• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

CO Word of the Week #4

In the last Word of the Week, I touched upon the frequency of the expected fixes for Cities: Skylines II. For the last few weeks, we’ve been focusing on performance improvements and bug fixes at a rapid pace. As we’re continuing to work on the improvements we’ll adjust the pace of the updates slightly so we won’t see a new patch every week going forward but will have a bit longer cadence between them. We have made it through the quicker fixes and we’re now digging into the ones that require a bit more work. The next patch is not yet scheduled as it has performance improvements pending that we absolutely want to include in it.

The priorities for the team at Colossal Order are the following:

1. Performance improvements
Specifically, we are working on the level of detail models for the assets. This includes both adding missing LODs and improving the existing ones to improve the GPU performance. It might take more than one patch to address all of them, but we’ll roll out the first fixes as soon as possible. Following the asset and LOD fixes, we’ll work on improvements to CPU performance. This means focusing on the CPU stutters and simulation performance to improve simulation speed and smooth experience while scaling up the size of your cities.​
2. Bug fixing
We continue to go through your bug reports and have logged around 100 reproducible issues that have been moved to the team to look into. There are another 100 reports that we are still investigating that require more information and a bunch of duplicates, some of which add valuable information so we’ll go through all of them. We are also checking suggestions for improvement or new features, but these requests are currently at a lower priority.​
While the forum is the best place to report issues, our community team also keeps an eye on discussions outside of the forum so we can gather relevant information for the development team. Fixing gameplay bugs and issues is a high priority for us, and these can be anything from bigger overhauls of systems that are not functioning as intended to the smallest of annoyances.​
3. Editor/Modding support
The modding Beta group is testing the map editor and we’ll improve it based on their feedback before releasing it. Especially the placement of water on the map is under review since it’s currently too complicated. The UI will also receive a bit more love as it’s really difficult to find the available assets that can be placed on the map. I’ll keep you updated on the progress of the Editor and code modding and their release schedule, but the performance and bugs need to be sorted out first.​


Where we are right now
Talking about sorting, let’s talk about the Mail Service. This is a good example of a bigger overhaul caused by a few critical bugs resulting in the entire system behaving undesirably. We identified that the mail sent to the residents of the city, whether it be a citizen, a company, or a city service, is not delivered as it should. One culprit is the Post Sorting Facility as the mail is sorted in an erratic way, which makes me wonder what they are actually doing there if it’s not to sort the mail. The other issue is the Post Office vans that only seem to be collecting the mail instead of ever delivering it. Let’s see if we can get the light-fingered mail personnel under control! All jokes aside, now that these bugs have been identified and are being fixed we’ll have to test the entire system to see if it requires a rebalance. Therefore fixing the bugs takes time as we need possibly multiple QA rounds to make sure it’s working as it is supposed to.

Another issue we’re investigating on the gameplay side is the pathfinding regarding the Citizens’ ability to reserve housing even with no connection to the city. It kind of makes sense that one makes a rental agreement before moving in, so personally I wasn’t too worried about the fact that a house is assigned to a citizen when it’s being built. However, the problem appears with the companies as the citizen that has a rental agreement may also accept a job even if they have never made it to the city to begin with. So a Citizen stuck at the border of the city with no access to their house or their workplace is basically reserving those until the Citizen is deemed a lost cause and deleted from existence. We’ll look to improve this behaviour in a way that is more understandable and there’s a clear cut between the citizens that have made it to the city and those that have not.

We’re also looking at reports about export and distribution of goods in the city. Like mail, these require a deep dive to determine what is working as it should and what is not. I don’t have any details to share yet as we’re still digging into the different reports, but I wanted to let you know we haven’t missed the concerns you have raised. More on those next time!

Once the PC version is where we want it to be, we will be focusing on the console release and DLC content. We are committed to bringing the marketed DLC content to you, but it will not be landing in the originally promoted schedule. The first Asset Pack, Beach Properties, has been worked on by our artists’ and our outsourcing partner, but we’ll only implement them after the asset fix and performance work are completed to our satisfaction. I apologize for the delay, but we must not rush new content out before the base is ready for it. This also stands for the Content Creator Packs and Radio stations. Stay tuned for more information on these later!

Last Thursday we released the last weekly hotfix and it included a bunch of fixes, all of which can be found in the patch notes, but I want to highlight a few of them. The patch included a fix for the stuck “Garbage Piling Up” notifications, which didn’t clear properly after the previous fixes to the garbage collection. Now citizens will finally recognize that their bins are empty. We also took another step towards solving the issue where texture resolution drops significantly so you should see it pop up less often, though the work is still ongoing as some cases still remain. Lastly, but definitely not least, we resolved an issue that caused saves to load to a black screen when playing offline, bringing up some bad memories for some of our players. Like its predecessor, Cities: Skylines II can be played offline, so thank you for bringing this issue to light.

