SimCity 3.0 is coming, here’s what Maxis are planning to fix

SimCity

By on May 7, 2013 at 11:29 am

Maxis have released details of all the issues they plan to address with SimCity 3.0, due out “later this week”. The company are pushing out the big version numbers, with 2.0 only released two weeks ago.

Included in the list of fixes are changes so one vehicle will no longer block traffic on the entire highway, random air pollution from unknown sources, and continual improvements to the traffic routing system.

Check out the full list below:

  • New: Added more Hotel models to increase hotel variety.
  • Traffic: Updated routing system to improve traffic. Routing system now understands more information about u-turns, required vehicle stops, and vehicle behavior on certain road types. This should make traffic smarter.
  • Traffic: Commercial and industrial buildings stagger their work shifts to start throughout commute hours instead of at the top of the hour. This should reduce traffic.
  • Traffic: Fixes one issue where a car won’t move causing traffic to back up behind it.
  • Traffic: Vehicles can now make right turns on Red. This should improve some cases of traffic.
  • Traffic: Trading polish that will improve regional traffic when one city has a lot of jobs and its neighboring city has a lot of workers.
  • Air Pollution: Fixed more issues where cities that placed air polluting buildings received large amounts of air pollution from unknown sources.
  • Service Vehicles: Fix for disappearing service vehicles on cities that whose vehicles had disappeared before update 2.
  • School Buses: Fix for issue where school buses were getting stuck at neighbor’s city or arcology.
  • Audio: Tuned audio on French Police Station.
  • Trading: Fixed issue where fire servers were not trading consistently between Brakeman’s Folly and Twain in Whitewater Valley.
  • Trading: Sewage trading: Sewage will now take a more direct route to regional sewage plant instead of throughout the city.
  • Trading: Made gifting more reliable.
  • Ferry Terminal: Ferry Terminal can now send its sewage to the output pipe and treatment plant.
  • RCI Tuning: Fixed issue where sims going to a park via transit would sometimes lose their money or happiness on the way home.
  • RCI Tuning: Bulldozing abandoned or rubble buildings will now prevent new developments for 6-12 hours.
  • RCI Tuning: Less Happiness is taken from wealth 2 and 3 buildings when rent is due when no money is present.
  • RCI Tuning: Fix for issue some users experienced where buildings would stay abandoned because moving trucks would not be able to move in.
  • Trees: Trees now last longer, but also do not eliminate as much ground pollution.
  • Radiation: Radiation causes less ground pollution than previously.
  • Transit: Changed thought bubble suggestion to add more trains to deal with crowded passenger trains to suggest that you add more train stations.
  • Transit: Improvements to lights to make rail look better at night.
  • Transit: Streetcar stops can now be placed directly on standalone streetcar tracks, and passengers can walk along the tracks to them.
  • Transit: Tuned the chance buses or streetcars will go to high-traffic stops first as a minor traffic improvement.
  • Roads: University pedestrian paths can now cross streets.
  • Manufacturing Trucks: Fixed issue some users experienced where manufacturing trucks left the city and were lost permanently.
  • Delivery Trucks: Fixed issue where some users would experience a loss of resources is their delivery trucks returned to garages without proper storage.
  • Sports Parks: Tuned the amount of skateboarders and neighborhood athletes at the sports parks.
  • Data Layers: Zones are now visible in heavy data layers.
  • Edit Mode: Added more valid snap points in edit mode. This improvement is most noticeable on Parks.
  • Buildings: Addressed some cases where buildings would stack on one another.

Source: EA Forums (thanks, Mike!)

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39 comments (Leave your own)

Search for “Offline” nothing found, moving along….

 

Waiting for.

Regions: Increased region size.

 
Bane Williams

Search for “Fixed it so you don’t fucking lose cities you spent hours creating” nothing found, moving along….

 

Maxis doesn’t understand how versioning works apparently.

 

subw00fer:
Search for “Offline” nothing found, moving along….

