• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

SimCity |OT| It's not the simulation or city that matter, it's <parameter: string>

The Nissan thing indicates to me that they're basically following the exact same plan as with SimCity Social. That game had all sorts of product/brand placement.

Sad thing is SimCity Social was also more mechanically sound than the new SimCity is :(
 

Veritas_

Member
I'm not defending the Leaf Station dlc situation, but the files were already in the game when it launched (same as the Caesar themed casino). It's not like there's one person over at Maxis in charge of programming and dlc content.

That said, product advertising in exchange for free crap isn't a terrible deal. There are already EA logos on the Expo center, for example.
 

drizzle

Axel Hertz
I'm not defending the Leaf Station dlc situation, but the files were already in the game when it launched (same as the Caesar themed casino). It's not like there's one person over at Maxis in charge of programming and dlc content.

That said, product advertising in exchange for free crap isn't a terrible deal. There are already EA logos on the Expo center, for example.

There's essentially nothing bad about the Nissan Charging Station.

Those are deals made years ago, those resources are also done for a long while.

It's just horrible practice, because it's nothing that improves gameplay in any way. Not only that, there's a huge amount of problems with the game.

It's the perfect storm for people to rip this to shreds... but there's nothing wrong with it.
 
I don't see a problem with free DLC. If Yum! wants to pay to let me allow KFC and Taco Bell in my Sim Village that's fine. Plus it provides an ongoing revenue stream so EA has more incentive to support the game long term (and at this point, the long term is the only hope we have for this game to correct all of its flaws).
 

Ploid 3.0

Member
About a week after release, they changed the game so that the 3 arrow speed does the exact same thing as the 2 arrow speed.

Wow I didn't know this. I should have, but I figured since it lit up and seemed to function that cheetah mode was something else (4 arrows that got taken out). :( 2 arrows? come on EA!!
 

Phreaker

Member
anyone know when cheetah speed is coming back? i cannot play this game without it.

It's on the "test server" for now, who knows when it will be back in the real game. I wish I could have my money back and maybe buy it again when 2.0 (the non-broken version?) comes out.
 

spirity

Member
This is probably a good thread to ask this question, has anyone played any medieval/fantasy city management games? Like Settlers 7 or Majesty 2 or something? Just looking for a few recommendations, I've never played a game like that before. I expect its kinda like Sim City, I've checked out a few videos but not really sure which ones are good.
 

DTKT

Member
This is probably a good thread to ask this question, has anyone played any medieval/fantasy city management games? Like Settlers 7 or Majesty 2 or something? Just looking for a few recommendations, I've never played a game like that before. I expect its kinda like Sim City, I've checked out a few videos but not really sure which ones are good.

There is the Stronghold series, but that's much more military oriented.
 

Kabouter

Member
This is probably a good thread to ask this question, has anyone played any medieval/fantasy city management games? Like Settlers 7 or Majesty 2 or something? Just looking for a few recommendations, I've never played a game like that before. I expect its kinda like Sim City, I've checked out a few videos but not really sure which ones are good.

Settlers 7 is a great game, but not a city builder, it's a strategy game that shares many traits with board games like Settlers of Catan. There is obviously building and the like going on, but the experience is very focused on attaining enough victory points to win before anyone else does. It can be quite hectic, and challenging. There really isn't much in terms of medieval or fantasy city builders of any reasonable quality, Stronghold is good, but I really wouldn't recommend the recent entries, and it's also militarily oriented as DTKT notes. I'd recommend Anno 1404, which is also a great game, but I'm not entirely sure if that's 'medieval' enough for you.
 
Aahhaaaaaaaa Nissan charging station!

http://forum.ea.com/eaforum/posts/list/9416786.page

nissan_leaf_0.gif


Kill me now

That billboard does not comply with my sign ordinance
 

OchreHand

Member
Welp, this is a new bug I've encountered. I have two stadiums in my city and both of them won't stop shooting fireworks, even in the middle of the day. Fireworks 4ever.
 

elektrixx

Banned
Welp, this is a new bug I've encountered. I have two stadiums in my city and both of them won't stop shooting fireworks, even in the middle of the day. Fireworks 4ever.
I smell another Katy Perry expansion!

She is well terraformed.

Actually that's what the thread should be named:

SimCity |OT| How Is Terra Formed?
 

Rentahamster

Rodent Whores
http://www.escapistmagazine.com/art...on/10268-SimCity-Was-Never-Meant-To-Be-Online

Everything EA and Maxis have said to justify SimCity's always-on multiplayer functionality reads like a man who got his girlfriend pregnant trying to rationalize his decision to not wear a condom.

Certainly I'm of the opinion that the triple-A industry is not sustainable in its current form, where technologically elitist consoles fight for exclusivity rights to boring overdesigned triple-A games while all the actually engaging titles quietly come out on Steam. So perhaps it's from the wild thrashing of a dying beast that we see such illogical decisions as trying to make SimCity multiplayer focused. There is no doubt in my mind that the game was the result of starting with the desire for an online focus and then coming up with the design around that. I seem to remember a while back EA even made a sort of veiled threat that they would never again make a game without an online component.
 

Tempy

don't ask me for codes
Has anyone noticed that the servers have been down more recently? I can't even log in now.

When I tried playing tonight, some servers were down for maintenance. Had some issues joining the ones up, but eventually got through. But yeah, seems flaky tonight.
 
Has anyone noticed that the servers have been down more recently? I can't even log in now.
I've been having issues with trade depots not exporting (which apparently relies on stuff coming from outside your city?) and all my tourists disappeared for seemingly no reason? So not sure if that's server related.
 

Cherubae

Member
I just checked the North American West 1 server and there's no cheetah speed yet. Llama speed and cheetah speed are the same rate.
 

royalan

Member
My fucking god. It's my day off and I haven't been able to connect to a server ALL DAY.

I thought bare minimum THIS shit would be ironed out by now.
 

KDR_11k

Member

I can see where the online decision came from, after all SC4 already had a region mechanic and building up multiple cities yourself isn't all that much fun so having those other areas covered by other players makes sense in theory. Of course they could probably just have used some kind of virtual region where you just say "this square contains whatever city my friend X is building" instead of fixed city allocations.
 

Rentahamster

Rodent Whores
I can see where the online decision came from, after all SC4 already had a region mechanic and building up multiple cities yourself isn't all that much fun

I had loads of fun doing that. I agree that the concept of doing the same thing in a multiplayer setting with other people sounds like it could potentially be awesome, but...

so having those other areas covered by other players makes sense in theory. Of course they could probably just have used some kind of virtual region where you just say "this square contains whatever city my friend X is building" instead of fixed city allocations.
Their failure in the online implementation was on many levels: design, programming, logistics, and mechanics.

Like I said, the potential for multiplayer awesomeness is there. BUT, they didn't have to shoehorn in the mulitplayer at the expense of the singleplayer gameplay.

They didn't have to have "always online". They could have given the players the option to handle everything client side, and this would have eliminated the server lag completely. They could have give the option for players to host their own private games on their own servers or shared folders so that they don't have to rely on EA's cloud servers, which has shown themselves to be much more of a burden than a benefit.

If the game didn't have to always sync to EA's servers, the problems like lag, desyncs, lost cities, and city interaction bugs would hardly be an issue anymore.
 

Mengy

wishes it were bannable to say mean things about Marvel
I had loads of fun doing that. I agree that the concept of doing the same thing in a multiplayer setting with other people sounds like it could potentially be awesome, but...


Their failure in the online implementation was on many levels: design, programming, logistics, and mechanics.

Like I said, the potential for multiplayer awesomeness is there. BUT, they didn't have to shoehorn in the mulitplayer at the expense of the singleplayer gameplay.

They didn't have to have "always online". They could have given the players the option to handle everything client side, and this would have eliminated the server lag completely. They could have give the option for players to host their own private games on their own servers or shared folders so that they don't have to rely on EA's cloud servers, which has shown themselves to be much more of a burden than a benefit.

If the game didn't have to always sync to EA's servers, the problems like lag, desyncs, lost cities, and city interaction bugs would hardly be an issue anymore.


I also greatly enjoyed the single player aspect of the franchise up until now. Simcity has always been a relaxing sandbox game that I could go back to when I just needed a relaxing, pleasing stress free game night.

