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utmaddog86

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About utmaddog86

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  1. I'm not sure that's how I interpret that twitter message. I do interpret it to mean that within this game that there will never be persistent Sims, only agents created at the beginning of the day who go to work, and agents who at the end of the work day go find a home. Now I'm not a programmer, but I don't see why this has to mean that traffic will always be bad or that they can't improve agent behavior. Giving them a random-walk behavior or randomly a preference to travel to a slightly further away hose would generate (i.e. simulate) traffic that behaved more realistically. Say they did the exact same thing with preference for what house to travel to that they have done with roads, giving them a weighting system to help reroute the agents (avoid x road y% of the time if it has z traffic and so on). I personally was at first disappointed with the fact that persistent Sims do not exist, but this series we are playing is a simulation, not a recreation or a duplication of the world. Abstractions are always needed in simulations. I mean there are lots of real-world behavior from people I don't want in my SimCity... I hardly want terrorism for instance. Now the simulation itself has elements that need to be reworked and of course a few inexcusable bugs as well. The recycling bug is the one that is my number one enemy. At the same time compare this game to any of the other SimCity games and explain how this agent behavior (non-persistence) breaks your immersion more than cars represented as colored dots (1/2000) or cars that disappear in the middle of the road (3000/4).
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