region.  So EA/Maxis provides an analog.  An average of what could be.  And the same is true of every exchange between cities.  Perhaps one of the larger complaints has been the lack of "cheetah" speed.  And this defines the problem with region play for the dedicated city player, the clock.  For what it's worth, that is my opinion of some aspects of the game.

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I would not say the dust has settled. To be honest, if there was any dust it was limited to community media first, mainstream media second, but more importantly to a relatively limited set of user types connected to the franchise. EA has made clear in its communications that it is business as usual, and that the road taken will be followed. To be honest, for them the correct decisions.

 

SC2013 is a textbook case of adapting a niche product (with an established but niche audience) to a broader audience for commercial purposes. Yes, EA did leave a lot of gaps in that process of adaptation, and yes they did create several issues for themselves which could have easily been prevented. But this remains something that mostly affects that already existing franchise audience. Not the audiences of EA's targeted volume market.

 

In many ways it is a very similar situation to that of the Civilization V release by Firaxis / 2KGames, at the time. Existing fanbase, used to provide foundation elements for marketing, product turns out to be tailored for a different market anyway, core users are frustrated, casual gaming users are happy. Company engages release of a lower development cost product, makes tons more with content based DLC, makes even more with feature based DLC so widen the experience of the main target and make good use of the previous core users who reach for the wallet because they want to believe. Meanwhile the studio takes flak, publisher practices standard "big lie" marketing and is happy because business is as usual.

 

SC2013 is a franchise reboot. What did people expect. Be honest. Sure, server issues could have been prevented, but the default practice is to create the conditions to allow such issues to arise. It generates buzz, which is very easy to turn in to positive marketing instrumentation, while also cutting out those who are not the real target customer thus preventing them from inserting negative messaging in to the volume market community trending which marketing aims to create.

 

Folks, it's business. 

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I've been a fan of SC since the original - that must be showing my age :/

 

I have not bought this game as I thought the faults and shortcomings were transparent to the degree you could easily make up your mind prior to the release.  I'm not happy about the fact that all of the flaws of this game became predictably true; it would have been nice to have another game to play.

 

But for me the faults, flaws, shortcomings were these:

 

Always Online - I don't mind being connected to the internet on my home PC, but I do travel a lot and often spend my nights in hotel rooms in foreign countries; it's amazing the pleasure I receive sitting up on a 17 hour flight across the pacific using my laptop and playing games.  This is also why my World of Warcraft account gets locked for months on end; not because I get bored with the game, but my lifestyle doesn't have any synergy with online gaming.  That's my reason for not liking online; however this game seems to have taken it to a whole new level being:

  • inability to restore a city after a disaster or poor choice
  • out of sync RCI supply / demand
  • no reliability on sharing resources, services, money

 

Immediate gratification prioritised over product longevity - The new Maxis/EA games seem to focus on a new different level of detail; having spent time on making sure sims have a thought (e.g. "I want another ice cream" "I just came from Joe's Diner" children are skipping in the streets etc...) this to me I refer to as short term thrills; once you have seen it or experienced it the feeling goes away and all of the effort in investing time in to producing it is gone, at least until the next user comes along.  To me some books and movies provide this...fantastic to read or watch, but you wouldn't own them in your dvd collection as chances are you'd never re-watch them.  So why did the developers put time in to producing things like this? Why would I buy a game that would excite me and make me smile for one week (because everything is new) only to be left with so much other unfinished content and no drive to load up the game again?

 

For me a good computer game is something I'd load up and play; I still reload the Sierra Quest for Glory games and play my char from 1-5. Dungeon Keeper I still play, Theme Hospital has also received some modder's love as has Transport Tycoon in which I still play both.  The Anno games are another one that I love to reload and keep playing.

 

Curvy Roads at the cost of Good roads - It's kind of strange, there is such a push to get curvy roads in to city builders but there is no push to do them correctly.

