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SimCity 2.0 Plans

The EA Forums have an update from SimCity senior producer Kip Katsarelis with word on plans for an upcoming version 2.0 patch for the city building game (thanks IncGamers). Here's a chunk:

We've been heads down addressing the key issues we’re seeing reported from our community. This includes city rollbacks, lost progress, and the return of features like Cheetah Speed and Leaderboards. Like you, we want all of these resolved ASAP, which is why they are the top priorities in our studio. Matter of fact, we have all of these in a QA environment, giving them a thorough test before we release them back to you, the fans.

On top of this, we’re also working on a number of bug fixes and other overall improvements that we’re planning to include in future Updates. Just last week we released two Updates 1.7 and 1.8, which included traffic fixes and other general improvements. For the future, in Update 2.0, we’ll be addressing the Recycling Center bug, fixing the fire engine clumping, improving the efficiency of Street Cars, and increasing the radius of river water. We’re also fixing the tuning on Casinos and are making them more profitable. These are just a handful of the substantial changes coming in Update 2.0.

Keep in mind, if you don’t see a particular fix present in an Update, this doesn't mean we’re not working on it, or we’re not aware of it. Our team is constantly getting reports about the top issues being raised and this is helping us prioritize what we need to address. There are some issues that are more challenging and will take more time. If you have feedback, please visit our forums. In the meantime, we’ll continue to address the top issues in our updates. We’ll keep working while you’re playing.

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34 Replies. 2 pages. Viewing page 2.
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14. Re: SimCity 2.0 Plans Mar 29, 2013, 02:43 El Pit
 
Oy, you missed one small problem in your list of problems, EA. You know, the one NOBODY talked to you about: offline playing.

Let me guess: the patch will also make sure that hacking the game to be played offline will become more difficult?

So it's actually SimCity version 2.0: Now with lube!

Really, I wouldn't even buy this at $5. Not even then, EA, to make sure your suits in power get the message. And the only way these profit-over-anything-else non-gamers get the message is to NOT give them my money. Nothing else works with this special breed.

Well, maybe electrocution might work, too. If Pavlov was right, that is. "Profit!" *bzzzzz* "Ouch!"
 
Consoles? I owned two: a Pong clone and an Atari 2600. And that's it.
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13. Re: SimCity 2.0 Plans Mar 29, 2013, 02:18 Sempai
 
How about Sim City 2.1 where you guys go fuck yourself?

Let's get on that EA!!
 
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12. Re: SimCity 2.0 Plans Mar 29, 2013, 01:34 Tanto Edge
 



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Simcity!
 
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http://www.youtube.com/watch?v=705LEH3j2g0&t=0m24s
http://www.youtube.com/user/tantoedge
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11. Re: SimCity 2.0 Plans Mar 29, 2013, 01:20 Dev
 
Thats probably why they restricted the city size so much, so that their underlying foundational simulation issues wouldn't show up as bad. Plus even with everything like that, only 10% of the city is actually "simulated" lol.

And, then after they shipped it and patched it up, in 6 months or so of making money, they can release a bigger city DLC once they fix enough bugs that a bigger size works passably.

I could see something like that happening. Dunno if its planned in that way, or just plain incompetent, but I could see it.
 
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10. Re: SimCity 2.0 Plans Mar 29, 2013, 01:14 entr0py
 
Flatline wrote on Mar 28, 2013, 23:23:
I'm still trying to figure out how you ship with all these issues still in the code. I can *sort* of understand getting bushwhacked on the servers. Well okay not really but that in theory is something you're predicting and is beyond your immediate influence.

But these are fundamental, underlying bugs that are showing up on everyone's game. The idea that they didn't know about these is... odd.

I can only really suspect that this was a "ship now, patch later" game.

Exactly the last thing you said. All of the bugs, servers included, were obvious in the last open beta, but that didn't cause them to delay the game. It reminds me a bit of Dragon Age 2, a promising game that absolutely any honest assessment would find was rushed and unfinished. But, screw it, we have profit to reap and investors to satisfy.
 
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9. Re: SimCity 2.0 Plans Mar 29, 2013, 00:55 Rattlehead
 
We've been heads down addressing the key issues we’re seeing reported from our community.
Yea you're heads are sure down in the sand that's for sure. Maxis, you are so full of shit. You choose to ignore the glaring issues like small, restricted cities and online DRM.

Also, we don't want leaderboards resolved because we didn't ask for them. YOU forced it on us and you continue to bullshit us.

You know Maxis, if you actually spent half the time you did tuning the game before release as you do spinning webs of lies, you might of actually released a game in the same league as your former games.

But alas, it's all about social features and leaderboards, because we all play sim city for that, right?
 
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8. Re: SimCity 2.0 Plans Mar 28, 2013, 23:33 deqer
 
WEB 2.0!

I love how they play with version #s in a bloated way to make it seem like you're getting something special. 1.7! 1.8! 2.0!!! lol

No mention of bringing offline mode, and bringing this out of Origin/DRM world.

I don't care if it's FREE. You won't trick me into starting/investing my time into your game.
 
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7. Re: SimCity 2.0 Plans Mar 28, 2013, 23:23 Flatline
 
I'm still trying to figure out how you ship with all these issues still in the code. I can *sort* of understand getting bushwhacked on the servers. Well okay not really but that in theory is something you're predicting and is beyond your immediate influence.

But these are fundamental, underlying bugs that are showing up on everyone's game. The idea that they didn't know about these is... odd.

I can only really suspect that this was a "ship now, patch later" game.
 
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6. Re: SimCity 2.0 Plans Mar 28, 2013, 23:20 zombiefan
 
A patch isn't going to fix bad gameplay by design. Best to chalk SimCity 2013 up to experience and hand the IP over to someone who gives a damn about proper city simulation.  
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5. Re: SimCity 2.0 Plans Mar 28, 2013, 23:04 Dev
 
"tuning casino" ? Last I heard the underlying supposedly greatly detailed individually simulated sims (you know those things that supposedly necessitated lots of server side code so poor grandpa's computer could run the game) needed a big overhaul, since the ppl who visit the casino are categorized as "shoppers" whose AI is programmed to visit the closest "shopping" area once they enter your city, which satisfies their need to "shop" then they leave. If your casino isn't that closest to your city entrance, you are screwed.

Boosting the income from casino DOES NOT FIX ANY OF THAT
 
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4. Re: More Big Picture Details Mar 28, 2013, 22:59 HorrorScope
 
Right on schedule... for fall.  
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3. Re: SimCity 2.0 Plans Mar 28, 2013, 22:26 Tumbler
 
The list of thing they are trying to fix is pathetic. When I saw 2.0 I figured they were bringing in larger cities... Ha!  
99gamers.com-Game trading site, PC digital trading!
Kickstarter "Game Developer"!
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2. Re: SimCity 2.0 Plans Mar 28, 2013, 22:24 ForgedReality
 
None of this shit would have been a fucking issue if they had just spent time doing proper testing on the fucking thing in the first place instead of releasing beta software way too early. Greed. Pathetic.  
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1. Re: SimCity 2.0 Plans Mar 28, 2013, 22:18 nin
 

Oh, we're back to 2 now!

 
http://store.nin.com/index.php?cPath=10
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34 Replies. 2 pages. Viewing page 2.
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