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snowhawk04

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About snowhawk04

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  1. You have to wait for the servers to process your update, which could take a few hours. The way it has been explained, you send updates of your city to a main server (cluster of servers) that forwards the updates to other servers for processing. The problem right now is that the main server is being overloaded so it is constantly backed up with updates from hundreds of players. This is why features like cheetah speed were disabled, to reduce the amount of updates and work that needs to be done by the main forwarding server. Even if you played an entire region locally, your cities within a region gets all its updates remotely and will not get them locally.
  2. Is SimCity that bad?

    If you use the "my computer doesnt meet the system requirements" excuse everyone on reddit is using, then origin will give you a refund.
  3. You can also use cheatengine to turn the speed up to 5x Cheetah.
  4. http://www.reddit.com/r/gaming/comments/19xb2m/a_letter_from_an_ea_employee_to_executives/c8scea7 Claims he didn't delete the original post himself.
  5. An Open Letter to EA on SimCity: You Could Have Prevented This

    Simcity 4 isn't even on their list of alternative titles
  6. Patch Notes

    Oh no! What speed will I use now besides pause? I guess this will also help contribute to the longevity of the game.
  7. Zoneable Parks

    Do the trees do anything about pollution? It does nothing for ground pollution, but it helps with air pollution.
  8. This is utter heartbreaking.

    Sorry mate, this is bogus. This game has been SINGLE PLAYER for 24+ years. The mistake was making it an online multi-player game. It was doomed from jump. It hasn't been that long since SC2K Network Edition
  9. This is utter heartbreaking.

    I'm eerily reminded of the saying, "you can polish a turd until it shines but all you get is a shiny turd." I was as thrilled as anyone about the new iteration of Simcity but upon seeing the result, I'm more than happy to stick with SC4. So disappointed. Maybe you can use one of those fancy SC2013 filters
  10. Grid Cities impractical?

    This ^^ Think about how dense your population is. you have 100,000 people in 2 km^2. that's 50,000 people per km^2! To put that in perspective. Chicago has a population density of 11,000 people per km^2. Granted, that does include the outskirts, but you get the point. Uh, 2km x 2km is 4km2 which means that it's actually 25,000 people per 1km2, and increases once you adjust for the area consumed by non-residential zoning, roads, and services. Still terrible though.
  11. Is SimCity that bad?

    http://goo.gl/maps/D4Rr2 Draw a 2km x 2km square on any part of NYC's peninsula and you'll have 7+ metro stations. The reason Maxis didn't implement them is because the graphic engine they are using doesn't accommodate underground structures (probably the real reason you dont have pipes or fiber)
  12. Is SimCity that bad?

