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unmerged(609936)

Second Lieutenant
1 Badges
Dec 4, 2012
112
0
  • Cities in Motion 2
For all the flaws, bugs, omissions, and annoyances, I'm officially hooked. Clocked over 20 hours, according to Steam, and now I'm sitting at work and instead of concentrating at work I am thinking how my network needs complete overhaul and what is the best way to do this.

It feels kind of bare at the moment, but I think that core game is excellent, and with bugfixes, expansions and modding, this has potential to be best mass transit simulation game ever.

Many thanks for all of you CO girls and guys for making such great product :)

And for everyone which complains about "incomplete", "broken", "rushed"... Yes, it has bugs, it is not feature complete, it could have more content at the launch. But remember all those people waiting, preordering and waiting, and complaining how Steam releases game only in European evening.

CO has only a bunch of people so pretty much no means to test game extensively in-house in the ways that actual players around the world do. Would you really prefer closed beta (which also takes CO resources to handle) and public release at the end of June or even later? I wouldn't.

And now, ideas :)

1: CiM2 is much greater then it appears to be, because many things are not obvious at the first (or second, or third) glance, and manual and tutorial barely scratch the surface. There are many questions answered at this forum, however I think that some kind of officially sanctioned and moderated wiki would be great, easier searchable resource, especially over time.

2, mentioned a few times before: it would be nice for cims not to be hooked on one particular line when they wait on stop, but to calculate trip using available lines. That way you could have for example tram line running from 6:00 to 22:00 and night bus service from 22:00 to 6:00 using the same stops and cims not camping until 6:00 to get on tram.

3: the way to look at actual pathfinding. If you click on building, you can get list of residents/workers, when you click on them you can see their origins and destinations. What would be great and allowed us to "debug" transit network would be clicking on a building and seeing all the paths cims take to get to and from it.
 

MarcioITA

Corporal
11 Badges
Mar 26, 2013
44
0
  • Cities in Motion
  • Cities in Motion 2
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
I do agree on 1 and 2 very much, and point 3 was first thing that popped out after a few minutes playing - but I did not post anything since I thought it was just due to my habit with Cities XL, that has a great toolset: if you click on a building, road, intersection or whatever it will show on map all "paths" with visual further details (intensity for volume, color for route type). Would be great (if the core simulation system works in a way that makes it feasible)