  • Buildings are still rectangular
  • City Design becomes clunky and less efficient
  • Road joins are rendered unnatural
  • Curve comes with wasted space in-between the bend and the straight angles
  • Clipping with grass/ground textures / more potential unresolved bugs

So it is a little disappointing when developers do away with the many many many road types so that we just get this one bendy road, it is far too much that was sacrificed to get these new road types in.

 

Realism was prioritised to make the game less real - It's such a mixed argument, you will often hear players sometimes argue a fault with "It's like that because the developers went for more realism" but then when arguing another fault you'll hear the opposite argument "It's a game, it's not supposed to be realistic which is why the developers did it like that"

 

I am referring to the Glassbox simulation aspect, and the 'living in bubbles' comment, traffic behavior etc... as to me a city is not supposed to be simulated, it's supposed to be statistical.  As soon as you simulate a garbage truck, you've destroyed the concept of a vast city and have made a decision to focus on the smaller community; which was not the understanding of the SimCity franchise.

 

City Tile Size - No matter how creative individuals are, if you give them a concreted predetermined limited canvas, they will design and build for efficiency.  City maps are functioning more like 'levels that need to be conquered' as opposed to a giant blank canvas.  Ironically, due to the way traffic works, city specialisation, road real estate, pollution / industry, utilities water/power flow...you no longer experiment with your build but instead find the most practical and efficient way of doing things, and will stick to that model for every city.

 

Players may find their cities starting to look and feel the same using only the specialisation to differentiate, once they would have found the best way to 'conquer that level'

 

City size prevents sprawl and flexibility in ones design, forcing the designer in to a mold.

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    Wow. Thanks guys! There's already so many responses! I knew you guys were the ones to speak to! :)

     

    There isn't really much I can add, so I'll just wait for a little while before collating them into the article. It seems a lot of you don't like it so much.

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    It's not that people don't like this game so much, It's that they don't like what this game is compared to what it could have been. It's the fact that we know just how much better this game could have been that is the real tender spot in our hearts.


    My YouTube channel with Cities:Skylines and SimCIty2013 videos: https://www.youtube.com/user/perafilozof

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    The game is what it is.  Everybody is an expert at playing the game they owned and each had their way of looking at what made it fun.    And a  game written by a all those people would have made no one happy.  Someones favorite feature would have been left out, or someones most hated feature put in.

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    What I find the single most frustrating issue about this game still is the inconsistency in which "Region" processes occur.

     

    Sometimes, my trains show up to take away items from the depot, other times not.

    Sometimes, my garbage services from other cities work, other times not.

    Sometimes, my sewer will go to another city like it is supposed to, other times not.

    Sometimes, electricity will be provided from one city to another... other times not.

    And on and on the list goes.

     

    Even playing in a "private" region by myself still have these issues.

     

    Everything inside the town seems to work pretty well.

    But it is regional play that can not be relied upon at all.

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    Well I think that those problems are all just server side problems atm, not that they are game bugs that require fixing, but that they are simply the overloaded server problems. And it's also possible some of those things don't work because they were changed or turned off by Maxis to stabilize the servers.


    My YouTube channel with Cities:Skylines and SimCIty2013 videos: https://www.youtube.com/user/perafilozof

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    I personally like Simcity 2013.

     

    I don't mind the fact there are spaces between cities, since most of the world and my state are built like that (except for the few cities that border Detroit).

     

    Seriously if you drive through most of the world it goes like this: metropolis---> rural ---> city---> rural/town ---> city ---> rural ---> metropolis!

     

    Urban sprawl is literally an American invention that only exists in certain parts of the U.S. (mainly on the East Coast and CA).

     

    Also I find this game more challenging and engaging because you actually have to make the best use of all your land.

