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Old 03-08-2013, 11:02 PM   #1621
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it's not just the servers, there are fundamental problems with SimCity that go beyond online play. for example, the path-finding is completely broken. are you wondering why you have severe traffic issues no matter how you try to fix it? it may be due to the fact that sims will always take the shortest path regardless of the size of the road
Main reason I tried getting a refund, as I believe this is actually how it's programmed and intended to run. Can't believe they would go into such detail and sim each individual person, only to forget the key factor on how a city functions, traffic. Wish they took some ideas from Cities In Motion and integrated them.
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Old 03-08-2013, 11:24 PM   #1622
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Yay having more server issues. At least I get a free game out of this bum deal. It had better be a game of my choice though... and not some other sucky Origin online only game.
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Old 03-08-2013, 11:36 PM   #1623
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Lol anyone who thinks that it'll be a game of your choice I would totally have a bridge to sell you if I could log into my city.
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Old 03-09-2013, 12:02 AM   #1624
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Lol anyone who thinks that it'll be a game of your choice I would totally have a bridge to sell you if I could log into my city.
It'd be hilarious if it were like Battlefield 2 or something.
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Old 03-09-2013, 12:58 AM   #1625
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Tropico 3 was a lot of fun. It has a similar concept to SimCity. Your island has actual citizens who get jobs, live in the houses you build and rebel against you. It's cool too because your population starts off uneducated so you can hire foreigners to come teach in your schools or run clinics.

Or murder them, Tropico is a blast, especially once you get a strong enough army to really put the hammer down.

Slave labor is a great source of wallet making income
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Old 03-09-2013, 05:09 AM   #1626
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Originally Posted by Hemi-Cuda View Post
it's not just the servers, there are fundamental problems with SimCity that go beyond online play. for example, the path-finding is completely broken. are you wondering why you have severe traffic issues no matter how you try to fix it? it may be due to the fact that sims will always take the shortest path regardless of the size of the road



even when traffic is backed up to a standstill, they'll still take the shortest route and leave alternate routes empty
In that video, there wasn't ever really much traffic on the route taken. Having said that, if Sims aren't taking the shortest route (timewise, including traffic effects), that's a major problem.

Ridiculous, as of all the annoyances in 4, pathfinding is one of the greatest.
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Old 03-09-2013, 05:32 AM   #1627
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Ya, that video doesn't really tell much, including how dynamic the calculation is (calculated all the time or calculated at the start of the drive). A cool way to do it would be to calculate per drive, but use a flex adjustment based on traffic conditions during the last drive (a lot of traffic, try another route next time type thing).
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Old 03-09-2013, 08:32 AM   #1628
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http://www.forbes.com/sites/insertco..._medium=social

EA employee expresses frustration with EA over this debacle.
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Old 03-09-2013, 09:04 AM   #1629
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hahaha saw this in the comments section of a sim city fail story:

EA: Hello and welcome to EA's livechat technical support page. I'm Eric! What can I help you with?

Customer: Well, I'm getting some connectivity issues with SimCity. Sometimes I connect my cities aren't there. Sometimes I can't even connect at all. Servers that say "available" are completely unresponsive, and the queuing system keeps looping back to the same time for me.

EA: It sounds like your mother might be a whore.
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Old 03-09-2013, 09:08 AM   #1630
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Oh, and...

https://www.change.org/petitions/ele...d-future-games
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Old 03-09-2013, 09:19 AM   #1631
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http://www.forbes.com/sites/insertco..._medium=social

EA employee expresses frustration with EA over this debacle.
Forgive me for questioning the legitimacy of anonymous Reddit posts. Especially ones calling for game changes that grognards everywhere are clamoring for.
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Old 03-09-2013, 10:09 AM   #1632
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These petitions always work, whoever made that is really on to something.
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Old 03-09-2013, 10:13 AM   #1633
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I've had trouble finding a concrete answer and I don't know much about integrated graphics, would Intel HD 4000 graphics be enough for this? From what I've found it sounds like maybe... I know it's not ideal but that's what it's stuck with.
Any thoughts on this from the Sim City experts? I know I would say don't bother trying and potentially waste $60 on the game but she really wants to play.
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Old 03-09-2013, 10:54 AM   #1634
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Any thoughts on this from the Sim City experts? I know I would say don't bother trying and potentially waste $60 on the game but she really wants to play.
I'd say it's enough for low settings. Not much more than that though.
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Old 03-09-2013, 11:29 AM   #1635
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Any thoughts on this from the Sim City experts? I know I would say don't bother trying and potentially waste $60 on the game but she really wants to play.
It will run on minimum everything according to their specs page.

https://help.ea.com/ca/article/simci...m-requirements
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Old 03-09-2013, 12:33 PM   #1636
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http://www.polygon.com/2013/3/9/4081...-lucy-bradshaw

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It wasn't just the number of players either, Bradshaw explained, as SimCity's servers performed differently once the game was released to the "wild ecosystem of live operations."

"We test and work out the capacity load of each server in load testing and through our beta events," she continued. "We have seen play behavior and load in areas that have stressed our game server [databases] in ways that we did not experience in Beta or Load Test.

Upon release, Maxis discovered that player capacity per server wound up being lower than anticipated in a live environment, Bradshaw said. The developer has applied fixes and optimizations, both on the client and server side, to address that.
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What Maxis can't do, despite fan requests, Bradshaw said, is simply strip out the always-online architecture of the game.

"An online interconnected world has been part of our design philosophy since day one," she said. "It's the game that we've been wanting to create since SimCity 4 as we've wanted to explore the dynamics between cities as they exist within regions. Real cities don't exist in bubbles; they specialize and trade resources, workers and more.

"With the way that the game works, we offload a significant amount of the calculations to our servers so that the computations are off the local PCs and are moved into the cloud. It wouldn't be possible to make the game offline without a significant amount of engineering work by our team."
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Old 03-09-2013, 12:37 PM   #1637
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It will run on minimum everything according to their specs page.
Could someone here who has the game post some screenshots of what it looks like at less-than-max settings? Maybe the same general screenshot at lowish, medium, and superb settings so those of use with less than ideal machines can compare?
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Old 03-09-2013, 01:35 PM   #1638
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I'm not having much issues with traffic and I have two parts of a region packed with all types of zoning. My biggest thing right now is gifting. I gifted 750k to a 'new' section of the region to build up a residential area and the money was taken from the one city but never sent to the second city. Just gone...maybe it was lost in the mail.
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Old 03-09-2013, 01:55 PM   #1639
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Originally Posted by SebC View Post
In that video, there wasn't ever really much traffic on the route taken. Having said that, if Sims aren't taking the shortest route (timewise, including traffic effects), that's a major problem.

Ridiculous, as of all the annoyances in 4, pathfinding is one of the greatest.
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Ya, that video doesn't really tell much, including how dynamic the calculation is (calculated all the time or calculated at the start of the drive). A cool way to do it would be to calculate per drive, but use a flex adjustment based on traffic conditions during the last drive (a lot of traffic, try another route next time type thing).
Here's another video:


Pretty clear that this wonderful new AI they gave us isn't really so. We sacrificed large city sizes for these accurate calculations?

There's numerous other videos popping up with examples of what I've been seeing. Endless loops with transit leaving the rest of the city to fend for themselves, only one lane allowing right turns forcing others to turn left then do a u-turn and finally head in the direction they want, pack mentality of emergency services... list goes on and on.
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Old 03-09-2013, 02:27 PM   #1640
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Could someone here who has the game post some screenshots of what it looks like at less-than-max settings? Maybe the same general screenshot at lowish, medium, and superb settings so those of use with less than ideal machines can compare?
Highest

Medium

Lowest

Note all are taken at 1920x1080. You may see more aliasing at lower res.
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