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Sim Cities "State of the Game"

STUPID GAME! STOP TELLING ME I'M READY TO JOIN A SERVER THEN LOAD THE GAME AND SAY THE SERVER CAN'T BE REACHED!!
 
This is why I have refused to load the game until all the countries have their releases done.
 
EU West 3 is working... for now.

lol that is because it is new. The problem is not the servers it is how they are handling the traffic. For now if you NEED TO PLAY hopping around works but in general we will be sticking to one server.
 
http://www.polygon.com/game/simcity-2013/2630

I do not agree about dropping the game from a 9.5 to a 4 rating, however they make good points about the current state of the game:

UPDATE: 03/07/2013
SIMCITY REVIEW UPDATE 2

As expected, the question of whether or not EA would be able to support a large, enthusiastic audience for SimCity with a robust server system has been answered with a resounding "no," at least for the time being.
Since the official release of SimCity I have repeatedly tried to replicate the experiences I had reviewing the game with pre-release code on EA's development servers, and repeatedly I have not been able to — not entirely.
The server issues have been more troublesome, and have prevented me (and many players, we learned anecdotally) from connecting to the game at all. On launch day, during a period of roughly five hours, I experienced the same number of server-related game failures as in my entire 50 hours of review the game pre-release. That the experience of connecting to the game was, effectively, 10 times worse contributed to Polygon's decision to lower the score for SimCity (from 9.5 to 8).
In all other respects, however, when I have been able to access the servers to play SimCity, the experience I have had with it post-launch has been the same as it was pre-launch.
Until today.
EA's decision to remove certain features of the game in order to attempt to stabilize server performance has resulted in a dramatic change to the waySimCity is played and, in my experience, has not stabilized the server situation.
In attempting to play SimCity today, it took me over half an hour to load a game, during which time my connection to the servers dropped repeatedly, multiple attempts to load the city were aborted, and I finally had to "trick" the game into showing me (and then, finally, loading) my city by accessing the list of games present in the drop-down Origin profile menu. The main "Resume Game" button and the list of games in progress both would not show or load a city.
Even then, immediately after finally managing to load my city (New Pittssex), I received a notice that connection to the servers had dropped, suggesting my ability to actually load a game had been blind luck. Had the process taken a second or two longer, it would most likely not have loaded at all, as happened in approximately ten tries previously.
That said, the experience of connecting to a game and loading a city can not be said to be measurably worse (or better) than it has been since launch. Merely bad in a slightly different way. These same issues (and more) have been present since the game was released. What has changed is the experience of playing.
One of EA's major changes to the game has been the removal of "Cheetah" mode. SimCity allows you to alter the sped at which time passes so that you can make changes to your city and then see the results more quickly, or slow things down to address problems in "slower than normal" time. There are three speed settings, and they are "Turtle," "Llama" and "Cheetah." Corresponding roughly to slow, normal and fast.
With the removal of Cheetah mode, SimCity is now stuck with merely slow and normal, which would at first not seem to be too great an imposition, but in reality has drastically changed the manner in which the game can be played. The short version of which is: It's less fun.
EA has also (temporarily, they say) disabled SimCity's leaderboards, which allow players to see how well they are doing against other players worldwide, and the achievements system. I was able to access the achievements I had unlocked previously, but I will not accrue any new ones with this feature turned off. That's not a huge issue for me overall, but as a feature that was once present, but now is not, it's a big deal.
More problematic are the leaderboards. For a game advertised to be connected and social experience, the loss of the ability to see how you rank against other players is devastating. And, more troubling, accessing neighboring cities and finding the cities of my friends, using the Origin Friends service, has taken a dramatic stability hit. Even attempting to load a neighboring city causes my game to crash.
Given this currently horrendous state of both accessibility and playability, and acknowledging the fact that even the drastic changes EA has made to the game in its attempts to address them haven't worked, it is hard to continue to recommend SimCity. The experience currently on offer is now significantly altered from what was reviewed, and there is simply no guarantee that the existing server issues will go away, nor what further changes may be made to the game in order to address them. - Russ Pitts, Polygon Features Editor andSimCityreviewer

