Live data from Hacker News

Cities: Skylines II

store.steampowered.com

91–100 of 267 posts

Re: Cities: Skylines II

#91

I have put many hours into Cities Skylines and I am really looking forward to this. The obvious thing people will want them to fix is traffic and vehicle pathfinding, put personally I hope they let us build more pedestrian-focused streets. I so desperately want to build walk and bike friendly cities with beautiful pedestrian malls and walking-only streets but the game kind of forces you to build out extensive car inf…

Be good if the cost of car parking was accounted for. Want to have cars? You've got to have large parking lots cluttering your space with low appeal, or your buildings cost far more to build / lower density etc

Re: Cities: Skylines II

#92

I hope they get perf down. The first game runs great on my M1 until we get to around 100K residents or so. That's not a huge number of people for a real world city, but I guess simulating traffic + pathfinding for 100K+ actors is a dicey proposition CPU-wise. IIRC, SimCity 4 didn't have this issue but it sort of cheats by chopping the map up into multiple tiles in a region and only simulating a subset of your populat…

SC4 doesn't simulate residents at all, merely statistics. Even a single SC4 map is as large as one in CS, regions can be much, much bigger.

Re: Cities: Skylines II

#93

I loved the SimCity series, so you'd think that Cities: Skylines would have appealed to me, but it's always felt frustrating, which I attribute to a few core issues: - Agent-based simulation instead of model-based (the latter is what the Maxis games used). Agent-based simulation is performance-intensive, and in practice it led to all sorts of gamebreaking bugs. Last I checked, the game still caused traffic jams becau…

> Whenever I want to play a citybuilder, I end up going for Factorio, Oxygen Not Included, or Rimworld. None of those are citybuilders, but they're the closest thing I've found to substitute for what made SimCity games enjoyable that Cities:Skylines lacks.

You know, I never thought about the factory automation/colony simulator genres as being similar to the city builder genre, but... now that you brought it up, I think I see how said genres would appeal.

Re: Cities: Skylines II

#94

I have a hard time with freeform city builders like Skylines or SimCity. The amount of unrestrained freedom makes me question why I'm even playing. I have the same issue with The Sims or something like Planet Zoo. That and Skylines giving me a blank canvas paralyses me. How does one plan a city? Where do the roads go? It's the sort of game I want to love, but I just get so overwhelmed by the sheer number of options a…

> The amount of unrestrained freedom makes me question why I'm even playing.

After a while, grownups lose what to do with a plastic bucket and shovel at the beach.

Re: Cities: Skylines II

#95
post #88

I find it hilarious that EA had the concept down and just blew their opportunity with Simcity 2013 (always online (which by the way was actually not true, people cracked the online requirement within the first day or so), had to contract with other users for basic services like sewage and electricity), paving the way for competitors like Cities: Skylines to take the lead instead. This reminds me of the same thing tha…

Turns out, building good _anything_ is profitable.

But building user-hostile crap _anything_ is way more profitable

Re: Cities: Skylines II

#96

I have a hard time with freeform city builders like Skylines or SimCity. The amount of unrestrained freedom makes me question why I'm even playing. I have the same issue with The Sims or something like Planet Zoo. That and Skylines giving me a blank canvas paralyses me. How does one plan a city? Where do the roads go? It's the sort of game I want to love, but I just get so overwhelmed by the sheer number of options a…

> The amount of unrestrained freedom makes me question why I'm even playing. After a while, grownups lose what to do with a plastic bucket and shovel at the beach.

Never heard that

Good reminder

Re: Cities: Skylines II

#97
post #88

I find it hilarious that EA had the concept down and just blew their opportunity with Simcity 2013 (always online (which by the way was actually not true, people cracked the online requirement within the first day or so), had to contract with other users for basic services like sewage and electricity), paving the way for competitors like Cities: Skylines to take the lead instead. This reminds me of the same thing tha…

Turns out, building good _anything_ is profitable.

It's definitely not! Many good things cost more to build than people are willing to pay for them.

Re: Cities: Skylines II

#98

I find it hilarious that EA had the concept down and just blew their opportunity with Simcity 2013 (always online (which by the way was actually not true, people cracked the online requirement within the first day or so), had to contract with other users for basic services like sewage and electricity), paving the way for competitors like Cities: Skylines to take the lead instead. This reminds me of the same thing tha…

Simcity 2013 was the first time i asked for a game to be refunded. After that was rejected it became the first time and maybe only time i've used a credit card charge back.

I know "boycotts" don't work in the gaming industry but i can honestly say i haven't bought an EA product since.

That has been slightly easier by them only churning out yearly sporting games filled with micro transactions mind.

Re: Cities: Skylines II

#99
Dunno… After spending many hours in Cities in Motion, and even more in Cities in Motion 2, Cities: Skylines just didn’t click for me somehow. It was kind of barren, with awkward road building (compared to CIM2), and just kind of restricting in a hard-to-define way.

Perhaps the DLCs have improved the situation, but I lost interest by then. Hope CS2 will be better!

Re: Cities: Skylines II

#100
post #57

I feel like most of these city building games is that they feel like a doll house. You can create all the nice things you want and have a pretty city that you'd like to live in. However, the cities themselves don't have much of a personality. It's barely a simulation. I'd like to see certain areas becoming rough sort of ghettos. People in the city having different backgrounds. Just creating a school in those places w…

I think one problem with many city builders is how they don't really have proper sense of time. Houses you plop down now are exactly the same as you did 50 in-game years ago, and even megaprojects usually complete in trivial amounts of in-game time. Combine this with the player having near god-like powers to build whatever and eventually raze down and reshape any parts, and it leaves cities very hollow
Post reply on HN