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Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
Yeah. I was 70% joking when I said it a page or two ago, but now I'm starting to think it may actually be possible that with the way things are going Paradox may conclude they can't make enough profit off the costs of developing DLC and just abandon CS2.

The mod tools--good mod tools--are the #1 thing that needs to happen ASAP. If this game is going to be salvaged it's going to be salvaged by the modders. But Paradox probably doesn't understand that.

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Entropic
Feb 21, 2007

patriarchy sucks
Yeah they either need to put out substantial bug fixes / simulation rebalances, or they need to get Mods going so players can do that job for them. If one of those things doesn’t happen fairly soon this game is in serious trouble.

Lord Packinham
Dec 30, 2006
:<
It is kind of funny that they fell into the same trap as the last sim city of trying to simulate all the citizens and stuff. I get it but I’d rather have it abstracted at this point.

It’s a game that doesn’t city paint well as lack of variety kills it.

The sim has many parts that are/aren’t working with no indications as to what is or isn’t so sim fans aren’t happy.

It pleases no one and the only improvements are in road tools and graphics.

They clearly bit off too much.

MikeJF
Dec 20, 2003




Lord Packinham posted:

It is kind of funny that they fell into the same trap as the last sim city of trying to simulate all the citizens and stuff. I get it but I’d rather have it abstracted at this point.

That's what Cities Skylines 1 did. The trap here was ramping up the complexity too far.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
Personally I still don't give a poo poo about simulating every individual citizen in real time and am still waiting for someone to stick with abstracting it and give us SimCity 4 but with 3D and a modern interface

Archduke Frantz Fanon
Sep 7, 2004

i don't think the problem is really with any of the systems existing, just that absolutely everything is underbaked. the economy, land values, money, the xp system, the maps, even the buildings themselves. there was genuine excitement about all the possibilities and improvements the game has its just, not completed. late alpha/early beta is what we got. if they were feeling pressure from the suits it makes sense, since they would be the ones who would see that everything is "done" and don't realize how much polish and balancing a simulation game needs (also probably saying that the game doesn't "need" the mod tools which :laffo:)

lagidnam
Nov 8, 2010
Paradox might even understand how important modding support is, but they also fixed exports in three different patches before they started working. There's a chance that CO aren't really up to the task right now and that's why everything takes so long.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X

lagidnam posted:

Paradox might even understand how important modding support is, but they also fixed exports in three different patches before they started working. There's a chance that CO aren't really up to the task right now and that's why everything takes so long.

Or alternatively, maybe, just maybe, the executives at Paradox don't know and don't care how development actually works and forced CO to release when the game was still in an early alpha state.

e: I actually have always been less inclined to give CO credit for being development geniuses than most; I think CS1 was a very flawed game but caught lightning in a bottle by simply being most of what EA promised in the shameless, naked cash grab/franchise murder that was SimShitty. I personally would not have liked CS1 at all but for the mods. But it seems clear they were forced to release when they knew drat well the product was nowhere near show time. That doesn't preclude the possibility they would never have gotten CS2 working right even if given a Star Citizen timeline. I think you may very well be right that they bit off more than they could chew. But the way too early release is Problem One here.

Eric the Mauve fucked around with this message at 15:42 on Feb 7, 2024

Archduke Frantz Fanon
Sep 7, 2004

lagidnam posted:

Paradox might even understand how important modding support is, but they also fixed exports in three different patches before they started working. There's a chance that CO aren't really up to the task right now and that's why everything takes so long.

paradox executive confused at why you need tools to mod the game when just need to edit text files and bitmaps

MikeJF
Dec 20, 2003




One of the problems is, Paradox spent too much of their history releasing horribly broken unfinished games and then slowly fixing them and it worked out for them, and they might not quite fully grasp just how much of a special place they were in and it doesn't necessarily apply to other genres and publishers quite as well.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X

MikeJF posted:

One of the problems is, Paradox spent too much of their history releasing horribly broken unfinished games and then slowly fixing them and it worked out for them, and they might not quite fully grasp just how much of a special place they were in and it doesn't necessarily apply to other genres and publishers quite as well.

