Jait
Molten Core Raider
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Yeah, just bought it. Can't beat 16 bucks.Anno 2070 on sale haha
http://store.steampowered.com/app/48240/
Yeah, just bought it. Can't beat 16 bucks.Anno 2070 on sale haha
http://store.steampowered.com/app/48240/
I know these guys are professionals but when I read shit likeThey've apparently got internal patches right now that are fixing the traffic issues... or at least attempting to.
http://www.simcity.com/en_US/blog/ar...mcity-update-8
It makes me wonder wtf they were thinking. Cost-based pathing is graph theory 101. I've literally never seen a real pathing algorithm that doesn't take cost into account and I have no idea how one could ever implement a city simulator with shortest distance pathing.article_sl said:We understand that when cars always take the shortest route between point A and point B there will be unavoidable (and illogical) traffic jams, so we are retuning these values to make the traffic flow more realistically.
That's not the part that gets me. The thing that gets me: No one noticed this prior to launch? No one spoke up and said, "Hey, having cars always take the shortest route means a lot of roads will be unused and therefore pointless. That's sort of a problem"? Did they not do any internal testing or did they just not think it was an issue?It makes me wonder wtf they were thinking. Cost-based pathing is graph theory 101. I've literally never seen a real pathing algorithm that doesn't take cost into account and I have no idea how one could ever implement a city simulator with shortest distance pathing.
I can only assume that the massive marketing campaign in the last month demanded they not do the delay they should have. Either way they fucked up and it's ridiculous the game is in the state it is.That's not the part that gets me. The thing that gets me: No one noticed this prior to launch? No one spoke up and said, "Hey, having cars always take the shortest route means a lot of roads will be unused and therefore pointless. That's sort of a problem"? Did they not do any internal testing or did they just not think it was an issue?
I can only assume they don't have a consultant on their staff who has real life expertise planing and building cities. While I don't know everything that goes into the mathematics of creating a city I assume there are engineers, architects or whatever they are called out there who do.I know these guys are professionals but when I read shit like
It makes me wonder wtf they were thinking. Cost-based pathing is graph theory 101. I've literally never seen a real pathing algorithm that doesn't take cost into account and I have no idea how one could ever implement a city simulator with shortest distance pathing.
All I gathered from that article is that they not only underestimate their audiences intelligence (Which is hard to do with gamers), but they also hold it in contempt. I love how he explains glass box as an agent simulator which supplies needs--completely contradicting all the advertising that this was a total simulation.It makes me wonder wtf they were thinking. Cost-based pathing is graph theory 101. I've literally never seen a real pathing algorithm that doesn't take cost into account and I have no idea how one could ever implement a city simulator with shortest distance pathing.
The thing is Simcity should not be an online only game. When my Internet goes down or I'm on a laptop out of town simcity is exactly the type of game I would play.I think you need to treat any game requiring persistent connection like an MMO to not get burned - wait 1-3 months after release until the public consensus settles.
I can only assume they don't have a consultant on their staff who has real life expertise planing and building cities. While I don't know everything that goes into the mathematics of creating a city I assume there are engineers, architects or whatever they are called out there who do.
Hell it wouldn't surprise me if there are quite a few out there who played Simcity as teenagers.
Basically the first few path search algorithms a CS student learns are more advanced than what is in simcity. A typical algorithm would assign cost to each block of road (from intersection to intersection) and the agent would search through the paths to find the lowest cost.I've never written a code before--but it seems pretty obvious that Distance>Traffic>Lanes>Intersections, should all be taken into account when plotting a path, right? (With those relative weights.)
Also--does this really help with any core issues? "Agents" will still mindlessly go to the first sink, even if it's filled, until they attempt to fill it and get a failure. Unless that's addressed, the game will remain fundamentally broken it seems like.
I don't see how anyone could try to apologize for the Maxis devs for this gigantic mess.
You spent a week in that thread whining and calling everyone cunts for calling out these companies for exactly this bullshit.Man, I could not disagree more. Gaming has been great this past year and the start of this year.
There's always some crusty, joyless cunt of a naysayer claiming that the industry is uncreative and dying and they're always dead fucking wrong.