SimCity update to fix pathing issues
SimCity is starting to show signs of recovery, and Maxis has outlined its current moves to turn on non-essential features and plans for an upcoming patch.
SimCity has been the subject of plenty of criticism and scrutiny since its launch, due mostly to the little problem that many players couldn't access the game. As the servers start to catch up to player load, or vice-versa, Maxis is turning its attention towards what to patch next.
The bulk of the studio's focus is on alleviating pathing issues among the Sims and their vehicles, according to a blog post from lead designer Stone Librande. Maxis is currently tuning the values to make traffic flow easier, with a new weighted system that will reroute cars to alternate paths as roads hit fuller capacity. Emergency vehicles will also be smarter, moving into empty lanes to get around traffic jams.
Librande also mentioned that the game will be re-enabling some non-essential features that were turned off during launch week. Those include Regional Achievements on select servers, and Leaderboards on the test server. "We need your help testing the Leaderboards so I encourage you to go to the Test server so that we can expedite the timeframe in which this feature is brought back to the rest of our servers," he said.
Clearly missing was mention of an offline mode, which has been a major point of player feedback. Librande assured players that the studio is listening to all feedback, but didn't address that piece specifically. "We'll continue to provide you with updates on the game as we make these changes," he said. "We appreciate all of the feedback that you've been giving us and I want to assure you that we're listening. It's fascinating for us to see all of the different ways that players are testing our systems and we're excited about making SimCity better with your help."
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Steve Watts posted a new article, SimCity update to fix pathing issues.
SimCity is starting to show signs of recovery, and Maxis has outlined its current moves to turn on non-essential features and plans for an upcoming patch.-
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Mostly it was because everyone was like "server issues, server issues" with the implicit understanding that once the server issues were ironed out it would be a good game. I think there are fundamental problems with SC5 that extend way beyond server issues or multiplayer regions, but I think a lot of that was glossed over.
Basically, I think people should know that even after the servers are working 100% there will be a lot of problems with the game.-
Like all games it requires you to suspend your disbelief. You are obviously hung up on what the game is not, and not even giving what it is a shot. You have been in every SC5 thread trolling and shiting on a game that you have not played. I understand you have this idealistic thought of what you wanted it to be, and it has let you down (even though you have not played for more then the 1 hour stress test).
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It's highlighted how inflated and shady the pre-release reviews really were.
Eurogamer nailed it, the game seems like its doing a good job and is fun for the first few hours, but pretty soon after you begin running into all sorts of stupid problems that let you see the simulation for what it really is.
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This was all about a set release date. Its a trade off, you either get "its done when its done" or you get this. We are the beta testers. I'm fine with it if they make it better. As of right now they are doing the right thing. A nice side effect of the online component is that they can see what is not working.
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as someone who can't yet play the game but has read almost every review and thread on the subject even I can tell they spent the least amount of time on actual gameplay. Their priorities were more like:
1) DRM
2) Cutesy Graphics
3) 'Sims'-ification
4) Ease of Use
It sounds so broken at the true simulation core, I hope they sort all that shit out and eventually release it on OSX. -
One of the most frustrating things to me about this most recent wave of game remakes (Diablo, XCOM, Simcity) is how much effort the developers seem to be spend reinventing the wheel (or, more accurately, they are trying to reverse-engineer the wheel). I realize that in most cases these are not the same people who worked on games that came out 10 years ago but isn't the code available for them to review?
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God I hope they fix this. Half my city was burning down and I had about 12 fire trucks all lined up that would go to one fire and block traffic while that fire was put out, then proceed to the next fire, etc.
I think I'm going to take a break from this game until they fix some of this stuff. It's just so annoying.
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I have been playing the game. Yes I'm aware of the path finding issue. For the most part it has not been effecting me all that much. Not to the point where I rage quit. Sure some times my industry cant get its freight out, or a fire truck does not get to a fire it should. I'm just not getting all worked up over it. I'm thinking they will sort that out soon.
I'm not trying to defend that they released the game to soon, and did not test it well. They had a hard date and they went with it. That being said I have been playing it and it is fun. The question was is it the same type of fun. I gave my opinion of it. -
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The traffic in 4 isn't determined by actual little cars driving around, it's determined by an algorithm that considers your transportation system as a whole. The little car driving around is just a visual representation of that.
Also, people can and have indeed argued that the pathfinding in sc4 is broken and then they went and fixed it.
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Eurogamer's review is up and points out a lot of problems with the game that some other reviews didn't consider: http://www.eurogamer.net/articles/2013-03-15-simcity-review
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Nearby, buses bought to alleviate traffic congestion can also be spotted driving up and down the same strip of road over and over again. Their 40 passengers have never been known to disembark and I wonder if all on board have long since perished, leaving the ghostly carriage to haunt the streets forever.
I've wondered the same thing!
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Yes, wrong. They are literally fudged by the client: http://www.reddit.com/r/SimCity/comments/1a8bw7/how_to_mod_sim_city_2013_getting_started_basics/c8v16n8
Here's how it works:
1) Population < 500: the actual number of sims
2) Population > 500 but < 40,000: Population * ~8.0 (number adjusts)
3) Population > 40,000: Population ^ 1.2
Maximum simulated population is 100,000. It never goes higher.
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Eurogamer reviewed it 4/10. Ouch. http://www.eurogamer.net/articles/2013-03-15-simcity-review
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The underlying concept that vehicles take the shortest route from point to point puts the depth of the whole simulation system in question. It defeats the point of trying to create any manner of sophisticated circulation system using roads to carry traffic to boulevards (that can handle more traffic). Of course, the game only offers two carrying capacities to begin with--road and boulevard. It's a grossly overlooked core element.
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To be fair, people due tend to take the easiest / shortest path, regardless of everything else.
If you have people walking into a building that has multiple doors, all next to each other, 90% of everyone will walk past closed doors and try to cram through the single door that already has people going through it.
It's really quite worrying.-
but easiest is often not the shortest when it comes to road. to get across town I would go the opposite way for a bit to get onto the freeway and then travel at high speed and low traffic until I get to an exit that is slightly past where I want to be, loop around and bam. the shortest path would lead me onto lots of residential roads and through dozens of intersections all at slow speeds. Thats basic navigation
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