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Old 01-26-2013, 08:31 PM
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http://imgur.com/a/8gNl2#0
Old 01-26-2013, 08:42 PM
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wow
Old 01-26-2013, 09:02 PM
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Wow indeed. This is one of the reasons why I was so saddened when Maxis allowed EA to buy SimCity. I knew it would be downhill from there. Hoping that the final release wont' be horrible.
Old 01-27-2013, 05:37 AM
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I haven't had a single problem with playing the beta. I have played it about seven times so far. Limited to one hour play times.
Old 01-29-2013, 12:41 AM
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but seriously, screw EA.

Their shenanigans have been documented. Even their customer service sucks. It is known that they take over storied game developers, pump money into them while simultaneously sucking them dry. The laundry list of companies they've driven into the ground grows and grows. Some are still around but mere shells of themselves.

Sadly many people will buy this game regardless
Old 01-29-2013, 10:20 AM
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^^^ After reading the recent banning issue I'm seriously considering not buying this game. I wish more gamers though would stand their ground and stop buying from them until they fix their act.
Old 01-29-2013, 10:26 AM
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A company is mind-numbingly foolish to do that kind of thing to it's userbase, in this day and age. I hope they are getting eaten alive.

As for me, I am in no hurry to add yet another time-drain in my life.

You know another game I'd love to see them do a new version of... Populous... my gosh that was a great game.
Old 01-29-2013, 10:01 PM
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EA has reported that the beta user that was banned was one of a small group of users that were banned due to a technical issue. Their status has been reinstated.

http://games.slashdot.org/story/13/0...from-ea-forums

http://www.reddit.com/r/gaming/comme..._ahq_ban_post/

http://answers.ea.com/t5/Technical-P...ght/true#M1430
Old 02-14-2013, 07:45 PM
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I pre-ordered tonight. I've been looking forward to this for a long time.
Old 02-14-2013, 07:46 PM
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Old 02-14-2013, 10:43 PM
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man one of my favorite games. there's never a dull moment in this game, so much to do.
Old 02-16-2013, 10:30 AM
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Sounds like I'll just wait for a DRM hack.
Old 02-16-2013, 10:13 PM
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I really wish there was more information about a Mac release.
Old 02-16-2013, 10:42 PM
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^^
Old 02-20-2013, 02:49 PM
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^ x2
Old 03-05-2013, 07:37 PM
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Well mine arrived today and I already sent it back.

The servers you have to connect to are buggy as shit, boot you and you lose any progress you've made in the game. It does not save a copy locally to your computer. Even in 'sandbox' mode.
Old 03-05-2013, 09:55 PM
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Wow, that sucks

You didn't want to keep it for a few more days and see if the bugs get worked out?
Old 03-05-2013, 10:19 PM
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Originally Posted by CLtotheTL32
Wow, that sucks

You didn't want to keep it for a few more days and see if the bugs get worked out?
Nope, too ticked off.

The city spaces themselves are TINY, certainly not large enough for actual cities. I'll just stick to Simcity 4 with mods.
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Old 03-05-2013, 10:21 PM
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epic fail!
Old 03-05-2013, 10:35 PM
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The sad thing is that all these problems could have been solved if they hadn't decided that the game needs to be connected online at all times.

What in the fuck were they thinking?
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Old 03-06-2013, 03:40 AM
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it's EA. They buy up studios who have a well-known IP, pump some money into them and then milk them dry. Once the cash cow is gone, they dissolve that studio or break them up.

DRM, DLC, microtransactions... if it means more sales or more money, they don't care, they'll do it. The always-online aspect is thinly veiled DRM ploy to prevent would-be freeloaders from even using an illegally downloaded copy of the game since there's probably authentication in place.

I could go on and on about them as well as Activision, but really, fuck them both.
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Old 03-06-2013, 03:44 AM
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if I had to make a comparison, EA and Activision are basically the AB, Miller, and Coors of gaming.

