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Victor Cortez

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What they could do with the day/night cycle is have only visual effects and the cycle itself would last like a week (so, the sun takes one in-game day to rise, stays a few in-game days, goes down in one in-game day).
But I suppose this would be too much work for no gameplay value whatsoever.

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. J

Yes, I agree. I found it a bit funny that they do not name the game too often and sometimes they only say "this game".

Like you said, she doesn't give the impression of someone trying super hard to sell you a product which is a very good thing for image of the game, as the message that comes across is that the game is so good that it will basically sell itself.
 

charlesnew

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If you look at the bar, the day changes when the bar is full. At max speed, it seems to take 3-4 seconds to move from one day to another.

Well, does that mean that we don't have things like rush hour and stuff? I think they give a much better feel to your city and make it feel more alive. :(
 
Mar 22, 2013
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Have just viewed recorded lstream. Thoughts:

Roads

Nice. Like the smoothness of car motion and road curves. Tool looks good. Liked cim2 roads so happy with these.

Camera

Good though seems unable to go to street level one would prefer if it could. Consider most photographs of real cities shot from ground level.

Mixed zoning

Tad dissapointed but no biggie

Overall impression

Seems a solid core one trusts modding will make it into something great.
 

Victor Cortez

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Well, does that mean that we don't have things like rush hour and stuff? I think they give a much better feel to your city and make it feel more alive. :(

No rush hour now, and I think it makes sense.
It's a city building game, I want to focus on where my city will be in 10 years not what roadcross gets messed up at rush hour. But this is just me.
 

cshmech

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So excited after seeing the livestream video. The game, graphics looks pretty awesome... and good work all of you. (ahhh i wish i had a thumbs up smiley).

A nice and interesting stream. The hour went by very fast. Some interesting details was showed and the game already looks better than SimCity 2013 and Cities XL ever did.

Generally I think they should add more zones though. They didn't show much about zone control in the stream. But it didn't look so flexible. Medium density zones should definitely be considered.

What if I don't want my buildings to evolve? What if I want a neighbourhood to stay at, for example, level three? What if I want a neighbourhood to stay uneducated/poor/working class but still want to offer them all of the available services? Can I stop houses from evolving? Can I limit a street to only rich houses?

So basically: More zone control than what was showed in the video would be great.

I also think the zones where too large sometimes. Can we increase density by not allowing zones to go so far out from the road? I think they went four squares from the road and it seemed to be standard. Can I zone it so that it only goes two squares from the road?

these were my exact thoughts.:cool: I love it how the uuldings go through a development lvl 1 -> lvl 2 -> ... But im guessing we would have an option to limit or hasten the development in a particular locality, as something like that was said in more zonal controlling policies

Great livestream. My thoughts:

4. Clinics and health. Looking pretty good, but might need to buff the range IMO. Looking at the video, when you guys plopped the clinic down into a town of ~800 people, it only gave 'green' coverage to 30% of the town. I'm not an expert on the subject, but I reckon a single medical centre like that would be able to deal with a town that small (which would probably have very few health issues if there wasn't a coal power plant plopped in the middle of a cul-de-sac :p ) yep.. second that

6. Buying more land: awesome. Is that buying? or an unlock after a milestone? Do we have to spend money for the land?

9. Hopefully we can see some more simulation of bigger cities, plus also an overview of the education, healthcare, government, fire and police systems, in the next playthrough. I know you guys probably don't wanna reveal too much before release, but I think I speak for all city builder gamers out there when I say that I really want to know everything about this game before I purchase. I've been burnt (twice!) by EA/Maxis before. I'd love to see a bigger city play.. though i understand if the devs don't want to give away too much

10. A better look at the public transport options. Rail and the bus network to be specific (btw loooooove the bus stops that were seen in the last dev diary). Me too.. The way previous city building games were designed, city management is half transport system management! I'm yet to read dev diary.. looks like they have some cool stuff there

Map editor, dude. You can do whatever you want, the tools are super easy.

So is it like we go to a map editor to make our own map before we start a game? That would be cool too...

The function of the highway is to allow traffic to enter and exit the city. Industry can sell goods outside the city, power plants can order natural resources from elsewhere and tourists come and go. We of course don't want to limit you to always have the huge highway right in the middle of your city!

Alright, i have a question. Where does the industry sell goods 'to'? Is it to some other city i built or to an external world, i have nothing to do with? IMO, it will be better if we can trade or products within our own cities... Does a city have a demand for goods... that is, as the city grows will it ask for so much industrial goods, office service and commerce production within a city. It will be more fun that way.

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!

wooow... that is so cool! :wub:
 
Last edited:

cshmech

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As many people said, i too would like to see more R/C/I zoning options. how about having zoning according to wealth? Or we should have better control of development (in terms of levels) in a particular area, or may be for each house(???)... so if we assume education = wealth, if i kind'a force people in an area to remain uneducated, they would be my unskilled workers ;)

Does the commercial/industrial buildings have developing trends like residents? Can we have control over that? I think it is very necessary for the mayor to have this negative control, because otherwise every city would grow into a thriving metropolis like it happened in SC4. (I kinda got the feeling that this game is heavily influenced by SC4 only with better graphics :p. Its not a bad thing. I was expecting this from Maxis in SC2013, but they had different ideas in mind and ruined it.) I would like this game to be a bridge between SC4 and CXL to be honest. In CXL, all the residents, commercial and industry were interdependent (which is excellent). At the same time i would like to see some in-depth data of my city. I still think SC4 was way better even then. Like i can see the production and demand charts (w.r.t. time) for water/power/ even crime... Something like that in this game would be better.

One thing i did not like in SC4 was having a separate power lines and water lines. I thought, it was way better to have them all connected by road, as it makes sense in today's world. But following the suit of SC4 in this game is also not such a bad idea. Though i have one question: 'will the underground water system mess with the underground metro i might have in my city?.. I'm assuming you have under/over-ground metro as an option of public transport...

Can we build tunnels the same way we can build bridges?

Will there be a demand of industrial/commercial goods within city (as in CXL)?

Most importantly. How much of region play can we have in this game? I can have 9 tiles in a region. So can i have more cities with the rest of the tiles in the same region? What kind of transport connections can i have between these cities? (i guess you can demo this in your next live-stream). And what all can we trade in between these cities?

Thanks and kudos
:wub:
 

cshmech

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Also why money has two symbols in this game? $ and c ?

Untitled.png





And also why the numbers shouldn't be near tax %, since it only correlates. We can have the extra income (ex: public transport) in the bottom.

Untitled1.png


just suggesting...
 
Last edited:

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Yes, I agree. I found it a bit funny that they do not name the game too often and sometimes they only say "this game".

Like you said, she doesn't give the impression of someone trying super hard to sell you a product which is a very good thing for image of the game, as the message that comes across is that the game is so good that it will basically sell itself.

Haha, no one here at Paradox or our affiliated developers has any kind of media training (that I know of). The closest would be Matt and I who have both worked with streams / livecasting earlier. We're just gamers and enthusiasts that want to share the - according to us - awesome things we make. So hearing comments like this is very nice, makes one feel seen :)

I'll share this lovely feedback with Mariina, I'm sure she'll enjoy it too.
 

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So is it like we go to a map editor to make our own map before we start a game? That would be cool too...

Alright, i have a question. Where does the industry sell goods 'to'? Is it to some other city i built or to an external world, i have nothing to do with? IMO, it will be better if we can trade or products within our own cities... Does a city have a demand for goods... that is, as the city grows will it ask for so much industrial goods, office service and commerce production within a city. It will be more fun that way.

Yes, that's exactly what you will be able to do. Or import an already created map and fiddle with it to your liking. It's a powerful tool. It's not something you do prior to every game though, so you don't have to create your custom maps.

Industry will sell goods to "the outside world" as far as I know. So basically goods you do not use will be sold automatically.
 

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The outside world is there to help find a balance for your city. The most optimal situation would be to produce only enough for your city, but when you are trying to find this balance between different zones, instead of the city filling up with goods they just are sold outside for smaller profits to help keep the game going. There is only one city in the game world an that is yours (you can have different saves but the cities are not connected) so the outside world is just the big unknown that will send tourists to your city, sell you what you need and accept goods endlessly. The focus of Cities: Skylines is your very own city so you don't have to worry about any other ones!
 

Victor Cortez

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The outside world is there to help find a balance for your city. The most optimal situation would be to produce only enough for your city, but when you are trying to find this balance between different zones, instead of the city filling up with goods they just are sold outside for smaller profits to help keep the game going. There is only one city in the game world an that is yours (you can have different saves but the cities are not connected) so the outside world is just the big unknown that will send tourists to your city, sell you what you need and accept goods endlessly. The focus of Cities: Skylines is your very own city so you don't have to worry about any other ones!

And personaly I like it that way. I've nothing against multiple cities being connected a là SC2013 per se, but it's very hard to make such a system and make it work well.
I'd rather build a bug-free Singapore-like city than a bug- and lag-ridden "normal" city.
 

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And personaly I like it that way. I've nothing against multiple cities being connected a là SC2013 per se, but it's very hard to make such a system and make it work well.
I'd rather build a bug-free Singapore-like city than a bug- and lag-ridden "normal" city.
http://static.giantbomb.com/uploads/original/2/25997/2452368-sim+city+4.jpg
Simcity 4 is how you do multiple connected cities. Not Simcity 2013's pathetic excuse for a system.

I don't mind the focus on a single city with generic outside connections though, That takes me back to the early SimCity games and they were just fine. So long as building the single city is solid fun that's what matters. If focusing on the one-city system will allow them to make the city building the best it can be then that is definitely better than spending a load of time on a region system.
 

KeanoManu

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I wonder if it would be possible to take inspiration from the SC4 region system and connect two (or more) 9 tile cities on the same map with mininum simulation on the inactive parts of the map to allow really huge cities?

Or if that would maybe be possible for modders.
 

cshmech

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The outside world is there to help find a balance for your city. The most optimal situation would be to produce only enough for your city, but when you are trying to find this balance between different zones, instead of the city filling up with goods they just are sold outside for smaller profits to help keep the game going. There is only one city in the game world an that is yours (you can have different saves but the cities are not connected) so the outside world is just the big unknown that will send tourists to your city, sell you what you need and accept goods endlessly. The focus of Cities: Skylines is your very own city so you don't have to worry about any other ones!

hmm.. is there a way to incorporate some sort of a trade between nearby cities?Since this game is only in alpha stage. Even SC4 had the option to trade water/garbage etc.., ?
It'll be better if there is option to mod some region play into the game. I'm sure somebody will mod something like that