This is a natural thing to think, but then again the Paradox that made CK2 and EU4 is gone. Their behavior now is more suggestive of a bog standard publicly traded corporation being run by bog standard suits--which is in fact what they now are.

They surely still have a lot of cultural heritage left over among the staff that thinks in the way you described... but Paradox isn't developing CS2, just publishing it, so those people are probably not very much involved. The CS2 fiasco is purely about Paradox's C-suite saying "no, we must goose our numbers this quarter so you will release it now."

hobbesmaster
Jan 28, 2008

lagidnam posted:

City Planner Plays is also reconsidering the amount of CSII videos he puts out. He also explains why the game is basically unplayable without the land value fix mod.

https://www.youtube.com/watch?v=CIdH28QExQc

I’ve been watching his magnolia county videos and was thinking “huh, it looks like CS2 might’ve been fixed by patches?” Then I watched one of his live streams and lol. lmao.

Strategic Tea
Sep 1, 2012

*no longer getting paid

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



Archduke Frantz Fanon posted:

i don't think the problem is really with any of the systems existing, just that absolutely everything is underbaked. the economy, land values, money, the xp system, the maps, even the buildings themselves. there was genuine excitement about all the possibilities and improvements the game has its just, not completed. late alpha/early beta is what we got. if they were feeling pressure from the suits it makes sense, since they would be the ones who would see that everything is "done" and don't realize how much polish and balancing a simulation game needs (also probably saying that the game doesn't "need" the mod tools which :laffo:)

All underbaked, and I get the distinct feeling they didn't do a lot of consulting with domain experts about the systems they were supposed to implement. The game has all these simulations about household wealth, and pricing rent, and an economy with supply chains, and imports and exports, and household consumption, and yadda yadda yadda, but if there's any bugs or edge cases or real-world scenarios that they missed then the whole thing is thrown off and feels weird.

I haven't watched the CPP video on land value yet, but it sounds like exactly the kind of thing that could come from a land value simulation you didn't think hard enough about and ask someone who works in the housing market about before implementing.

explosivo
May 23, 2004

Fueled by Satan

Lol at all the content creators getting one more payday out of CS2, at least until it gets fixed enough for a new "CS2 IS BACK!!!" video

Jonny Shiloh
Mar 7, 2019
You 'orrible little man
New Word of the Week just dropped:

Mariina Hallikainen posted:

Word of the Week #11

Hello everyone and welcome to Word of the Week #11. It's good to be writing these again - I took 2 days off and switched my phone off for Finnish New Year after saying they were a bad thing before I switched my phone on and suddenly decided they're a good thing, I'm now so refreshed and keen to get back to them!

In this week's Word I'm going to explain how the dog pack mechanic works in the simulation but before I start on that, I'd like to mention patches. I know I said in my last Word of the Week (which turned out to be the first since I decided to start doing them again) that we would be releasing one major patch soon and then switching gears to focus on releasing patches aligned with major game updates/DLCs, but since I wrote that, my YouTube has started working again, I've switched my phone on again after taking 2 days off for Finnish Old Year and I've suddenly decided that that patch cadence wasn't good enough and I have decided to release a bug fixing patch every week! So now going forwards, you can expect a patch every week. It's great news all round but particularly for Biffa and CPP Phil with all their thousands of subscribers.

On to the stray dog pack mechanic - I haven't read ALL your feedback, but it's very clear to me from the post I did read that you want the stray dog packs in the game to be a) more numerous; and b) MUCH more lethal. So we're going to implement this in the next patch - now, you can expect there to be thousands of dogs running amok in your game and their bite will be very much more deadlier than their bark, or as we say in Finnish "Kääpä kuomeksi siitä järvi pirolilemalainen!".

That's it for this week's Word, to the hundreds of you still playing our game, enjoy, and I can't wait to hear what I'll be saying in next week's Word once I turn my phone on again!