I buy craft brews as I do games made by anyone but those cumholes.
Old 03-06-2013, 03:51 AM
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Last thing, for anyone who is still considering buying this game:


if you're still considering buying it, just google "sim city problems" you masochist, you.
Old 03-06-2013, 09:59 AM
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After hearing all the bad news about this game, I'm gonna pass on it.
Old 03-06-2013, 10:31 AM
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Old 03-06-2013, 11:28 AM
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Been playing it for the last three hours, no problems!
Old 03-06-2013, 12:37 PM
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Originally Posted by jupitersolo
Been playing it for the last three hours, no problems!
I'm glad you enjoy it, honestly. I'm back to playing Simcity 4 with mods. Oh well.
Old 03-06-2013, 02:58 PM
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/counterpoint

http://www.slate.com/articles/techno...addictive.html
Bigger, Better, Even More Crazily Addictive

The new SimCity is the best urban-planning simulation ever created. And it’s fun.

By Farhad Manjoo|Posted Monday, March 4, 2013, at 5:59 PM

Courtesy of © 2013 Electronic Arts

SimCity has been lying to you. For decades, the legendary city-simulation game has given players the sense that they possessed real power over virtual people. When you played SimCity—whether you got hooked by the original game, created by Will Wright and released in 1989, or its many wonderful sequels—you imagined yourself as a city-planning savant who had the power to make life awesome or awful for thousands of hapless simulated citizens.

Sure, they weren’t real people, but the genius of SimCity was the way it elicited empathy for your digital constituents. When you hiked taxes or shut down a fire station or plopped a coal power plant in a residential neighborhood, you imagined, if only briefly, the tragic consequences of your callous reign. Somewhere deep down in the game engine, a simulated salaryman was losing his job, someone’s sim apartment was burning down, and little sim boys and girls were coughing in their sleep. And it was your fault.

But that was all a fiction. In truth, SimCity’s simulation engine has never had a place for simulated citizens. Instead, under the hood, the game has always modeled the city the same way the Soviets did—from the top down. For instance, if you decreased funding for your city’s hospitals, SimCity would simply apply a macroeconomic function to approximate how increased levels of sickness would affect the overall economy. The game’s designers knew this was something of a hack, but they had no choice. Early computers didn’t have the horsepower to keep track of how every individual’s deteriorating health might change how he behaved, and how those behaviors might ricochet across the city. Indeed, if you looked closely at SimCity’s screen, you’d often notice cars and people fade in and out of view. “That’s because they weren’t really there,” says Ocean Quigley, a longtime game designer at Maxis, the studio that makes SimCity. “The whole city was just an abstract, top-down, statistical representation of how a city worked.” It was, in other words, a simulated simulation.

Well, until now. On Tuesday, Maxis will launch the sixth major version of SimCity. (For now it’s for Windows PCs only; Maxis says it will put out a Mac version this spring.) For the first time, the game does something it has long pretended to do: SimCity simulates discrete urban behavior, tracking how every person and every object interacts. “We now have every car and every person and every garbage truck and every criminal represented by an autonomous agent in the environment,” says Quigley, who served as the creative and art director on the new game. “Then we give each of them simple rules about how they should behave—so a criminal goes around looking for a place to commit crime, and a policeman goes about looking for places where crimes are being committed. What you get is a city built out of the emergent interactions between all these agents.”

The end result is incredible. I’ve been playing SimCity since late last week, and, like every previous version, I’ve found it to be unyieldingly addictive. (I’ve got a 2-year-old and a 3-week-old at home; my wife texted me to let me know they’re doing fine.) But SimCity isn’t just habit-forming. It’s also deeper and more realistic than any other sim game I’ve played. Because previous versions weren’t really tracking citizens’ activities, the game could only give you limited information about what was going on in your city. In fact, a lot of what happened was just luck—the work of a random-number generator. The new game, by contrast, floods you with real-time data about what’s happening in your city (in my case, ManjooVille).

What do you know about your metropolis? With regards to the economy, you can find out how much money every business is making, how many workers it has and how many it needs, where it’s shipping its products, and why it had to just shut its doors. The game provides you this data on micro scale—you can follow every object in the game—or in the aggregate, painting color-coded maps across your landscape.

