This is a perfect example of how hard it is to please everyone. Some people want total control of the grid and go for ultimate symmetry, while others want no grids at all and prefer the way games like manor lords do it.
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As the cynical arse that I am, room availability *is* a resource. I mean, there's only so many rooms available, so you face things like overbooking in real life. Makes some sense if that's how it works in-game as well.I am speechless.
You are telling us you are handling lodging capacity as a resource????
What will be next? Importing "lodging" via airports?
I think allowing free placement would please mostly everyone.This is a perfect example of how hard it is to please everyone. Some people want total control of the grid and go for ultimate symmetry, while others want no grids at all and prefer the way games like manor lords do it.
Manor Lords is a great example of what zoning could look like. I'm afraid that this is a wasted opportunity to change it.This is a perfect example of how hard it is to please everyone. Some people want total control of the grid and go for ultimate symmetry, while others want no grids at all and prefer the way games like manor lords do it.
ELI5 what controllers have to do with grids.That decision might actually have been taken deliberately due to a lack of accuracy when trying to create your grid with a gamepad.
"Better" not to show the problem by stating exact numbers.
I agree that I love how Manor Lords does this.Manor Lords is a great example of what zoning could look like. I'm afraid that this is a wasted opportunity to change it. I had such hopes at the very beginning, when the dev diaries were coming out, that this feature would be polished. I don't know about others, but if someone from the creators decided to change this feature, for me personally it wouldn't bother me that it would affect the current cities. I could build them from scratch. However, this is rather impossible. The game has huge potential, despite these many difficulties, but its current state requires polishing. In any case, I see the mentioned switching between zoned buildings and the freedom to place zoned buildings for this feature.
I actually agree about the first two sentences.As the cynical arse that I am, room availability *is* a resource. I mean, there's only so many rooms available, so you face things like overbooking in real life. Makes some sense if that's how it works in-game as well.
I feel like you're romanticizing Manor Lords just a little bit. Yes, the zoning system for that game works well, but I think you're overlooking the fact that Manor Lords doesn't have to deal with concrete.Manor Lords is a great example of what zoning could look like. I'm afraid that this is a wasted opportunity to change it.
I would assume it being much easier and more accurate to control your grid via mouse than via a gamepad.ELI5 what controllers have to do with grids.
Let me be honest: if I had the choice of having more freedom in road construction resulting in imperfect grids or having perfect zoning and being restricted to grids when I build roads, my choice was freedom.Let's be honest with each other: that problem would have been easy to solve during development. The tools needed would have been rounding and integers. But that ship has sailed since long.
Indeed. But I suggested CO improve the grid tool by allowing users to specify the grid's size rather than just drawing it by hand and hoping for the best (which is why the grid tool right now is largely useless), and you saidI would assume it being much easier and more accurate to control your grid via mouse than via a gamepad.
which I do not understand. Surely it would help the person using the gamepad at least as much as it would help the PC user?That decision might actually have been taken deliberately due to a lack of accuracy when trying to create your grid with a gamepad.
"Better" not to show the problem by stating exact numbers.
I truly doubt that fixing the problems with grids in CS2 will ever impede your ability to lay down wonky roads.Let me be honest: if I had the choice of having more freedom in road construction resulting in imperfect grids or having perfect zoning and being restricted to grids when I build roads, my choice was freedom.
The point I was trying to make is this (I was assuming free hand drawing):Indeed. But I suggested CO improve the grid tool by allowing users to specify the grid's size rather than just drawing it by hand and hoping for the best (which is why the grid tool right now is largely useless), and you said
which I do not understand. Surely it would help the person using the gamepad at least as much as it would help the PC user?
When I said specify I meant actually typing in the size for the X and Y coordinates before plopping the grid down. It's then CO's responsibility to ensure the grid is exactly that size. Being able to reliably get the grid I want would finally make the grid tool useful. They could even make it a wee bit better again by optionally restricting possible values to multiples of 8 (metres), to make it even harder for the system to get anything wrong.The point I was trying to make is this (I was assuming free hand drawing):
If you can see the dimensions of your grid (say 5 * 10 blocks) while using a mouse it is all fine.
It would be fine with a gamepad too, but we have just learned that the exact dimensions actually might be 5.01 * 10.02 blocks.
With the accuracy of a mouse you might actually correct that to exactly 5.00 * 10.00 blocks, while with a gamepad that might result in many unsuccessful attempts.
To that I agree.When I said specify I meant actually typing in the size for the X and Y coordinates before plopping the grid down. It's then CO's responsibility to ensure the grid is exactly that size. Being able to reliably get the grid I want would finally make the grid tool useful. They could even make it a wee bit better again by optionally restricting possible values to multiples of 8 (metres), to make it even harder for the system to get anything wrong.
Please also take a look at why there is similarly slow or no consumption of media, meals, entertainment, and recreation immaterial goods. @co_avanya are you able to confirm that the team is aware of this issue? I sure hope so, and thank you!Known Issues & Tips
- Hotels may complain about “Not enough customers” despite having all rooms occupied due to slow consumption of the “Lodging” resource. We are aware of the issue and working on a fix.
I'm not a fan of this change. I have 5k university demand in my 80k population city so this will make the alternative universities (technical or medical and more in the future) useless in terms of student capacity.Increased student amounts for College and University buildings
Yes, Manor Lords is not a perfect game. I like it because of what the game is, and how much fun it is to create small settlements. Also, the way of drawing a zone is more convenient for me.I feel like you're romanticizing Manor Lords just a little bit. Yes, the zoning system for that game works well, but I think you're overlooking the fact that Manor Lords doesn't have to deal with concrete.
Am I being slightly facetious? Yeah, but the point stands. Manor Lords has a much much more organic art style and that style hides a lot of imperfections you might see with a modern city builder.
The best analogy I can come up with is sort of like when you start trying to perfect your roads in your city... You could spend an hour making the best intersection imaginable, making sure all the grades are reasonable, etc. Finally, after you're done with your perfect intersection, you look up and realize that now literally everything else in your city looks terrible.
I personally don't mind the current zoning system. Is it perfect? No. I think it should allow free placement, but is it worse than Manor Lords?...
I'm not sure that's true.
It is a bit frustrating. Typically, the zoning breaks when introducing a new network element (pedestrian path or street) creates a new node in the existing network--and then that node causes the zoning tiles to shift or to revert to their preferred default.Every little bit of corrective action is appreciated, small patch indeed but thanks. I keep seeing that there's no mention about fixing the zone breaking problem, does anybody else think it is important? When a player has a nicely developed block and suddenly it is destroyed by adding a needed street nearby, it is very bad gameplay. On rare occasions the zoning reverts to the way it was by simply bulldozing the new street, but then what if one still needs to add network? In any case, it isn't always possible to save those buildings, even using by the Move It mod.