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| News Comments > SimCity Hacked to Play Offline? |
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| 154. |
Re: SimCity Hacked to Play Offline? |
Mar 15, 2013, 12:32 |
Quboid |
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Creston wrote on Mar 15, 2013, 11:30:
Dev wrote on Mar 15, 2013, 00:23: So, to get everything add 3 things to cart. 1)Deluxe Anno 2070 2)Complete dlc pack 3)Deep Ocean dlc. Total should be $36.67 Bought. Without the irritating always-on crap, it looks like a great game. That video that was linked earlier constantly had me trying to click and place stuff and then grumble because I was just watching a video.
Thanks for figuring out how to get everything for the cheapest possible price, Dev!!
Creston I've also bought it. Take that EA, I might buy your shitty game but I won't play it. So there. (Until it's patched or I get bored.) |
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| News Comments > SimCity Hacked to Play Offline? |
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| 82. |
Re: SimCity Hacked to Play Offline? |
Mar 14, 2013, 14:12 |
Quboid |
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Verno wrote on Mar 14, 2013, 13:48:
Quboid wrote on Mar 14, 2013, 13:37: They should have explained the city-client region-server split better, people are now accusing them of lying over things they never said, but didn't clarify. I'm sure somewhere along the way they either miscommunicated or lied about this but I don't feel like digging through every single interview to find the text. They've certainly done that about enough other things surrounding the game so far. Quite possibly. Given the amount of interviews and suchlike they did, it wouldn't be unlikely for someone to have accidentally given this impression. However, I wouldn't put it passed EA not to at least want to give the impression that the city is partly server side, so they'd have a stronger case for keeping it online.
Verno wrote on Mar 14, 2013, 13:48: The regional simulation is ironically the stuff no one wanted and while the game would be even more shallow without it, I think that's what a lot of people just want ripped out. It's shallow DRM/control crap that doesn't really add anything to the game. There's no real sense of overall accomplishment or even management through it. The regional stuff is good. If you take the game as SimSeveralSmallTowns, it's actually a good game. The worker ratio is fine for less than 10K and the region system is good. That's just, like, my opinion man but I like it. It's a little clunky (should I really need to load a city that I'm also the mayor of to send garbage trucks and then reload the city I'm working on?) but it makes the simulated small towns work.
That's all well and good, but it's not supposed to be SimSeveralSmallTowns. I want cities, that means double the boundary length for 4 times the area. I want a simulation that can handle this. The present simulation can't handle anything bigger than 15K which is barely half map in mixed low/med density. Your little maps should handle 200K and with 4x the area, more like 1,000,000 (over 4x, because the big area will encourage disproportionally high density in the centre.
I don't mind that the simulation fudges things a little, I wouldn't assume anything else. There will be times when a slightly less accurate algorithm is much faster than the accurate one and it makes sense to take a short-cut. If 20 students are leaving the same apartment block, going to the same bus stop to the same school and back on the same bus to their home, why not handle them all as 1 agent? But that's not what's happening. The fudging is upsetting the balance and running deep into the simulation. In a small town, the facade is convincing but not after about 15K population. I wonder why the beta was limited to an hour?
Can they patch it to handle 1M sims? I very much doubt it. Can they patch it to handle 200K sims or even 100K? Maaaaybe. I think they will try to improve the balance because DLC sales will bomb if everyone's frustrated at their city. |
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| News Comments > SimCity Hacked to Play Offline? |
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| 75. |
Re: SimCity Hacked to Play Offline? |
Mar 14, 2013, 13:37 |
Quboid |
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They should have explained the city-client region-server split better, people are now accusing them of lying over things they never said, but didn't clarify.
It wouldn't take much to run a city offline, that much was clear at launch and has only got clearer since. However, running a single town on its own would be rubbish. Even if the cities could be 4 times as big, it wouldn't be as good as on a region. I think it's fair to describe region play as an essential part of this game.
A patch to run the region offline is about the only thing that can save this now. I'm sure that would take quite a lot of work, the servers at present are probably distributed code over different systems and on different operating systems.
However, the region simulation on a solo region is negligible. Barely more than in SC4. Each city needs to save to the region the resources it has when it is saved and that's about it - if there's no one else in the region, everything except the currently active city is frozen. I gather there's some sort of global economy to set the prices of resources ... ditch that, put in a reasonable set price and I wouldn't notice the difference.
It would probably need a new region simulator written basically from scratch, but they've already got all the gameplay code done (for what that's worth!) so I don't think it would appear overnight. But a competent coder familiar with the project could do it in a couple of weeks.
