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Co_Karoliina

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Oct 1, 2010
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The issue actually isn't that easy, now the ticket prices reflect the real city economy and measure how many cims actually choose not to use your services because of the ticket prices. The economy is one of the cornerstones of the whole simulation, so changing that would be a huge job. If the price check would happen less often, then the city economy would progress without notification and it could severely affect the player's company with no indication of what actually is wrong. Believe me, we have looked at options on how to do this and done many tweaks to try and make the situation better. I'm very sorry that the system still doesn't work as you would like. The best option would be a ticket price lock, but at this moment we simply cannot fit it into our schedule, for which I do apologize. We have not forgotten this issue!
 

Kekoas

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Hmm, I fail to see how it would be an issue. Yes, reducing the time more than likely < don't do that.

But, I'll try and explain in the terms of your own engine.

The way to handle auto ticket pricing is to allow the player to either a) Lock the current percentage, or b) Allow the player to set prices based on a set percentage. You see, your code obviously polls the current prices with the user price (and sets the color), so at that point, you could also apply any "lock" or "percentage" based figures to the check and auto-adjust the pricing.

As a programmer, no matter what the engine, this would be achievable, since the engine already alerts of low/highs, meaning the user price and the expectations are being compared at a given point.

Now, to handle how people respond to the economy may take a little more work, but, it goes like this.

Min: Record start of day > end of day. Report last days deviation via colored arrows (same as price ranges)
Max: Display the deviation since when the user last "locked" or "Set" a percentage ratio. Show the the same arrows as above.
[Edit] Max is better imho

I'm fairly confident it's possible in your engine, I just think you're not seeing the trees for the woods. :)
 
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Kekoas

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I forgot to explain what this magical percentage is. I'm sure you'll figure it out, but it's the middle "white" price being 100% (or your in house value) and then +/- of that.
 

Norfolk_Chris

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Yes, please do something CO! The ticket pricing at the moment appears to become unstable after building a new line. I have seen the colours in the ticket window changing rapidly from too high to too low and back again in front of my eyes. Perhaps the system requires a little damping to stop the instability.
The ticket pricing is currently the very worst feature of what is a very good game; its real turn off.
Edit:
I've noticed that this problem gets worse as the city size grows. My latest city has reached approximately 220000 population (my own map) and has started to display inappropriate messages saying that some ticket prices are too high when all the displayed values are either white, green and some even light blue. Looks like there is a real problem with ticket prices!
 
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unmerged(721804)

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I often have the message "ticket prices are too high" and "ticket prices are too low" being displayed at the same time - it is usually the generic tickets as the culprit, with it flashing between all the colours continuously.

Bloody annoying. I do very much wish there was a way that you could just set and forget, even if it was only for a short period of time.

Alternatively a way to turn off the notifications of the ticket prices...
 

unmerged(722052)

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Yes, this function is much needed. Right now half the game revolves around adjusting ticket prices. Ticket Prices in Motion.

Also, @recvo: "I don't mind the fluxing economy. I notice it responds to your network rather well and is a good indicator of whether you're doing things right or not."
My economy follows a strict pattern of +x% to -x% bust every two weeks and is not affected by any external factors. This is across the board with almost 300 hours of gametime.
 

revco

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Yes, this function is much needed. Right now half the game revolves around adjusting ticket prices. Ticket Prices in Motion.

Also, @recvo: "I don't mind the fluxing economy. I notice it responds to your network rather well and is a good indicator of whether you're doing things right or not."
My economy follows a strict pattern of +x% to -x% bust every two weeks and is not affected by any external factors. This is across the board with almost 300 hours of gametime.

I disagree. Try creating a situation where your trains/buses can't get out on time. (e.g. several subsequent short intersections.) You'll notice, fairly quickly, that the system will start to complain about high ticket prices. The economy is tied to service levels / customer satisfaction in some way from my experience.

I think I probably notice it more because I play with depots set at 1000% capacity. I regularly get backups in the transit station if I don't have my schedule set correctly to dispatch at the right times and/or I don't have sufficient pickup/dropoff capacity. Once I resolve the traffic issue, the prices almost immediately go back to "too low" without adding a single line to the mix.

Not trying to say you're wrong, I'm just saying that's been my experience on more than a few occasions.
 

Norfolk_Chris

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Further Thoughts on Ticket Pricing

The very idea that ticket prices need to be changed on a daily basis is just plain bonkers. Most transit companies only ever change their prices yearly or more. Sometimes CIM 2 pomps ticket changes every few hours (or less) game time, that means that some passengers would not know what they would be charged for a journey when they start. In a real city this would lead to riots and major civic disorder!:eek:
EDIT: I've noticed that sometimes the ticket prices need to be changed every few minutes (game time). This problem needs to be addressed by CO urgently, its destroying my desire to keep playing the game. If I, and others stop playing you won't be selling us any DLCs in future. So please CO drop all other work on CIM 2 and devote your entire team to fixing this problem.:mad:
 
Last edited:

kensternation

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The issue actually isn't that easy, now the ticket prices reflect the real city economy and measure how many cims actually choose not to use your services because of the ticket prices. The economy is one of the cornerstones of the whole simulation, so changing that would be a huge job. If the price check would happen less often, then the city economy would progress without notification and it could severely affect the player's company with no indication of what actually is wrong. Believe me, we have looked at options on how to do this and done many tweaks to try and make the situation better. I'm very sorry that the system still doesn't work as you would like. The best option would be a ticket price lock, but at this moment we simply cannot fit it into our schedule, for which I do apologize. We have not forgotten this issue!

Karolina: Real world economies simply do not fluctuate that much in a single day as to cause people to stop or start using mass transit. Why does the CIM economy change every five minutes? Wouldn't it be simpler to change once/week?
 

unmerged(291434)

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yes it's frustating, it was boring also in CIM1 but there were few fields to adjust and an auto-ticket-price plugin available.
The lack of an auto-price option, the underground wiew and the drop out of the european city look like are the main weakness to me.
 

slovenian89

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Chill guys, I think slovenian89 is just being sarcastic. :closedeyes:

Actually I wasn't. When I played the majority of my time was spent adjusting prices, not building or managing my transport network. Always got a constant stream of "Prices too low/high" messages that I was constantly having to change my prices. One minute the prices are dark green, the next it's dark red. Economy fluctuation is great, but it fluctuates too much and too often.
 

Kekoas

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Well, if we get decent modding tools, I'll gladly write my own ticket window. It would obviously require events being fired when the current window polls ticket comparisons, and hopefully it'll be Lua.