If the new Simcity ever gets to a point where it works without server issues and game breaking bugs, when it gets to a point where I won't want to throw the game out the window out of frustration, then I'll consider buying it. Until then it's a negative experience that I just don't have the time for, nor that I want to pay money for.



The root of the new Simcity's problems is this: Maxis prioritized monetization and DLC delivery over gameplay and player options. When you get down to brass tax that's really the issue here. Could they have incorporated an offline mode? Easily. The modding community did it weeks ago, blind, and soon they will have the game fully playable offline. So Maxis certainly could have done it. Could Maxis have allowed mods to be used in the game? Of course, they have all but admitted that it is easily enabled, the sticking point is whether or not they want to. The only reason they wouldn't want to is because they want to SELL you DLC instead of allow you to use free player made mods. That and modding online messes with their stat tracking. Again, if they had an offline mode this point would be moot.

An offline mode would have greatly diffused the server issues that plague the game, and allowing mods would have probably seen most of the bugs and traffic issues sorted out by the modding community by now. Both of those are rendered impossible due to one decision: always online. Choosing DLC priority over gameplay was a bad move, and it's hurt them greatly.


When a game focuses more on restrictions and chains than it does on gameplay and player satisfaction, you get a debacle like Simcity 2013. Somewhere in there is a great game, but they need to change their priority's if they want to see it realized and accomplished. From Bradshaw's blurbs though, they have no intention of changing course or correcting their bad design choices. And that's a damn shame, because this is the first Simcity game I won't be buying at all most likely. Eh well, times change, and I'll always have Simcity 4 to play, so I'm not all too upset when I really think about it.
 

OchreHand

Member
On the Europe West 6 server it's definitely there, unless I'm being incredibly thick?

The third arrow speed is twice as fast as the second arrow.

I'm also on Europe West 6 and the third arrow is noticeably faster. I think they implemented Cheetah speed last night for that server.

I still have a love/hate with this game. The bugs frustrate and at times make me question my sanity.. but there are also artistic touches to this game that I love like the different sounds each building make or the homeless dude playing the harmonica in the park. Also I swore I heard the clock on town hall chime.
 

Orlandu84

Member
The root of the new Simcity's problems is this: Maxis prioritized monetization and DLC delivery over gameplay and player options.

I would amend this point very slightly - EA prioritized a particular kind of monetization scheme over gameplay and player options. At present they are many ways to monetize game content: the retail price ($60 for the whole game), official expansion packs (DLC), microtransactions, and user created mods that exist in a corporate owned marketplace.

EA could have created a marketplace for paid mods and user created content. I thought that they might attempt that given the size and scope of the modding community that exists for Sim City. Sadly, it seems that EA is stuck in the past and could only envision a game that it fully controlled. Accordingly, EA chose a form of monetization and control (retail pricing, online servers, and no modding support) that gives it near total control of the game for those who use its servers.

The really sad part of this debacle is that EA could have chosen to make more money and support modders. Such thinking, however, seems to have been too radical for them even to contemplate. For my own part, I will be staying away from EA's releases until they have a proven track record.
 
I'm holding off on playing until the next major patch releases. Whats the point of creating and spending time on a city if some game breaking bug is gonna ruin it. With that said, where da fuk is that supposedly big patch? It has been over a month since the game released.
 
Yeah, I don't see why they can't have a model like TF2 hats where talented users can put content up for sale and everyone gets a cut.

I think they still could, but I have very little trust in the team's online chops from both the performance of the system and actually observing how it appears to be engineered. I'd love to be pleasantly surprised.
 

OchreHand

Member
Saw this over @ Reddit, a patch coming this Tues?

Here are two cities I'm working on this week... The bugs drive me crazy but one thing that I do enjoy about this game is the city planning.

ibi3O5qyAnZf3b.png

A city called Tranquil Waters.. I kind of liked how the bridge that spans across part of the city looks like an aqueduct


iPzQzKYQ1uDb7.png



i6WeG6uZI9OAa.png

Maybe they serve crappy burgers but they have the best damn view of the city!


iWRnbLHgEkdmz.png


ibrOmaD7qdfHfg.png

And another city linked called Waters Haven... experimenting with circular design
 
Top Bottom