If they did that, we could get down to what really matters - bitching about the shallow city simulator. |
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| News Comments > SimCity Hacked to Play Offline? |
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| 26. |
Re: SimCity Hacked to Play Offline? |
Mar 14, 2013, 10:18 |
Quboid |
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If there was ever a time for the SimCity 4 community to put all their petty territorial bullshit to one side and work together to make a community patch, it's now.
There's masses of great SC4 content out there but it's all separated and all over the place and much of it is probably hosted on MegaUpload and other dead servers. Last time I looked, everyone was much more interested in being top dog of the SC4 community than actually making the SC4 community pleasant.
They could make a minimal patch with the traffic fix (Network Addon, I think) and other balance tweaks, and then another huge patch with extra stuff: more roads; buildings; landmarks.
If only. That's the story of SimCity right now. If only. |
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| News Comments > SimCity Hacked to Play Offline? |
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| 23. |
Re: SimCity Hacked to Play Offline? |
Mar 14, 2013, 10:09 |
Quboid |
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Yeah, I don't understand why anyone would want to do these ultra efficient, ultra-unrealistic towns. If I wanted to play a spreadsheet, I'd play Football Manager.
I think I've played for more than 20 minutes disconnected. I don't remember ever being kicked out. I've certainly been unable to connect a few times and lost the server connection in-game many times but never suffered any penalty or rollback. Maybe it briefly got a connection every so often.
I'm interested in that last bit too, the population showing the real figure. |
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| News Comments > More on Offline SimCity |
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| 66. |
Re: More on Offline SimCity |
Mar 13, 2013, 13:27 |
Quboid |
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Having played it a lot since release...
There's nothing in the region simulation that couldn't be done on our own computers, and our own computers would barely notice the extra load. I don't believe they could just flick a switch and give us offline regions but for it wouldn't be particularly difficult for them to do it - and it would be a better game for it. Multiplayer regions would be more complex but for single player, yes it needs an Internet connection - but because EA designed it to.
I was impressed by the city simulation but it seems that the more is learnt about it, the worse it is. No proper home ownership. No sims ageing. No education detail above yes/no - you only need the highest level education building you can afford, without ageing you don't need separate schools for different ages (this is the impression I get, unconfirmed). At first I thought they might patch out problems like the population:worker ratio getting worse as pop goes up but it seems that's the tip of the iceberg.
I wonder if the Spore effect has come in to play here - the DRM is so bad, it's distracted from the actual game's failings. If SimSeveralSmallTowns had launched in the condition it is now, I'd have been pleasantly surprised but there'd probably be far more discussion about the actual simulation's failings. |
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| News Comments > Morning Metaverse |
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| 8. |
Re: Al Qaeda |
Mar 13, 2013, 11:59 |
Quboid |
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Beamer wrote on Mar 13, 2013, 11:19: Can we ban a user for claiming Al Qaeda is a fictional creation?
Also, I mean ban from life, or at least breeding. Not just ban from this site, but I'd be ok with that. It's not a fictional creation but most western media uses it as a meaningless umbrella phrase for Islamist militants or terrorists as if they're all one organised group. |
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| News Comments > More on Offline SimCity |
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| 56. |
Re: More on Offline SimCity |
Mar 13, 2013, 11:25 |
Quboid |
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I absolutely agree. EA tried to shaft us but royally fucked it up and it's hilariously bad PR.
It's just on that one point about how 'EA lied about the city simulation being server side' I don't agree. I don't think EA have ever claimed this and I don't see why they would - but then, EA's actions don't always make sense! |
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| News Comments > More on Offline SimCity |
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| 53. |
Re: More on Offline SimCity |
Mar 13, 2013, 11:04 |
Quboid |
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Verno wrote on Mar 13, 2013, 10:50:
Quboid wrote on Mar 13, 2013, 10:35: There's so many legitimate complaints about SimSeveralSmallTowns, it's odd that people are sticking to a false one. I don't even take it for certain that it's "false", for all we know it's been mis-communicated in one of their many press events and reddit question sessions, I just don't feel like digging through old shit to find it for a forum argument that couldn't matter less. Even if I accepted what you're saying, in the end it is detrimental to the product and unnecessary which is what is important, they don't skate because they added an asterisk or something. Is it detrimental? Is it a footnote? Here's how I see the situation (assuming I speak for everyone!):
- We don't want cities simulated on EA's servers. - AFAIK, EA never said they were. - Cities aren't simulated on EA's servers.