    I also enjoy the challenges of adapting my city to the environment

     

    Anyways Simcity 2013 still needs the following fixes:

    • Region connection issues (Utiitiies are not following properly)
    • Crime (Why is my city complaining about too much crime when my 40 police cars are only arresting 4 criminals per day?)
    • Freight issue (Why is my industry complaining about shipping times?)
    • Education issues
    • Tourist issues
    • Traffice issues

    I believe once those issues are worked out, it will be a good game.

    I am still hoping they give us a future building set like in Simcity 2000 at one point in time.

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    I couldn't say it any better than Maarten.


    SimCity 2013: Too much sim and too little city...

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    Ten years the people on the various simcity forums have been posting on what they wanted a new simcity game to do, we told Monte Cristo  what we the players wanted in a city builder and they didn't listen and six months after the Cities XL release they were bankrupt, EA/Maxis also got the same advice from players and based on what they released they have ignored everything anyone has said to them.

     

    Most of us were realistic enough to know that some of what we wanted wasn't possible or practicable in a new game, but we all had the expectation that we would have at the very least everything that was in the old game, its a sad situation when Cities in Motion 2 is closest to what you wanted in a City Builder game that the new SimCity 2013.

     

    -catty

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    Urban sprawl is literally an American invention that only exists in certain parts of the U.S. (mainly on the East Coast and CA).

     

    Umm, you have never been to London then.

     

    Or Tokyo

     

    Or Mexico City

     

    Or Delhi

     

    Or Mumbai

     

    Or Birmingham

     

    Or Manila

     

    Or Karachi

     

    Or Jakarta

     

    Or Ciaro

     

    Or Istanbul

     

    But i suppose you are right... apart from all those other places, urban sprawl only exists in certain parts of the U.S.

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    Here are my thoughts on this game,

    First I should say I have not bought this game, though was thinking about it. Once all the bugs are removed and the price drops a bit I'll look into playing this game, but I think that the game still suffers from what I understand as broken IA (traffic programs, fire, police, and the glass box where people are suppose to go back to their homes not just the closest ones) no really penalty for bad neighbors, and I hear that cities are still going missing.

    I think 60 is still a lot of money even for the best of the best games. I have bought with the exception of the first SimCity every other one. (In the case of 3000 twice and play it just about every day on my iphone)

    As much as I love SimCity I just don’t go along with their vision (always online DRM) and the amount of issues are still outstanding. I get just about 20-30 extra bones a month for gaming at this time I would much rather not spend it on SimCity at the current price.

    When the game drops down to 20 I will rethink this line of thought by then the bugs and AI should be fixed if not then I will be ok with letting the sun set on my run with SimCity.

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    I've never played another SimCity; few months ago a friend introduced me Anno 2070 and I love it; then told me about the new SimCity and how it's much better than Anno (she loves SC4), I pre ordered the limited edition and all, I bought the hype. 

    I've been playing games since the 80's so I know my way around learning how to play a game, is not that difficult these days with the auto save, bullet time or flashback button so I quickly learnt how to play SC. Without reading anything about the game I started to find it annoyingly bugged or just bad coded or good idea, bad execution. When you are on the menu screen you are told that the game is "best played with friends"; however, so far playing with my friend caused more pain than fun; having both cities with high education and no criminals had no point since we send each other dozens of criminals every hour; having every sim working didn't matter, we send each other tons of unemployed sims anyway, clogging our main entrance; plop buses? it doesn't matter if you have enough in your town, we sent each other dozens of them even tho we had about just 6. 

    Then there are a lot of little things inside your city that makes it fail if you don't follow strict rules like just T intersections or this or that; they sold me a game that said "your city", I don't feel it's my city since I can't build it the way I want since each sim will just get literally vomited by buildings to the closest bucket and upon filling that one will go to the next making essential that you build certain way so you don't have mindless sims just sitting in their cars doing nothing to advance while there's an empty way next to them.

