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Fordítási probléma jelentése
No chance. M&Ms are my sweet spot. The wife and I get a big box and dump them into a tub of popcorn. Something about warm chocolate and popcorn that is full of win.
Either way, the Simcity modders are fun to watch.
Wait what the hell were we talking about?
Offline Simcity? :P
One thing that bothers me about that 'test' is the inability to save games. You can only test a game for so long without the chance of properly save it. And in a simulation game, a little missed feature may not become obvious until later into the same game.
Yes, 'it works offline', but... For how long?
It seems to me you didn't bother reading the article bud. Everything works except for Regions (which is obvious since that's shared with other people) and saving your game. So you need to plug in the ethernet cable, save, and unplug it. Next time you boot up your city is there.
So the entire game is working online. If EA didn't lock your saves to their servers you wouldn't need a connection at all.
Quite teh contrary I read the articles and read the reddit feeds. And the devil is in the details.
SimCity is a SIMULATION GAME. SimCity is not LATENCY DEPENDENT. Ergo it is still unknown what the actual impact is for disconnecting the game entirely, as to what parts of the simulation would fail. All the articles say is that the game doesn't error out. That's it. No where is there a detailed analysis of stuff other than 'I can run the game for more than 20 minutes'. That's fine, but agian in a simulation game if certain parts of the game aren't simulated properly or not simulated at all, then that's a huge deal breaker. You'd have to be looking at the minutia of the simulation underlying the game. What parts are being sent to the cloud? Does import/export prices rely on the cloud. Do population changes rely on the cloud. These things haven't been looked at nor addressed. It's simply that being a simulation game it's not extremely obvious when stuff 'isn't working'. But for a sim game if core parts of the game aren't simulated right, because the client assumes real time data from the cloud, that's a problem. If the simulation isn't working in SimCity, that's just as terrible as if there was no loot in Diablo3. It's just that those issues woudln't be immediately apparent in SimCity
All the articles and the reddit posts have confirmed is that
1) you can disable the timeout
2) A few UI glitches have been fixed like population
3) You can edit outside the boundaries in the dev mode
what I havent' seen is a cheetah speed game where someone runs through a full few hours of simcity and see how the simulation actually runs. But all the posts simply talk that the game 'works' and to be honest that's not interesting. Any more than if you had something like FM2013 went online only, and the offline mode 'worked' but say the entire player trading transfer economy was broken. Again not something that would be obvious unless you played the game for a LONG time and saw some wierd trends.
No one has bothered doing an analysis of what data is sent back and forth between the game and the servers it's impossible to say what is possible in offline mode. THAT would be much more interesting than the simplistic tweaks being done right now.
http://www.ea.com/news/simcity-update-straight-answers-from-lucy
Good catch there. I'm not totally convinced that any of what she listed justifies EA's obsession with SimCity being "online all the time" though. During development, persistant cooperative features would have been easy enough to ignore for a single-player version of the game.
They seem to think that having a vision for a specific type of game must necessarily preclude those who are only looking for a single-player experience. The fact that EA and Maxis choose to ignore a sizeable portion of the Sim City community only gives credence to the theory that SimCity's online-only gameplay was implemented primarily as a form of content control.
I'd trust a dev over someone who hasn't worked on the game (no offense).
http://kotaku.com/5990854/simcity-boss-says-they-rejected-any-offline-mode-clarifies-server-use
"Here's Bradshaw in today's post:
'We put a ton of effort into making our simulation and graphics engines more detailed than ever and to give players lively and responsive cities. We also made innovative use of servers to move aspects of the simulation into the cloud to support region play and social features. Here's just a few:
We keep the simulation state of the region up to date for all players. Even when playing solo, this keeps the interactions between cities up to date in a shared view of the world.
Players who want to reach the peak of each specialization can count on surrounding cities to provide services or resources, even workers. As other players build, your city can draw on their resources.
Our Great Works rely on contributions from multiple cities in a region. Connected services keep each player's contributions updated and the progression on Great Works moving ahead.
All of our social world features - world challenges, world events, world leaderboards and world achievements - use our servers to update the status of all cities.
Our servers handle gifts between players.
We've created a dynamic supply and demand model for trading by keeping a Global Market updated with changing demands on key resources.
We update each city's visual representation as well. If you visit another player's city, you'll see the most up to date visual status.
We even check to make sure that all the cities saved are legit, so that the region play, leaderboards, challenges and achievements rewards and status have integrity.
Cloud-based saves and easy access from any computer are another advantage of our connected features. You can pop from work to home, play the game and have your cities available to you anywhere.
Almost all of our players play with connected cities. But some chose to play alone – running the cities themselves. But whether they play solo or multiplayer, they are drawn to the connected city experience. And Always-Connected provides a platform for future social features that will play out over regions and servers.' "
Rock, Paper, Shotgun points out that a year ago, offline mode WAS planned:
http://uk.pc.gamespy.com/pc/sim-city-5/1221798p1.html
(link is to gamespy but i learned of it from Rock, Paper, Shotgun)
Does this piss anyone else off? What is wrong with these people. Why are you FORCING us to be in a connected experience FFS. Let me play my game. You want to make a connected experience? Fantastic! Go ahead and do it but give those of us who do not want this an option as well. It's ridiculous. Stop forcing your BS, social media, social everything views on us.
Look I'm all for EA bashing but please try to read the article
Which is entirely true. The game has a fairly lenient timeout period. Thus a brief disconnection from the servers doesn't kick you out of the game. This entirely different than saying 'offline mode' which isn't claimed anywhere in the article. The article simply claims that the game will be tolerant of temporary disconnections from the internet, most likely in response to AC2 implementation which was very latency sensitive.
Which is entirely true. The game has a fairly lenient timeout period. Thus a brief disconnection from the servers doesn't kick you out of the game. This entirely different than saying 'offline mode' which isn't claimed anywhere in the article. The article simply claims that the game will be tolerant of temporary disconnections from the internet, most likely in response to AC2 implementation which was very latency sensitive. [/quote][/quote]
I picked up the offline mode part from the RPS article which linked to Gamespy:
That sounds a bit more than a lenient timeout period.
It's a nice PR spin though real cute, but I'm not totally 100% buying it.
http://www.ign.com/articles/2013/03/15/offline-mode-is-not-part-of-simcitys-vision
From Mashable: Trying to Play SimCity Offline? You're Doing It Wrong, Says EA
http://mashable.com/2013/03/15/simcity-gm-response/
And I like to know who are these thousands of people that said these things in a signed affidavit.
EA's charm offensive with their notes from Lucy and Maxis devs is also noteworthy.
Now, the tinfoil hat portion...
Is this always-on, always-connected requirement really just a method of connecting more gamers to EA's various online stores and micro-transactions? EA recently announced a push to insert micro-transactions into all of their games:
http://www.pcgamer.com/2013/03/01/cliff-bleszinski-microtransasctions/