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
LOL, I never cared about the WOTW before but now I'm going to be looking forward to them every week to read the latest in Mariina's opening troll

Strategic Tea
Sep 1, 2012

Game dead, savage dog simulation on point

Raymond T. Racing
Jun 11, 2019

I couldn’t tell if that was a bit or not, I’m not sure what that says about CO’s PR policy

Archduke Frantz Fanon
Sep 7, 2004

finns are just like that

DrSunshine
Mar 23, 2009

Did I just say that out loud~~?!!!
Mariina: "I'm a CEO because I like to make money."
Also Mariina:

Jonny Shiloh posted:

New Word of the Week just dropped:

Anime Store Adventure
May 6, 2009


The dogs feature is one of those things that just blows my mind. Why are dogs at all a population? Why are they their own thing? Why not just randomly spawn a dog with some percentage of walking citizens sometimes? I like that they added them but what’s the value in simming them more than essentially a pedestrian’s “accessory?”

There’s a lot that feels like it fails because of “no having enough time in the oven,” but then there’s just a wellspring of stuff that’s frustratingly confusing to have even designed in, or is so absolutely broken that it feels like there’s no clear design document that sets out what that system was supposed to look like. For example, I have a pretty sizeable city with good mail coverage and one sorting facility. The post offices are busy, but not overfilled, and there’s probably half a dozen or so. They store a lot of mail, though, which is what prompted me to want to build the sort facility.

Heres the thing - the sort facility is almost entirely idle. (Mind you a few patches back it was completely broken, besides.) I don’t know what kicks it off and sends a truck to fetch I sorted mail. I don’t know when it decides to send sorted mail. I don’t know why my post offices retain mail when they can send out more trucks. My guess is that what happens is it’s sort of like any other good - places have a demand for it and it’s been over generated so that there’s always some deliver. But that’s not how mail works! The post office doesn’t hold onto my next 3 Amazon packages until I decide I “need” mail and then send me one. Because it doesn’t work intuitively and there’s no real tools to affect change or even really understand what the post offices are doing, I’m just left with “I guess I don’t understand the feature and everything seems okay, trucks are out running, it’s fine?” I don’t know when to build new post offices, necessarily, unless something breaks badly. I had no idea that I didn’t need sorting, and I don’t know when it would become relevant. I don’t know if these are bugs or working as intended.

I use mail as an example but there’s numerous systems that fall into this weird state of not being clear enough to even know if there’s a bug or if it’s just a half baked system. Meanwhile we’ve got a Dog Specialist making sure people have accurately simulated dog lifecycles and dog travel and the dogs have a name and, and, and. Why???

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



Anime Store Adventure posted:

The dogs feature is one of those things that just blows my mind. Why are dogs at all a population? Why are they their own thing? Why not just randomly spawn a dog with some percentage of walking citizens sometimes? I like that they added them but what’s the value in simming them more than essentially a pedestrian’s “accessory?”

There’s a lot that feels like it fails because of “no having enough time in the oven,” but then there’s just a wellspring of stuff that’s frustratingly confusing to have even designed in, or is so absolutely broken that it feels like there’s no clear design document that sets out what that system was supposed to look like. For example, I have a pretty sizeable city with good mail coverage and one sorting facility. The post offices are busy, but not overfilled, and there’s probably half a dozen or so. They store a lot of mail, though, which is what prompted me to want to build the sort facility.

Heres the thing - the sort facility is almost entirely idle. (Mind you a few patches back it was completely broken, besides.) I don’t know what kicks it off and sends a truck to fetch I sorted mail. I don’t know when it decides to send sorted mail. I don’t know why my post offices retain mail when they can send out more trucks. My guess is that what happens is it’s sort of like any other good - places have a demand for it and it’s been over generated so that there’s always some deliver. But that’s not how mail works! The post office doesn’t hold onto my next 3 Amazon packages until I decide I “need” mail and then send me one. Because it doesn’t work intuitively and there’s no real tools to affect change or even really understand what the post offices are doing, I’m just left with “I guess I don’t understand the feature and everything seems okay, trucks are out running, it’s fine?” I don’t know when to build new post offices, necessarily, unless something breaks badly. I had no idea that I didn’t need sorting, and I don’t know when it would become relevant. I don’t know if these are bugs or working as intended.