    My friend quit a couple of weeks ago, she's very pissed and disappointed, she expected a real sim game; I confess I expected more of a challenge, there's none, you have literally no much to do: lay the initial roads, zone it, wait for people to move in, plop this or that and wait for people to expand, build the money maker (electronics is the less problematic and most productive) and just leave it there, as a very expensive animated wallpaper because after a couple of hours, that's what the game becomes, nothing to do, nothing to expect but to see the money number grow up. Luckily for me I have 2 computers, one used for communicating with my family and my "main" computer where I play my games, I installed SC on "chat" PC and it's there running, like a very expensive wallpaper.

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    Yesterday was the first day since the game came out that I did not play it. StoNe220022 put it perfectly above:

     

    "City Tile Size - No matter how creative individuals are, if you give them a concreted predetermined limited canvas, they will design and build for efficiency.  City maps are functioning more like 'levels that need to be conquered' as opposed to a giant blank canvas.  Ironically, due to the way traffic works, city specialisation, road real estate, pollution / industry, utilities water/power flow...you no longer experiment with your build but instead find the most practical and efficient way of doing things, and will stick to that model for every city.

     

    Players may find their cities starting to look and feel the same using only the specialisation to differentiate, once they would have found the best way to 'conquer that level'"

     

    I realized yesterday that I figured out a decent way to keep traffic down and that every single city I was building started looking the same. It's so stupid how crippling traffic can be. There's traffic in every city but they don't all fail. Maybe it's because not everyone leaves the house at exactly 7AM every day. And what helps traffic? No 4-way intersections and a small limit on traffic lights, if any at all. Oh, and don't put commercial buildings on the main street, put them on side streets since everyone leaves the building at exactly the same time and they'll block the road. Want to relieve traffic by providing buses? They mostly just follow each other. Make sure you don't add too many stops because each of those buses will stop at every single bus stop. 

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    Urban sprawl is literally an American invention that only exists in certain parts of the U.S. (mainly on the East Coast and CA).

     

    Umm, you have never been to London then.

     

    Or Tokyo

     

    Or Mexico City

     

    Or Delhi

     

    Or Mumbai

     

    Or Birmingham

     

    Or Manila

     

    Or Karachi

     

    Or Jakarta

     

    Or Ciaro

     

    Or Istanbul

     

    But i suppose you are right... apart from all those other places, urban sprawl only exists in certain parts of the U.S.

    Those are Metropolises.

    As in they are cities which focus on high density development along side their high population density.

     

    Urban sprawl or suburban sprawl is a multifaceted concept centered around the expansion of auto-oriented, low-density development. Topics range from the outward spreading of a city and its suburbs to its logical limits, to low-density and auto-dependent development on rural land, examination of impact of high segregation between residential and commercial uses, and analysis of various design features to determine which may encourage car dependency.[1]

     

    Here in the many parts of the U.S. after World War II, the U.S. Government financed the building of the suburbs as a fast and cheap way to allievate the housing shortage instead of building high density buildings in the cities (which is quite expensive and time consuming)

     

    So in many parts of the U.S. it goes like this:

    • Chicago (2.7M city proper) - 9.2M metro (consists of 20 interconnected suburbs and Chicago that span 3 states without any rural breaks)
    • Los Angeles (~3.7M city proper) - ~12M metro (consist of 7 interconnected suburbs and L.A. without any rural breaks)
    • Washington D.C. (~600k city proper) - ~5.7M metro (consist of 4 interconnected suburbs and D.C.)
    • Detroit (~700k city proper) - 4.2M metro (consisting of 6 counties interconnected with rural areas only being on the mainly in the northern portions of the northern counties.)

    It is like driving through one big city for hours on end with very few sky scrappers and low population density (yes there are very few people per sq. mile in most metro areas)

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    Still, you can't fit in even nearly dutch compact(!) cities in a SimCity 2013 tile decently. Take my home city for example, Zoetermeer. 120,000 inhabitants. Each black square represents 1x1 km, so each red square is a SC2013 tile:

    simcitysquares.png

    And this is considered to be a compact city, were you can easily take a bike to get to the other side! We dutch already build quite dense because we simply have little land to build on.

