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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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Finally, the explanation is that we have been waiting for 3 weeks or more. Now we know that you think it's faster to do a release with all fixes that will match the mod support schedule release.
Let's hope the release is sooner than later.
 
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I must say this is much better than the previous WotW, and if this was the tone from the start, the reception might have been smoother (although, as you said, the release was a disaster). It is still short on meaningful content, but it is a step in the right direction.

Please refrain from selecting questions to discuss DLCs. This is not the time.
 
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I'm certainly interested in what's going on with DLCs.
TBH, I would be fine if they talked about the DLCs they already sold to people. Discussing further DLCs at this point does not seem very appropriate given that they did not deliver on what their marketing department sold to customers.
 
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I must say this is much better than the previous WotW, and if this was the tone from the start, the reception might have been smoother.
I agree with that....
Most likely better communication would have prevented the low number of current players. Many players turned around after hearing words like "If you do not like it, the game is not for you".
Maybe at that time, this was true and CO didn't care much about individuals and celebrated a million of sold copies.. Today, after a few more months of constantly losing customers/players, the world looks a bit different. Each remaining player is valuable.

Let us assume CO publishes a DLC end of next month or a bit later, the actual player base will be about half what it was compared to CS1 at an early stage.
CS2 is much more complex and CO grew a bit...in terms of finance, CO needs a higher player base than CS1 base to cover the costs for a (free) DLC/content pack.

I hope the CO is aware of the limited time... and find the right words and actions to prevent further erosion of the player base. If CO waits too long, improving the base game or publishing a DLC does no longer make sense in terms of finance.
 
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I'm glad that CO finally took the time to address concerns that myself and others have been having with communication and transparency.

This WOTW is the best one yet because it addresses a lot of concerns that were, frankly, ignored for months. I predicted that the reception that CO would get to such a communique would by largely positive, and lauded by the community that feels marginalized and left behind.

CO-
I, for one, applaud this new approach and hope we see more of the same. The reaction score alone should tell you what they need to know.
All it took was a bit of humility, a bit of hope, and some vague promises and you made the wolves happy... keep up this format and you'll start winning back the pack.
Deliver on promises, give dates as soon as they become available, and keep talking with us and you'll be miles ahead of where you were from launch until this morning.
 
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Indeed this WotW addressed some of the questions around the community and with the next one coming from the art team is a great idea. Sadly all the answers for the fixes and features that were supposed to be in the game are still "We're working on it; will be added; will be fixed; on our wishlist; It's taking longer than expected" after 4 months.
Well unfortunately, things do take time. And don't forget CO are a small team of only 30 people. They can't do everything at once. I am pleased they are addressing some of the deeper problems with the game that take longer to resolve.
 
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I’m not sure people appreciate how overwhelming individual prop placement is for novice players…. The whole point of modding is that you can tailor the game to YOUR preference (like placing props) while still ensuring a good out of box experience for less experience players.
 
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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.

View attachment 1086522

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
I don't usually comment on things like this but I think it's safe to say CO are trying to reassure and imo have done so that they are committed to making CS2 the game they envisaged as frustrating as it maybe I think its clear patience is required now. Personally thanks for an honest update and your commitment to the game as it has so much potential. I am sure this will be recognised in the future!
 
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Dear Mariina and all the team at Colossal Order,

Thank you for all your hard work to improve Cities: Skylines II. I greatly appreciate all your efforts. I also look forward every week to reading your latest WotW. Please keep them coming.

I have no doubt the game WILL eventually become THE BEST city builder ever made. Just like its predecessor.

Good luck! :)
 
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I hope the CO is aware of the limited time... and find the right words and actions to prevent further erosion of the player base. If CO waits too long, improving the base game or publishing a DLC does no longer make sense in terms of finance.

IMHO, their best bet is to spend the next year fixing everything and bringing it to a release state, adding some significant free content (e.g., assets and the like), and doing a soft relaunch at a discount to bring in fresh players and get some positive attention.

I’m not sure people appreciate how overwhelming individual prop placement is for novice players…. The whole point of modding is that you can tailor the game to YOUR preference (like placing props) while still ensuring a good out of box experience for less experience players.

I don't get your response. You don't have to place individual props. You just need the mechanic in the game to do so. I don't see why a new player would be overwhelmed with the option to do something entirely cosmetic. I am not very good at it, but I spent a lot of time in CS1 trying to make things look nice. It is part of what makes the game fun.

To give another example, in CS1, I spent a lot of time trying to fix traffic using TMPE. I don't understand why the equivalent of this mod is not in the game at release.
 
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I’m not sure people appreciate how overwhelming individual prop placement is for novice players…. The whole point of modding is that you can tailor the game to YOUR preference (like placing props) while still ensuring a good out of box experience for less experience players.
Sorry but I completely disagree. It's a completely optional feature and doesn't really effect gameplay. How is having more options (in a game where the options are especially extremely limited without asset editor support at the moment) a bad thing?
 
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I think they need to spend a lot of time on bug fixes before a DLC. If they come out with a DLC given how few people are playing it will bomb --- and then they will pull the plug on the game. I haven't played since November and just log in every week to see when the game will get fixed. Even a free DLC wouldn't entice many to come back and it's just lipstick on a pig.

I've sort of come to accept that I should be thinking of playing this game in the fall of 2025. Just don't doom the game before then.
 
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I’m not sure people appreciate how overwhelming individual prop placement is for novice players…. The whole point of modding is that you can tailor the game to YOUR preference (like placing props) while still ensuring a good out of box experience for less experience players.
I'm a vanilla player and appreciate the ability to place individual props. I was surprised to not see this as part of the base game as it was with CS1. Now, they are different games. I recognize that. But this seems like an easy thing to turn on and could be a nice quick win for CO.
 
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IMHO, their best bet is to spend the next year fixing everything and bringing it to a release state, adding some significant free content (e.g., assets and the like), and doing a soft relaunch at a discount to bring in fresh players and get some positive attention.
I really feel like this is the most important message. If you want to regain credibility and improve reviews and sales, re-release the game, like Cyberpunk or No Man's Sky.

Add all the missing content, finish developing the simulation, and improve performance (vastly). And complete this by giving away some DLCs.

Only then will people buy the paid DLCs you have planned.
 
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