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I feel like a lot of the suggestions in this thread would lead to unnecessary micromanagement or high levels of complexity and are probably better left to the modding community.

I'd like to see the game embrace new urbanism. The critical missing piece is the lack of mixed use zoning. Both offices and high density residential should offer the option of ground-floor commercial. These would not completely satiate the demand for commercial zoning but it would meet some of the demand.

Secondary to that it would be good to see walkable neighborhoods behave as they do in real life, with higher property values, people not owning cars, etc.

I also have some minor quibbles with things like noise pollution. Does a water tower really cause noise pollution in real life? That doesn't seem realistic.

I see noise pollution as an abstraction of multiple negative factors so that it provides some level of NIMBY to things like water towers - otherwise, we'd need a whole list of different factors and values (noisy, ugly, toxic, explosive, etc).

Agree with mixed zoning - we even have mixed office/residential buildings in real cities. And even in lowish density areas, you often get residential units on top of ground floor shops.

Complexity isn't necessarily bad (mixed zoning is a complexity) - but you're right that some things should at least be on-and-offable. The modding community is talented, but they are ultimately by the core of the game (look at the limits discussion).

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On 11/13/2015 at 7:53 PM, Horus_Kol said:

I see noise pollution as an abstraction of multiple negative factors so that it provides some level of NIMBY to things like water towers - otherwise, we'd need a whole list of different factors and values (noisy, ugly, toxic, explosive, etc).

Agree with mixed zoning - we even have mixed office/residential buildings in real cities. And even in lowish density areas, you often get residential units on top of ground floor shops.

Complexity isn't necessarily bad (mixed zoning is a complexity) - but you're right that some things should at least be on-and-offable. The modding community is talented, but they are ultimately by the core of the game (look at the limits discussion).

I see noise pollution the same way you're describing, but the terminology bothers me. lol It should be something more generic.

Even at that, though, I think the whole getting sick because you live next to an office is a ridiculous mechanic, regardless of what the cause or the terminology used is.

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Ironically, office is the one example that really has no effect on health and is perfectly okay next to your residential houses. You can freely mix offices and residentials. But yeah, noise sickness is a weird mechanic. Sticking with SC4's wealth dynamic would have been the better choice in this regard. That one hurt you in your city coffers instead of killing.

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Houston is the closest "big city" I live near, so my city simulation idealism often focuses there. In Houston, of course, anything goes...I regularly pass by a fireworks warehouse that's situated off the freeway and directly in front of some houses (or in one case, right next to one!). Or, if I go off the beaten path a bit I can find suburban-looking houses (with pools, even) with an air conditioner manufacturing plant across the street, or, if I go south, entire rows of once-stately houses converted to commercial establishments. There needs to be a type of zoning that will be a "Wild Card" zone. The Wild Card zone will function as if there's no real zoning and simply change or redevelop on what's best for the property. If it's placed initially in a subdivision in a quiet street, then it stays as residential, but if land values start going up, it could change without warning.


~ COMING SOON! Exciting new projects! ~

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Since I am trying to make this short and I have already explained it: Me and many others want a tool to fill in these ugly looking grassy gaps between the building, to give the game this small but huge impactlingly touch. So if you want to, I am not forcing you, you can read the Subreddit article in which I explain it like REALLY detailled:

https://www.reddit.com/r/CitiesSkylines/comments/481zre/this_is_why_we_do_need_a_gap_filling_tool/

 

Something else I did was create a petition. You can, but you don't have to sign it. If you are not interested skip this bit or ignore this reply:

https://www.change.org/p/paradox-interactive-implement-a-gap-filling-ground-painting-tool-for-cities-skylines

 

Thank you if you have read this! That means really much to me!

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I wish there were no limits for roads, buildings or growable buildings. :/

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Now that they have draggable sea/slope wall thing, I want to see they add draggable fence next...
Currently placing fences manually is seriously tedious. Some places without fence looks very awkward, like school, high tech facilities, nuclear reactor...

AND.... someone make one!! Not exactly draggable fence but able to place any prop rapidly in a line~

http://steamcommunity.com/sharedfiles/filedetails/?id=683304621

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I want to see some love for Paris.. There is no single building from that beautiful city.. I mean, we have the freedom to build on any angle, but we don't have the buildings.. Wouldn't it be great to see some Parisian buildings in your cities?