- We don't want regions simulated on EA's servers. - EA have said that they are simulated on their servers. - Regions are simulated on EA's servers.
- EA have said that a connection is required. - Region play is an essential part (IMHO) of SimSeveralSmallTowns - Ergo, a connection is required.
I think EA have been honest in this regard. The thing that we should be angry about is that the regions are server side, not that the cities are client side. Where I think EA have been dishonest is by implying that the regions _need_ to be done server side. Sure, they do when the game is designed that way but they could have designed a better game by making it all client side. That's the problem. That's what we should be pissed about. |
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| News Comments > More on Offline SimCity |
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| 50. |
Re: More on Offline SimCity |
Mar 13, 2013, 10:35 |
Quboid |
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Verno wrote on Mar 13, 2013, 10:22: That's a chicken and egg problem though and EA doesn't get any trust from me. Did they design the game around those multiplayer aspects or are the small city limitations a result of applying a DRM first approach which resulted in putting some things on the server? I'm leaning toward the latter and regardless of what lawyerly weaseling they will try to do about the language (we never claimed that specifically!) it doesn't make the game, it's launch or their lies about other things like refunds and potential offline functionality more palatable to me.
I think we could have a more traditional SimCity game with larger cities while still having a multiplayer component, there's really no valid reason to force people into these bizarre design choices they made for no ones benefit but their own. I don't remember anyone begging for the SimTown Connected Social Media Experience to be rammed down their throat, at the expense of the overall product and the ability to play it without EA servers. Yes, I agree almost entirely. However, I don't think it's lawyerly weaselling. They simulate the region server-side and the region is essential to the overall product, therefore a connection is needed and while it's not quite always-on, it's bloody close.
Close enough that I think EA were right to describe it as always needing an internet connection. Can you imagine the fuss if they had said "no it's not always-online, you only need to be online every 20 minutes"? Everyone - you and me included - would be up in arms at the weaselly way they were pretending it's not always-online.
To be clear: I don't think there's any technical reason why it would need to be online at all and it is ultimately online for DRM, control and DLC. It would take a fair bit of work, but they could release a stand-alone town simulator fairly easily and a standalone region simulator eventually (at which point, I might actually advise people to buy it). That's what people should be mad about, the region being simulated server side. Not the city being simulated client side because EA never claimed otherwise and this is a good thing anyway.
There's so many legitimate complaints about SimSeveralSmallTowns, it's odd that people are sticking to a false one.
This comment was edited on Mar 13, 2013, 10:50. |
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| News Comments > More on Offline SimCity |
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| 47. |
Re: More on Offline SimCity |
Mar 13, 2013, 10:14 |
Quboid |
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ViRGE wrote on Mar 13, 2013, 05:44:
mag wrote on Mar 12, 2013, 21:41:
As for the server being required to play the game, he tells them SimCity does no significant game simulation on the server side: I was pretty skeptical of that claim. It would be absolutely ridiculous for them to take on that amount of processing power themselves. Extremely expensive. You have to differentiate between the city sim and the region sim. It's clear the city sim (the most CPU intensive part of this) is taking place on the client. However the region sim is currently taking place on the server, which is consistent with what EA has said before. This is what allows them to do the kind of drop-in/drop-out multiplayer that the game uses.
Ultimately with enough time and enough effort all of that could be moved offline, but the mere idea of a regional sim has been made a core component of the game (the endgame is effectively managing several cities). So merely running the city sim on its own is not especially useful. Thank you.
EA have deserved massive, massive amounts of criticism over this, but people are focussed on something EA have, to the best of my knowledge, never claimed: that the city simulation runs even partially on the server. I don't believe it does. I don't see any evidence that it does. I've never seen EA claim it does. They've said the "entire region" is simulated server side, but that doesn't mean the cities are - in the context of the game, that's clearly a very different, region simulation and city simulation, while interconnected, are different things.
Criticise EA for the many things they deserve criticism for, not for things people seem to have assumed they said when as far as I can see, they haven't.
