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CO Word of the Week #14

While we’re receiving plenty of questions about Cities: Skylines II features, we have also received a ton of questions on topics surrounding the game. Today we’ll go over some of the difficult ones.

Are you going to address the content creators’ concerns and criticisms?
All constructive feedback that we receive is valued and very much appreciated. Thank you to those of you who tagged us and shared the content creators' videos that highlight feedback you agree with and to everyone who took part in the constructive discussions that followed. For example, Biffa and City Planner Plays released videos with useful and constructive criticism that we have gone over with the team. We’ll be addressing the feedback according to the process described below.

Feedback process_transparent.png


Here are some examples of the smaller changes we have made since release based on your feedback:
- Added line color to passenger ships, cargo ships, and cargo train engines.
- Improved moving in pathfinding. This prevents citizens from reserving homes from disconnected buildings (Or moving into the city at all if it's not connected to an outside connection).
- Increased all emergency vehicle siren sound distances.

And I believe the more interesting part is the larger changes that we are looking into now, based on the community feedback:
- Land Value and Zone Suitability
- Education system, specifically kids and teens
- More transparency in the economic system
- Balancing subsidies and service importing
- Balancing negative happiness modifiers with lack of basic utilities (water, sewage, electricity)

How do you plan to get out of this mess? / What is in the works to fix Cities: Skylines II? / What will you do to set things right for the disaster launch of CS2?
We’d much rather be in a different position than we are in at the moment, but we cannot change the past. We’re working very hard to catch up on the missing modding support, missing platforms, the content for the Ultimate Edition, and improving the performance and fixing bugs this year. The team is divided to work on different tasks so that we’re seeing progress on all fronts and while it might not feel that it’s fast enough I can assure you we are all doing the best we can. Only time will tell if this is enough to turn things around.

There have also been many questions about the patch cadence and why we moved away from weekly patches. Weekly patches are too heavy for us to keep up with and the issues we are working on need more time than just a few hours or days to fix. We’re a small team of 30 developers and we have to plan the work in a way that creates the fastest results. So instead of spending a big part of the week working on the build deliveries and QA rounds, we can use that time to work on the fixes themselves. For the Ultimate Edition, the DLCs already have a rough schedule so we’ll have good opportunities to patch the game at the same time. This doesn’t mean that we never patch the game between the DLC releases. The goal is to improve the game as quickly as possible and when we have a solid patch ready and tested it will be released.

We are aware we have a mountain to climb when it comes to delivering on the expectations but we have our ice picks ready and we are surely used to the cold. We're going to keep on climbing and you'll continue to see that progress in the game.

Why wasn’t modding support available at release?
The biggest regret we have is that modding support is not yet available for the game. We have been working on it since the beginning of the project and the intent was to have it fully ready at release. Code modding support, map, and asset editing were all planned to be fully usable and mods shareable in one place. We still believe that offering modding support makes any game better and that the tools and mods should be available for all players to enjoy at no additional cost.

During the project we faced, and still continue to face, technical difficulties that affect the speed and quality of the development, especially performance. We simply ran out of time as the focus had to shift from modding support to all hands on deck to fix the performance. All this work is still ongoing.

We’ll be communicating more on the status of the modding soon. It’s not an ideal situation but we are committed to keep working on this part of the game because it means so much to you and to us. “A Colossal Order game is a moddable one” is a promise we have made to ourselves years ago and work very hard to keep.

And we’ll top off today’s WotW with a few quick ones:
Q: More animations to come? Construction, firemen, etc
A: Yes, in the future we’ll be adding more animations to bring details and life to the cities!
Q: When will we have cycle paths on CSII?
A: I don’t know when we’ll get around to them, but Cities: Skylines II will have bikes and bike paths.
Q: Will you add more types of buildings or special buildings?
A: Yes, there will be more buildings both free and paid for the game in the future. If there is something specific you hope to see, we’d love to hear it!
Q: Will we get actual quays like the ones in CS1?
A: This sounds like it would fit great with the harbor-themed Bridges & Ports DLC coming later this year!
Q: When will we get props?
A: Adding the props to the menus for free placement in the game has come up as a request quite often. This is not something we are actively looking into at the moment, but will be added to the wishlist!
Q: When will the land value issue finally be fixed?
A: In the next update we’ll have part of it fixed, but the issues that are tied to the economy will take a bit longer to be resolved still.
Q: Will there be more biomes like wetlands/jungle or more desert like Texas?
A: Yes, we plan to add more maps with different biomes and also assets for you to create your own.

Thank you for all the questions, as well as the constructive criticism and feedback, it is valued and appreciated. Keep it coming! We’ll be back next week with something different: words from the art team!

Sincerely,
Mariina
 
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Hi everyone! Sadly, the post from the art team we had planned for yesterday had to be pushed until next week. Sorry for the lack of communication on here!


Big news gets posted everywhere, while we have some regularly occurring posts on social media that don't go on the forum/Steam. The format doesn't really fit elsewhere and if it's something that interests you, we're hopefully on a platform you use.