What I agree with here, is mostly that some of the coolest features for some ( Gyoin ) have been disabled like achievements and leaderboards with friends. This is the reason I got the game, to play with friends. So until this is resolved, I will be avoiding logging in less I get as jaded as the reviewer above.[DOUBLEPOST=1362707125,1362706857][/DOUBLEPOST]And then you have this great review:

Reviewers can’t figure out SimCity, but neither can EA: This is why we’re all screwed
Here’s a thought experiment. Imagine a bunch of critics go into a movie theater and watch The Big Lebowski. They all agree that it was a pretty good movie. That night, the theater burns down. The critics come back, but now they are surrounded by other people.

“I bet you think that movie is pretty shitty now, huh?” one of the bystanders says to the critic. The film hasn’t changed, has it? Do the critics need to go back and change their review of the movie? What if the bystanders had already bought tickets, and now they can’t see the film they paid for?

Welcome to the state of modern game criticism. If you thought scored reviews were a pain in the ass before, you ain’t seen nothing yet.

It’s only going to get worse


The tricky thing about modern games, and our movement towards experiences that are always online, is that you can’t separate the metaphorical theater from the film. If the SimCity servers aren’t operational, no one can play the game.

If those same servers are operating under a heavy load, you may be stuck replaying that lengthy tutorial section without being able to create your own city. It’s possible that you’ll be asked to wait in a server queue to play what you wanted to be a single-player game.

“Some players may currently be experiencing issues or delays when attempting to join a game server or region - or may be unable to create a city at this time,” EA explained. “Additionally, there are intermittent reports of friends list, invite, and tutorial delays and errors. We are working to clear traffic from the roads and hope to have all players managing their cities as soon as possible.”


These experiences are, to put it bluntly, not optimal. It’s tempting to simply say that one should wait at least two days before trying to purchase and play a game that requires an always-on Internet connection, a move that would give the publisher time to manage server load and get everything running. That’s a rational move but, dammit, we shouldn’t have to wait to play games we want to buy now. Maybe it would be better if reviews got rid of the numbered score, at least for a bit, just to say “not yet.”

When the consumer’s best move is to wait to buy a game they’ve already decided to spend money on rather than purchasing the game at release, something very wrong has occurred. This shouldn’t just concern gamers, as the publishers would probably love to have your money as much as you’d like to give it to them. Perhaps more so.

The question is whether our complaints, the forum posts, and the bitching on Twitter mean anything. If we say we’re not going to put up with this, but still buy these games in large numbers, EA is going to listen to the sales numbers instead of your words. What we do is more important than what we say, and most of us knew that buying SimCity would be a risk for the first few days, just as we know that the launch of every Battlefield game is going to be an unholy mess.

It’s sad that EA couldn’t launch an online game this large smoothly, but when have they ever done so? It would have been news if they had gotten it right, not the other way around. This sort of situation makes reviewing SimCity nearly impossible.

Polygon is updating their score as the servers go up and down, and that’s one way to handle it. We’ll be following the game with ongoing coverage, and that’s another. Both approaches have their flaws, and it may be that SimCity is simply immune to the idea of a classical “review.”


My rational brain thinks that anyone who bought the game at launch should have expected this rocky road, but having our expectations lowered to the extent that we browbeat gamers for having the audacity of thinking their games should work on release date is a depressing state of affairs.

We don’t have an easy answer for what EA could have done to manage their servers better, and it’s definitely a complex problem, but we’re also not asking $60 for a product that gamers can’t use reliably. I want to say that we should rise up, and cast off these brutal shackles. I wish I could say that we should never give EA another dime of our money, and they brought their financial hardship on themselves with invasive DRM and poor planning for game launches. I want to march with you down the street, throwing bricks through the windows of the publishers who have brought us to this place.

I can’t do that, however. I was invited in before the theater burnt down. I know how good this movie is, and I think you’ll like it. In a few days. Once everything works.

I just don’t know how to translate that into a score. No one does.