    So, what can you recreate on such a small canvas? Well, this, a mere city of 20,000 inhabitants of little significance just outside Amsterdam:

    simcitysquares2.png

    And even that doesn't fit in the city tile completely! In the Netherlands, this is just not even enough to be a city to our standards, just one of the numerous larger towns...

    The huge urban sprawl might be a metropolis only feature. But normal city expansions, heck, even just a random old historic city is just too much asked from SimCity 2013...

    No wonder why people satirically call this game SimTown....

    Best,

    Maarten

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    Read the Readme or drown in bugs and glitches; the choice is yours...

    Deep lurk mode: ACTIVE

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    Hey all!

     

    It was later than I would've liked to get this put together, but someone asked me to plop the link in here once it's live.

     

    http://www.nowgamer.com/features/1907182/simcity_what_the_diehard_fans_think.html

     

    I didn't get the room to feature everyone's comments, so apologies if I missed you out. It was still massively appreciated, though, so I hope you enjoy the article all the same.

     

    Thanks guys. Let me know what you think.

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    Urban sprawl is literally an American invention that only exists in certain parts of the U.S. (mainly on the East Coast and CA).

     

    Umm, you have never been to London then.

     

    Or Tokyo

     

    Or Mexico City

     

    Or Delhi

     

    Or Mumbai

     

    Or Birmingham

     

    Or Manila

     

    Or Karachi

     

    Or Jakarta

     

    Or Ciaro

     

    Or Istanbul

     

    But i suppose you are right... apart from all those other places, urban sprawl only exists in certain parts of the U.S.

     

    Seattle and Tacoma in Washington State has urban sprawl.

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    Good article Timmy, you really wrote the opinions of the forum.

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    Read about the game before it came out and there was alot that i did not like. One thing was "the always online" since i sometimes play SC4 where I had no connection to internet.

     

    Did not buy it at first and when i read about the server issues and all the bugs I was happy that I waited. Did follow when they put all the updates out and eventually did buy the game since I thought most of the things would be fixed. Never had an issue with the servers but when playing the bugs and issues was just to much so stopped playing and have not been playing for a couple of weeks now hoping that a few more updates would make the game more playable.

     

    Things that really made this game hard to play for me.

     

    *Region play where you help other citys out with power, garbage, water etc. Had one city with serveral garbage trucks but was only allowed to send 1 to my neighbour city that needed alot more than one. Seems the game looks at how many cites are in your region (even if they have no population/buildings) and split so you have to distribute the garbage trucks evenly. So if you have 6 citys and 6 garbage trucks its impossible to send 2 or more garbage trucks to one city.

     

    *All the fire trucks going to the same place even if there is more fires in the city.

     

    *Can´t go back to a save if you screw up. I was looking where to place the university and mistakenly plopped it when serching for a good place. It not only got placed where I did not want it to be placed, it destroyed some other buildings that was there before that I did not want to destroy. Since I did not have that much money at the moment and since it was an expensive building I started a new city. Wished I could just go back to a save...

     

    *Can´t play the game everywhere I want like I did with SC4.

     

    *Citys to small to make many realistic bigger citys. I Also feel that when you going to place building you have to think about what in the city to destroy to make place for that building. Youre just going out of room to easily. However i hope they fixed the bugs and issues with the game before they expand the city tiles.

     

    *The road entering the city tile is almost always having trouble with to much traffic and I can´t build any other roads in or out of the city to distribute the traffic.

     

    *Make disasters optional. Yes I know you could play in another mode but I don´t find it fun to start with so much money and everything unlocked so don´t want to play that way.

     

    I hope to be able to enjoy the game soon and will wait a few weeks more hoping on more updates before giving it a try again.

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    Online play still makes no sense.  Playing with other people, you forget they're there.  Yes, you can offer and buy services from each other, but it's hardly social.

     

    What they should have done is released the game for offline, and then added an online DLC.

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