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On 2/28/2016 at 9:42 AM, Nicistarful said:

Since I am trying to make this short and I have already explained it: Me and many others want a tool to fill in these ugly looking grassy gaps between the building, to give the game this small but huge impactlingly touch. So if you want to, I am not forcing you, you can read the Subreddit article in which I explain it like REALLY detailled:

https://www.reddit.com/r/CitiesSkylines/comments/481zre/this_is_why_we_do_need_a_gap_filling_tool/

 

Something else I did was create a petition. You can, but you don't have to sign it. If you are not interested skip this bit or ignore this reply:

https://www.change.org/p/paradox-interactive-implement-a-gap-filling-ground-painting-tool-for-cities-skylines

 

Thank you if you have read this! That means really much to me!

Get the Surface Painter mod

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Two way highways so that it doesn't look like a mess when I lay it out.

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On 30.6.2016 at 5:22 AM, Extrenix said:

Get the Surface Painter mod

Already got it. If the transition between the brush and the sidewalk was smooth, it would be perfect. But it's a really good one and really handy combined with the 1x1 Circle Concrete Brush.

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ATM. Recycling centres that reduce the amount of waste in a neighbourhood and doesn't produce pollution, and a sound proofing policy that has a better impact on reducing noise pollution than trees.

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On 14/05/2016 at 1:25 AM, cmdp123789 said:

I want to see some love for Paris.. There is no single building from that beautiful city.. I mean, we have the freedom to build on any angle, but we don't have the buildings.. Wouldn't it be great to see some Parisian buildings in your cities?

Second this! 

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For visual purposes mainly, I wish they would implement side streets without intersections as an option.

 

This is what I am talking about...

 

Cities 2016-09-02 15-48-17-59.png

Cities 2016-09-02 16-08-04-56.jpg

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13 hours ago, zimmie said:

This is what I am talking about...

It might be possible to remove the zebra crossings, but not the entire intersection. That's impossible with the current network system.

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22 hours ago, boformer said:

It might be possible to remove the zebra crossings, but not the entire intersection. That's impossible with the current network system.

Would be nice if at side street intersections the crosswalks are removed and the lane stripes continue through then you would at least have the perception  of a non-intersection although the functionality the same. Would be nice for the highway too. Looks terrible that way. Just little things that give a better appearance.

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I have been watching let's play videos on this game from a few different youtuber's, and I really like what I see in the game so far. There are so many possibilities in this game, particularly with its moddability.

I'm itching to buy the game, but I'm a bit of a curmudgeon. I like to buy my games on discs because I feel a better sense of ownership of my games if they are physical versions. So far there is a standard version of the game, and a deluxe version. The game is still churning out more expansion packs which is absolutely fantastic, so for me what I would like to see is some indication of when all of them will be released and if there are any plans for a complete version of the game on disc so I can join in and make some beautiful cities that this game clearly is able to produce.

Sorry if that part above isn't exactly on topic I just wanted to get that opinion off my chest.In terms of the game content and features, I think larger than 4x4 growable buildings would the feature to finally make this game the true successor to SC4.

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In order of decreasing priority for me:

  1. Up to 8-tile-deep (either 8 or 16 wide) Zones
  2. Medium Density
  3. Separation of Wealth & Density
  4. At least 1 intermediate LOD
  5. Free-form or flood fill fields for farming, forestry, etc (surface/open pit mines, quarries, oil fields, parking lots with truck stops or depots/warehouses)
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Ocram's Razor: Though "more things shouldn't be used than are necessary," they're just too fun to pass up! Expect many verbose arguments from me. I will try to write abstracts before or short summaries after from now on.

Words to live by:
"Now there are varieties of gifts, but the same Spirit. But to each one is given the manifestation of the Spirit for the common good. For to one is given the word of wisdom through the Spirit, and to another the word of knowledge according to the same Spirit; to another faith by the same Spirit, and to another gifts of healing by the one Spirit... But one and the same Spirit works all these things, distributing to each one individually..." 1 Corinthians 4-11

"Do not worry about tomorrow; for tomorrow will care for itself. Each day has enough trouble of its own." Matthew 6:34
"Do not judge so that you will not be judged. For in the way you judge, you will be judged; and by your standard of measure, it will be measured to you." Matthew 7:1-3

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3 hours ago, OcramsRzr said:

In order of decreasing priority for me:

  1. Up to 8-tile-deep (either 8 or 16 wide) Zones
  2. Medium Density
  3. Separation of Wealth & Density
  4. At least 1 intermediate LOD
  5. Free-form or flood fill fields for farming, forestry, etc (surface/open pit mines, quarries, oil fields, parking lots with truck stops or depots/warehouses)

All of the above plus :

A separate AI for the emergency vehicles (OMG we're only one block away from this fire but we can't get there in time because we can't turn left when leaving the fire station/wait in traffic when there's no traffic in the opposite direction/Wait in a traffic line when there's no trafic in the other lanes/take the "fastest" route even if it's congested when there could be small streets around that are empty.).