That’s it for this week, I’ll keep you posted!

Sincerely,
Mariina
 
  • 80Like
  • 16Love
  • 13
  • 5Haha
  • 5
  • 5
Reactions:
Omg...get over it already! Why are you still here then? It's getting boring at this point. Another vague generalized complaint. They're fixing stuff :rolleyes:

Gameplay? Were you promised a bug-free game on launch? Vast majority was fixed, none are game-breaking. Some tweaks here and there are needed, sure. But it's not the end of the world.

Graphics??? What's wrong with those? Care to elaborate?

Performance? Got better a week after launch and they're not even done with it yet. And that comes from someone running a GTX1070 on high/med settings with couple of things turned off. Yes, tweaks and improvements are welcomed, but again...it's not the end of the world.

It takes one trip to reddit to see the staggering amount of upvotes on the simplest issues/complaints that are not actually bugs/are easily avoidable/or come simply from players not bothering to even try to understand how certain things work in CS2. There's your discrepancy.

It's herd mentality at this point fueled by the initial performance hate-train at this point.
Sorry but you are completly off base with this little rant. Someone who has paid for something that was not delievered as promise has every right to say whats being said. I have a pretty good build. My cities look great in 4k. Then there was a patch to help fix framerates and then my 4k cities went from having trees in the distance to having green turnds on a stick. Additionally, when I reached 130k pop my cims slowed down no matter if it was on 1x or 3x and my computer litterally packed its bags and said it was leaving me for someone who cares about its temps.

So the real issue is CO knew it was buggy, they started developing a game with unfinished tools so they had to gap fill with thier own custom code. Now that code isnt really working as intended with the finished tools for the engine and they are now using "us" the community help them figure out their game issues. It's fine, yes they are making corrections as quickly as possible. But to say someones frustration is part of a hate-train when its an actual complaint with validity is silly. Yes its not positive but everyone, me included who paid 90 dollars for a title can voice their frustration as much as they want. This isn't your forum, and were not going to hold you with kid gloves because you're tired of hearing about it. Care bears can be found on youtube. Not here.
 
  • 14Like
  • 3
Reactions:
Still waiting for an explanation of why this game was released in a broken state. It smacks of scam-like behavior.
 
  • 13Like
  • 5
  • 1
Reactions:
As the game is not as well optimized as we would have liked, I find it very complete and his global quality is satisfying. Good luck to the development team in improving it but I think we shouldn't blame them too much, the work they are doing is already incredible.
 
  • 5
  • 1Haha
  • 1
Reactions:
1. Performance improvements
Specifically, we are working on the level of detail models for the assets. This includes both adding missing LODs and improving the existing ones to improve the GPU performance. It might take more than one patch to address all of them, but we’ll roll out the first fixes as soon as possible. Following the asset and LOD fixes, we’ll work on improvements to CPU performance. This means focusing on the CPU stutters and simulation performance to improve simulation speed and smooth experience while scaling up the size of your cities.
I hope that your QA team is checking the CPU performances with different CPUs. It would also be good if you can check on different CPU settings, as some users might have higher or lower values set to the CPU power or clock.

And it would be nice if the changes are being checked in situations where the issues with the CPU performance occurred before doing any changes.
So you can check up if these changes really did something. But its better to not stop there and also check in some new scenarios, that weren't checked yet to make sure you are not creating new issues with your changes.
 
Over 100 reproducable bugs reported in a few weeks, mechanics not working as intended at all (like mail and distribution of goods)... How was this not an Early Access release? Maybe you should ask for your money back from your external QA company.

It might take more than one patch to address all of them, but we’ll roll out the first fixes as soon as possible.
"As soon as possible" is not "as soon as we have also fixed other gameplay issues which could take weeks". I wrote the same last week, why are the LOD fixes tied to other updates? Designers and programmers can work independent of each other. Any building that doesn't render more polygons than needed improves performance, which is #1 on your list. You could release these updates every other day.

we must not rush new content out before the base is ready for it. This also stands for the Content Creator Packs and Radio stations
I personally never cared about the radio stations, but how do they affect the game? There's no reason not to release them in the advertised time frame.

The other issue is the Post Office vans that only seem to be collecting the mail instead of ever delivering it. Let’s see if we can get the light-fingered mail personnel under control! All jokes aside [...]
I'm sure your team is doing the best they can, but do you really want to joke about people not doing their jobs at his point? Because with all the issues you confirmed in this WoW alone, it seems someone in management didn't do their job, which should have been to release a good game.
But maybe their job was to cash out before the holidays instead, in which case well done, I guess. But how out of touch with the community can you be?

