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 Post subject: Re: SimCity
PostPosted: Wed Apr 03, 2013 12:11 
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The only word I can think of is a weary, face-palming 'Hurrrgh'. Read up on the notes too. Apparently everything about it is wonderful! Even just having it in the general neighbourhood makes sims squee with approval! And there's absolutely no downside to it at all, just like in real life!

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 Post subject: Re: SimCity
PostPosted: Wed Apr 03, 2013 12:23 
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This game is a joke.

But, rather selfishly, I don't care any more as I'm playing the wonderfully crafted Bioshock Infinite on my PC. :D


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 Post subject: Re: SimCity
PostPosted: Wed Apr 03, 2013 14:04 
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Oh, hey guys, what's this?

A left-field SimCity review, that's what!


Exciting bongo music and a jangly guitar riff play in a funky skillo kind of way. Cracks of thunder are heard. An Angry-Faced blocky sim tears down a long road in the middle of nowhere in a Lotus 7 license plate DLC £3.99. It pulls up the town hall. Angry-Face jumps out of car and marches up the steps, knocking aside gibberish-spouting protesters as he does so. To another crack of thunder he opens the door dramatically before striding up to a desk in front of some-guy and slapping an envelope down on it marked 'Quality Assurance Report'. He then storms out to more thunder and heads home, taking care to angrily hem in an inexplicably polite fire engine headed to a three alarm blaze at World-O-Orphans. Angry Face stomps up his steps and retreats into his house.

But when he awakes he's in another home!

“Where am I?”

“In the city.”

“Feels more like a village to me. What do you want?”

"Simulation."

"Whose side are you on?"

“That would be telling. And I swear to you its not the shareholders of Electronic Arts, for example. We want simulation, simulation... simulation!”

"You won't get it!"

"By patch or by DLC, we will."

"No, seriously. You won't. I have trouble not taking half an hour to find my way to the local Londis next door. Anyway, who are you?”

“No. 2. No jokes, please.”

“Who is Number 1?”

“You are Sim 27,886.”

“I am not a number! I am a fully automated agenda-stroke-sim with emergent AI!”

“HA HA HA HA HA!”



If Electronic Arts had Leo McKern’s voice brimming with slightly darkly edged but hugely jolly bonhomie, I might be able to take its sinister villainy in good cheer, instead of frowning hurt. Just under a month ago they released their latest iteration of the SimCity series, one that had previously reached a giddy pinnacle with Sim City 4 – a game so good communities still thrive around it today, offering up exciting new mods and city journals. Many people would have been content with a repetition of the old spreadsheet number-crunching format of previous titles, married with curvy roads and slightly nicer graphics. Maxis, somewhat bravely, decided to take a different route. Let’s see how well they did…


Oppressed by a meaningless existence within the confines of a small town, No. 27,886 suddenly punches a local cop and makes a heroic break for the train station on his little Mini Moke. A long slender finger based in Town Hall reaches out and presses a big red button as a bald bloke in spectacles intones the words ‘Orange Alert, Orange Alert’ over and over. Sinister bubbling occurs offshore, followed by a somewhat less sinister pop-up message…

“Sinister bouncing weather-balloon shaped faceless representation of all-surveying-all-knowing incomprehensible technology and control is disabled until SimCity’s servers have been patched.”

No. 2: “Arse!”

But he needent have worried. Hampered by a rudimentary path-finding AI, No. 27,886 simply drives around the Motorpoint Arena for no discernable reason, before headed to a random home.

“You know, it would be a lot easier to bug his room if he could make his mind up on where he lived.”


There’s actually a lot to like about SimCity. For a start, it looks and sounds beautiful. You might not rate that highly, as quite a few games make an effort to be spingly-spangly, but SimCity really does pull out all stops and actually achieves a rather charming atmosphere that can really lull you into thinking your hovering over a real-life dinky little city of your own making. Houses and cars are modelled in a way that is half way between real-life and toy-town and the rolling hills and forests have a zen simplicity. The light is pretty beautiful too, and it is always heartwarming to see the sun rise of your little town. Fast forward on to a bustling little city centre filled with skyscrapers, theatres and plazas and there’s a cool feeling of buzzing electricity. And all the while the lush score, part-classical, part jazz, eases your mind into a relaxed, amiable state as city planner. It is time indeed to take a bow, Ocean Quigley, for some masterful art direction. The UI makes perfect sense as well, and everything has a sleek, refined sort of look. This is a game that is a pleasure to watch.


"I have a question."

"Go on."

"This place. Buildings. Skyscrapers. Everything. I walk up to them and they look toy-town size. Why? Some sort of surrealist statement? Emphasising the unreal nature of an international community toeing the line to some hidden idealogical deity? A make believe topsy-turvey 'Alice-in-Wonderland' environment?"

"No. It's the tilt-shift effect. You can switch it off if you like."

"Oh."

"Pair of tinted spectacles?"

"Rose tinted I assume?"

"No, they thoughtfully give you a variety of different pleasing looks to suit the city to your tastes."

"Oh. Right."

"Question No. 27,886."

"Go on."

"Why do you keep talking in short abrupt sentences. Are you William Shatner?"

"I am not a Shatner. I am a free man!"

"HA HA HA HA HA HA!"


The datalayers make it an especial joy. You can look up any sort of fluctuating statistic and see how it is affecting your city in real time. It is implemented wonderfully, and is oddly soothing to watch.

"With this console I can observe every facet of your tiny little lives, No. 27,886."

"Why is the monitor always stuck on watching the sewage flow make amusing parp noises then? I guess even the No.1's and 2's are kept track of, around here."

"Silence, No. 27,886!"


So you lay down your curvy roads, build up your town and pick a specialisation. The limited size of the city actually enforces a sort-of-interesting play mechanic in which you have to choose a certain goal for your city. Perhaps a dirty mining town, or a low-down gambling mecca. It’s kind of fun, but you are left wishing that you had more space and more options to really build up a detailed city around it. Once completed, you then build another city inside the region complementing it with a different speciality, and so on. The game encourages you to play with other people, but there’s nothing to stop you setting up a private server and treating it as a single player game.


Unless the server is down of course, or the internet done up and gone away. To be honest, despite the horrific frustration of the opening launch week this isn’t too big of a deal-breaker for me. The only way in which it rankles is that there was a mountain of lies built up around it – more of which later.

So you’ve got a cute little city of say five thousand sims tootling along and you’re feeling mighty proud and protective of it. You zone some more residential, slap down a school and next thing you know you’ve spent another three hours in game and are pondering where to plop the ferry. It’s a good indicator of how addictive SimCity can be, and how the magic is to some degree still there. You glance down at the population figure, now that your city has doubled in size.

Hold on! What’s this – fifty thousand sims? Where the hell did they come from? Where do they live? Is everyone living in triple-bunkbed city or something or what?

It’s here where my first big frustration with SimCity comes in. In SimCity 4 you had a linear progression of population that made sense compared to what you were seeing. In SimCity you don’t-know-what-the-fuck. This is all down to ‘population-fudging’, where the population is apt to double, triple and quintuple itself and more depending on certain numbers hit. Now to me, that’s lazy. Very lazy. And also somewhat gutless. Fact is Maxis that I had resigned myself to building a small town that labelled itself in that cute American way as a city. But there’s no way that I can look at a small CBD and a couple of little suburbs and think that such a place houses two hundred thousand people and more. It immediately disassociates myself from what I have built and shatters the illusion that I have created a living, breathing city. It also makes the high-scoring population tables ludicrously irrelevant.

And that's not the only falsehood the game has to offer. It turns out that sims are in no way persistent. Once they reach a destination they 're-roll' and change names and needs. This isn't such a bad thing at first glance. There's no way the simulation could track the needs and identities of thousands upon thousands of sims. But the trouble kicks in when they have to go to work. Sims head to the nearest job available and if taken, move onto the next. In practice this means a constant, confused, roaving migration of sims cluttering the roads up with indecision. Traffic and pathfinding tweaks have alleviated the problem a little, but it shows how hollow the initial claims of detailed modelling were.


"No. 2! I returned home last night to find some guy who looked like Jake Busey making out with my wife! Also, I turned up to work at the Llama Lunch-In and found I'd been replaced! Hey... wait a minute! You're not No.2!"

“No, we switch jobs and lives around here all the time in SimCity, No. 27,886. In fact I’m very surprised that it’s still your role to be revolutionary-hero-by-proxy-with-a-right-nark-on. Today I am played by George Baker. Tomorrow it might be Paul Eddington. Get used to it. And please stop barking!”

“Wait until the Actor’s Guild hears about this!” (Stomps out accompanied by more thunder.)


Make no mistake, watch SimCity at play and you will be pleasantly gulled by the appearance of an organic world where knock-on-effects rule and life of a sort seems to flourish. One's first glance in playing SimCity is quite a lengthy and enjoyable one, with lots of little surprises to uncover and great delight to be found in watching the little wheels turn. It's this up-front joy that garnered such positive early reviews and strong previews for the game. But take a peek under the hood and you'll find that all is not well in SimCity. Fire-engines form conga-lines and tend to a small trailer home for upwards of a day whilst ignoring a giant petro-chemical facility going up in smoke. So called server-syncing means that gifts sent by truck to other cities are frequently waylaid by invisible bandits, at best turning up ridiculously late, by which time the city's problem has either been fixed or been the ruination of all.

Worst of all are the parks. It turns out that deep down, in this supposedly complex game, all people really want are parks. They don't even need jobs. Just give 'em a see-saw and a marjory-daw and you're their new master. (I have no idea what a marjory-daw is.) When I started the game I accepted the premise of all-residential cities knowing that they frequently make up satelite communities of industrial cities. But it is with weary disgust that I discover that you can have a region entirely made up of purely residential cities. Not that you'd want to of course, because that would be tedious. But soon as you are made aware of such short-cuts the gold quickly loses its lustre. Worse still, it was the assumption that all these complex calculations were what made the small city size limits just. Now we discover that the game - incredibly - was programmed only for single core computing, something that strikes me as astonishingly amateur hour post 2009.

And so when a player's city goes tits up they're left with the horrible uncertainty of not knowing whether it was something they did wrong, or some inherent flaw in the coding. Frequently it is actually the player's fault for not thinking things through fully, but with a game like SimCity transparency and intuition is a must - otherwise you never feel in actual control. It's a shame, as if you stick to playing SimCity as a little toy-town piece of creative visual beauty you can still get a lot of fun - especially if you stay away from the tedium of gridded roads. There's some genuinely pleasant fun I had just creating little sleepy American towns. But if you want more... well... gngh. Let's hope that one day they actually make a patch that fixes things, right?

"Free! Free! You are all free!"

"What are you doing, No. 27,886!"

"Me and my groovy counter-culture pals have taken over, grandaddy-o, and now we're putting an end to this authoritarian farce by running around doing beat-poetry, dancing, speaking gibberish and shooting people to pop-hits of the sixties. Then he runs up to a console and starts hitting Disaster Generating buttons and Faux-Godzilla looms up over the horizon.

"Ha ha! Bad luck No. 27,886! I'll just rebuild the city again. After all, much like EA I've plenty of money saved up!"

"Not if I do this!"

"No, not the cable!"

With a casual tug No. 27,886 pulls out the internet cable, causing the server to lose connection.

"No! A bug! I've lost my rollback state!"

"You're losing more than that, crumbum!" And No. 27,886 reaches out and tugs at the English Character Actor's face...

"No! My beautiful jowly face!"

The mask of No.2 is ripped off to reveal lovable Ocean Quigley. But that too is a mask and is ripped off to reveal sinister EA guru Lucy Bradshaw. Which is in turn ripped off to reveal Kieron Gillen. Which is in turn ripped off to reveal you, the gamer, who is merely ripped off.




In terms of enjoyment I had, I honestly have to say that on a usual reading of the game I'd award it as high as 6. But in light of the bungling so far it's a 5 - and with the spectre of advertising brought on by the Nissan DLC (what, over 1 million copies sold not enough, EA?) it's a very sour-tasting 5.

I hope and pray they patch and fix this up into something special six months or so now. But I'm not holding my breath. Apologies for the preview cheerleading folks, but looks like I was gulled again by Maxis. It's not as bad as Spore, but it's still a disappointment.

5/10

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 Post subject: Re: SimCity
PostPosted: Wed Apr 03, 2013 14:50 
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:this: is the review everyone should have waited on before giving EA any money.


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 Post subject: Re: SimCity
PostPosted: Wed Apr 03, 2013 14:51 
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I think it's being a bit generous, personally. Although the music is nice.

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 Post subject: Re: SimCity
PostPosted: Wed Apr 03, 2013 15:01 
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Marvellous Pete.

Only complaint is that you have used the wrong rating system. Out of 1000 bananas please. I believe 5/10 works out at about 387 Bananas.


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 Post subject: Re: SimCity
PostPosted: Wed Apr 03, 2013 17:34 
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Words fail me.

(On the DLC that is.)

Truly splendid review Pete.

I can't adequately express how much I regret pre-ordering this fucking thing, especially with the shitty extra crap that I paid for.


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 Post subject: Re: SimCity
PostPosted: Fri Apr 05, 2013 14:47 
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Would "proper" modelling of each Sim as a persistent, actual in-game doodab be practical for a couple of hundred thousand population city and a desktop PC? I don't do much in the way of "real-time" coding so it would be a bit beyond me. Anyone able to make a proper guess?


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 Post subject: Re: SimCity
PostPosted: Fri Apr 05, 2013 15:18 
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Squirt wrote:
Would "proper" modelling of each Sim as a persistent, actual in-game doodab be practical for a couple of hundred thousand population city and a desktop PC? I don't do much in the way of "real-time" coding so it would be a bit beyond me. Anyone able to make a proper guess?

With a certain amount of jiggery pokery behind the scenes,yes.
Bear in mind that real time in this case neednt be realtime, and you can easily simplify and mask irrelevancies.


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 Post subject: Re: SimCity
PostPosted: Fri Apr 05, 2013 16:50 
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As Dave said. Individually modelling and making the player aware of every single aspect of each Sim's existance? Tricky. Doing a good job of making it look like that's what you're doing? Easier.

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 Post subject: Re: SimCity
PostPosted: Thu Apr 11, 2013 13:51 
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http://www.businessinsider.com/ea-voted ... ica-2013-4

As the link says, EA voted "Worst company in America"... again :D


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 Post subject: Re: SimCity
PostPosted: Thu Apr 11, 2013 21:26 
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Two fucked games for the price of one really expensive game!

Attachment:
fuckedgame.JPG


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 Post subject: Re: SimCity
PostPosted: Fri Apr 12, 2013 19:47 
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New patch on the way with a lot of fixes to issues not previously acknowledged. Including, fundamentally
Quote:
• Tuning: Residential-only cities have failure state.


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 Post subject: Re: SimCity
PostPosted: Tue Apr 16, 2013 21:59 
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So. Shit just got better. By better, I do of course mean, worse.

Remember Patch 2.0? Well, that's not out yet, so ignore the game working properly. But worry not, there is new DLC available. And it's free!

Only it's not free. It is a voucher redemption from packs of Oral B toothbrushes. That are only available in the US. And the codes only work on US registered Origin accounts.

So, remember the issue with DLC preventing abandoned cities being reclaimed if the reclaimer not having the DLC? Well now you're going to be unable to reclaim the city if the original Mayor had a deluxe pack, or downloaded the Leaf and you didn't, or if they live in the US and you don't or if you do live in the US and don't have a new toothbrush made by a specific manufacturer. And if you can't reclaim an abandoned region, then your region is fucked. And the game doesn't work properly without Region play. Apparently (I wouldn't know, I've only used my own private regions as this issue had already become evident when I bought it, and I'm an antisocial cunt).

To add to the joy, the DLC is a Tourist specialisation Oral B Theme Park. Because, of course, Oral B are synonymous with theme parks. And what is the most broken specialisation in the game so that it won't work anyway...?

Just to add to this comedy of clusterfucks, Oral B/Crest are advertising the DLC that you can get with their products. With an advert that shows the SimCity box art, positioned next to a PS3 and a 360. Erm...


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 Post subject: Re: SimCity
PostPosted: Tue Apr 16, 2013 22:00 
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Inspired


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 Post subject: Re: SimCity
PostPosted: Tue Apr 16, 2013 22:04 
Filthy Junkie Bitch

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Found it


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 Post subject: Re: SimCity
PostPosted: Tue Apr 16, 2013 22:41 
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Amazing.


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 Post subject: Re: SimCity
PostPosted: Tue Apr 16, 2013 22:43 
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Wow.

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 Post subject: Re: SimCity
PostPosted: Tue Apr 16, 2013 22:46 
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I can kind of see around that like they're promoting the special prizes.. but still, at a glance.. It's clearly a terrible piece of marketing!


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 Post subject: Re: SimCity
PostPosted: Wed Apr 17, 2013 14:34 
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It's like they have a checklist of all my SimCity related fears, and are doggedly ticking them off, and adding a lashing of surrealist whimsy on top. Toothbrush theme park? What, do you ride down waterslides into some giant mouth on novelty sized toothbrushes and are then squirted with minty fluoride goo before being savagely buffetted around by giant spinning things like in some sort of giant oral car-wash, or something, or what?

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 Post subject: Re: SimCity
PostPosted: Thu Apr 25, 2013 7:01 
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http://www.pcgamesn.com/simcity/simcity ... and-faeces

Quote:
SimCity players in revolt after 2.0 patch leaves cities overflowing with bugs and faeces

Just as EA and Maxis seemed ready to put launch issues to bed and march onwards with the development of their “MMO”, SimCity’s 2.0 patch has infused the game with a colourful array of shiny new bugs. Fans have taken to Reddit and official forums to decry the mess, which has left some cities literally overflowing with waste.

Human excrement is at the bottom (sorry) of one common issue encountered since yesterday's patch. A concerned Redditor reported a “sewage OVERLOAD” in a town with a relatively tiny population of 4,000 that saw their outflow pipe “MAXED”. Another player beginning a new town with a similarly-sized bevy of civvies found their terminally incontinent Sims had already put 55 in the clinic.

Not all of the bugs are so ripe for comedy. Some SimCity players have found themselves stuck on loading screens when attempting to resume cities created before the patch - though they've had no problems in creating new ones. Others lucky enough to access their saves have discovered that buildings wouldn’t complete construction, instead becoming perpetual building sites.

Meanwhile, while players are celebrating the end of traffic issues caused by “clumping” fire trucks and endlessly looping transit vehicles, more dramatic pile-ups are occurring as the result of new problems. One poor mayor saw their streets turned gold yesterday with hundreds of bright yellow and totally inexplicable taxi cabs:

Elsewhere, users on the official forums are reporting pollution from outside their city’s borders when surrounded by the uninterrupted greenery of an empty Region:

What's more, peculiar sound bugs have left some cities partially muted. Others now boast trees that honk and purr like streetcars:

The bugs really are too numerous to name - check the SimCity Subreddit and EA's forums for a cross-section. We've contacted EA to find out whether Maxis are working on another update to fix these latest issues, and will update this post with any answer we receive.


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 Post subject: Re: SimCity
PostPosted: Thu Apr 25, 2013 8:42 
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This very well may be the most disastrous game launch in history. I'm privileged to be able to witness it.

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 Post subject: Re: SimCity
PostPosted: Thu Apr 25, 2013 9:07 
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Yup, as a person who hasn't bought the game it's been 'entertaining', but I do feel sorry for those who wasted money on this shit and angry at EA for not giving a damn.

Meanwhile on RPS, this is a very good read:

http://www.rockpapershotgun.com/2013/04 ... went-away/


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 Post subject: Re: SimCity
PostPosted: Sat Apr 27, 2013 21:46 
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This is looking interesting:

http://www.reddit.com/r/SimCity/comment ... simroller/


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 Post subject: Re: SimCity
PostPosted: Fri Aug 30, 2013 14:48 
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So picture the scene.

You work at a game developer who launched a product earlier in the year which was so badly stress tested that the fallout from it helped to shape the development of a yet unannounced games console and has probably set back the cause for digital releases of games by years.

A large number of your design and implementation choices are scrutinized and proven to be wrong and to make sure that nothing else can be said you simply go quiet and refuse to answer any questions at all.

A number of months pass and you get close to the launch of the same game on another platform - do you :

A) Spend a lot of time and money in additional testing before release to make sure that at least one launch will go well
B) Perform some extra beta testing to check for potential comparability problems before release
C) F*ck it and just release it broken anyway - who gives a **** http://www.bbc.co.uk/news/technology-23896301


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 Post subject: Re: SimCity
PostPosted: Fri Aug 30, 2013 15:07 
SupaMod
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Did they fix the PC one yet?

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 Post subject: Re: SimCity
PostPosted: Fri Aug 30, 2013 15:19 
Filthy Junkie Bitch

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Grim... wrote:
Did they fix the PC one yet?

Most of it, other than the city sizes and fact that you can't place highways.

So no.


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 Post subject: Re: SimCity
PostPosted: Fri Aug 30, 2013 15:20 
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But they fixed the traffic, and made people keep their jobs? That's probably worth a re-download for me.

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 Post subject: Re: SimCity
PostPosted: Fri Aug 30, 2013 15:23 
Filthy Junkie Bitch

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Grim... wrote:
But they fixed the traffic, and made people keep their jobs? That's probably worth a re-download for me.

I believe so. I tried to play it at the weekend but I was on the surface, and they've brought in keyboard shortcuts for a few of the new features, which is obviously problematic.

Incidentally, the main traffic fix came last week (when turning left, but there is a short cul-de-sac going right, the cars and buses now don't assume that turning right and going round the loop is the quickest route).


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 Post subject: Re: SimCity
PostPosted: Fri Aug 30, 2013 19:37 
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Grim... wrote:
Did they fix the PC one yet?


Haven't looked for ages, best to check here:

http://www.reddit.com/r/SimCity/


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 Post subject: Re: SimCity
PostPosted: Tue Dec 17, 2013 21:03 
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Quite remarkably this game is now on its ninth (!) major update (that's not including incrementals), so whilst on the one hand I'm thinking 'Good god almighty how fucked was is it to start with?', I'm also thinking, 'Huzzah, surely it must be mostly working by now?'

Coming up to reinstall time to take a look, methinks.

https://help.ea.com/article/simcity-updates


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 Post subject: Re: SimCity
PostPosted: Wed Dec 18, 2013 0:26 
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Strictoaster's DesignCentric SimCity series on YouTube is a heroic effort to wring maximum enjoyment from a stunningly flawed game. He has great ideas and tips on how to build the perfect little cities. It's just a shame that the emphasis is on 'little'. His sense of style and his inventive layouts are worth checking out, even if, like me, you've pretty much written off the game...



The irritating this is that Maxis could get me back playing this with just one easy fix. Basically if they made the population count a real thing and not a lying bastard act of fakery, so that my small town had a population of say 15,000 instead of 250,000, reduced the number of modelled agents to that plausible number maximum and expanded the city borders so that it was at least twice as big, then I'd be cool with it.

But no. Cities of Tomorrow with awful sci-fi look. Also bugged and broken. SIGH.

Here's another Strictoaster video:



I don't think Maxis deserve him, sadly. Still - maybe I'll give it one more shot with the latest update. AE, fancy sharing? I'll mostly have to play after New Year's day though. No internet in the rent's house.

No, they're not Amish. Close, but they're not.

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 Post subject: Re: SimCity
PostPosted: Wed Dec 18, 2013 1:10 
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Hmm, or after reading some of the update threads and the weird tech bug problems where tons of universities etc. barely feed a few hi-tech factories, maybe I'll play some SC4 instead.

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 Post subject: Re: SimCity
PostPosted: Fri Dec 27, 2013 17:45 
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Well in all fairness it does work a lot better now than it used to, but of course they've done nothing about the pitiful city size itself, so it's still a no sale for me.

Well, except for the fact I pre-ordered the mega-digital assfuck edition, of course.

Unless they increase the potential city size by, I dunno, 400% at least, not really interested.


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 Post subject: Re: SimCity
PostPosted: Mon Jan 13, 2014 15:10 
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"Sim City offline is coming."

Quote:
Yes, Offline is coming as a free download with Update 10 to all SimCity players. When we launch it, all of your previously downloaded content will be available to you anytime, anywhere, without the need for an internet connection. We are in the late phases of wrapping up its development and while we want to get it into your hands as soon as possible, our priority is to make sure that it’s as polished as possible before we release it. So, until then… testing, testing and more testing. As one of the final steps, we’re putting Offline into the hands of some of our most hardcore players, the DevTesters. This group of volunteers is going to put Offline through its paces before we release it.

In Update 10, you can still play solo in Regions on your own, or in Multiplayer with people from around the world. What’s new is the Single Player Mode, which allows you to play the game Offline by yourself. And because your saved games in this mode are stored locally, you can save and load to your heart’s content. Our team will be delivering a follow-up blog that will outline the full details in the near future so stay tuned.

So what does this mean for the Online game? All of the benefits of being connected will remain including access to Multiplayer, the Global Market and Leaderboards. And all of your pre-existing saved cities and regions will still be accessible should you log-in to the Online game.

Bringing the game Offline means big things for our wonderful community of Modders. They can now make modifications to the game and its components without compromising the integrity of the Online game. Modding is a big part of our studio’s legacy and we’re excited to see what you guys create. Check out this thread to learn about Oppie85’s Central Train Station, which you can put into your game right now, and if you’re interested in making your own content take a look at the Modding Policy. To get you started, we will be rolling out a series of tutorials from the studio that surfaces how we’ve created some of the content that you’ve seen so far in hopes of inspiring your creativity.


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 Post subject: Re: SimCity
PostPosted: Mon Jan 13, 2014 16:53 
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And suddenly I'm interested again, surely increasing the city size is an absolute shoe-in for the first modification?

Bit of a torturous path to get to this stage of course, but at least we've finally arrived.


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 Post subject: Re: SimCity
PostPosted: Thu Sep 04, 2014 18:33 
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Remember how this wasn't very good?

Cities: Skyline promises to be better.

Image

Early days, but finger's crossed.

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 Post subject: Re: SimCity
PostPosted: Thu Sep 04, 2014 18:35 
SupaMod
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Also the team building it said this in an AMA:

Quote:
Why is there no enforced online mode? I heard it was a must have feature and requirement these days?
Quote:
Thankfully advances in technology have enabled us to do all city management calculations locally on your PC. We don't have to do them in the cloud anymore, which you know, was the ONLY way to do it a few years ago.


http://www.reddit.com/r/IAmA/comments/2 ... he/cjvsh1s

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 Post subject: Re: SimCity
PostPosted: Thu Sep 04, 2014 18:36 
SupaMod
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Video!


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