I use mail as an example but there’s numerous systems that fall into this weird state of not being clear enough to even know if there’s a bug or if it’s just a half baked system. Meanwhile we’ve got a Dog Specialist making sure people have accurately simulated dog lifecycles and dog travel and the dogs have a name and, and, and. Why???

the game doesn't have bikes but it does have dogs whose sole purpose is holding up trains and loving up the simulation.

RadioDog
May 31, 2005

Anime Store Adventure posted:

The dogs feature is one of those things that just blows my mind. Why are dogs at all a population? Why are they their own thing? Why not just randomly spawn a dog with some percentage of walking citizens sometimes? I like that they added them but what’s the value in simming them more than essentially a pedestrian’s “accessory?”

There’s a lot that feels like it fails because of “no having enough time in the oven,” but then there’s just a wellspring of stuff that’s frustratingly confusing to have even designed in, or is so absolutely broken that it feels like there’s no clear design document that sets out what that system was supposed to look like. For example, I have a pretty sizeable city with good mail coverage and one sorting facility. The post offices are busy, but not overfilled, and there’s probably half a dozen or so. They store a lot of mail, though, which is what prompted me to want to build the sort facility.

Heres the thing - the sort facility is almost entirely idle. (Mind you a few patches back it was completely broken, besides.) I don’t know what kicks it off and sends a truck to fetch I sorted mail. I don’t know when it decides to send sorted mail. I don’t know why my post offices retain mail when they can send out more trucks. My guess is that what happens is it’s sort of like any other good - places have a demand for it and it’s been over generated so that there’s always some deliver. But that’s not how mail works! The post office doesn’t hold onto my next 3 Amazon packages until I decide I “need” mail and then send me one. Because it doesn’t work intuitively and there’s no real tools to affect change or even really understand what the post offices are doing, I’m just left with “I guess I don’t understand the feature and everything seems okay, trucks are out running, it’s fine?” I don’t know when to build new post offices, necessarily, unless something breaks badly. I had no idea that I didn’t need sorting, and I don’t know when it would become relevant. I don’t know if these are bugs or working as intended.

I use mail as an example but there’s numerous systems that fall into this weird state of not being clear enough to even know if there’s a bug or if it’s just a half baked system. Meanwhile we’ve got a Dog Specialist making sure people have accurately simulated dog lifecycles and dog travel and the dogs have a name and, and, and. Why???

My guess is all this fits into the larger picture mentioned in one of those videos - they wanted to connect CS2 to their life sim game.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X

RadioDog posted:

My guess is all this fits into the larger picture mentioned in one of those videos - they wanted to connect CS2 to their life sim game.

Is there a textbook they're following to replicate all of EA's mistakes, or

Antigravitas
Dec 8, 2019

Die Rettung fuer die Landwirte:
I'd almost bet that it's easier to implement dogs by subclassing citizens and stubbing out some behaviour than by having them be separate. And having pets on the streets this way would be easy to implement while adding some visual flavour that you need in a city builder to look organic.

Jonny Shiloh
Mar 7, 2019
You 'orrible little man

RadioDog posted:

My guess is all this fits into the larger picture mentioned in one of those videos - they wanted to connect CS2 to their life sim game.

I'm pleased this suspicion is getting some traction - I've been thinking it for a while now. Not going to happen now though, whatever hopes they might have had.

Also, from the PDX forums... here's the unlisted PDX investor video relating to their year-end financials for those who are interested in seeing Fredrik Wester trying to sound upbeat about CS2 while looking shifty and definitely not pleased.

https://www.youtube.com/watch?v=f7keZMDhZ6E&list=PL4hR-M4rl7ueJ0iUcCOM6QxHUktR8_sTw&t=378s

serious gaylord
Sep 16, 2007

what.

Entropic posted:

Wow, they even lost Phil. It really feels like the tide is turning in the last week or two. People are just fed up.

Or their paid contracts are now over. It cant be a co-incidence.

Jyrraeth
Aug 1, 2008

I love this dino
SOOOO MUCH

serious gaylord posted:

Or their paid contracts are now over. It cant be a co-incidence.

