Cities: Skylines

Cities: Skylines

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Shazen Oct 18, 2015 @ 2:13am
This game is dog poop.
I own this game since it came out, played a few hours and I think, now it's time to argue.

This game is the worst I've ever played. With great potential, great overall but there is just so much what makes me want to uninstall and never play it again. I will list some of them and try to explain them, so anyone will understand it.

First of all, Steam Workshop is a great extension. But not when the dev's use it to "complete" the game. The game without mods is just unfinished piece of dog s... I mean, traffic is one of the biggest aspects in the game, yet there's no way to manage it except building bigger roads and there is only a half handfull of roads - not counting the grass-variations. Also buildings, in vanilla there are maps with "International" theme, and maps with european theme. That's it. Theme variations, like it was in SimCity 4? Nope. Again, dev's count on players, so that they will finish, what they've started. I hope you understand, what I mean.

Now, the biggest problem I have with Workshop. Since it is required, to use mods, I would think that it would work flawlessly. Wrong. The more mods (and assets) you use, the slower is the simulation - and loading times. I am already at something more than 2 minutes of loading time - and I don't even have that much mods. But the best of all is, how instable it is.

When I subscribe to a bigger (mostly building-theme) collection, the game just won't load. It crashes with error code BEX64 and then the fun begins: Unsubscribe assets one after another until you've found one that keeps crashing the game. Or it is already over limits? I don't know. Why I don't know it? Because the game won't tell me.
In games like GTA, when the game crashes at startup I always look into a log, to see what the game tried to load before it crashed. Then I am able to fix the problem, by removing the mod that's causing the crash. In this game? Well, the log tells you the Direct3D version, but useful info ends there.


So, to put it short: The game requires you, by the lack of vanilla items to use the workshop, but it's support for workshop is full of bugs and performance problems, up to a crash and not being able to play the game. So, dev's, get your poop together and either fix the workshop problems or implement some of the required mods in the vanilla game. Keywords: Traffic++, Traffic Manager, Network Extensions, Building Themes, Bigger footprints.

For now I'm done playing. My patience is gone for this game.
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Showing 1-15 of 42 comments
Shazen Oct 18, 2015 @ 2:14am 
Ok, why is the error code B...E...X...6...4 censored?!
Viss Valdyr Oct 18, 2015 @ 2:17am 
ok, you said, it's the worst game you ever played. I saw you playing cities xl... it's even worse than that?
Useless Noodle Oct 18, 2015 @ 2:47am 
Originally posted by Derp Dog:
The more mods (and assets) you use, the slower is the simulation - and loading times. I am already at something more than 2 minutes of loading time - and I don't even have that much mods. But the best of all is, how instable it is.

Originally posted by Derp Dog:
implement some of the required mods in the vanilla game. Keywords: Traffic++, Traffic Manager, Network Extensions, Building Themes, Bigger footprints.

Oh man I cant argue with this logic, be default he cant barely get anything loading with mod, but he also want them to be implemented right into game. It's like Amercia with election, they want changes, but refuse to vote !

but applaud you, dragging yourself with the potato you have for 191h, then go to community site and complaint about the game, despite obvious fact that's your potato is out of juice to run the game.

also dont compare GTA with C:S, when one requires GPU just for good looking graphic, and one requires CPU to caculate all the simulation in games. GTA is builded for console first, then get ported to PC, you think GTA is more intense than C:S ?

also dont compare C:S with any old city building games. They are from the past, build on the now obsoleted engine that didnt require much power to run, its like compare a car with a bike and complant why the car takes too much gas why the bike didnt.

V Oct 18, 2015 @ 2:53am 
Originally posted by Grumpy Nita:
Oh man I cant argue with this logic, be default he cant barely get anything loading with mod, but he also want them to be implemented right into game. It's like Amercia with election, they want changes, but refuse to vote !

but applaud you, dragging yourself with the potato you have for 191h, then go to community site and complaint about the game, despite obvious fact that's your potato is out of juice to run the game.

Nice ad hominem.
Regardless of PC specs, people's computers have experienced frequent crashing and increased load times due to number of assets subscribed to and bad assets/mods from authors who have poorly made models/mods. Along with conflicts between mods that authors cannot account for.

Originally posted by Grumpy Nita:
also dont compare GTA with C:S, when one requires GPU just for good looking graphic, and one requires CPU to caculate all the simulation in games. GTA is builded for console first, then get ported to PC, you think GTA is more intense than C:S ?

