The devs should be talking to Sim City 4 modders?

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Num1hendrickfan

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Mar 1, 2011
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I'll put here the gamebreaking issues that prevents mature hardcore Simcity 4 players from playing this game:

  • 4x4 unrealistic gamebreaking issue (this is by far the worst issue in the game since it's almost the same as 1x1 SC4 buildings);
  • oversaturated cartoonish graphics;
  • The soundtracks are too childish and similar to Simcity 2013, I'd rather leave them muted and play the SC4 mature sountracks in the background, at least it gives me the illusion I'm playing a serious game;
  • locked buildings and roads at very early game in order to grab our hands and don't let us ruin our cities;
  • that money when we are about to bankrupt a city and that money when we lvl the city up. Both are spit on our faces;
  • no zoneable landfill;
  • tiny power plants;
  • no region gameplay as the guy above stated;
  • lack of depth in building simulation. Simcity 4 buildings gets dilapidated when we cut some fundings off or when we remove some services from said area, it get abandoned only in extreme cases. C:S, by the other hand, in the same situation, it either keep buildings in the certain level to above or it gets instantly abandoned, it never get dilapidated;
  • no slums or poverty in C:S, only rich houses;
  • citizens don't need to reach their job in order "to reach their jobs";
  • vanishing cars;
  • tourism issue;
  • no upraisings or another disaster beyond fire;
  • it's impossible to build a true skyline without resorting on mods;
  • lack of difference between sunny and rainy weathers, day and night cycles if not pure aesthetic;
  • lack of consequences for lowering the budgets (no floods when it's raining in a city with low road budget);
  • lack of micromanagement in C:S. In Simcity 4, we can raise/lower the budget of the civic buildings separately, while in C:S is one slider for every building of said department. Again, this is not even needed in the current game because the game provides no challenge at all due to the wrapped vision of devs/paradox that the Simcity 4 players are casual kids;
  • Lack of depth in the simulation;
  • updates focused in useless cosmectic cash-grab expansions that breaks the game even further, which bugs aren't patched before releasing another useless update;
  • devs leaving the hard work of making this city painter a city simulator and bug fixes for modders... only to break all their great work in the next useless update
First of all the Soundtrack is hardly childish, in fact it's easily soothing ( same as that of Sim City 4). How one can consider that a game-breaking issue is beyond comprehension.

The graphics aren't cartoonish in the least and I would certainly say they don't look oversaturated either.

Lets be honest in regards to 4x4 and it's 1x1 cousin in SC4, you're comparing apples to oranges as SC4 is isometric 2-D game play whereas C:SL is fully 3-D, as for the relative size in regards to realism of property I'd give the advantage to C:SL.

Tiny power plants, this one is amusing considering SC4 suffers the same problem, in fact I'd say power structure are actually larger in C:SL based upon playing and using most of them.

No region gameplay, okay I'll give you that one, but it took years for the Sim City franchise to achieve regional gameplay ( C:SL is the first in its series, and I'd say regional play might be included as either a paid expansion or a feature in the second game of the series ).

Vanishing cars, they vanish in Sim City 4 without mods ( don't really experience that problem to a degree in C:SL ).

Lack of difference between weather, uh might want to give that temperature gauge a look over ( it drops with rain/snow and rises with sun ).

No uprising or disasters, again I refer to the possible addition of paid/free content ( also not a game-breaking bug given that disasters were player initiated in SC4, and I'm sure C:SL would opt for a similar idea, SC3000 featured random disasters non-player initiated which while amusing grew rather tiresome over time ).

Impossible to build a true skyline without mods, to a degree this is true for both SC4 and C:SL depending on what you're trying to achieve. obviously the best skylines aren't going to be limited to vanilla only content.

tourism issue, that's hit or miss among the player base although it is a struggle to get over 100-200 tourists a month.

Lack of depth in simulation and lack of micro-management sort of go hand in hand so I'll lump them together, and I'd say C:SL has a sensible mixture of both and actually avoids overwhelming the player with an overabundance of either. I'd actually give a slight edge to C:SL in micro-management given the facilities needed to make a city run and the services provided.

No slums or poverty, I'll actually concede to you on this one. However, it's not particularly game-breaking.

locked buildings and roads when building a city, uh there's actually a mode where those are all unlocked from the get go. I admit it's a pain to wait for the milestones, but it's worth the wait as how many cities of 2000 inhabitants have an international airport or any airport for that matter.

lack of depth in building simulation, dilapidation and abandonment sort of go hand in hand. As citizens move out of structures in both games you see consequences. The difference is that in SC4 some stay in that dilapidated mansion whereas in real life and in C:SL that would never actually happen.



Let's be honest I still love SC4, but it's showing it's age at over 10+ years old. I'm quite happy to have made the switch to playing Cities Skylines, and am quite happy with the content provided and what Paradox continues to provide us with. EA only did that once with SC4, and left it up to the mod community to fix some of the issues that were game-breaking at the time. I'd say stop nitpicking over the little things and learn to overlook them a little, but that's like telling a rivet counter in model railroading to stop finding issues with how something isn't fully prototypical they're just not going to listen and so they'll preach to empty ears.
 
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