In some ways, all the data makes the game easier to play. In the old SimCity, I’d often find myself creating some version of Los Angeles or Houston. I’d have a large, prosperous city hobbled by a few problems—pollution, traffic, crime—that I could never lick, because I had no insight into how they were occurring. Now that there’s an inner logic to ManjooVille, an illustration of the way each of your decisions filters down to every John and Jane Sim, you can usually spot how to fix whatever’s going wrong.

In other ways, though, greater authenticity makes SimCity a lot more difficult. For one thing, like in real life, your city’s resources are now finite. When you set up your city, you’re shown how much water, oil, coal, wind, and other natural resources are available. You’d be wise to pay attention—if you create a sprawling metropolis based on coal but then find you can’t buy any once your mine runs out, you’ll be hosed.

There’s also now a fuzzier definition of what it means to “win” the game. “In previous SimCitys there was one implicit win condition: Manhattan,” says Quigley. “Even though it wasn’t stated as a goal, that was the goal most people assigned themselves—to get the biggest buildings and the maximum population.” In the new game, there are a number of ways to “specialize” your city in a way that might not require huge population density. You can create a place like Saudi Arabia—a city that mines all of its resources and sells it on the global market—or one like Monaco, where the economy runs on tourism and gambling, or Silicon Valley, pumping out electronics all day long.

But the most fascinating thing about the new SimCity is the way it sometimes startles you with unexpected events. “In the old model, the simulation would never do something you wouldn’t expect,” says Quigley. “That’s because the simulation designer had bounded the potential states that the system could get into—so there was no novelty, no emergent behavior that could come out of it. Everything that happened in the simulation was already defined upfront.”

Now, you get what Quigley calls “cascades” between different systems. “So say for example, a person in a house gets sick. And then they carry that sickness to a factory. And then the people in the factory get sick. Then the factory goes out of business because it’s no longer got any workers. And once that factory goes out of business, then the store that it’s supplying also goes out of business—and so on and so forth. You wind up with these organic cause-and-effect relationships.”

Even though SimCity’s overall tone remains comic and cartoony—your people speak in an indecipherable chatter, and many buildings have self-deprecating names (Roach Studio Apartments, The Flea Pit hotel)—in its exquisite detail, the new game can sometimes evoke much more serious portrayals of urban life. As I was playing, I couldn’t help thinking of The Wire—SimCity mimics that show’s God’s-eye view of urban disrepair, and in some moments even its crushing bureaucratic lethargy.

“The most interesting stuff that stands out to me is around the drama of criminality,” Quigley says. “Say you have a criminal who goes into a building to rob someone. You frantically put down police departments while that’s going on to stop him.” In the old SimCity, that was all you had to do—as soon as you put down your police station, nearby crime would magically abate. “But in the new SimCity, now you actually need to hire police officers, and they need to go out and stop crime. So you put down your police department, and now it sends out a call to say, Who wants to be a police officer? So you’re watching this robbery unfold and meanwhile you’re saying to yourself, Come on guys, sign up as police officers! You’re watching people amble over to be police officers, and you really feel anxious about it. You’re just waiting for these people to get from their houses to the police station to be police officers so they can get into their police cars so they can race across town and stop this robbery.”

You might wonder whether this is all too realistic—whether, in trying to replicate the more numbing aspects of urban reform, SimCity risks losing what has made it so addictive. After all, part of the fun of previous versions was that you could exercise complete control over a city; if fire raged across your land, you didn’t need to wait to hire firefighters to put it out.

But I never felt SimCity stray from its supreme goal: keeping it fun. I had many moments of frustration in the game—times when I rushed into action to fix something terrible in ManjooVille only to be stymied by the inherent inertia of civic life. I would do bold things, like taking out a huge bond issue to fund several new schools, and then see my efforts wither. My people were slow to figure out how to get to the schools I’d created; it took me many months of game time to get my population educated enough to sustain a high-tech economy.