Source: http://penny-arcade.com/report/edit...ity-but-neither-can-ea-this-is-why-were-all-s
 
Amazon Pulls Digital Edition of SimCity as EA Struggles to Fix Servers
SimCity still isn’t working for gamers all over the world, and the problem only seems to be getting worse for EA and Maxis.


(Image credit: AFP/Getty Images via @daylife)
It’s all summed up fairly well by the little message shoppers get when they view the digital edition of the game on Amazon: “Currently Unavailable. We don’t know when or if this item will be available again.” Just below that, a host of negative reviews have pushed the game’s rating down to one star. It’s not a good page for EA.

In addition, EA is being forced to remove various game features in. Yesterday, it removed community features like leaderboards and achievements, but today, it removed “cheetah speed,” the game’s fastest setting, instead downgrading to “llama speed.” If you see a cheetah running at the same speed as a llama, you know you’ve entered the strange world of SimCity.

It’s not a minor change — accelerating time is a major feature in any simulation and so now, without that option, the game runs as a severely limited version of itself, when it runs at all. A community manager posted this list of hotfixes on the EA forums earlier today:
* Fix for crash caused most commonly occurring on servers experiencing lag. This crash would happen most often when claiming a new city when playing in a region.

* Fix for server select dialog not appearing on start-up if the server the player was last on is not available.

* Disabled Cheetah speed. Cheetah speed is now the same as llama speed.

* Crash fix for finding closest points.

* Crash fixes in transport and pedestrian code.

* A fix cities having processing problems associated with helicopters.
All in all, this just doesn’t seem to have been a game that was anywhere near ready for mass consumption. At this point, it’s become even worse than Diablo 3, and a real embarrassment for both EA and Maxis. The game was inititally scheduled for staggered releases across the world, presumably to avoid this sort of problem, but now it just means droves of new users will be pouring onto the servers when they can handle it the least.
 
ermagerd.

Just a note to any game company looking to do an always online mass release- get all the servers you need, and then double it. THEN double it again and maybe, MAYBE with really good management and all night shifts you'll be able to keep your servers up and deliver a good experience. Those first 12-24 hours critical, cuz where's the hype now?
 
Those first 12-24 hours critical, cuz where's the hype now?
The hype is now in all the drama. It's one of those "Bad publicity is still good publicity" situations. More people now know about SimCity than prior to launch, and eventually (if the game does get fixed), the waiters may enjoy the game more than those who are dealing with the launch-debacle...

But then again, this may kill the franchise.
 
http://games.yahoo.com/blogs/plugged-in/simcity-launch-complete-disaster-201105322.html

SimCity launch a complete disasterBy CNET | Plugged In – 22 hours ago
simcity-disaster-top640.jpg
(Credit: Kotaku Australia)

SimCity's requirement for an always-on Internet connection is backfiring, as the game servers are currently going up and down like a yo-yo. How quickly can EA solve this problem?
by Christopher MacManus, CNET