Beat me to it.

 

gammad: Maxis doesn’t understand how versioning works apparently.

Incrementing major version numbers for minor changes and fixes is all the rage right now. Firefox and Chrome, I’m looking at you! :P

 

…..ahahahahahahahahah…

 
charliebrownau

Looks like all the things people want fixed isnt on that list
All the non important things are addressed.

Great job EA !!! NOT

Shame Simcity 2013 turned out so fail. We really needed a good decent offline new simcity game

 
Ralph Wiggum

Why is one car not moving causing traffic to bank up considered a bug? Clearly these people have never driven in Perth before :D

 

charliebrownau:
Looks like all the things people want fixed isnt on that list
All the non important things are addressed.

Great job EA !!! NOT

Shame Simcity 2013 turned out so fail. We really needed a good decent offline new simcity game

People wanted traffic fixed, so it was fixed…? Hell they even added in turning on red lights.

BTW, topping Amazon’s sales charts consistently despite being its worst rated product seems antithetical to fail. Also, whining about an MMORTS being online is really cliche. Online or offline has nothing to do with the quality of a game, and if you don’t like it then go elsewhere.

 

Seems like consumers are beta testers these days.

All stuff that should of been fixed by launch – and nothing major that people are sceaming for… (see above posts).. gg

 

My definition of a new PC game release date is after 2-3, 2+GB patches after its launch date. This is historically a 6-12 month process. Looks like this one is running to scheduled. My thanks to all the beta testers out there.

 

rapid101: Also, whining about an MMORTS being online is really cliche. Online or offline has nothing to do with the quality of a game, and if you don’t like it then go elsewhere.

It was never marketed as an MMO in any sense and it doesn’t even function like one, so don’t even try to call it one… You can sit and lie to yourself that shit doesn’t stink but it isn’t going to change the fact that it does.

 

sane,

It was however, always marketed as being “Always Online”, which makes any argument against the requirement pointless, anyone that has/had an issue about online play, would have known well in advance of the games release and could have stayed clear.

 

rapid101:
…Also, whining about an MMORTS being online is really cliche. Online or offline has nothing to do with the quality of a game, and if you don’t like it then go elsewhere….

You show me a single piece of pre-release advertising that states it’s being designed for the MMO market, it’s intention is for the MMO genre and they were aiming for the culmination of Simcity and MMO fans, you find that and show it to me and i’ll go out and that that piece of shit game right now and i’ll even post a screenshot of the purchase.

Now this evidence can not be implied or interpreted by you, it has to be an actual statement saying Sim City will be an MMO, not “We’ve got multi-player features but a solid MMO with dedicated servers.

 
Bane Williams

Random aside. Read an interview just now where a certain person at Maxis stated:

‘What are perceived bugs are really just, well that’s the way the system is designed’

 

subw00fer,

Did the same thing.

 

Why do they keep trying to push the abortion back up inside? It was DOA. Time to refund everyone’s money already & move on.

 

ek:
… My thanks to all the beta testers out there.

That got me thinking for a moment, by the traditional definition: alpha testers test the product as it’s being built, so checking systems, features, mechanics etc.

Beta testers test the product as it’s nearing completion, most or all of the content is there, looking for issues that crop up as systems are integrated together.

What do you call testers testing a product AFTER it’s been released? Two heart beats later it came to me, customers! ;)

 

Bane Williams:
Random aside. Read an interview just now where a certain person at Maxis stated:

‘What are perceived bugs are really just, well that’s the way the system is designed’

I imagine that there is a degree of traffic flow problems which are supposed to happen – ie grid lock etc.. Just like there are backed up pipe problems etc.. things that people could conceivably stuff up for whatever reason. I imagine that the education level of workers also factors into that. I also imagine that this happens in most of the processes in Sim City – sometimes the best laid plans are unravelled by one something out of your control.

Version 3.0 is a little early though, 2.1 maybe lol

 
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