Every time I switch, the new person is wearing something completely different. Is there any way to control this more? Select "approved" outfits? I bought some nice clothes for Franklin but every time he shows up he's in a tshirt and shorts - I hate going back their house to change before missions every time.
TheAdmin's forum posts
Microsoft console launch E3 2005:
Sony console launch E3 2006:
Now with the hindsight and years of use, anything stand out to you? It's fun to see how often they talk about the future and that this is when entertainment changes forever. Microsoft especially likes to talk about how games are connected and personal and we do things the way *I* want them... This is a fun reminder of these types of E3s for those too young to remember.
I honestly dont see big problem with it. Its just like steam. I think this is a kneejerk reaction and people wont care anymore once its out.
I let steam get away with it because of their awesome sales. I guess I'd be fine with it if games got cheaper, more quickly.
EA canceled their online-pass because they didn't need it anymore... it's built in to every game on Xbox, through the console. Here is the article that talks about it briefly.
Microsoft did say that if a disc was used with a second account, that owner would be given the option to pay a fee and install the game from the disc, which would then mean that the new account would also own the game and could play it without the disc
I recently hit 100k pop in another one of my cities and it had high education with a lovely, always safe nuclear plant. Let me join you and build a more awesome city than before!
SimCity should be the most amazing thing ever, but it's vision is marred by the fact that both ways of playing it, single-player (private region) and multi-player, are at odds with each other. I tried to answer these questions:
1. If it's primarily a multi-player game, then why are cities so small as to compel 90% of players to want to control more than one.
2. If they knew that we'd want to control more than one city, especially on a private server, why is the UI geared to be only multi-player focused? (I have to load another city to send that city's dump trucks for example)
3. Why can't you request resources/police/etc from cities in the UI, rather than having to ask that player to send you those resources through small chat? What if they're not playing?
4. Why does it have to be always-online, yet all data is sent asynchronously, including gifts to other cities?
Essentially, the maps are too small for being a game where you only play one city with lots of friends, and it's too multi-player focused to have the UI and experience geared towards helping you manage multiple cities. It can't do either to fullest potential. The more I play, and the more cities I try to manage, the more disappointed I am with how this game has turned out.
Am I alone on this?
A major complaint about SimCity is that the city sizes are very small. One of the reasons they (maxis) said this was the case was that the simulation was very complex and that in order to have it play on a wide variety of machines they needed to limit the size.
Why would they create a game engine that was so intensive as to create such a noticeable size difference, especially when other competing products (Cities XL, Tropico) clearly have much larger areas? If there was no way around that limitation, why not:
- Ask the user to choose smaller sizes based on performance. OR
- Detect hardware and limit larger city size regions based on those metrics. OR
- Allow users to check a box to show larger city sizes which have CPU recommendations near them
It seems like they could have done a few things to allow for the option of larger cities for consumers with more powerful hardware.