You're likely aware of the frustration among the game's fans who are eagerly awaiting an apology, updates and a playable game from CO. Some, if not all, have already paid for a game they cannot enjoy. However, CO seems reluctant to keep the player base informed about the upcoming "big things next week," or just any changes in the matter of fact, and instead creating an impression of stalling or buying time.

There is a growing concern that CO's actions might jeopardize the foundation for any future games, as players will likely remember the long list of disappointments from CO. The game was released in October, and now it's March; when can we expect it to be fixed to a playable state?; When can we expect a apology and compensation?

Communicating shouldn't be excessively challenging. While it's understood that providing a specific date two months ahead might be unrealistic, offering a general estimate, such as mid-March, would be appreciated. Coffee Stain sets a commendable example by openly communicating about ongoing work, expected timelines, and even acknowledging and addressing delays. They are respected for their efforts, whereas CO, just northeast of Stockholm, appears to be tight-lipped and hesitant to apologize and be open and honest to their fanbase; Did it occur to CO that being open, honest and apologetic might have been a better approach from day 1 instead of the CEO picking a fight with 70% of the playerbase.

The management at CO should feel a sense of shame, and it is hoped that PDX's management will engage in a serious discussion with their counterparts in Finland. This pattern of behavior needs to be addressed. Moving forward, complete transparency is essential, rather than hiding behind excuses like "this post is more suited for social media than forums."
 
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I haven't pre-ordered, or bought a game on release day, for a while.
That includes games I'd really looked forward to, and C:S 2 is no exception.

I'll watch some "before you buy" type of videos, and then decide if I want to buy them.
I'm fully prepared to wait another year or two before buying C:S 2.

I've spent hundreds of hours playing C:S 1.
I've bought every DLC, and have enjoyed playing it a lot.

Seeing C:S 2 in its current state is unfortunate. I wish everyone at CO good luck with the decisions they'll be making in the upcoming weeks, months and years, and I wish you the Sisu you'll need to get the game where you want it.

Here's what I hope C:S 2 will feel like eventually:

- The decisions I make matter. Biffa released a video 4 weeks ago, I want to echo what he mentioned. I'm with him 100% on that one.

- If an aspect of my city isn't running well, I don't have to post my problem on a forum and hope I get some usable answers. Instead, the game itself gives me a good way to troubleshoot it.

- I can choose to spend as much time as I like fine-tuning the macro level (economy / society / etc.) as I can the micro level (detailing, landscaping, assets, etc.). If I choose not to spend time on any particular topic, the game gives me the option to activate an "auto-drive feature", or it automatically takes care of that topic itself.
 
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I have to respectfully disagree.

Just like you would smash that "Like" button when you're watching a Biffa video, smash that respectfully disagree button.

In all probability CO is struggling for survival. We can safely assume that Paradox isn't happy with them anymore ("we had a phone call from Sweden...") and based on all metrics available on the net, the player base certainly isn't happy with them anymore either.
Losing even more trust and confidence is the last thing they can afford. And again stopping the (almost none existant anyhow) "communication" with their customers is the worst thing they can do at the current point of time.

Why the art department should be so terribly busy right NOW is completely beyond me. The whole release has been late, as we know. And now we are in the fifth month after release. Art should have been finished, polished and made even more beautiful by now. Of all their employees, the art department should be the least busy department in their company at this point of time.

The fact that they pretend to be planning to tell us something about modding next week means they will need that week to achieve getting a clear picture about the current progress in that area. Which in turn means they are still not sure at which point they are. Again, in the fifth month after a delayed release.

All this indicates so many problems on their side in terms of management and control that I severely doubt they will be able to "finish" this game this year. After all they themselves assumed to be out of BETA in fall, meaning it could very well be in the last week of November. If you have to communicate such a timeline, you are very unsure about your progress.

And again, all this comes back to management and control.

And on top of all of that you stop communicating with your customers who are paying your bills, but are waiting for new information. Not a good move, not a good move at all.

So you wrote a lot of words, but you didn't deal with the substance of what I said. Or, at least it doesn't feel like that. This leads me to believe, and I could be wrong, but it leads me to believe you might not be familiar with how things go with project work. That's ok. However, next time, you might want to simply click the disagree option and write a separate post, rather than replying to mine. Your diatribe feels more like run-of-the-mill complaining and less about what I had to say about understanding what probably took place regarding why they didn't post this week and what could be behind that.
 
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Hi everyone! Sadly, the post from the art team we had planned for yesterday had to be pushed until next week. Sorry for the lack of communication on here!


Big news gets posted everywhere, while we have some regularly occurring posts on social media that don't go on the forum/Steam. The format doesn't really fit elsewhere and if it's something that interests you, we're hopefully on a platform you use.
This is disappointing.

I also think that, out of respect, people here should have been told in an announcement that the WotW was canceled. There has been a lot of talk about community toxicity; I would like to see more respect for customers. This is further disappointing.
 
