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vortical

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I'm fine with paying for DLCs such as After Dark or Snowfall, however they do not seem so necessary to me as they lack some "in-depth" features. I mean it's cool to see the snow blanketing your city, or the transition between night and day.. But that's not enough to get me going. It doesn't increase the replay value so much.



Oh man, I love it. Imagine your city changing over time too, things like houses and cars and stuff.

I'd be willing to pay for such a DLC with no problem. No problem at all.

Same. Even better, there should be a disaster option that can happen if you go TOO far in turning your city into a Dickensian hellscape. Mabey nature litteraly rises up and starts wreaking havoc. Call it an 'Ent Attack' just for good measure ;)
 

DominusNovus

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You know what? I want to be able to plan out my projects when the game is paused, without a tually commiting to it. Messing up a road and having to bulldoze it is just a waste. Plus, it would be easier to know how much your latest project is going to cost.

Look at how dwarf fortress allows you to plan out what you're going to do before actually committing.
 
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You know what? I want to be able to plan out my projects when the game is paused, without a tually commiting to it. Messing up a road and having to bulldoze it is just a waste. Plus, it would be easier to know how much your latest project is going to cost.

Look at how dwarf fortress allows you to plan out what you're going to do before actually committing.
An 'undo' button for your last action would accomplish much the same thing; I've hoped for one many times. Even better if we had both 'fail-safes' in place.
 
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webcammy

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But my point is that it's not rational. Now, I may biased from living in Norway, where nowadays it's literally impossible to find any PC in any store that has less than 8Gb RAM, and 16Gb has become increasingly common and cheap. Maybe I'm privileged, though.

But what I wanna know is this:
GTA V came out in 2013 and had a recommended system spec at 8Gb RAM. Why would anyone then complain about Cities:Skylines, which came out in 2015 - 2 years after GTA V? If the recommended RAM for several games 2-3 years ago was 8Gb, then you've had another 3 years to conform to that.

You can't expect to be able to play recent games optimally with 5+ year old computers, unless you upgrade it somehow. That's kinda self-explanatory. So maybe one shouldn't be playing cutting edge new games? Just a thought:


Also:
Afaik, pretty much every single AAA title released in 2015 had 8Gb RAM recommended spec, many of which had it as minimum requirements as well. So it's hardly a surprising requirement.

I agree with the essence of what you and many others are saying that game manufacturers shouldn't have to pander to those with minimum spec computers, but they are a business at the end of the day and limiting their market isn't a good business decision. Regarding RAM, you should read my recent post about virtual memory - https://forum.paradoxplaza.com/foru...aphics-virtual-memory-and-assets-mods.914660/ - If I can run the game satisfactorily with 50-60 mods and 1000+ assets, an integrated graphics card and 6GB of RAM then I don't see why others can't. It seems to me (and I'm by no means an expert!) that RAM isn't a limiting factor in this game, nor is the graphics card. The only limiting factor is the CPU when you get to higher populations and whether it can handle the number of agents. I just think people are a bit spoilt these days and expect flawless results from game manufacturers for parting with a measly £20-30 of their money. I'd happily have paid more for this game despite the fact that it doesn't run optimally on my practically antique laptop. CO have created an excellent base game and the modders have enhanced it immensely. I run TM : PE, Network Extensions, Rush Hour and many others (which I consider essential) without any problems, so I don't see why others can't. I knew when I bought this game that I wouldn't be able to run it optimally and I'm perfectly happy with my purchase, so I think people need to quit their moaning and unrealistic expectations and get on with playing the game.

Back on topic, I agree that the simulation isn't as in depth as it could be and needs tweaking to make this more of a challenging game. I haven't really experienced death waves and I believe that with mods the traffic behaviour is about as good as it can be so I think both problems are poor design choices by the player. If you have traffic problems then you're doing something wrong and need to rethink how you've designed your networks. Personally this is the most fun aspect of the game for me, managing the traffic and public transit so I would like to see something like TM : PE integrated in to the base game and a "networks" expansion with more roads and the ability to create more complex public transport networks, although I'm not sure how this could be achieved as it already works pretty well (again, with mods such as IPT). Also a more in depth economy and industry expansion and managing the logistics that come with that would be a good addition. Personally I love micro-managing these sort of things, but I realise that others don't and that you can't please everyone, but catering to casual gamers in a game such as this is a bad decision imo as the majority of players are hardcore like me! :)
 
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DazKaz

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I have read a fair few posts on this forum now and the conclusion I have come to is the casual players bring in the big money in the initial release because there are a lot more of them.
They expect an easy game with lots of nice graphics, that they can play for a few hours without having to think too hard, then move onto the next pretty new release.
This is not to imply they are not clever, they may be very successful people in real life, who just want to few hours to unwind after a stressful day at the office.
These players are incredibly important because they provide the income to make the game a success so more DLC and expansions can be made.
They don't tend to stick around long however so are unlikely to buy into the next DLC.

The next group of players are the hard core.
They might buy into the first release, if the game suits the genres they are dedicated too.
If the game proves not to challenge them however they will soon return to their old favourite.
This is very bad because these are the people who are most likely to buy into future DLC, make mods and user content, write reviews and make game play movies.
They are also the ones most likely to be active in the community and on these forums for a long time, as seems to be the case right now, where the overriding theme of most posts seems to be the game is too easy and needs more depth.

