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Not sure what priority means anymore .. the priority is to fix what they broke with the update and then to fix what was broken with the update fix, or maybe not. There is so many issues that they can pick from ... feels like we have been snowballing over and over again ... unfortunately the game is an early access, even less than that

This break / fix seesaw outline the early accessness of the game ... Steam would have pulled the plug if this game was released by a smaller studio in its current state ... guess everyone has to pay their shareholders ...
 
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Hi,

I'm just curious: let's assume the economy 2.0 patch satisfies most of the players worries about economy and has not introduced heavy new bugs - what should be in the next patch? I'd prefer to see traffic related things, starting from a better path finding, traffic/train behaviour regarding signals etc up to extended/more road types and traffic flow controls. Improved bus stops and roundabouts somewhere in between.

What would you like to see?

Regards
I would love to see more traffic signs made available.
Also a way to direct traffic lanes, like we had in Cities Skylines, so highway traffic doesn't always look like a clogged artery.
And a means of setting roads so only certain vehicles can use them.
 
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These have all been mentioned previously (mostly anyway), but I would like to reiterate the importance of them for me. I'm confident that additional features will come out as the patching and DLC comes out, so this will be mostly about bugs and current play quality.

-Optimize traffic AI (stop the last 5 feet of lane switching at intersections. Have the lane switching nodes randomly generate within the distance of intersections. Or, have cars randomly choose when to switch lanes, not just within one section all the time at the same location)
- If cars miss their turn, then have them reroute and go around the block like we do in real life(or like google map or Waze suggests), in order to get back on track to their destination.
- as Nyanko said "lane cutting, the illegal u turns, the blocking the flow of traffic." these should stop, or allow us even greater control of managing these.
-allow traffic light timers. this would be great to set timers, and for specific parts of the day, even better.
-traffic route overlays
-Bike lanes and cyclists
-Zoning control
-allow a transparency slider for the road layout distance/angles/etc. overlays (along with any overlay when placing any building object) its really in the way, and i don't need a black box for text contrast)
-Tone down healthcare and death care (use of ambulances and hearses on the streets). Not everyone who is sick takes an ambulance to the hospital or medical care center. Hearses are definitely needed, but i feel like there is a lot of death going on. Change the death rate.
 
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1U pedestrian street, and ability to plant trees/greens on 2U ped street would be nice.

Right now 2U one looks so damn wide and desolate. Just regular roads with greens/trees almost look more inviting.

If they’re meant to be those wide park boulevards, we should be able to plant trees down the middle, or maybe street vendors?!
 
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1U pedestrian street, and ability to plant trees/greens on 2U ped street would be nice.

Right now 2U one looks so damn wide and desolate. Just regular roads with greens/trees almost look more inviting.

If they’re meant to be those wide park boulevards, we should be able to plant trees down the middle, or maybe street vendors?!
We also need a 2U gravel road, so we can upgrade them to the 2U small road without destroying our layouts.
 
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Since we on the subject of roads. I would like a plain residential street with parking and no lines (just a plain road).

New road upgrades: Metered parking and diagonal parking (ideal for avenues, parks and shopping districts).
 
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Priorities for next patch:
  1. Fix public transport simulation incl. vehicles getting stuck, etc. - without this being fixed, I see no point in playing the game, unfortunately
  2. Fix energy simulation (the day/night toggle does not just impact the visuals but solar energy generation, etc.)
  3. Improve performance (CPU load as a priority, then GPU load) to allow for larger cities on higher-end PCs
  4. Improving visuals, especially: a) improve tree models, especially the tree models far away look so horrible, worse than in every year-2000 game, b) Finally adding grass, flowers to the ground, the current ground texture is awful. The visuals of buildings are usually okay, the visuals of cars, trams, trains, etc. are so-so, and the visuals of trees, bushes, grass (as in: missing) are horrible (incl. railway track visuals). Unfortunately, a realistic landscape of good looking trees, bushes, grass, etc. is crucial for such a game to look nice overall. It could even make up for the otherwise just average graphics quality levels of the game
  5. First person camera incl. for vehicles (should be base game, not just mod)
  6. Lane management tool (should be base game, not just mod)
 
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I don't think the tile upkeep is a bad idea, it helps make buying one more of an active decision. However, I think the cost should be reduced to half or even a third of what it currently is, but increase road upkeep even more, maybe 5x to compensate. That helps make the brunt of the cost associated with actually developing the land, and road maintenance be expensive IRL
Totally agree. Respectfully, I think with Economy 2.0 they are making the "make the game harder" crowd happy, but not necessarily the "make the game fun" crowd. The Detailer's Patch definitely did, though. It is a step in the right direction but they are not there yet.