This is what I think, too. I don't think 100% of the youtubers who got early access would've been as polite as they have been. There's probably a min number of minutes of minimal-critical content they were required to provide over a period of x weeks and now that's up and they can be mean.

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



serious gaylord posted:

Or their paid contracts are now over. It cant be a co-incidence.

Most of them have been posting on the subreddit recently, and they're all very adamant that there was no post-release NDA that has expired, and doesn't seem to be related to contracts.

I think they've all just been talking to each other, polling their communities about doing some C:S1 content again (which everyone supports), and realizing after the last few lovely WoWs and patches and modding news that this game isn't improving any time soon.

I don't think its a coincidence, but I think its motivated mostly by CO's 2024 actions, just like how the community in general (including this thread) also turned sour after the first post-holidays break WoW.

edit: CitiesByDiana even brings up that she did make a video critical of the game right after release, and she's done CO tie-in videos on the C:S2 channel, so it didn't stop her before:

https://www.youtube.com/watch?v=ag5BtetLmpg

Poil
Mar 17, 2007

It's also possible that when one or a couple of them did videos about it the rest felt confident enough to make their own, knowing they wouldn't get dogpiled by fans and that they wouldn't be alone in criticizing the game on video and risk getting a phonecall from sweden.

Jonny Shiloh posted:

New Word of the Week just dropped:
How drunk was she when she posted that?

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



Poil posted:

risk getting a phonecall from sweden.

mods please, the title.

explosivo
May 23, 2004

Fueled by Satan

I assume the obviously fake word of the week post was a joke and should not be taken seriously.

Yaoi Gagarin
Feb 20, 2014

10/10, no notes

blastron
Dec 11, 2007

Don't doodle on it!


Real Civil Engineer is still doing CS:2 videos and seems to still be enjoying it, but he does a lot of silly challenges instead of “real” cities. He’s got a serious city on his Patreon, which I’m not subscribed to; maybe that’s where he’s got his more serious thoughts about the game.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Yeah my assumption is that their personal creator chats and DMs have been encouraging them all. Like it's probably a lot less scary to put out a video criticizing CS2 if you have Biffa saying "I'm making a video criticizing CS2, should be up next week." You know you're not a weirdo outlier who dislikes a game everyone else is happy with, and you won't be risking the heat from a backlash alone.

Along with a couple of WotWs that were especially enraging and the fact modding is forever away, I think it's just a combination of straws on camel's backs and a mutual sense of vindication.

Cygni
Nov 12, 2005

raring to post

piratepilates posted:

Most of them have been posting on the subreddit recently, and they're all very adamant that there was no post-release NDA that has expired, and doesn't seem to be related to contracts.

I think they've all just been talking to each other, polling their communities about doing some C:S1 content again (which everyone supports), and realizing after the last few lovely WoWs and patches and modding news that this game isn't improving any time soon.

I don't think its a coincidence, but I think its motivated mostly by CO's 2024 actions, just like how the community in general (including this thread) also turned sour after the first post-holidays break WoW.

Yeah i personally think its the regular feedback loop. Tuber plays games, games attract the viewers, viewers get ads, ads pay tuber.

Tuber needs the games to get the viewers, so its in their best interest to try to get you excited for the game whether or not anyone is paying them to do so. They need the game to make a living. For a lot of these Tubers, their entire career is dependent on not only one genre of game, but one specific game: CS1. CS2 flopping is a fundamental threat to their jobs, because viewers aren't interested in CS1 content anymore either.

Now that its clear that the tailspin isn't recoverable in the short term and the viewers are dropping drastically, they've gotta find a new angle... or a new living.

Jonny Shiloh
Mar 7, 2019
You 'orrible little man

Poil posted:

How drunk was she when she posted that?

Finns can get pretty drunk - I've worked with a few of them.

explosivo posted:

I assume the obviously fake word of the week post was a joke and should not be taken seriously.

???

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
My Summer City

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Poil
Mar 17, 2007

I don't know what to think and/or feel about the whole thing anymore. :confused:

skooma512 posted:

My Summer City
https://www.youtube.com/watch?v=4V2mJGY06zg

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