Started by jamespetts, October 17, 2015, 11:01:08 AM
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Quote from: dekema2 on November 23, 2015, 03:49:13 AMI agree. There is nothing wrong with the basic mechanics of Simutrans to me, it's really the UI and the graphics that feel suck in 2000.I think Simutrans just needs a polishing to bring it into 2016.
Quote from: Ters on November 25, 2015, 06:58:10 AMI find the simplicity of the economic model in Simutrans more bothersome than the graphics. But as I've written many times before, the Simutrans community is widely diverse. Some play it like a businessman, some play it as a model railroad. These two extremes pull Simutrans in opposite directions. Then there are those that want Simusociety, which is sort of orthogonal to this.
Quote from: jamespetts on November 30, 2015, 07:42:22 PMInterestingly, the forum statistics show that this month is the second best this year, after January.
Quote from: jamespetts on November 30, 2015, 08:29:23 PMPerhaps indeed, although I have noticed an increase in discussions relating to Experimental, too, for which there has not been a new release, so perhaps not that alone.
Quote from: sdog on November 30, 2015, 09:38:32 PMThat correlates strongly with the increased presence of experimental's lead developer, who until recently occupied busy with creating a house-sized time-machine for his famous tea parties. :-)
Quote from: AP on December 06, 2015, 12:40:24 PMFrom a purely personal perspective - I play simutrans experimental & pak-gb - there are major known balancing issues with experimental, whilst these were being investigated / addressed there was a lot of playtesting going on, but things definitely went quiet (as might be expected) once that process slowed down. Once the balancing is done (and the new features incorporated), hopefully it should be viable for long-term play.Once you've got used to the extra features / benefits of experimental, it's hard to go back to standard.
Quote from: jamespetts on December 06, 2015, 01:10:01 PMOut of interest, what do you see as the main outstanding balance issues in Experimental?
QuoteI note that May 2016 had the highest number of new members in any one month since March 2013.
Quote from: jamespetts on December 06, 2015, 02:36:14 PMThank you - that is useful. (7) can you explain this in a little more detail?;
Quote from: AP on June 19, 2016, 03:56:56 PMJust re-reading this thread - realised I never answered James' question:It was regarding "Inefficiency at removing obsolete infrastructure ".What I meant was, suppose you have engineered a canal route through challenging terrain, but now want to replace it with a railway, re-using the earthworks and routes through town centres etc. Getting all the boats "home" is time consuming. You can't over-write canal with railway, so there is a slow delete-and-replace game. In urban context the city may jump in with buildings or roads whilst you do this. On server games, other players might. In another context, suppose your previously profitable empire is suddently losing money hand over fist. You can't fix it without vast amounts of game time which you probably can't deploy quickly enough (especially in a server game). You want to consolidate your position - ideally "sell/delete everything instantly" and rebuild a more profitable network. But the tools to do that don't exist. You either wait for it to sink or start a new company and lose all your hard earned cash - neither ideal.
Quote from: jamespetts on June 19, 2016, 04:21:15 PMAs to selling or deleting everything instantly, are you sure that this is a good idea as a feature? I can only imagine the consequences of accidental use of such a feature. It cannot be often that such a thing be merited, surely? Would it suffice to have an option manually to liquidate a company, rather than to have to wait for it to be liquidated automatically? This might be a workable idea and not too hard to implement.
Quote from: AP on June 19, 2016, 04:54:54 PMOn single player games it's fairly irrelevant, but on several server games I've got to the point of "oh crap" when I've realised I've made an unholy mess of the thing. Sometimes we struggle on, sometimes it's just not worth it. Manually liquidate would be fine, so long as the player keeps the liquidity i.e the cash they made, to plough into another enterprise. Otherwise players "walk away" which is not the desired outcome I'm sure.