I would like to be able to do some budgeting, but not to the point where I am pulling budget levers with every citizen request for initial basic services (e.g., the first fire station or medical clinic).

I would like to be able to see the effects of taxation / service cuts (i.e., the cash flow graph) on one screen vice clicking back and forth on tabs.

I think in the next patch the the game should start in a different way. The language should be a bit easier to understand what you are about to do before you start.

It could ask a couple of questions or be a toggle switch:
Do you want to start in building a town or metro area? (town = 9 tiles, metro area = unlock all tiles) - show the images and a description when you toggle it
Difficulty levels (e.g., easy = government subsidies no tile upkeep plus you get your first city service option with less construction and maintenance costs, hard = no subsidies, yes to tile upkeep fees)

I also think the ability to fix and ensure the street names persist through a save would be very helpful (e.g., add the ability to set where a street starts and ends).
 
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I watched City Planner Plays' (CPP) new Ultimate Beginners Guide in its entirety last night. If you haven't seen it, it's great and I recommend everyone watch it:

First off: a great thank you to @cityplannerplays for his great summary. Truly outstanding job.

I had some comments on what could be patched to make his / our experience a lot better and thought it would be great for the next patch:

1. CPP mentions that he had to load a custom map in order to get all the areas he wanted to develop as the vanilla maps don't have a great starting point (e.g., terrain issues, lack of natural resources, etc.). I think this is the biggest issue CO should address...first impression is everything. It's so important that a new user know what you're supposed to do when the game begins so they don't get frustrated and lose a ton of money. CPP had to pause the game at its outset because just by placing a small grid to lay out his city, he was already losing cash and it only got worse throughout the video as he added more services and buildings.

I think CO could easily fix this by either:
  • Allowing the user to choose how many tiles to start with (9, 12, 15, [insert desired number based on a user poll or something], or unlock all)
  • Choose your own start point. Allow the user more flexibility in starting their city from the 9 tile start point...allow the user to see the natural resources and choose their location to start and recommend a few options (including a reason--"this site is great if you'd like to start farming!" "what about here? this would be a great place to put a city because of its flat land!")
2. CPP recommended we focus more on the natural resource harvesting at the outset. I had no idea to do this. That should be a core part of the game mechanics of that is the key to not going bankrupt in CS2's Economy 2.0. Perhaps the game should suggest two natural resource harvests at the beginning of the game as a tutorial? (Maybe it already does this, I've played it quite a bit so I've disabled tutorials.)

3. The game is too aggressive at the outset. CPP laid out a basic grid and initial services and he almost ran out of money. He's a professional at this and someone I rely on to mentor me on this game. If he almost ran out, what chance do newbies like myself have at keeping the city afloat? Maybe it was just me but I didn't really get how harvesting resources helped without the verbal explanation from CPP. He said that doing so ensures that homes, businesses, and industry can source the resources locally thus reducing cash outflows. I think any game that you have to watch a third-party video to understand and fix is too complex. I should be able to just start building the city and not worry about it dying until at least level 5.

4. I was very surprised when the city went positive in cash flow and what CPP had to do in order to get there. I would have had no idea. Seeing the cash balance tick lower and lower in his video reminded me of the Sonic the Hedgehog sound when he runs out of air. Yeah, that one. Without his guidance, I would have easily hit the panic button and took out a loan or started tweaking too many things over and over. The video is so helpful that I'd recommend including it as the go-to standard for new players of CS2. Just throw it in the game!

5. I think things like tile maintenance is OK to add, but it needs to be in your face, even for people who haven't enabled tutorials. It's so new that it should be introduced regardless of function. See my earlier comment on how to tweak it.

If I think of any more I'll ad it here...
 
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I don't know if this has been mentioned or not, I tried searching but my results were less than encouraging. Please, please, please add the ability to click + drag the map instead of WASD and/or edge scrolling.
 
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Since we on the subject of roads. I would like a plain residential street with parking and no lines (just a plain road).

New road upgrades: Metered parking and diagonal parking (ideal for avenues, parks and shopping districts).
Agree with the plain residential street with parking and no lines. Maybe make it lower speed as well.

You should be able to set a policy for metered street parking in the district settings, so maybe just have the game automatically add parking meter assets to on street parking in districts where the metered parking policy is enabled.

Diagonal parking would be awesome. An asymmetric version with diagonal parking on one side and a version with diagonal parking on both sides would be great.
 
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While on the topic of parking: Reserved parking lots. Firstly, put in a checkbox that toggles whether a plopped building's parking lots should be only for people visiting that building. Secondly, the same way we can assign districts to schools, let us draw a polygon around a parking lot to designate who is legally allowed to park there.

Edit: designating road parking as for example resident parking only would be really useful, too.
 
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