Someone with the influence of Notch should know better. |
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| News Comments > Op Ed |
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| 52. |
Re: Op Ed |
Mar 12, 2013, 23:16 |
Quboid |
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Creston wrote on Mar 12, 2013, 20:37:
Quboid wrote on Mar 12, 2013, 19:27: Have EA actually claimed the city simulation is at all server side? Yep, they did
Creston Where? Do you mean "we sim the entire region on the server"? That doesn't mean they do the city sim on the server. |
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| News Comments > Op Ed |
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| 45. |
Re: Op Ed |
Mar 12, 2013, 19:27 |
Quboid |
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| Have EA actually claimed the city simulation is at all server side? It's pretty clear that it's not, but I didn't know they'd claimed otherwise. They've said always-online is required but not that the city simulation is the reason AFAIK. It's the region simulation which seems to be server side and it's not unreasonable for EA to claim that that's an essential part of the game. I'm sure it could be done offline with no problem but that's another issue. |
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| News Comments > Op Ed |
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| 34. |
Re: Op Ed |
Mar 12, 2013, 17:03 |
Quboid |
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jdreyer wrote on Mar 12, 2013, 16:01:
Quboid wrote on Mar 12, 2013, 11:02: I sent $2,500,000 from a big industrial city to a new city to create a utopia and it never arrived. That money's gone. Obviously that's part of the game. Big industrial cities are rife with corruption and that's correctly modeled. Working as designed. Actually they (another $250K one had gone AWOL) just came through, several days later. Perhaps the server is going through a backlog of instructions that piled up due to the rubbish launch. It's too late now, the city is already a bigger industrial dump. It would never have worked, I'd assumed the oil would be in a little corner but it was all over the map, no utopia to be had in Black Gold Bay.
I should stop playing, the worker:population bug is wreaking everything, yet it's still really good fun. |
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| News Comments > Op Ed |
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| 27. |
Re: Op Ed |
Mar 12, 2013, 15:00 |
Quboid |
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Tumbler wrote on Mar 12, 2013, 14:43: Anyone have comments on playing the game? It's pretty good. The connectivity issues have mostly gone away now, but the region system can be unresponsive and there's still missing features, cheetah speed being the important one. This will probably be switched on in the next day or two.
The game its self is good. If they support it and release a gameplay patch, it could be excellent. When you're starting out, with a small village and some big ideas, it comes together very well. In fact the first hour of a city's life is very enjoyable - if I was the cynical sort, I'd wonder if that's why the beta was limited to an hour - but after that you get balance problems.
Also with larger towns, it gets rather confusing to work out why things aren't working when the sims have different levels for density, wealth, money (wealth - land value, I think), education. The data maps are good but there's more needed - what sort of education do different sims actually have? What sort of education does my oil refinery need? How many employees does it need? I can see how many it has with the data map but that's only half the picture.
As it is there are some balance issues which make towns 10,000 start to run into problems (the population:workers ratio gets increasingly wrong), over 30K and it becomes impossible to maintain a realistic town.
The size is a problem too, each town is much too small. The region system is good and when it's more responsive and more reliable, it will play well. This does go some way to negating the size problem but fundamentally it will never be enough.
I could list a load more little things that bother me and I can't think of many I especially like but on the whole, it is good. When it works, it's brilliant and if they fix the servers and patch the game play, it could work all the time for all city sizes.
However, it will only ever be SimSeveralSmallTowns, never SimCity. And it will still be always-online.
This comment was edited on Mar 12, 2013, 15:06. |
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| News Comments > Op Ed |
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| 23. |
Re: Op Ed |
Mar 12, 2013, 13:54 |
Quboid |
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NKD wrote on Mar 12, 2013, 13:11:
Beamer wrote on Mar 12, 2013, 13:08:
Yeah, I'm hearing anecdotal evidence extremely to the contrary, but you're right, I shouldn't base anything on that.
Clearly there's a ton of FUD going around. If that's contrary to what you're experiencing then I'm way off. I don't have any personal experience. I imagine most of us don't since we've hopefully dodged this mess, but what I've heard is that you get dropped after a preset period of time, but up until then everything works short of regional syncing.
Anyone here who has played who can confirm? I've gotten messages saying my connection has been lost and found from time to time. It's never impacted my gameplay, but then I've never tried going into region view. As I'm the only person playing the region, things like available power/water/etc from other cities will remain constant so it only needs to load that data once, when loading the city.
I could see this would be a bigger problem if others played in the same region. You buy power from a neighbour, one or both of you get disconnected, he expands his city slowly so he's got no excess power then when the connection is back, boom, no power for sale. If the connection was stable, you'd start getting warnings when he couldn't supply 100% of required power but with either disconnected, this could be 0%!
In the case where my computer crashes (due to an unrelated issue, I believe), when I reboot I can pick up where I left off. That's nice. In the old style save/load, I've have lost everything since the last autosave - I'd still *much* rather have that, but the new system isn't quite all bad. Presumably if my computer crashes at the same time as I'm disconnected from their servers, I will lose anything since the disconnection. |
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