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Philemon1976

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I just loooove the design of the streets! Trees in the middle, trees at the borderline... just awesome! And so much to choose from! Thx, thats just fantastic!

Like the small infobox about every household. That gives a real personal touch to every home. And the best: they stay there, not just changing their home every evening (who would that...) ;-D
 

KeanoManu

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I wonder if it would be possible to optimize larger cities later in development. Maybe so that we can build on more than nine tiles, but that the simulation are limited/paused in all tiles except for the nine closest to the camera. Or something like that.

It's really great the they will allow us to go larger than nine tiles if we want to. It's one of the best things that we know of the game yet. The fact that they seem to do everything they can to allow flexibility.
 

dakdak99

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Wow, great stream, very informative! I really liked how you guys seemed to have kept all the good features from the Sim City games, while at the same time adding your own unique twists. An example is the way you did water lines and sewage, zoning, and the way the clinics and hospital ranges seem to function. The way everything is introduced is very interesting as well: you can't just build everything right from the start and you're introduced to certain additions like police and fire stations slowly.

I can definitely tell that you all learned a lot from the CiM series you created. The visuals of C:S seem like a great upgrade from the CiM series, which is wonderful.

I think you guys have the features under control, although it seems like there won't be a shortage of suggestions from excited people who want to play the game. My request is (and I think I'm repeating myself here) to really focus on the simulation part of things as well. It's great to have an amazing-looking simulation, but if the sims don't use the correct path finding, or if the economy of the game is unbalanced (making the game too easy or too difficult to play), or if it uses up too much computer power (lag) it can cause a lot of issues. I really hope that you have learned that lesson from the new Sim City, where the game looked great but was broken in every other aspect.

Other than that, I can only wish you the best and ask you to take as much time as you need to make this game as good as it can possibly be! I'm anxiously awaiting the release, but I'm NOT impatient and I hope everyone else can keep their impatience in check as well. I'd rather have you release the game later than have you release a broken or unfinished game. :)

Best of luck!
 

charlesnew

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I have a couple of questions:

1. What were those black cars doing? At the end of the live stream, when they were doing the FAQ, they had the town running and you could see these black cars coming up to houses and then leaving again. It was weird.

2. Also, there was a meter at the bottom left corner. There was a meter that kept going up. Is that the time? Does it symbolise an hour or day?
 

Grockefeller

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1. What were those black cars doing? At the end of the live stream, when they were doing the FAQ, they had the town running and you could see these black cars coming up to houses and then leaving again. It was weird.

I think its the hearse giving the fact they just plop a cemetery and that bubble were showing some death icon over certain house, certainly because of the illness of many citizen before the clinic was built!
 

Nelfe

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2. Also, there was a meter at the bottom left corner. There was a meter that kept going up. Is that the time? Does it symbolise an hour or day?

Yes, it seems the game is day per day, and you have to wait for the meter to be filled until you go to tomorrow. At least it's quite realistic (no one day per second or no time indication like many others city builder)
 

Greenslade

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Excellent stream, and for an alpha the gameplay always looks very polished.

I have one potential suggestion based on the UI.

I noticed that, as with CiM (and lots of other city builders) all the different kinds of roads have their own icons.

In the CiM map editor, I often found that the process of picking a road type then modifying it seemed more intuitive to me. Obviously the UI was a little bit clunkier as it was an editor rather than a game, but that wasn't inherently the case.

I have noticed in games like Cities XL and SimCity 4 that once you start adding modded roads in the menus become horribly complicated, as the lack of nesting options means you can have 100 different types of roads to scroll down.

I think it would be useful to be able to pick road types and then apply modifiers to them, as you can in the CiM2 map editor.

Standard Road::2/4/6 lanes::Bus lane[y/n]::Bike lane[y/n]::Decoration style[grass/paving/...]::etc...