Sure, I got annoyed by this. But never, ever annoyed enough to quit playing. As a wise man once said, It’s all in the game.
Old 03-06-2013, 04:33 PM
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“The most interesting stuff that stands out to me is around the drama of criminality,” Quigley says. “Say you have a criminal who goes into a building to rob someone. You frantically put down police departments while that’s going on to stop him.” In the old SimCity, that was all you had to do—as soon as you put down your police station, nearby crime would magically abate. “But in the new SimCity, now you actually need to hire police officers, and they need to go out and stop crime. So you put down your police department, and now it sends out a call to say, Who wants to be a police officer? So you’re watching this robbery unfold and meanwhile you’re saying to yourself, Come on guys, sign up as police officers! You’re watching people amble over to be police officers, and you really feel anxious about it. You’re just waiting for these people to get from their houses to the police station to be police officers so they can get into their police cars so they can race across town and stop this robbery.”
yeah I need to stay far.. far away from this game

have absolutely no extra time for this.
Old 03-06-2013, 06:32 PM
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So when I can actually get into the game and play. It's awesome. But I have been trying to link up with my brother and we simply can't. I can't add him to my friends list. Well, I can. But it shows him offline when he is on. My invites to him aren't sent or if they are sent he never receives it.

So just now I thought I'd restart everything and then jump back into my region. Well, once I got out and re-started the game I couldn't get into my server so I can't play my region.

Why the hell is your region, on a largely single-player game, tied to an online server? Very frustrating.
Old 03-06-2013, 06:34 PM
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3-hour wait time to get back into the server I was playing.
Old 03-06-2013, 06:37 PM
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Old 03-06-2013, 06:38 PM
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Sounds like one of the Warez groups needs to make a hack just to play our legally bought games
Old 03-06-2013, 06:57 PM
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I had NO IDEA this was going to be so FUBAR. Really, a 3 hour queue to join a server so I can play a single player game?
Old 03-06-2013, 07:09 PM
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This will only become more rampant as people continue to buy EA's games. Gamers are weak-willed. We get all starry eyed and nostalgia all over ourselves when a popular franchise is revived.

can't say I didn't warn anyone

/tinfoil hat, etc.
Old 03-06-2013, 07:10 PM
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didn't EA issue some apology or something after the last faux-pas?

I would guess they will do the same here.
Old 03-06-2013, 07:20 PM
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I don't usually play PC games. Does this happen a lot? Honestly, the last time I've experienced something like this was one day when the PS2 servers were down and a bunch of people here on AZ couldn't play SOCOM in a clan battle or something
Old 03-06-2013, 07:26 PM
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Originally Posted by srika
didn't EA issue some apology or something after the last faux-pas?

I would guess they will do the same here.
Damage control. In a few months most people will forget, too absorbed into the game. In a year they will be buying the next SimCity or whatever it may be from EA.

Originally Posted by mrsteve
I don't usually play PC games. Does this happen a lot? Honestly, the last time I've experienced something like this was one day when the PS2 servers were down and a bunch of people here on AZ couldn't play SOCOM in a clan battle or something
This happens almost exclusively with online-only games. They keep the game mechanics on the server, which means it's much harder to pirate unless someone emulates up their own private servers. Probably way too much effort/money to be worth it. But on launch day/week/month, traffic is at its highest and so the servers can't handle it. or rather, it makes no sense for EA to compensate for just a couple of weeks of heavy workload.

I went through the Diablo 3 launch fiasco. It's the main reason why I have so much to say on this matter. At least Sim City has a queue time.
Old 03-06-2013, 07:41 PM
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Yes and after you wait the queue time you are either told you can't join due to a network error and you're placed at the end of the line OR you actually get it, are dumped into the tutorial mode (mandatory the first time you join a server) only to find the tutorial mode isn't working and the only way to exit the tutorial is to quit the game which again leads you to the back of the queue for a spot in the game.

Wow.
Old 03-06-2013, 07:42 PM
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so basically, they don't have an appropriate network on which to run this game.

that is too bad.


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