Nice strawman.
There is absolutely no point in his post where he compared GTA to C:S in terms of performance, but rather its crash logs and ability to produce them.
Last edited by V; Oct 18, 2015 @ 2:58am
Shazen Oct 18, 2015 @ 2:57am 
@Grumpy Nita:
You don't get the point. When things are implemented in vanilla they more likely run better and cause less incompatibilities, since every modder has to take care of it.
And I didn't compare C:S to GTA. I just said, that the logging of this game is dog poop, since there's no way to find out, what's causing an issue. Did you even read the post?

@Viss Valdyr:
Many C:S players say that, but I don't think so. It has more roads, more bridges, tunnels work properly (and also look properly), day-night cycle, better customisation - I can either do random, like C:S does, or I can place buildings I like to have on places where I'd like them to have. Also it has biomes and the ability to choose from a road style - since roads look different in different countrys, it's a good ability. The game is also more intense, since it's harder and requires much more planing - not only in traffic. I could keep on counting what CXL does better than C:S. I don't even know anymore why I switched from CXL to C:S....
Useless Noodle Oct 18, 2015 @ 2:58am 
C:S crash log tells you everything wrong with it, but it's just too long to read. Just post it here and someone will look into it, with the right manner, ofc.
Mansen Oct 18, 2015 @ 3:00am 
Sorry to say Derp, but Colossal cannot (and are not trying to) compete with a budget like that of EA. So yes - They are definitely focusing their develop on mechanics, not massive building asset packs. Your argument might be considered more valid if they happened to have the massive backing of a publisher with practically endless money streams...

If you consider that "finishing the game for them", so be it.

You're also relying on very expansive mods that are known to cause problems with performance, traffic logic AND crashes due to interfering with each other.

2/10 - Would not reply again.

Edit: You even mentioned the abomination that is Cities XL. The game that doesn't run for anyone past a few buildings - Even after THREE "remakes" with the same engine.
Last edited by Mansen; Oct 18, 2015 @ 3:00am
Useless Noodle Oct 18, 2015 @ 3:01am 
also, the Dev already said they are loking a way to make better AI for traffic without GETTING MORE CPU POWER just to run. But I guess you never do the searching.
Spiro Oct 18, 2015 @ 3:24am 
don't feed the troll....:-)
Slye_Fox Oct 18, 2015 @ 3:51am 
Originally posted by Grumpy Nita:
GTA is builded for console first, then get ported to PC,
Just gonna point out that GTAV is NOT a console port, it was made ground up for PC.
Shazen Oct 18, 2015 @ 3:59am 
@Mansen:
Thanks for a real answer. Ofcourse it's a budget question, how could it not be. But I don't think it would be that much of a effort to fix at least the bugs with the workshop and make the game a bit smoother. I mean, it's okay to ask community for content support, when it works good. But with bugs like that, a content limit and the current logging technique, it's not okay. They could have fixed that instead of bringing out a DLC, that costs half the price of the original game, and doesn't even include anything helpful. But again, it wouldn't bring the cha-ching, the company needs.

Yes, I am relying on the very advanced mods, because they should be in-game by default. Either that, or making the traffic less advanced. You can't mix advanced with low-end and expect good results.

Because you mentioned CXL, the first part was created by Monte Cristo, which couldn't make enough profit with it, so it's gone bankrupt. Focus Home Interactive bought the brand and started recycling the game every year without even changing anything. I was refering to the first part, which I've had great hours with. I still remember the first winter with it, where they added an update where all cities would become christmas lights on all buildings, trees and streets. It was really a good game back then.
mono Oct 18, 2015 @ 4:23am 
cool story bro
Phoenix C64 Oct 18, 2015 @ 5:29am 
Originally posted by Derp Dog:
The more mods (and assets) you use, the slower is the simulation
maybe now you understand why the devs didn't put certain features into the base game.
-=Unholy=- Oct 18, 2015 @ 7:49am 
It's funny. I have no problem with traffic in the latest patch... Obviously someone isn't doing his job of laying roads and connect to highway properly...
Shazen Oct 18, 2015 @ 8:01am 
@Phoenix C64:
I believe, that it would work just fine, when it would be in the vanilla game. I believe, that the devs are competent enough, to make it resource-friendly, unlike modders, who just have no access to vanilla base game files.

@-=Unholy=-:
To make it work in vanilla properly, you have to place every few blocks a highway access, which just isn't realistic - maybe in some huge metropoles, but not in a 15k people town. That's why I prefer using mods, which make it possible to avoid that. For example, I can switch traffic lights off and instead set up priority signs on roads, which aren't that frequented - that way I keep the traffic flow. There's no reason why a intersection should have traffic lights, when there's only 2-3 cars waiting in the smaller road, slowing down the entire traffic of the bigger, priority road.
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Date Posted: Oct 18, 2015 @ 2:13am
Posts: 42