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Hi everyone! Sadly, the post from the art team we had planned for yesterday had to be pushed until next week. Sorry for the lack of communication on here!


Big news gets posted everywhere, while we have some regularly occurring posts on social media that don't go on the forum/Steam. The format doesn't really fit elsewhere and if it's something that interests you, we're hopefully on a platform you use.
Thank you!

Obviously you have all the data and see where community interaction is the most successful but I would argue your core community is either on Steam or on this Forum, maybe on Reddit too. If you'd like to keep up a well organized communication in the future I would aim for these channels as 1st priority, followed by Twitter, Facebook, Instagram and Co.
BUT, again, you have the data, so I'm sure you know what's the best (not being sarcastic).
 
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Thanks for all the positive feedback on the content of the word! Kind reminder here that please be respectful to each other even if you would disagree. Let's have conversations, not fights.

When it comes to staffing and working at Colossal Order I can surely write more about it. Maybe in a future Word of the Week!
We have a few metrics we think indicates that our devs like it here, like the fact that they are not leaving (we have less than one person resign per year, and that's a really low number even for a small company). We opened the senior positions because we want to strengthen the team in those areas without having to rely on outsourcing. These positions have been very difficult to fill, and now we are fortunate to get some visibility and help from Paradox in our quest finding the right people. The competition for the experienced developers is brutal, and working on a simulation game in Tampere, Finland, is not everyone's cup of tea (can't see why, it's the best thing!). We're super lucky to have our small dedicated team that loves what we do and they will keep working regardless of what happens in the recruitment.
Sadly, my post got locked by a moderator, so I have to ask here.

I recently saw PR from CO about the Minister of Employment visiting the CO office (congratulations!) to discuss hiring difficulties in the Finish gaming industry. I just wanted to know if you could share a bit more about how it affected the growth of the studio? (e.g., where you originally planning to have a larger team?).

Thanks!
 
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Finally saying something about the complaints after 2 weeks. OK.

Escrito originalmente por CO:
"For the Ultimate Edition, the DLCs already have a rough schedule so we’ll have good opportunities to patch the game at the same time."
I bought it and I don't care just prioritize the bugs. My God...
Not a single word about performance. It's sucks to play, I have a great machine and this uses 98% GPU.
I have 200 hours in CS2 and uninstalled it and at this point I don't think I will reinstall even CS1, my favorite game.

Escrito originalmente por CO:
"Q: When will we get props?
A: [...] This is not something we are actively looking into at the moment, but will be added to the wishlist!"

There is a BIG, I mean REALLY BIG, part of your community that ONLY play this detailing the city and landscape. HOW is this not even on the backlog?
 
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No patch since 6 weeks...
Is it still being developed at all? At this point the "it takes as long as it takes" approach seems wrong to me. Even if it's just minor fixes, at least something would improve. Also it would be helpful to know which bugs are getting fixed right now. But the way things are going, I have the feeling that the problems will probably never be solved.
 
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No patch since 6 weeks...
Is it still being developed at all? At this point the "it takes as long as it takes" approach seems wrong to me. Even if it's just minor fixes, at least something would improve. Also it would be helpful to know which bugs are getting fixed right now. But the way things are going, I have the feeling that the problems will probably never be solved.

Patch is coming soon friend. Continue to be patient :) At worst, by March 28 / at best end of next week.
 
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Will there be new services and things added to the development tree in the futur updates and DLCs of the game, that would be nice to have some new things to unlock and develop!


The answer is most likely yes - the first expansion (ports and bridges) will answer this.

We know more types of industries are coming, which is great. It also seems that zone types are not hardcoded, so more density options or zone types could be added.
 
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No patch since 6 weeks...
Is it still being developed at all? At this point the "it takes as long as it takes" approach seems wrong to me. Even if it's just minor fixes, at least something would improve. Also it would be helpful to know which bugs are getting fixed right now. But the way things are going, I have the feeling that the problems will probably never be solved.
Im sorry - No patch since 6 weeks we all know what going on in the last 57 announcements and you ask is it still being developed ? Make your own, better game then :)
 
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No patch since 6 weeks...
Is it still being developed at all? At this point the "it takes as long as it takes" approach seems wrong to me. Even if it's just minor fixes, at least something would improve. Also it would be helpful to know which bugs are getting fixed right now. But the way things are going, I have the feeling that the problems will probably never be solved.

If they are working on bigger things now 6 weeks since the last patch isn't unreasonable.
As for the game still being developed if you have no life, like me, you can spot bursts of activity on steamdb.
 
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Hi everyone! Sadly, the post from the art team we had planned for yesterday had to be pushed until next week. Sorry for the lack of communication on here!


Big news gets posted everywhere, while we have some regularly occurring posts on social media that don't go on the forum/Steam. The format doesn't really fit elsewhere and if it's something that interests you, we're hopefully on a platform you use.
post from art team? what next week? wow14 contained more graphics as wow15 ^^. but best, i gues, you guys stay quite and fix the game. i dont realy need a post from art team, we need the missing assets and animations from them, please.
 
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