caucheka wrote:
what an original post on reddit. gladly i saw that on 4chan a week before it was posted on reddit, otherwise i would of actually liked something posted on reddit for once.
Cool. Thanks for sharing that.
Here's an article featuring some of the biggest problems quite nicely:
http://translate.google.com/translate?client=firefox-a&hl=en&ie=UTF8&oe=UTF8&u=http://www.sweclockers.com/artikel/16690-spelveckan-sniper-ghost-warrior-2/2
Bear with the shaky translation and look at the pictures and videos.
http://translate.google.com/translate?client=firefox-a&hl=en&ie=UTF8&oe=UTF8&u=http://www.sweclockers.com/artikel/16690-spelveckan-sniper-ghost-warrior-2/2
Bear with the shaky translation and look at the pictures and videos.
"If I had asked people what they wanted, they would have said faster horses." - Henry Ford
"I contend we are both atheists, I just believe in one fewer god than you do. When you understand why you dismiss all the other possible gods, you will understand why I dismiss yours." - Stephen F Roberts
"I contend we are both atheists, I just believe in one fewer god than you do. When you understand why you dismiss all the other possible gods, you will understand why I dismiss yours." - Stephen F Roberts
So, I'd like to address some of those points made in the article:
Server overload: They should have thought to overcompensate for a mass of buyers, but didn't. That was a problem, but is more or less solved now, people can join servers and play without a queue time.
Offline play: Any game that is run by platforms like Steam/Origin can be played offline if you're online first and load it up. I do this all the time with Civs and Left 4 Dead. They should have developed an offline sandbox mode, but I guess they were afraid of piracy.
Roads: This is true. Sims take the most direct/shortest route. Unlike human beings, who can calculate that at 3PM school is out, thus the main roads will be full of traffic and we should take the highway, Sims don't do this. This is a design flaw, and they'll probably fix it.
Working/Housing: From my experiences, this is untrue. Each Sim has a house. Clicking on a Sim will tell you where they have come from ("Clarke's Residence" for example). They don't just all live in one house and then only work in one building.
Tax: Haven't played long enough to notice, but if you don't get more money due to a higher population, this is indeed a problem and should be looked into. Especially if the game insists that industries need more workers despite population count to industry vacancies.
Verdict: My main gripe with Sims at the moment is playability. For me, playing 2-3 hours straight of the game was enough for the day. The first time I opened Pharaoh, Pokemon or Civs, I played from beginning to end (or as much as possible, probably 7 hours). This is a bad sign, as it means I probably will only play half hour blocks of the game, instead of what I expected of 1-2 hours. I also don't like how the circle-road tool works - it's hard to get it working correctly, there's also almost no point, as a city really needs to utilise almost 3/5ths residential and curved areas are not optimal for this layout.
I'll play some more and get back to you.
Server overload: They should have thought to overcompensate for a mass of buyers, but didn't. That was a problem, but is more or less solved now, people can join servers and play without a queue time.
Offline play: Any game that is run by platforms like Steam/Origin can be played offline if you're online first and load it up. I do this all the time with Civs and Left 4 Dead. They should have developed an offline sandbox mode, but I guess they were afraid of piracy.
Roads: This is true. Sims take the most direct/shortest route. Unlike human beings, who can calculate that at 3PM school is out, thus the main roads will be full of traffic and we should take the highway, Sims don't do this. This is a design flaw, and they'll probably fix it.
Working/Housing: From my experiences, this is untrue. Each Sim has a house. Clicking on a Sim will tell you where they have come from ("Clarke's Residence" for example). They don't just all live in one house and then only work in one building.
Tax: Haven't played long enough to notice, but if you don't get more money due to a higher population, this is indeed a problem and should be looked into. Especially if the game insists that industries need more workers despite population count to industry vacancies.
Verdict: My main gripe with Sims at the moment is playability. For me, playing 2-3 hours straight of the game was enough for the day. The first time I opened Pharaoh, Pokemon or Civs, I played from beginning to end (or as much as possible, probably 7 hours). This is a bad sign, as it means I probably will only play half hour blocks of the game, instead of what I expected of 1-2 hours. I also don't like how the circle-road tool works - it's hard to get it working correctly, there's also almost no point, as a city really needs to utilise almost 3/5ths residential and curved areas are not optimal for this layout.
I'll play some more and get back to you.
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<Ancient Member>
I.e: Mike Rogers doesn't think it's rape unless the victim knows (s)he has been raped. Sounds legit.