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Looks like the Crown has been passed....
g40st2000 replied to chocolate_city's topic in Cities: Skylines General Discussion
CSL is a winner for me - and I believe the crown has been passed. Even here on cautious Simtropolis, the vast majority of new posts are related to Skylines. And with the surge of mods (granted, they are mostly crap right now ) and that we're just at the start of the game's development cycle, its hard to see how the momentum doesn't continue. Regarding the viewing angles, if you replicate SC4's iso 2D view in CSL, and you're running SC4 heavily modded, and you've built mostly grids, then, yes SC4 has the potential to look better than CSL. But for the other 98% of the time, CSL wins hands down. And it will win more once the building quality and mods like night view improve over time. -
What do you want in Cities: Skylines?
g40st2000 replied to AidanA28's topic in Cities: Skylines General Discussion
I was concerned about lot sizes as well, but it's turning out to be nearly a non-issue. Roads set up a grid up to 4 tiles deep. You can zone however deep up to 4 tiles that you want. You can easily create 1x4 tile lots or 1x3 or 4x4 etc - so achieving diversity of lot sizes is simple. Take a look at the screenshots in more detail and it will become clearer. I agree it would be great to see growable lots larger than 4x4 for skyscrapers, farms, industry, office campuses, etc. and I hope that functionality is added in the future. In the mean time, the Workshop is already filled with ploppables for all of those building types that even this is becoming less of a priority for me. In terms of realism, check out the San Francisco recreation (PC Gamer has an article featuring it). It's hands down amazing. There are also some terrific rural creations using in-game farms and ploppables. Regarding traffic, I don't have CIM, can't comment on that. But the lane issue in CS does not seem to be a bug. The issue may be a poor design a choice, however. The problem derives from four sources. 1) In my opinion, the biggest problem is a lack of understanding of how roads and turning lanes work in the game. For example, A six lane road turning into a 2 lane road will create traffic in a line, in one of the six lanes. There is no way around that. This will happen in real life too. A well designed road network will have few or no turning lane issues. In my opinion this is not a bug, this is a correct design choice. My cities have very few areas where there are long lines of unexplainable cars in one lane. 2) It would be nice, but certainly not a game breaker, for some of those cars in the line to try to cut ahead by driving through the open lane and then cutting over at the last minute. This also happens in real life, but will almost never happen in the game. This is a design choice (See Gamasutra article) because the cars that would be trying to cut in at the last minute would block the other lanes and the result would be gridlock. You could argue that this gridlock would be realistic, but it would probably not be fun. So I think the developers made the right choice. 3) If a lane is blocked with traffic waiting to turn, some cars will sit in that lane waiting to go straight. Also a design choice (see Gamasutra) since paths are set at the beginning of the route. This is one where I wish there was better logic as most people would not sit in traffic to go straight while the next lane over was free and could go straight. Not a game breaker, just annoying. 4) The developers love roundabouts, but didn't give us lane control to ensure that the Cims use the roundabout correctly. For example, a two lane one way roundabout. The right lane should be reserved for turning right at the next exit or going straight, and traffic proceeding around the roundabout to a left or further exit should be on the left. Since the right lane by default allows the turn and straight, most cars will stay in the right lane, because they expect to turn in the segment after next. Traffic does flow in the left lane occasionally, but just making the right lane right-turn only would make roundabouts work really well. There is a mod that should be out in a week or two that should address this. Overall it's a great game. Can't imagine avoiding the game for these two issues!- 307 Replies
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