Better grouping/separating of lots

An optimized engine that won't load everything at start but only when needed

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10 hours ago, Cool_Z said:

All of the above plus :

A separate AI for the emergency vehicles (OMG we're only one block away from this fire but we can't get there in time because we can't turn left when leaving the fire station/wait in traffic when there's no traffic in the opposite direction/Wait in a traffic line when there's no trafic in the other lanes/take the "fastest" route even if it's congested when there could be small streets around that are empty.).

Better grouping/separating of lots

An optimized engine that won't load everything at start but only when needed

this very much, i also would like to see vehicle type dependent on wealth like they did in SC4, not for anything but its kind of weird to see brand new sportscars and luxury vehicles rolling around in slum districts frequently

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3 hours ago, Giovanni E said:

this very much, i also would like to see vehicle type dependent on wealth like they did in SC4, not for anything but its kind of weird to see brand new sportscars and luxury vehicles rolling around in slum districts frequently

Agreed. Students going to school in sportscars, lol.

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Wouldn't it be a great idea to have a smaller tram depot (like the bus depot) and a combined bus/tram terminus?

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2 hours ago, alkiskan said:

Wouldn't it be a great idea to have a smaller tram depot (like the bus depot) and a combined bus/tram terminus?

Would love something like this or at least the ability to modify the existing tram station template. I tried and ended up with a blank space with no transport lines. 

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I'd like to see some more attention towards the public transit system - perhaps a DLC focused on it? I feel that the system could be reworked.

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OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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I'd like to see a rush hour dlc with trolley bus, monorail or kinda Wuppertal Schwebebahn, more road types and especially more road types with tram tracks. Also I would really like to see an update for snowfall dlc which brings seasons to us.

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It must be something like this  :rofl:

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@mikamaty Seasons would be nice, and so would more road types with tram tracks. I don't think that monorail is needed, though.

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OHH I HEAR SOMEONE BUILDING DIAPER CHANGING STATION

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Mixed zoning, at least allowing for commercial in bottom floors. Public spaces for street life, I know this can be done with mods but the vanilla support for a couple of plazas is underwhelming.

Underground tram stops. Custom exits for underground stops as most subways have. Real bicycle simulation. Some kind of parking system. Currently people coming out of train stations just turn into cars, causing major congestion next to train stations despite having other transport options and having taken train to begin with. Parking managment is clearly the missing link as all train stations seem to have hidden parking inside. 

Basically anything that allows a city building style that is not car-first by default.

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Come visit my transit-focused Scandinavian city:
http://community.simtropolis.com/forums/topic/73348-welcome-to-europe/

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Haven't seen this one suggested yet, but I think the freight system in this game is really disappointing and could be made so much better with a few tweaks.

Basically, the current system is simplistic and kind of annoying: it seems like large and small trucks are used arbitrarily and without regard to actual amounts of cargo, and train stations produce and receive arbitrary amounts of cargo in trains which are of fixed length but seemingly random levels of loading. (Ships are roughly the same.) It is difficult to figure out the logic behind shipping patterns and thus roads get clogged with empty trucks and railroads jammed with empty trains.

If trains and trucks only went out when they were full, that would be a huge improvement, but I think there really ought to be some changes in the sort of logic by which commercial zones and neighbor connections demand cargo -- i.e. commercial zones demand cargo in small trucks, and neighbor connections demand and produce cargo in large trucks. Large trucks arrive at a new type of building -- the "distribution center" and their cargo is transferred to small trucks for delivery to commercial zones. A similar logic would be applied to trains -- small trains are produced by small railroad stations, which travel to railyards, where they are combined into big trains which head to neighbor connections or other railyards.

This could be expanded to include concepts like truckload and less-than-truckload cargo classes, "express" cargo, large bulk shipments which go directly from primary industries to secondary industries or powerplants, etc. etc. 

 

 

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