Good luck trying to move into the new SimCity.
Ever since the city management game launched on Tuesday, countless gamers have found themselves battling error messages and random disconnections that prevent them from experiencing what SimCity was supposed to deliver in the first place -- fun. In response, publisher Electronic Arts says it's working around the clock to try to fix the problems and add more servers so people can play without worry.
SimCity Senior Producer Kip Katsarelis issued the following statement to frustrated builders last night, hoping to soothe their nerves:
This has been an exciting and challenging week for the team here at Maxis, the culmination years of planning and development. We have been overwhelmed by the outpouring of support and enthusiasm from our fans which has made it even more upsetting for us that technical issues have become more prominent in the last 24 hours. We are hitting a number of problems with our server architecture, which has seen players encountering bugs, and long wait times to enter servers. This is, obviously, not the situation we wanted for our launch week and we want you to know that we are putting everything we have at resolving these issues.
What we are doing is deploying more servers over the coming two days, which will alleviate many of the ongoing issues. We are also paying close attention to all the bug reports we are receiving from our fans. We've already pushed several updates in the last few days. Our live ops team is working 24/7 to resolve issues and ensure that bug fixes roll into the game as quickly as possible.
This team has put everything into this game and won't stop until things are smooth. We ask our fans to be patient as our team works diligently to fix the issues. We share your passion for SimCity and thank you for your support and understanding.​
SimCity's connectivity woes originate from heavy server load caused by a high influx of new users who must log in to play. EA touts multiplayer features such as sharing vital resources with neighbors and saving your game to the cloud (so you can play anywhere), but the requirement also acts as one of the few remaining safeguards against software piracy.
It's frankly absurd that SimCity -- with its previous titles that you could always play offline -- now requires an Internet connection to play and stay in the game, even in single-player mode. However, that's the world we live in these days and it doesn't seem likely to change.
The other issue is that EA hasn't allocated the appropriate resources to handle the surge of gamers coming into the servers during launch week, which seems silly considering the enormous fan base that waited 10 years for a new SimCity game. The bean counters at EA should've known there would be huge traffic, and heck, didn't they learn anything from Activision's messy Diablo III launch?
The solution seems simple: let people play SimCity's single-player mode offline, hence alleviating the server load, and maintain the always-on Internet requirement for multiplayer. That would probably solve this debacle and give most people what they really wanted in the first place.
In the meantime, SimCitians can keep up with a routinely updated forum topic that relays server downtime, hotfixes, and improvements. The latest notification echoes the commitment to fixing server issues, but also indicates the developers issued a hotfix that includes "various improvements" and disables a "few non-critical gameplay features (leaderboards, achievements and region filters)" -- a temporary move likely designed to lessen the load on servers.
simcity-disaster-mid640.jpg
(Credit: Maxis/EA)
Be careful if you can log in, as some players report losing significant portions of their cities after hours of work, because SimCity servers would randomly shut down or the game experienced issues saving to EA's cloud save function. I saw dozens of similar complaints with some light searching. Ouch.
Despite the calamity, many SimCity builders found a way into the lagged servers and kicked off an architectural tour de force not seen since the construction of the pyramids. Katsarelis reports that in just a 24-hour period, SimCity gamers created more than 38 million buildings, 4.6 million miles of roads, and laid 40 million pipes "filled up with poop."
The producer also notes that gamers started over 18 million fires in SimCity, but the real fires are occurring in social media. You can easily spot hordes of frustrated SimCity players on Twitter,Reddit, NeoGAF, and many other outlets for gamers. A petition with over 8,000 signatures on Change.org asks EA to abandon always-on DRM in SimCity and future games.
CNET Editor Jeff Bakalar, assigned to review SimCity, ran into problems trying to connect at least twice a day since Tuesday: "I had planned on reviewing the game for launch -- and I'm not joking here -- I've yet to been able to even play the game. Once."
 
But then again, this may kill the franchise.
I'm going to assume that's hyperbole.

This could potentially severely damage this incarnation, especially if EA makes permanent changes to the game to achieve stability.

Personally, I think this game will stabilize and be the awesomesauce we all know it to be. I'm just not sure it will be in time to capture the maximum amount of sales for them.
 
http://games.yahoo.com/blogs/plugged-in/simcity-launch-complete-disaster-201105322.html

SimCity launch a complete disasterBy CNET | Plugged In – 22 hours ago
simcity-disaster-top640.jpg
(Credit: Kotaku Australia)


SimCity's requirement for an always-on Internet connection is backfiring, as the game servers are currently going up and down like a yo-yo. How quickly can EA solve this problem?
by Christopher MacManus, CNET


Good luck trying to move into the new SimCity.
Ever since the city management game launched on Tuesday, countless gamers have found themselves battling error messages and random disconnections that prevent them from experiencing what SimCity was supposed to deliver in the first place -- fun. In response, publisher Electronic Arts says it's working around the clock to try to fix the problems and add more servers so people can play without worry.
SimCity Senior Producer Kip Katsarelis issued the following statement to frustrated builders last night, hoping to soothe their nerves:

This has been an exciting and challenging week for the team here at Maxis, the culmination years of planning and development. We have been overwhelmed by the outpouring of support and enthusiasm from our fans which has made it even more upsetting for us that technical issues have become more prominent in the last 24 hours. We are hitting a number of problems with our server architecture, which has seen players encountering bugs, and long wait times to enter servers. This is, obviously, not the situation we wanted for our launch week and we want you to know that we are putting everything we have at resolving these issues.
What we are doing is deploying more servers over the coming two days, which will alleviate many of the ongoing issues. We are also paying close attention to all the bug reports we are receiving from our fans. We've already pushed several updates in the last few days. Our live ops team is working 24/7 to resolve issues and ensure that bug fixes roll into the game as quickly as possible.
This team has put everything into this game and won't stop until things are smooth. We ask our fans to be patient as our team works diligently to fix the issues. We share your passion for SimCity and thank you for your support and understanding.
SimCity's connectivity woes originate from heavy server load caused by a high influx of new users who must log in to play. EA touts multiplayer features such as sharing vital resources with neighbors and saving your game to the cloud (so you can play anywhere), but the requirement also acts as one of the few remaining safeguards against software piracy.
It's frankly absurd that SimCity -- with its previous titles that you could always play offline -- now requires an Internet connection to play and stay in the game, even in single-player mode. However, that's the world we live in these days and it doesn't seem likely to change.
The other issue is that EA hasn't allocated the appropriate resources to handle the surge of gamers coming into the servers during launch week, which seems silly considering the enormous fan base that waited 10 years for a new SimCity game. The bean counters at EA should've known there would be huge traffic, and heck, didn't they learn anything from Activision's messy Diablo III launch?
The solution seems simple: let people play SimCity's single-player mode offline, hence alleviating the server load, and maintain the always-on Internet requirement for multiplayer. That would probably solve this debacle and give most people what they really wanted in the first place.
In the meantime, SimCitians can keep up with a routinely updated forum topic that relays server downtime, hotfixes, and improvements. The latest notification echoes the commitment to fixing server issues, but also indicates the developers issued a hotfix that includes "various improvements" and disables a "few non-critical gameplay features (leaderboards, achievements and region filters)" -- a temporary move likely designed to lessen the load on servers.
simcity-disaster-mid640.jpg
(Credit: Maxis/EA)

Be careful if you can log in, as some players report losing significant portions of their cities after hours of work, because SimCity servers would randomly shut down or the game experienced issues saving to EA's cloud save function. I saw dozens of similar complaints with some light searching. Ouch.
Despite the calamity, many SimCity builders found a way into the lagged servers and kicked off an architectural tour de force not seen since the construction of the pyramids. Katsarelis reports that in just a 24-hour period, SimCity gamers created more than 38 million buildings, 4.6 million miles of roads, and laid 40 million pipes "filled up with poop."
The producer also notes that gamers started over 18 million fires in SimCity, but the real fires are occurring in social media. You can easily spot hordes of frustrated SimCity players on Twitter,Reddit, NeoGAF, and many other outlets for gamers. A petition with over 8,000 signatures on Change.org asks EA to abandon always-on DRM in SimCity and future games.
CNET Editor Jeff Bakalar, assigned to review SimCity, ran into problems trying to connect at least twice a day since Tuesday: "I had planned on reviewing the game for launch -- and I'm not joking here -- I've yet to been able to even play the game. Once."
just read that this morning. I was on the fence about picking up the game but it seems like i'll wait until they fix the bugs
 
EA is a steaming pile of shit masquerading as a game company. Ive utterly despised them since they took over my beloved Westwood Studios back in the day and then proceeded to drive my favorite RTS franchise into the ground( I MISS YOU COMMAND AND CONQUER!). Unfortunately they have their greedy hands in a ton of games these days because they assimilated a ton of studios. They are like the Borg of Earth.

