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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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Thank you for all the questions, as well as the constructive criticism and feedback, it is valued and appreciated. Keep it coming!
Since the last patch, most bugs reported are about game crashes. It seems like new issues were introduced. Game breaking issues for that matter.
With the patch before it, the game breaking taxation and land value / suitability bugs were introduced.

There are also hundreds of bugs reported about non-functional industry signature buildings.

I don't understand:
- why it takes a long time for fixing such severe issues. Especially the industrial signature building bug is an easy fix proven by a modder
(Please don't say "because it puts a heavy load on the team. First of all it's not true and secondly it's not professional towards paying customers)
- why no one of the Colossal team is using the forum to inform players that the issue is being looked into

Could you elaborate on this?
 
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@prismaticmarcus: please elaborate on disagreeing. I suppose you want quick fixes (for game breaking bugs) and communication too? Or is it fine as it is for you?
 
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I'd rather have 50 bugs fixed in one patch after two months than a patch with only five bug fixes every two weeks.
I don't think the world is that neat, though. There are plenty of scenarios when either approach to bug fixing could be superior. If the 50 bugs fixed are part of a major game rebalancing where lots of things need to be fixed or changed simultaneously then maybe waiting two months and getting it all done at once would be best. But if there is a major problem than can be addressed sooner - say maybe a fix to the game crashing - then it should be prioritised.
 
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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.
This is great!

Also, one thing I dislike in the current game (same for CS1) is that almost all maps have a lot of altitude variations in plains that may require a lot of terraforming for gettings things more flat and avoiding huge cliffs effets in the middle of the plain. It's ok for the mountain parts of the maps, but altitude gradients in plains seems exagerated for me.
 
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I'd rather have 50 bugs fixed in one patch after two months than a patch with only five bug fixes every two weeks.
Unfortunately you will get the patch after two months with only six bugs fixed - that is if conveniently some DLC will be ready.
If not, you will have to be a bit more patient.
 
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I had to "respectfully" disagree with the quick win bit... whilst there is already a Asset Picker available (via developer mode or through certain greyzone mods) there are no prop images and so to push a user interface into the game, without the images of the props to show, the feedback would be an utter disaster. Check out a couple of the things available on a certain store to see how it looks without those prop images.
I'll respectfully disagree with the "utter disaster" part. While it wouldn't be ideal to have options in the menu without images, that seems a bit extreme. And, how hard could it be to simply add the images to the menu? The functionality is already out in the wild. Take it, improve on it, and launch it. To say this wouldn't be a quick win is... curious.
 
Cycle paths will come with a DLC; more buildings will come with DLCs; quays will come with a DLC; maps and different biomes will come with DLCs.
Basically we will need to spend hundreds on this game to have some fun... No thank you.

Can you share the rest of the roadmap with us? Since you seem to have it! :rolleyes:
 
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Honestly i dont see how this word of the week makes any changes. The game was broken on release and is still broken. As a gamer and a customer i dont need to know how you fix the game. I need you to actually fix the game. The word of the weeks dont tell me when i will have the promissed game. And what about the lost trust from the a lot of customers. People don't likes to get robbed. My stance is that i want to see a finished game and some compensation, such as some big free dlc, before event consideered spending a penny on a dlc.
 
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No, it is actually how every company does their business. Nobody starts a business or continues to run it based on what customers expect. It is always driven by a vision that entrepreneur has, regardless of the business sector. Afterwards SOME customer feedback can be considered to improve the product IF it fits the vision closely enough, exactly what @co_martsu says in her post and shows in the pic. Sooner people accept this and understand it, the better it is for themselves.

If we start to nitpick what was advertised and what was delivered, there is very little difference in the big picture. Of course advertising didn't say anything about all the bugs, but every single feature advertised is in the game. Several of course are / have been broken, but you can't name 1 thing that isn't there. Plus, who in these days believes any advertising from word to word anyway? They always glrofiy things and focus on USPs, and definitely never, regardless of the product, give the totally honest picture. (For example the previously mentioned bugs)
The customers expect what was advertised, and customers don't expect another Cyberpunk release. I am giving the devs one last chance to deliver as promissed, or i am not going to buy another Paradox game for a long time. I have bought a lot of the dlc's for CS1 and being playing CS1 for 4500 hours, is should be the happy customer, like thousands others.
 
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Honestly i dont see how this word of the week makes any changes. The game was broken on release and is still broken. As a gamer and a customer i dont need to know how you fix the game. I need you to actually fix the game. The word of the weeks dont tell me when i will have the promissed game. And what about the lost trust from the a lot of customers. People don't likes to get robbed. My stance is that i want to see a finished game and some compensation, such as some big free dlc, before event consideered spending a penny on a dlc.
I don't think they want to over-promise and under-deliver like they did with the release
 
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Thanks for the Q&A because a couple of my questions were answered, but I do have a question. When are we going to get any updates for console?

Also whenever it does come out for console will we have a dev mode option also, even if having to be access it via some cheat code or something? (Even if it’s not a full on dev mode but enough to play with cosmetically) I mean if the console version of Sims 4 can have a dev mode, I think this game should also ‍
 
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...
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!
...

Sincerely,
Mariina

I'd really appreciate an "Industries 2 DLC" that completely reworks the core industries to give us more granularity and choice in placement. I'm not a fan of the 'auto-populating region' now. I'd much prefer something like the old Industries DLC where I can select what building goes where, choose to put in specific warehouses (sizes and products) and manage production chains.

I don't like the current system where the player simply designates an area and the buildings pop up willy-nilly within the zone and the warehousing is merely a mystery of the auto-populate system within an industrial zone.
 
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The naivety of certain people will always amaze me...

After 5 months of waiting there has been no improvement worthy of the name.
Will we have to wait more than a year before we can finally play with the product we were sold?
Why this game wasn't tested before being released is a mystery that no one can explain.
How can we believe what CO are telling us today ?
Promises only bind those who receive them...
 
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The naivety of certain people will always amaze me...

After 5 months of waiting there has been no improvement worthy of the name.
Will we have to wait more than a year before we can finally play with the product we were sold?
Why this game wasn't tested before being released is a mystery that no one can explain.
How can we believe what CO are telling us today ?
Promises only bind those who receive them...
Actions speak louder than words.
 
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The naivety of certain people will always amaze me...

After 5 months of waiting there has been no improvement worthy of the name.

I see this more from the funny side.
Sure, I am waiting for a CPU performance patch or I get a lot more props and the land value fix before I touch the game again.

But the funny thing is, I already paid in the past and this is someone good when it comes to inflation. 50 bucks a year ago would be a sales price of 60 bucks in a year.
So I saved 10 bucks.... sure, it does not really work that way, but I want to stay positive.

Things to see positively:
CO messed up the release, but to bring customers back, the quality of the next (free) DLCs and content packs have to be great. Why do I think this happens?
Look, the number of player is about half what it was compared to the lowest number of CS1.
-> Paradox/CO wants to milk this game for the next years, but with such a low number of base players and losing 10 to 20% per month, and the lost support of the biggest YouTube streamers, this will not work.

It is all about money... One way would be to stop the development and give up or try to bring CS2 back on track.
I believe CO is trying to bring CS2 back due to financial reasons, but of course, the time to reach this goal is somewhat limited.
 
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I am wondering what those 29 other devs are doing, while that 1 is still fiddling around witch a patch since 4 weeks...
I would say the issues with the core gameplay may be even worse than we had thought here on the forums and they have to revamp the whole thing. That is the true reason why we cannot have bug fixes. Because they are reworking everything.
 
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