[...] playing offline, bringing up some bad memories for some of our players
Yes, SimCity 2013 failed miserably, and people were disappointed. You need to step up your game in order to convince me that C:S2 won't end up the same.
 
  • 9Like
  • 4
  • 3
Reactions:
Disappointing for those of us who paid $90 for the Ultimate Edition to start get some of that extra content soon, only for it to be delayed into next year. Makes me think I should've stuck with the standard edition when pre-ordering, as I still would've gotten everything I currently have in-game and saved $40.

In the meantime, I feel as though whatever tiny fixes can be pushed to us in the weekly cadence should continue to do so, with MAJOR patches coming when they're ready. Going multiple weeks with only the weekly "Word of the Week" announcements to tide us over until the next patch comes around is a LONG time to communicate the things that are going well (or worse than expected). Given how many things STILL need to be fixed (many of which will require multiple weeks and rounds of testing, according to you), players need the reassurance that development is still going well. The small (but meaningful) weekly patches would at least give us a quick glance at the progress being made towards making the game even better, while the major patches bring the hype back for players to come and see the improvements.
Sadly, with software, stopping to make a release can slow things down, so we have to wait. I also got the "big edition". So far, I have a S L O W city with only 420K people. In CS 1 I had no such problems (with mods) making a 500K city, with massive theme parks vth a variety of coasters and with crowded helicopter rides to the park from the distant airport. Mods allow similar features to "limit service to district". I have shopping centres with many name brand stores, and a massive beach resort which has a sawtooth mixture of leasure and tourism zones, having a colorful mix of night spots and hotels.

This new game cannot compete, and is dull and lifeless by comparison. I was hoping to make my first million person ciity, but have given up watching cars crawl like new born babies down the freeway. There are far too many traffic accidents, many of which block the roads forever. I will give this game a rest until next year.
 
Last edited:
  • 3Like
  • 1
Reactions:
Sorry, but I'm still shocked at how you guys thought that this game was ready to be released.
The system requirements change was already a clear indication that this game needed further development time and these bugs are just awful...
 
  • 8
  • 3Like
Reactions:
Im glad the game and community issues are being heard, I do have a couple of questions & suggestions:

1-Animations for city services are they coming??? ie. Firefighters fighting fires etc
I do also have suggestions that PD & FD should have a few animations for example PD when responding to robbery should walk out with said criminal in handcuffs to patrol car but at accidents officers should have a directing traffic animation, and FD should have the fire fighting animations but at a building collapse they should have a search and rescue animation much like the disaster relief in CS1

2- When the console version comes out will we be able to get into dev mode like PC, I think this should be an option via some password or code, just like in the Sims4 it is possible so why not, I think that would be a great edition for us console players also?
 
  • 4Like
  • 1
Reactions:
Any update on the region pack and GeForce Now? Would it be possible to release the region pack as DLC also for those who are unable to access Paradox mods

The lack of variety for specialised industrial assets also stands out massively, and appears unfinished?

I am currently enjoying the game and look forward to the fixes and improvements
 
Last edited:
  • 4
Reactions:
They are a very small team and they did much better then those big companies out there.

Its getting a bit annoying to hear this excuse repeated over and over. CS1 was a massive hit and undoubtedly made the studio a ton of money. The fact that their team is now apparently too small to quickly and efficiently address all the glaring issues with their next flagship product falls squarely on them.
 
  • 12Like
  • 3
  • 1
Reactions:
I am reading a lot of bad and negative comments here, guys stop please. People get angry cause game is "broken", people would get angry if game would be postponed....
Can you just appreciate what CO is doing working to fix the game!?
It's so annoying how people can be so stubborn. This game is really beautiful cannot be compare with CS1 this last one has 10 years c'mon and if we watch how CS1 was launched OMG it was so "indie game"
I really appreciate CO job, Thank you! @co_martsu
 
  • 18
  • 4Like
  • 2
Reactions:
I am reading a lot of bad and negative comments here, guys stop please. People get angry cause game is "broken", people would get angry if game would be postponed....
Can you just appreciate what CO is doing working to fix the game!?
It's so annoying how people can be so stubborn. This game is really beautiful cannot be compare with CS1 this last one has 10 years c'mon and if we watch how CS1 was launched OMG it was so "indie game"
I really appreciate CO job, Thank you! @co_martsu
They promised a game that they have not delivered on. The fact that we are essentially beta testing for them, and paid $90 for the ultimate edition with promises of exclusive content soon after release is a major let down. How are there so many "confirmed bugs" only a few weeks into the game? They should have had a proper beta program instead of a few hand-selected youtubers.
 