    Maybe you are looking for something like this: The traffic simulation is terrible. Watching an intersection, vehicles do not change lanes to move through traffic and will just wait it out. Other vehicles will make one U-Turn just to make another U-Turn and will just loop. I'm pretty sure its already been stated before but where is the priority for emergency vehicles? Did I miss a city ordinance feature where you could enforce ride-sharing Would have also loved to see half intersections, one-way roads, subways, intracity highways, multiple city entrance points (traffic balancing), walking trails/bike paths (with a park system that utilized them), and walkways that went over high density avenues. Space between ingame objects can be an issue, both visually and functionally. The visual issues can really be seen in cities that features curvy roads. You'll end up with square lots on these curved roads that leave V-shaped open areas of non-utilized land that's too small for trees but big enough to be noticeable In square grid setups the gaps are still there. Functionally, I've found a few instances where you have a park and a city service (such as a school or bus depot) next to each other. Sometimes the game will not allow you to expand that service along the border between the park and the service even though the space for the expansion is already reserved on the service lot (i.e. school buses). Upgrading roads is about the same amount of fun as laying pipe in sc4. Requires way too much effort to upgrade a strip of low-density avenue into high-density streetcar avenue. The road upgrade system also sucks when going from road to avenue, especially when you have services touching the road. Upgrading between different bridge types is expensive, especially when the upgrade doesn't look right and you are forced to downgrade. Would have love to have seen options for NA/EU road styles, culdesacs, unbalanced roads (2+1 roads), different types of road material (plain asphalt instead of dirt, colored brick roads), roads with turn lanes, and turn-only lanes. Depth of ploppables is shallow. The game really ships 1 school (of each level), 1 bus depot, 1 police station, 1 fire station, 1 clinic with 1 regional version of each. Where are the options? How about a bus depot without the parking garage or an underground parking garage. Or Grand central stations, museums, alot more parks/plazas, military installations, private schools, churches, cemeteries, seaports, marinas, docks, golf courses, boardwalks/beaches, toxic waste dumps, state/federal prisons. More tree types and colors would have been great. You can reboot a series and include ALL of these ploppables from the previous games. Add something new like multipurpose RC zoning. You want to hope modding tools will be released sooner than later but I honestly believe EA is going to nickel and dime the hell out of the userbase. The 3D system they implemented was a distraction and sometimes just uninformative. Scaling-wise, blades of grass and trash cans were almost as tall as one story buildings while some of the signage were way too tall (~3 stories tall), completely dwarfing the sims that were walking around. All of the power structures are way too small and the effect they have on happiness is too forgiving. When the nuclear plant has a meltdown, I didn't see a giant explosion with smoke everywhere, instead I got a message that said "oh hey, we have no power, you should probably check why" with my power plant in the off animation. The implementation of Glassbox doesn't feel like it was worth the sacrifice of features and specification limitations. I was under the impression that actual simulation was being done remotely but playing the actual game with other players, Glassbox's online component seems nothing more than a transaction handler. The online component is there strictly to tell other active cities to add or subtract resources (water, power, garbage, sewage, simoleans, and sims) and to update the inactive "frozen" saved cities resources. As far as the local simulation goes, the agent system is better than the 10 year old SC4 automata, but I would have rather seen a scalable agent system that represents a percentage of the population (which is determined by the system playing the game) rather than an artificial limit that all systems abide by. There game doesn't feel challenging. Every road will be an avenue and will be upgraded immediately to streetcar avenue when available. All pollution is easily ignored by creating all polluting zoning along edges down-wind, since the wind doesn't vary enough to matter. All services will be plopped along local roads and linked to low volume collector/arterial areas of my transit network (since the simulation doesn't prioritize emergency vehicles). Those services will always be immediately max upgraded. Money wasn't an issue as I let it run on full speed for a few minutes when I had high amounts of hourly income. I just stayed patient and pooled money so I could recover from disasters very easily and expand when I wanted to. My cash reserves have been amazing in all of my games so far as I use early game bonds, mid game DLC missions (free $25k in simoleons per city for a $20 USD DLC, pay to win at its finest), and late game concerts at the convention center. Just alot of sitting back and watching my money go up and not trying to outbuild my bank. There was a positive though in my experience during today's session. I had no audio issues and I enjoyed the music. Never did I feel like turning it off and loading up pandora. The game wasn't purchased for me but instead was for my nephew. Since I'll be helping him learn how to play PC games, I was learning the UI and focusing on the nuances of the game so if he had any questions, I could talk him through it. Would I purchase this game for a 7 year old, sure. He'll probably be amazed with it for the 2 or 3 weeks he'll play it before he wants to do something else. But for myself, I'm sticking with SC4. Both games are different, but I enjoy the city building aspect more when it comes to this genre and I really really enjoy terraforming and the various options available via the STEX and SC4D. Goodbye all my SC2013 cities, may you rest in rollback limbo forever (or until it gets deleted by my nephew).
  13. SimCity Heroes and Villains Trailer

    The price of the limited edition is really expensive. We could have had the promised multi level overpasses and expressways instead. :| Yea, but where would you use multilevel overpasses and expressways in a 4km-squared township?
  14. SimCity: Gameplay

    Turned off all services and got a zombie attack. I've also seen screenshots of earthquakes and UFO sightings. Don't believe you can. I usually just select the road type i want to build, mouseover an existing road to get the guide overlay to show up then create the roads. But I will say, not being able to have an active grid toggle-able is quite frustrating. I have a new concern that I was thinking about this morning. Is the content in the current beta, including locked content, going to be all that ships with the final product? Feels like its lacking more content but then again, I'm another SC4 w/mods player.
  15. SimCity: Gameplay

    Wait until EA introduces microtransactions. You need 100 tons of coal, that'll be $1. Want to add 100 residents to your city, another $1 please.
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