BurnOutBrighter
Banned
It looks like you can now download it and try for yourself !
http://www.reddit.com/r/SimCity/comments/1abddh/bagoftrix_version_3_added_unlimited_offline_timer/
Awesome. It won't be long till someone hacks/mods in local saves.
It looks like you can now download it and try for yourself !
http://www.reddit.com/r/SimCity/comments/1abddh/bagoftrix_version_3_added_unlimited_offline_timer/
It looks like you can now download it and try for yourself !
http://www.reddit.com/r/SimCity/comments/1abddh/bagoftrix_version_3_added_unlimited_offline_timer/
It looks like you can now download it and try for yourself !
http://www.reddit.com/r/SimCity/comments/1abddh/bagoftrix_version_3_added_unlimited_offline_timer/
Absolutely wonderful. Bless those people for dismantling such an arbitrary and annoying restriction.
I'm not counting on it lasting.
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Personally I'd have no problem with what they have now as long as it didn't noticeably break gameplay. I fully expected them to take some shortcuts, but it's baffling that they shipped the game in a state where the poor pathfinding causes huge unnecessary traffic jams and water/power not to be distributed like it's supposed to. That's where the goofy visual weirdness crosses a line into game-breaking.
The "Sims go to different houses each day" thing doesn't even bother me really, except that EA apparently hyped following a Sim's life as a feature.
How can you work on the game and not know what the creative director wants out of it?
So basically did Gies pull a "My hair is a bird, your argument is invalid"
How can you work on the game and not know what the creative director wants out of it?
What's amazing to me, is that in the case with this game, people who wait and pirate it are going to get a game that is almost better in every way. And then, EA will complain about people pirating it and probably use it as ammunition for even stricter attempts at DRM in the future.
It just blows my mind.
Artie Gies, aka Big Money, has not only moved the goal posts, he called up and said that the game is actually being played at a football field three area codes over that way.
Paid DLC.I got it. Actually really enjoying it but the city size limit needs to be lifted. Hopefully we get a mod for that and soon.
I've been under the impression that he was just a Microsoft fanboy; at least, his comment about Nintendo controllers not following the "standard" set by the XBox led me to believe that. You know, despite Nintendo using the same ABXY layout since the SNES. Can't remember how he retaliated to that, but it didn't change my opinion.I've always been a bit suspicious of Gies since his first tweet when Microsoft unveiled Smart Glass at last years E3 was something along the lines of "Wii U is finished".
The Wii U has plenty of problems but none of them are associated with the existence of Smart Glass. Two different products that do entirely different things. Thanks for the inside knowledge, Arthur.
I've always been a bit suspicious of Gies since his first tweet when Microsoft unveiled Smart Glass at last years E3 was something along the lines of "Wii U is finished".
The Wii U has plenty of problems but none of them are associated with the existence of Smart Glass. Two different products that do entirely different things. Thanks for the inside knowledge, Arthur.
I can't wait to see Arthur Gies' response. He insisted that all of this is "incorrect" and everyone who said otherwise "literally" didn't know what they're talking about.
https://twitter.com/aegies/status/310282795564015616
I feel like there is a kind of "uncanny valley" mentality here. "uncanny valley" being the phenomenon where a live person is comfortable with a cartoon representation of a human, but then gets really uncomfortable at the area just before the representation achieves full human likeness. The "almost human" appearance somehow makes it even more apparent that something is wrong with it.
http://en.wikipedia.org/wiki/Uncanny_valley
A similar attitude seems to be going on here where it seems that a more complex simulation engine has made certain flaws in it to be a lot more significant in perception. SimCity 1 through 4 was basically an Excel spreadsheet with building graphics pasted onto it. No one gave a shit, though, because they were great games. I don't think many people really gave too much deep thought at what was going on "under the hood" so to speak, and, just like a cartoon representation of a human, people's minds just filled in the blanks.
With the new simulation engine of Glassbox, I think the inherent expectation of a really complicated simulation engine makes flaws in the system that much more obvious and distasteful. The closer and closer we get to a more realistic simulation, the more obvious that performance shortcuts and programming deficiencies stick out like sore thumbs.
In the end, SC5's simulation engine is more complex than the other games, and it can only improve from here on out. I'm just saddened that the EA PR doublespeak, stupid design decisions, and terrible launch preparations, among myriad other things, ruins what is otherwise a pretty decent first iteration of a reboot. Still, these recent paid betas are fucking ridiculous.
But maybe it's just me. After all, I did play Final Fantasy 14 and Diablo 3 for a while, too. XCOM didn't give me any problems, though. <3 Firaxis.
To be this dumb, takes aegies.
There's another side to this: let's say those "complex server-side calculations" existed, EA/Maxis would have to be completely insane to attempt to calculate stuff that is too complex for local PCs on their servers for every player. Imagine the necessary server capacities! All it really took to see through that PR bullshit was some common sense.
Sorry, but I think you're way off with this assessment. Comical coding like this arent so-real-its-scary like uncanny valley human likenesses. It's more like a shit puppet where you can see the strings.
Sorry, but I think you're way off with this assessment. Comical coding like this arent so-real-its-scary like uncanny valley human likenesses. It's more like a shit puppet where you can see the strings.
http://www.simcity.com/en_US/blog/article/simcity-update-6-streetcars
So Maxis is fixing the pathfinding for cars and stuff
When its put like that I feel stupid for not figuring it out myself.
Huh? Your video is making my point. In Simcity 4, you don't ever see cars go home. All you ever see is a bunch of arrows indicated by the route query tool. All the "cars" you see on the roads are just placeholder animated objects that aren't going anywhere.
But that didn't bother anyone. We all just assumed that they went home as usual. It's our mind filling in the blanks, and because of that, we assume that our mind fills in the blanks correctly and attribute that to the game accordingly.