Therefore it would seem logical to me that after the initial release of the easy to play content, the very next DLC is not a cosmetic one, but a hard core difficulty version with a lot more depth and challenge along with a few extra intricacies.
I know that the original concept of the game was to make it recoverable from any situation, but maybe this hard-core DLC should allow the city to die completely if its needs are neglected no matter how big it has become with an auto save only option that is over written by the next?
Is that hard-core enough?

The slogan for the DLC could be something like Cities Skylines Hard-core DLC "So far you have had it easy, now its time to raise to the challenge".

I agree with what 'webcammy' has just said above BTW.
 
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webcammy

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I think you're right there too @DazKaz and you echo my thoughts regarding casual gamers bringing in the initial cash injection but hardcore fans of a genre giving a game longevity and investing in it long-term. You just have to look at SimCity 4 for evidence of that. It seems that in a reverse to their marketing and design choices on their previous title CiM2 (which was pretty complex from the get-go and had a steep learning curve) that CO have "dumbed down" this game quite a bit to appeal to more of a mass market and younger crowd. That's perfectly fine though and I'm not knocking them for that as it seems a good decision imo based purely on sales of CiM2 vs Cities:Skylines alone. But I agree with you that once they've satisfied the clear majority and if they intend to develop the game further they should then provide as many "options" as possible for people wanting a bit more depth and challenging gameplay. People who want a simple, easy game or are limited by their hardware don't have to play with all these options and DLCs if they don't want to, but there should still be enough people willing to fork out for DLCs to make developing the game a sustainable business choice, and this will only grow as people upgrade hardware or get older. The only reason I would buy a new PC is if there was a game such as this that I really wanted to play but couldn't as the one I have is perfectly adequate for everything else. Therefore, I would also welcome a "Hardcore DLC" as you put it. Personally, I got a bit frustrated with the creative and simulation based limitations of SimCity 4 (even with the overwhelming amount and quality of mods) after playing it for quite a while and hadn't actually played it for many years until this game came out and I can't see me ever going back to it. I think EA stopped developing it and releasing content a bit too early, but I guess the hardware limitations at the time might have had something to do with it. I didn't even bother with the latest SimCity after reading the reviews.
 
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icedancer

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You know what? I want to be able to plan out my projects when the game is paused, without a tually commiting to it. Messing up a road and having to bulldoze it is just a waste. Plus, it would be easier to know how much your latest project is going to cost.

Look at how dwarf fortress allows you to plan out what you're going to do before actually committing.

I envisioned a city planing mode which essentially ran on a duplicate map where no simulation ran and nothing cost anything.
This alternate map could be transparently overlaid on the active map so you could see what you wanted to do in the future.
A more difficult feature would be to select a rectangle and copy the planning layer to the active layer.
 

DazKaz

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I envisioned a city planing mode which essentially ran on a duplicate map where no simulation ran and nothing cost anything.
This alternate map could be transparently overlaid on the active map so you could see what you wanted to do in the future.
A more difficult feature would be to select a rectangle and copy the planning layer to the active layer.

As most architects and city planners work from plans, I think its quiet a good idea.
Especially if it was introduced with a Hard-core version where bad planning could be the death of your city.
 

DominusNovus

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Another idea that may be too much for the game to work with, but it would be interesting, nonetheless. A way of comparing different types of ground. For example, the typical ground in the game could be a standard mix of alluvial soil, the every day dirt you see everywhere. Meanwhile, there could be firmer areas with more solid bedrock, upon which it would be easier to build higher density and taller buildings. In the other direction, there could be wetlands, areas that, while you can build on them if you need to, are better left as untouched, as they're more expensive to build on, and have some negative consequences (producing pollution if built on, for example). There are other options, as well, of course.
 
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boformer

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I think this would really be too advanced.

I also think that a "Hardcore DLC" is the wrong way. We already got a Hard Mode mod, and that mod could simply be extended. It's something that should be in the core game.
 

vortical

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I think this would really be too advanced.

I also think that a "Hardcore DLC" is the wrong way. We already got a Hard Mode mod, and that mod could simply be extended. It's something that should be in the core game.
Agreed. A lot of the current issues in the game do not require a full overhaul, or even a DLC scale patch to fix. Simply tweaking some of the building attributes would go a long way.
 

Timmeynator

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Messing up a road and having to bulldoze it is just a waste
True, however in real life construction works f*** up traffic all the time. Even though they're "properly" planned upfront.
The way it works now within the game does represent that a little. You know, being over budget, weird road quirks which need fixing. Meanwhile sending traffic all over the place, while construction is going on ;)

Makes for a nice organic way of growing your city whilst dealing with a ton of problems occuring everywhere :)

And here's a little something I just wanted to share with every mayor out here :) gl hf all.
4C7FE46DEC59FBB8D0C147F0972E614F84443F9F
 
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Sinbuster

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If you want expansions that are focused on simulation or game mechanics, just say so. I love the feedback, and it's even better when you post actual ideas like Simcity5 did earlier in this post

Ok, in that case I think you should focus on game mechanics for the next DLC. I'm not hating on you for the cosmetic stuff but I believe the core gameplay is lacking in a number of key areas, namely correct tourism numbers, stale office districts, confusing import/export systems, among the other things others have mentioned. Heck, some easier, plopable overpasses would be a nice addition.

While I'm not a huge fan of achievements, it would be fun to have short-term targets pop up from time to time: boosting tourism over a certain period, increasing education, reducing infrastructure spending, etc. Once you unlock everything the gameplay does become a little bland.
 
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