SimCity Update: Straight Answers from Lucy
41–50 of 66 posts
Re: SimCity Update: Straight Answers from Lucy
#42Earlier quoted context omitted.
I think it is data. People are claiming that the game _does not work_, so if it's working for somebody, then the servers must be doing something. People are claiming that the servers have literally been down for the past week and a half, when this is simply not true. I'll agree that it hasn't been the smoothest of gameplay all the time, but it's not as extreme as some people are claiming it is. I agree with all your…
It is data, you're right. It's anecdotal evidence, and should only be used as a burden of proof if there is no other substantial evidence. Tell me, If I go to the SimCity forums will I see hundreds of people complaining about a game that doesn't work? If I go to YouTube will I see videos of buggy behavior and reviewers irate about the state of the game? That too, is anecdotal evidence. But, since you're only worried…
Re: SimCity Update: Straight Answers from Lucy
#43Earlier quoted context omitted.
Guild Wars 2 sells an actual MMO as a one-time fee, and they're doing just swell. I've heard most people claim that as one of its benefits, not a downside. Not sure what that means, just wanted to point out that people often do enjoy single-fee game-as-a-services. Also, when you say "$60 for something I can't even use on my own time" are you claiming that the game doesn't even work, as all of the hyped up gaming arti…
Guild Wars 2 is a game that was designed from the beginning to be a cooperative, online experience, though. SimCity is an iteration on a previously offline design, with no marketing or design data shared with those looking to buy the game to indicate that it's an entirely different game (to justify online-only) than the previous SimCity games. There's also a big difference between a game where all of the computation…
Re: SimCity Update: Straight Answers from Lucy
#44Earlier quoted context omitted.
Guild Wars 2 is a game that was designed from the beginning to be a cooperative, online experience, though. SimCity is an iteration on a previously offline design, with no marketing or design data shared with those looking to buy the game to indicate that it's an entirely different game (to justify online-only) than the previous SimCity games. There's also a big difference between a game where all of the computation…
I'll agree that EA did a terrible job of explaining to people why the new game was different than the old ones (i.e. why it might require always-online). I think the key point comes from this (taken from the OP): > Players who want to reach the peak of each specialization can count on surrounding cities to provide services or resources, even workers. As other players build, your city can draw on their resources. What…
I don't think anyone is debating this. What people are upset about is that Maxis seems to be making the argument that introducing such a mechanic was done for the "vision" of the game. Perhaps they are genuine. But if they are, it leads one to question what exactly their vision was focused on.
Re: SimCity Update: Straight Answers from Lucy
#45I feel as though I just read the political equivalent of watching paint dry, atrocious. No apologies, no explanations, just justification and dodging the real issues. They could have made it all somewhat right by coming out and admitting they made bad choices, instead we get dribble about how they've always had an always online vision, etc. How about we get some questions about the horrible path-finding AI and what t…
Re: SimCity Update: Straight Answers from Lucy
#46Still no answer to the important question, "When will you turn off the servers and what happens then?"
Or why they were unprepared for the launch demand. Or why it took so long to scale up to manage the "unexpected" demand.
[1] http://www.rockpapershotgun.com/2013/03/16/simcity-bosss-str... [2] https://news.ycombinator.com/item?id=5384314
Re: SimCity Update: Straight Answers from Lucy
#47EA should clean house on their PR team. What disastrous responses. To starting this post with, "I hate to disturb you when you’re playing SimCity," is so gross, self congratulatory, and not contrite. That plus doubling down on the dishonesty instead of really offering straight answers is just going to fuel the fires.
There's a subtle piece here that a lot of folks are missing: it's not just EA, but also Maxis, independently responding to the community. Maxis being the developer, EA being the publisher. That's why part of this is a shitstorm, Maxis and EA are sharing contrary words with the community, so the community sees double-speak and stops trusting anything from EA or Maxis.
Re: SimCity Update: Straight Answers from Lucy
#48Earlier quoted context omitted.
I'll agree that EA did a terrible job of explaining to people why the new game was different than the old ones (i.e. why it might require always-online). I think the key point comes from this (taken from the OP): > Players who want to reach the peak of each specialization can count on surrounding cities to provide services or resources, even workers. As other players build, your city can draw on their resources. What…
> What some people may not realize is that the cities in this new game are pitifully small (probably so that a computer can handle trying to update 20k sims at a time), so in order to actually do anything of significance, you usually have to draw from surrounding cities for materials, people, etc. This is the part of the game that requires online-only, because unless you want to be simulating all of the cities in you…
I think it's pretty clear that their vision is focused on the "social" aspects, and with that comes the idea of having all of your friends build a single small city in your region, and you all interact with each other and stuff. I've seen some examples of this happening, it looks pretty fun. I'm sure people would like the option to build single huge cities, but Sim City 3 still works just fine for that.
> I don't think anyone is debating this.
Have you been reading the same news that I have? I hear a lot of people complaining that the servers are basically doing nothing but saving cities to the cloud, so everything should be able to be run client side, and either don't realize or refuse to acknowledge that the servers might be doing other things/useful. I dunno. Maybe things will clear up in the next week or so, when server issues will hopefully get better, and we can stop having front page posts about a company who doesn't know how to scale an online game.
Re: SimCity Update: Straight Answers from Lucy
#49Earlier quoted context omitted.
Guild Wars 2 is a game that was designed from the beginning to be a cooperative, online experience, though. SimCity is an iteration on a previously offline design, with no marketing or design data shared with those looking to buy the game to indicate that it's an entirely different game (to justify online-only) than the previous SimCity games. There's also a big difference between a game where all of the computation…
Moreover, the game is so unintuitive at a mechanical level such that you can build a successful city of 200k+ sims with only residential zoning.
He also has a map that has a 'taxi-splosion' one taxi spawns hundreds of taxi's until all the streets are deadlocked with taxi's. He has to log off and back on for the map to work again.
Lastly are the insane, inane, and wacky workarounds he does to have a playable game. EA got too ambitious and couldn't manage all the WTF's they have made with the new engine.
Re: SimCity Update: Straight Answers from Lucy
#50But posts such as this can only make my blood boil. What I read is neither "straight" in a sense of honesty nor an "answer" of any sort to the downtime/mismanagement they've done.
Shame on you, Lucy. The next time you want to lie, at least don't claim it's "straight". Only there won't be a next time.