Its a shame those companies eaten by EA couldn't avoid it usually. Theres a lot of good people caught up in that tangled mess of DRMs and money over game design/consumer happiness.[DOUBLEPOST=1362768350,1362768116][/DOUBLEPOST]IGN: SimCity Burning: A Warning to Microsoft, Sony, and All Publishers on The Dangers of Always-Online DRM
http://www.ign.com/articles/2013/03...ublishers-on-the-dangers-of-always-online-drm

FOX NEWS: 'SimCity' launch proves disastrous
http://www.foxnews.com/tech/2013/03/08/new-imcity-launch-proves-disastrous/

NEW YORK TIMES: A Game That Can’t Be Played: Is It Still a Game?
http://www.nytimes.com/2013/03/09/a...s-plagued-by-server-issues.html?smid=pl-share

FORBES: The 'SimCity' Effect: We Need An Industry-Wide Return Policy For Defective And Unplayable Games
http://www.forbes.com/sites/jasonev...rn-policy-for-defective-and-unplayable-games/

WALL STREET JOURNAL: New SimCity a Failure to Launch
http://blogs.wsj.com/speakeasy/2013/03/08/new-simcity-a-failure-to-launch/

PCMAG: An Open Letter to EA on SimCity: You Could Have Prevented This
http://www.pcmag.com/article2/0,2817,2416387,00.asp

WIRED: SimCity Blackout Is Just One More DRM Disaster
http://www.wired.com/gamelife/2013/03/simcity-outage/

YAHOO: SimCity launch a complete disaster
http://games.yahoo.com/blogs/plugged-in/simcity-launch-complete-disaster-201105322.html

Gamespot (Maxis Internal Memo Leaks)
http://www.gamespot.com/news/maxis-internal-simcity-memo-leaks-6405050

PCMAG: An Open Letter to EA on SimCity: You Could Have Prevented This
http://www.pcmag.com/article2/0,2817,2416387,00.asp

WIRED: SimCity Blackout Is Just One More DRM Disaster
http://www.wired.com/gamelife/2013/03/simcity-outage/

ABC News: EA Scrambles to Fix 'SimCity' Server Congestion
http://abcnews.go.com/Technology/ea-scrambles-fix-...r-congestion/story?id=18677568

BBC: Amazon suspends sales of SimCity video game
http://www.bbc.co.uk/news/technology-21712910

LA Times: ‘SimCity’: Server failures lock out players
http://herocomplex.latimes.com/games/simcity-server-failures-lock-out-players/

TechCrunch: We Built This SimCity On A Shaky Foundation Of DRM
http://techcrunch.com/2013/03/07/we-built-this-sim...-on-a-shaky-foundation-of-drm/

Mashable: EA Scrambles to Fix 'SimCity' Server Congestion
http://mashable.com/2013/03/07/simcity-server-troubles/

RPS: Impressions
http://www.rockpapershotgun.com/2013/03/08/initial-impressions-simcity/
 
EA is a steaming pile of shit masquerading as a game company. Ive utterly despised them since they took over my beloved Westwood Studios back in the day and then proceeded to drive my favorite RTS franchise into the ground( I MISS YOU COMMAND AND CONQUER!). Unfortunately they have their greedy hands in a ton of games these days because they assimilated a ton of studios. They are like the Borg of Earth.

But Zakis', how do you really feel? As the newly elected Pope, I think it's time to decree EA as the anti-christ and get the catholics over there to lay some serious guilt trips on the bastards. Maybe force feed them communion wafers until they straighten shit out? Just an idea.

jeezit_zps7a47f144.jpg
 
I've found a bug with mass transit that has been echoed by a few people in reddit threads I've posted. With streetcars if you build a depot, get a working system, and then delete the system, once you try to build it again in that same city the streetcars will not exit the depot even though it has been properly set up and there are passengers waiting.

I've had this bug with buses as well, but I haven't had the issue a second time, so I'm not sure what caused it.

http://www.reddit.com/r/SimCityStra...mass_transit_streetcars_wont_leave_the_depot/

http://www.reddit.com/r/SimCity/comments/19w1wz/mass_transit_streetcars_wont_leave_the_depot/

Basically, if you have a streetcar depot, don't delete it or turn it off until the bug is fixed. I haven't submitted it officially, but I figured I'd wait until the server issues are smoothed out.
 
I'm too tired an impatient tonight to test this theory, the bug might occur if you delete a station while there are still trains on the road. I'll test tomorrow.
 
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