The plot thickens.
I like JavaScript, actually, when coding (private and unprofessional) websites.
Honest question here: what's your other coding background?
The plot thickens.
I like JavaScript, actually, when coding (private and unprofessional) websites.
It's because all the calculations are being done on EA's supercomputers. That's why you must always be connected.
In EU, maybe. Not in America though. You could do a chargeback form your CC, but I believe they threatened to lock your Origin account if you do.
You got me! Java.Honest question here: what's your other coding background?
You got me! Java.
Yeah, I didn't get the JS hate either. Perfectly sensible choice, especially with the number of AJAX calls that the UI is probably handling.
On the grand scale of things if anything could bother you about this game is it really this?
Not sure why that's even important. What matters is the house's wealth variable, not the Sim itself.
My experience is as superficial in both cases as might be their actual similarities in the eyes of someone who knows more than a little about programming. For my needs they both worked almost exactly like I wanted them to. The code and resource management in the background might be a huge mess, but it's been (mostly) irrelevant for the little programs I wrote. The syntax was close enough, and that's all I needed.But, Java and JavaScript have nothing to do with each other. Have you coded a lot with Java? Because I can't really see someone enjoying JavaScript without it either being lack of experience or being a masochist. I really don't wish to call you either, that's why I'm genuinely curious. It's such a mess, and incredibly unapproachable, and looks to similar for others, but is in no way similar to other programming languages. It's probably the worst language I know.
The fact that Sims work like this is the most broken part of the game for me. I tried to build a tourist town with a few attractions and a couple of casinos. I notice that none of them are getting any visitors. Turns out this is because I didn't place them directly by the entrance to my city. (on the right side of the road no less) Because traveling sims stop at the first available "slot". Tourists fill up my parks and jobs before they get to my attractions.
When I forst noticed the problem I though lack of public transport was the problem so I put a bunch of bus stops and streetcar stops around my tourist spot. That actually made it worse because now there are just more open "slots" competing for the sims attention.
The whole thing is heartbreaking really and the things that are ruining the game for me have nothing to do with the always online stuff.
My experience is as superficial in both cases as might be their actual similarities in the eyes of someone who knows more than a little about programming. For my needs they both worked almost exactly like I wanted them to. The code and resource management in the background might be a huge mess, but it's been (mostly) irrelevant for the little programs I wrote. The syntax was close enough, and that's all I needed.
Dude, this is a desktop simulation. Ajax is related to web-pages that are inherently static where you wish to asynchronously update certain parts. A desktop application is not really "synchronous" or "asynchronous" since there is no static frame that has to be updated.
So why name a house "Smith Residence" or whatever the name of the first sim to live there was. Just leave it named low, mid, or high wealth house and move on. They opened themselves up to this criticism when they name the house after the sim.
I'd be willing to ignore this though, if they'd fix the problems with fire trucks, buses, garbage trucks, ambulances, and police.....basically any and all service vehicles.
Also the marketing leading up to release didn't help either. We were told you can follow your sim around and even grow attached to him/her if you wish. That's impossible if you can't find them with any kind of consistency.
Dude, imagine if the UI was inherently static and wished to asynchronously update certain parts!
I've not really been following any of this SimCity bullshit, so sorry if I'm wrong, but according to this presentation posted earlier, they're at least requesting some info through a REST API.
Obviously the UI is updated locally, but some of the server persistence stuff is probably handled through API calls and filling in the UI.
That explains a lot. Quadraphonic summarized the evidence for it in another thread.
Edit: To be fair, the online requirement and deluge of planned DLC is just evidence that the game came out in 2013.
Yup. I told my colleague, who's an avid player, about this today. He laughed so hard when he realised why his casinos weren't getting any visitors.
Sorry to the user who is having this issue but that is not the case.
Casino's and attractions do NOT need to be placed anywhere near your cities entrance. I know this for a fact because my city has 2 casino's both making about 7k and 8k per day along with a opera house and a Expo center. The opera and expo events (about 45k total tourists) always fill up to capacity before the show starts and my hotels are booked solid.
I would ask you this about your tourist city:
Do you have high end retail? (this breeds hotels)
Do you have lots of parks and amphitheaters?
Do you have industry? (you shouldn't...)
I mean, with the way this game is, who knows, a lot of this stuff seems random but all i can say is that by having lots of parks, amphitheaters, education, police, high end hotels, etc. my tourist town is Booming baby!
No, the point is that if you have a tram station 2 meters before your casinos, your tourists will get on the tram, and then get shuttled away from the casinos, because the tram is the first open slot.
Yep, those 5gb of assets were created for facebook game, as was deferred rendering engine ...
They even mentioned that are using GPGPU features for terraforming.
AI is not worse, its much different game at its core than other simcities.
And Those points are as stupid as it can get.
Sorry to the user who is having this issue but that is not the case.
Casino's and attractions do NOT need to be placed anywhere near your cities entrance. I know this for a fact because my city has 2 casino's both making about 7k and 8k per day along with a opera house and a Expo center. The opera and expo events (about 45k total tourists) always fill up to capacity before the show starts and my hotels are booked solid.
I would ask you this about your tourist city:
Do you have high end retail? (this breeds hotels)
Do you have lots of parks and amphitheaters?
Do you have industry? (you shouldn't...)
I mean, with the way this game is, who knows, a lot of this stuff seems random but all i can say is that by having lots of parks, amphitheaters, education, police, high end hotels, etc. my tourist town is Booming baby!
I have a tram station as well as a train depot, etc. right outside the casino and have never witnessed this.
Again though, maybe if the tram is in JUST the right spot, this issue occurrs. IDK, this game is bizarre in its AI behavior.
Keep in mind that the games you're making these comparisons with are all at least 10 years old.
So what? They are working in completely different way. And in this game cars and citizens act as an agents, same goes for water, electricity, supplies and other stuff. Read Maxis pdf, its not bad design, its too general design, there should be exceptions for different types of units and conditions, like 3 way highway is always better than dirt road if the road has high traffic or distance is less than 1000 for example, but its not broken, or not its stupid, its just to generally defined.
This game had 3 open beta and 2 preview events and no one was complaining or saw the issues, even when it was described year ago on GDC conference ...
When you don't weight your roads, which is to say that when you calculate the shortest distance, a dirt-road would be distance * 10, and a highway would be distance * 1, then you have a broken design. This is what GPS's have been doing for more than a decade, now.
It is stupid, and it breaks the game. Having firetrucks leave in convoys instead of spreading out, having trains of school-buses instead of being able to cover the city. That just breaks the game.
And so what about the betas? Maybe people were more forgiving, since they thought it was a work in progress. It's like you think it's OK to release a broken product, so long as people have seen it before.
So what? They are working in completely different way. And in this game cars and citizens act as an agents, same goes for water, electricity, supplies and other stuff. Read Maxis pdf, its not bad design, its too general design, there should be exceptions for different types of units and conditions, like 3 way highway is always better than dirt road if the road has high traffic or distance is less than 1000 for example, but its not broken, or not its stupid, its just to generally defined.
Becoming more and more disappointed with this purchase each and every day.
When you don't weight your roads, which is to say that when you calculate the shortest distance, a dirt-road would be distance * 10, and a highway would be distance * 1, then you have a broken design. This is what GPS's have been doing for more than a decade, now.
It is stupid, and it breaks the game. Having firetrucks leave in convoys instead of spreading out, having trains of school-buses instead of being able to cover the city. That just breaks the game.
And so what about the betas? Maybe people were more forgiving, since they thought it was a work in progress. It's like you think it's OK to release a broken product, so long as people have seen it before.
Where i said that? ...I'm glad you're having fun with the game and everything, but how can you say the game isn't broken?
I said that its broken and badly defined and You are writing that i think this is ok ... Its not ok, but its not ok to call it names or make it disaster like it was something that kills kittens. It was public knowledge, it was sent for testing to media and players.
Setting distance for dirt road wont be enough, it needs to have traffic information.
Firetracks etc, is because its all on general rules and it shouldnt be, what i wrote in my earlier post.
Where i said that? ...
So what? They are working in completely different way. And in this game cars and citizens act as an agents, same goes for water, electricity, supplies and other stuff. Read Maxis pdf, its not bad design, its too general design, there should be exceptions for different types of units and conditions, like 3 way highway is always better than dirt road if the road has high traffic or distance is less than 1000 for example, but its not broken, or not its stupid, its just to generally defined.
Where i said that? ...
Read posts, seriously.
You are literally saying that SimCity's design is not bad and that it (the original subject, Simcity's design pdf) isn't broken. You need to fix the sentence or break it up into two.
Not bashing. Your profile says Poland, so I'm guessing you're trying to say something other than what you are actually saying with that sentence.
What pdf? Is it a design doc?
What pdf? Is it a design doc?
You are literally saying that SimCity's design is not bad and that it (the original subject, Simcity's design pdf) isn't broken. You need to fix the sentence or break it up into two.
Not bashing. Your profile says Poland, so I'm guessing you're trying to say something other than what you are actually saying with that sentence.
GDC tech presentation - http://www.andrewwillmott.com/talks/inside-glassbox/GlassBox GDC 2012 Slides.pdf
Ok, my bad, i meant general idea behind Simcity algorithms is not broken, so game mechanically is not broken like some people are claiming. They've designed it in very clever way actually, that allows for many other complicated systems to be implemented.
Just their rule set doesnt cover exceptions and it should. Not every agent should behave identically, they need specified exceptions, like for example traffic/road-type information for cars and here its 'broken' or not defined correctly, whatever term You prefer.
Has anyone figured out if the "Calculations are done on EA's server" statement is true?
Like, does the game download and upload a lot of stuff when you move around between towns of different people? (Relative to the amount that is uploaded/downloaded when you are playing alone/no other cities nearby since I've heard that can be done for a while, with everything working, without being connected to EA.)
Ok, my bad, i meant general idea behind Simcity algorithms is not broken, so game mechanically is not broken like some people are claiming. They've designed it in very clever way actually, that allows for many other complicated systems to be implemented.
Just their rule set doesnt cover exceptions and it should. Not every agent should behave identically, they need specified exceptions, like for example traffic/road-type information for cars and here its 'broken' or not defined correctly, whatever term You prefer.
Has anyone figured out if the "Calculations are done on EA's server" statement is true?
Like, does the game download and upload a lot of stuff when you move around between towns of different people? (Relative to the amount that is uploaded/downloaded when you are playing alone/no other cities nearby since I've heard that can be done for a while, with everything working, without being connected to EA.)
So they had an interesting idea, and then did fuck all in terms of making a good game with it? I don't think anyone is saying an agent model for a city simulator is inherently bullshit, they just flat out made a bad simulator no matter how close they were to making a good one.
Ok, my bad, i meant general idea behind Simcity algorithms is not broken, so game mechanically is not broken like some people are claiming. They've designed it in very clever way actually, that allows for many other complicated systems to be implemented.
Just their rule set doesnt cover exceptions and it should. Not every agent should behave identically, they need specified exceptions, like for example traffic/road-type information for cars and here its 'broken' or not defined correctly, whatever term You prefer.
When a simulation game has simulation that doesn't simulate anything, then it's broken. It's like buying a driving game and not being able to get into any cars. They're still there, you'd argue, but you have to walk.
You can disconnect from the servers, and everything in your local city will still work. It does some region hand-holding and verification, but other than that, no, I don't believe it's true.
City to city, city to region and region to region interactions are handled by servers, everything inside city is handled by players pc.
From what we have seen. No.Has anyone figured out if the "Calculations are done on EA's server" statement is true?
Like, does the game download and upload a lot of stuff when you move around between towns of different people? (Relative to the amount that is uploaded/downloaded when you are playing alone/no other cities nearby since I've heard that can be done for a while, with everything working, without being connected to EA.)
I'm glad you're having fun with the game and everything, but how can you say the game isn't broken?
That's not a city, it's Lombard street. These are the lengths people need to go to avoid the shit traffic problems.
GDC tech presentation - http://www.andrewwillmott.com/talks/inside-glassbox/GlassBox GDC 2012 Slides.pdf
Bad example. In that screenshot that city is in sandbox mode with everything disabled: pollution, crime, sickness, etc. And taxes at 0%.
THIS is a much better example of optimizing traffic by exploiting the shortest path routing: http://www.youtube.com/watch?v=qV6PrEjaH8Q
It's a very interesting video and the results are not like that snaking image.
Wow, I thought the issues were behind us but I guess not with all the stuff coming out the last few days -- especially the traffic pathfinding (I mean come on, this can be game breaking and no one thought to fix this at all?!) and the "fudged" population issues. I think some of these really break the illusion for me, it being some sort of simulation where really it the game has felt rushed from the get go and puts their entire architecture into question.
Don't get me wrong, it is a beautiful looking and fun game though at the same time makes me more skeptical towards to Maxis and if they've misrepresented many elements to the public. Funny thing is, it's only been a week...
Hampa9 said:However no matter what the map size is, they are going to have to fake the population just to allow for high density buildings. There are two reasons for this.
One is CPU usage - if you want hundreds of thousands of sims to be individually simulated then you need to simulate them all very poorly (even more poorly than they do now) to stay playable on lower spec comuters.
The second is traffic - cars move much more slowly than they would in real life to allow for them to be viewed in normal play. This means that going up to higher populations with high density buildings on even a large map would result in unworkable traffic jams.
The technique they are using is a logical one and it does not result in significant gameplay changes (apart from the bugs). When you want to accurately survey the opinions of a large group of people, you only have to ask a small sample to get a good idea of the big picture. The same goes for this simulation - you only need a smaller number of 'real sims' to be simulated to extrapolate the behaviour of a larger population. This was made fairly clear in the technical discussions of the Glassbox engine, but not always in the PR and marketing material.