Now this might get a bit "micromanagey" for your first user, I can see that. But what about another element to it? Move those options to a "lane editor", similar to how standard intersections and junctions can be created in a separate editor. Enable the creation of favourites. So you could say, in this city, I want all my major roads to be 4 lane boulevards with trees in the median and grass verges, all my minor roads to be 2 lane simple roads without grass. Then create those two types and save them to your favourites. Now it's easy to select the type of road you want, easier even than it was before, while allowing more in depth control.
 

charlesnew

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I think its the hearse giving the fact they just plop a cemetery and that bubble were showing some death icon over certain house, certainly because of the illness of many citizen before the clinic was built!

Yeah, thanks, now I know. :)
 

charlesnew

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Yes, it seems the game is day per day, and you have to wait for the meter to be filled until you go to tomorrow. At least it's quite realistic (no one day per second or no time indication like many others city builder)

Well, I don't know if it's per day. It might be an hourly meter. But who knows...
 

KeanoManu

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Excellent stream, and for an alpha the gameplay always looks very polished.

I have one potential suggestion based on the UI.

I noticed that, as with CiM (and lots of other city builders) all the different kinds of roads have their own icons.

In the CiM map editor, I often found that the process of picking a road type then modifying it seemed more intuitive to me. Obviously the UI was a little bit clunkier as it was an editor rather than a game, but that wasn't inherently the case.

I have noticed in games like Cities XL and SimCity 4 that once you start adding modded roads in the menus become horribly complicated, as the lack of nesting options means you can have 100 different types of roads to scroll down.

I think it would be useful to be able to pick road types and then apply modifiers to them, as you can in the CiM2 map editor.

Standard Road::2/4/6 lanes::Bus lane[y/n]::Bike lane[y/n]::Decoration style[grass/paving/...]::etc...

Now this might get a bit "micromanagey" for your first user, I can see that. But what about another element to it? Move those options to a "lane editor", similar to how standard intersections and junctions can be created in a separate editor. Enable the creation of favourites. So you could say, in this city, I want all my major roads to be 4 lane boulevards with trees in the median and grass verges, all my minor roads to be 2 lane simple roads without grass. Then create those two types and save them to your favourites. Now it's easy to select the type of road you want, easier even than it was before, while allowing more in depth control.

This is a great suggestion!

The more options we're given, the better.

To have a few presets and then an editor where we can make the roads exactly how we want to (and maybe even save personalized presets) would be an awesome feature. I remember that this was supposed to be included in Cities XL but had to be taken out in the end.
 

Joe The Dragon

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existing highway at 3 lanes each way seems to much for starting out. Seems to be to big for rural areas. Also we need to be able pick number of lanes for all road types.

can we get 2 way to one way road spits that look better then it did in CIM2?
 

Inge Jones

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Ok I have got to the bit of the recording where we have been asked for feedback. Mine is why are the citizens moving so fast on foot? Was the speed on high most of the way through? The cars looked the right speed though. I think there needs to be far more difference in speed between people walking and motor vehicles.
 

RedRalphWiggum

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This was deadly. The game looks impossibly good, don't think there's really much more to say about it. Early on, I asked about possible visual pollution, there it is. Maybe next one could give more info on how interface works, info about citizens, where demand comes from etc, but so far it looks amazing (and I think the reaction shows that).

Mariina was great! She doesn't come across too professional, which is a good thing; she seems like an enthusiastic fan rather than someone trying to sell you something. Plus, her accent is cool. Jakob and Matthias were great too, though please have one change his appearance drastically for the next one as they look too similar and it gets confusing. Jakob looked pretty angry a lot of the time, I suspect that's his 'concentrating' face, I do the same thing
zBbuozn.jpg
 

Grockefeller

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Mar 19, 2012
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existing highway at 3 lanes each way seems to much for starting out. Seems to be to big for rural areas. Also we need to be able pick number of lanes for all road types.

can we get 2 way to one way road spits that look better then it did in CIM2?

I agree with you. I could deal with 2 lanes preexisting road, but 6 lane of freeway for a 600 habitants city is a bit too much..