FYI, the sims in SimCity 4 got jobs the same way as the sims in SimCity 5 do. SimCity4 sims never had permanent employment either. Everytime the work commute pathfinding tool would make a new calculation, each residential area was reanalyzed and new routes to work were generated for each building lot. The sims in SC4 got new jobs every cycle too.
They would get new homes each cycle too, if morning and evening commute weren't part of the same calculation.
But like I said, no one really gives a shit because it all plays out in a way that makes sense in our heads. There is nobody going nowhere in actuality. It's all values on a spreadsheet. With SimCity 5, the more complex engine has to generate sims going places. We can't just imagine it anymore, and inevitably, the software is going to make the sims do things that to our own mind seem stupid. The only reason we notice it more is because we are taking less things on assumption and seeing the game play them out in front of our eyes, rather than us doing it in our own heads.
Huh? Your video is making my point. In Simcity 4, you don't ever see cars go home. All you ever see is a bunch of arrows indicated by the route query tool. All the "cars" you see on the roads are just placeholder animated objects that aren't going anywhere.
But that didn't bother anyone. We all just assumed that they went home as usual. It's our mind filling in the blanks, and because of that, we assume that our mind fills in the blanks correctly and attribute that to the game accordingly.
FYI, the sims in SimCity 4 got jobs the same way as the sims in SimCity 5 do. SimCity4 sims never had permanent employment either. Everytime the work commute pathfinding tool would make a new calculation, each residential area was reanalyzed and new routes to work were generated for each building lot. The sims in SC4 got new jobs every cycle too.
They would get new homes each cycle too, if morning and evening commute weren't part of the same calculation.
But like I said, no one really gives a shit because it all plays out in a way that makes sense in our heads. There is nobody going nowhere in actuality. It's all values on a spreadsheet. With SimCity 5, the more complex engine has to generate sims going places. We can't just imagine it anymore, and inevitably, the software is going to make the sims do things that to our own mind seem stupid. The only reason we notice it more is because we are taking less things on assumption and seeing the game play them out in front of our eyes, rather than us doing it in our own heads.
Huh? Your video is making my point. In Simcity 4, you don't ever see cars go home. All you ever see is a bunch of arrows indicated by the route query tool. All the "cars" you see on the roads are just placeholder animated objects that aren't going anywhere.
But that didn't bother anyone. We all just assumed that they went home as usual. It's our mind filling in the blanks, and because of that, we assume that our mind fills in the blanks correctly and attribute that to the game accordingly.
FYI, the sims in SimCity 4 got jobs the same way as the sims in SimCity 5 do. SimCity4 sims never had permanent employment either. Everytime the work commute pathfinding tool would make a new calculation, each residential area was reanalyzed and new routes to work were generated for each building lot. The sims in SC4 got new jobs every cycle too.
They would get new homes each cycle too, if morning and evening commute weren't part of the same calculation.
But like I said, no one really gives a shit because it all plays out in a way that makes sense in our heads. There is nobody going nowhere in actuality. It's all values on a spreadsheet. With SimCity 5, the more complex engine has to generate sims going places. We can't just imagine it anymore, and inevitably, the software is going to make the sims do things that to our own mind seem stupid. The only reason we notice it more is because we are taking less things on assumption and seeing the game play them out in front of our eyes, rather than us doing it in our own heads.
How can you work on the game and not know what the creative director wants out of it?
He's hilarious. Acting like people are asking for World of Warcraft offline or something. That's a game where online is part of the game's primary design.
He's hilarious. Acting like people are asking for World of Warcraft offline or something. That's a game where online is part of the game's primary design.
How long until Christopher Grant realises the damage Gies is doing to Polygon? Does he even care?
This is how he went about his 'Durango info'.
Nothing he knows is enough for him to publish on Polygon but he'll have a go at other people no matter how well informed they are.
Hes a very odd character and not exactly likable.
He's hilarious. Acting like people are asking for World of Warcraft offline or something. That's a game where online is part of the game's primary design.
How long until Christopher Grant realises the damage Gies is doing to Polygon? Does he even care?
Note, this gem happened after he conceded that cities could be played offline.
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Note, this gem happened after he conceded that cities could be played offline.
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Awesome! But will Origin ban people who do this?It looks like you can now download it and try for yourself !
http://www.reddit.com/r/SimCity/comments/1abddh/bagoftrix_version_3_added_unlimited_offline_timer/
I have never been to this Polygon site, nor have I ever heard of Arthur Gies but LOL that guy is a class act idiot.
And fuck EA for all this DRM bullshit. I might have bought the game if it wasn't for Origin and the dumbass always online requirements.
pathfinding routines that run every few days or something, but the sims routes are calculated from their destination data, which only changes every four months. Graphically displayed road traffic (cars) is based on the traffic volume data stored for each road section. If a road has many sims pathing over it, the game shows a high volume of cars driving on it.
You can test this very easily by using the path query tool in Simcity 4 on any sims home. If you don't change anything in your city and you watch the queried path for a few months game time you can indeed see that the sims hold their homes and jobs for extended periods of time.
In many ways, Simcity 4's simulation is much, much more accurate than Simcity 5's, it's just that you don't see the visual representation of each individual sim driving around.
He's obviously talking about the results. And the more astract simulation of Sim City 4 produced results closer to real-life behavior than the more complex simulation in Sim City 5 apparently does. It's the results that matter.How can You say that it is more accurate, when You just said its less accurate? In Simcity 5 You have real-time changes every day, not every week/months and actual goods deliveries are done real-time, what is produced in factory/shop goes out in real-time by agents and is delivered to clients - thats all simulated, when in SC4 You had statistical approximation every few days for that data. Reemploying citizens everyday is not realistic, but it definitely gives better precision of simulation overall.