  • 14Like
Reactions:
I liked the deep dive into the mail system. Including one of these in every WotW would be very informative IMHO
 
  • 5
  • 1Like
Reactions:
What is the dev team looking at the economic system which isn’t functioning as intended? For example industry magically having goods and bankruptcy issues, the failsafe issues or tweaking the design philosophy so that more traffic is consistently generated as the city grows its population rather than decreasing?
 
Last edited:
  • 3Like
Reactions:
Over 100 reproducable bugs reported in a few weeks, mechanics not working as intended at all (like mail and distribution of goods)... How was this not an Early Access release? Maybe you should ask for your money back from your external QA company.

That's not an especially high number of bugs for a new software product of this complexity. Software that's been through an extensive beta phase, or even an early access phase, may easily have this many bugs after release. "Bug count" in general is not really very indicative of anything.


"As soon as possible" is not "as soon as we have also fixed other gameplay issues which could take weeks". I wrote the same last week, why are the LOD fixes tied to other updates? Designers and programmers can work independent of each other. Any building that doesn't render more polygons than needed improves performance, which is #1 on your list. You could release these updates every other day.

No, they can't just unload ad hoc changes to the production channel. That's not how anything works. Changes have to be reviewed internally, then pushed to testing, potentially more than once. Packaging up changes into a distrubutable so it can be patched, then testing the patch itself, has a fair amount of overhead also. What we've been seeing so far really feels like the absolute minimum number of changes they should be shipping at once.

The hardest part of software development is managing complexity. It is essential that they adhere to their procedures so that they can reason about the state of their product. You should not be offering opinions on how they should do their job since you obviously don't have any idea how to do it.
 
  • 7
  • 5
Reactions:
That's not an especially high number of bugs for a new software product of this complexity. Software that's been through an extensive beta phase, or even an early access phase, may easily have this many bugs after release. "Bug count" in general is not really very indicative of anything.
Are you high? There are hundreds of bugs in the system. Also there are at least a dozrn of them which completely breaks the software and another dozen that renders it basically unusable. These are not typo kind of bugs but complete issues. They have fixed like 50 very small bugs in the month since release.
They need to fix several software breaking issues, rewrite entire sections of code. It is going to take them months if not a complete year until the software is in an actually working phase. If a railway security software company released something like this, the whole bunch of them would be in jail answering for hundreds of deaths.
This thing was not even close being ready or releasable. And then we haven't mentioned the performance...
 
  • 7Like
  • 2
Reactions:
Can we get some options to disable government subsidy?
And as I understand currently neighbour cities are like endless suppliers for every need? Could it be tweaked a little, so that the bigger city we have the less assistance we could get from our neighbours?
Right now we don't need to be worried about any issue with our efficiency...
 
  • 7Like
Reactions:
I am reading a lot of bad and negative comments here, guys stop please. People get angry cause game is "broken", people would get angry if game would be postponed....
Can you just appreciate what CO is doing working to fix the game!?
It's so annoying how people can be so stubborn. This game is really beautiful cannot be compare with CS1 this last one has 10 years c'mon and if we watch how CS1 was launched OMG it was so "indie game"
I really appreciate CO job, Thank you!
Being mad about a game being posponed is a "you" problem, there are many games to play and anything else you can do while you wait even if you really want to play that game. However, when a company release a game promissing something, take your money for it and the game is broken and incomplete now that is their problem and they need to solve it, people have a right to be mad.
 
  • 4Like
  • 2
Reactions:
Thank you, @co_martsu for the detailed update. It's great to see such a focused effort on these crucial aspects of gameplay, especially since I've been dealing with a broken game experience. This has been the best Word of the Week so far, in my opinion. While it's a bit disappointing to hear that we'll need to wait longer for the next patch, I understand the importance of quality over speed. It's better to have a well-developed patch than to rush the process. Looking forward to the improvements and future updates!
 
  • 3Like
  • 2Haha
  • 1
Reactions:
That's not an especially high number of bugs for a new software product of this complexity. Software that's been through an extensive beta phase, or even an early access phase, may easily have this many bugs after release. "Bug count" in general is not really very indicative of anything.




No, they can't just unload ad hoc changes to the production channel. That's not how anything works. Changes have to be reviewed internally, then pushed to testing, potentially more than once. Packaging up changes into a distrubutable so it can be patched, then testing the patch itself, has a fair amount of overhead also. What we've been seeing so far really feels like the absolute minimum number of changes they should be shipping at once.

The hardest part of software development is managing complexity. It is essential that they adhere to their procedures so that they can reason about the state of their product. You should not be offering opinions on how they should do their job since you obviously don't have any idea how to do it.

Then don´t release it. It´s complex and every customer knows that. Things can go south during development. No problem at all. Push the release.

But charging full price for a half product is a blatant crime. End of story.
 
  • 6Like
  • 3
  • 1
Reactions: