SimCity 2.0 Update Brings A Rash Of New Bugs

SimCity 2.0 Update Brings A Rash Of New Bugs

This week, hopeful eyes turned to SimCity as the troubled city-building game received its first major patch. Maxis has promised that SimCity 2.0 would fix a number of bugs in the game, but it sounds like the 2.0 patch has also brought with it a raft of new, equally annoying bugs.

Over at the SimCity Reddit, user Imidazole0 has been maintaining a list of the newest bugs in the game. Some are small, cosmetic issues, but others are more troubling — Cheetah mode troubles, sewage overloads, leaderboards with no data, and, perhaps most worryingly, cities that are still becoming unusable and “rolling back” to previous versions, thereby losing progress.

I haven’t had much of a chance to try out the game post-patch, but I still can’t recover my lost cities from that first weekend of play, which continues to throw water on my desire to ever invest time in a city again. Kirkopolis just sits there on the now-mostly-abandoned Kotaku region, looking at me longingly. Oh, well.

Also via the SimCity Reddit, Youtube user waytofailself has shared this video demonstrating that many of the game’s weird AI pathing issues remain in version 2.0:

A perusal of the SimCity forums shows plenty of other users breaking down additional problems (and, in fairness, improvements), including problems with education, casinos, and ongoing traffic issues.

As time goes on and the dust settles, we’ll have a clearer picture of just what’s new with the 2.0 patch; what’s gotten better, and what’s gotten worse. But it does seem for the moment that at the very least, the 2.0 update isn’t going to give SimCity the overhaul it needs.

[via PCGN]

Comments

  • Apparently the road textures still pop in and out of existence. That was what stopped me from playing – it just looks so ugly.

    • Then you clearly are missing a lot. These aren’t system specific bugs. Don’t ever be involved in any QA yeah?

      • If you think his normal activity as a user has anything to do with what QA does, I would suggest you might want to stay away from QA yourself.

  • Everybody I know who has it has quit playing due to rollbacks. Until that is fixed, the game is unplayable for me.

  • City got rolled back, spent a fair while to rebuild it all, only to have a sync issue. When I went back in the original city was back. Bit of a WTF.

    The main issues are still there, seems the update didnt fix anything. Traffic still acts idiotic. Police/Fire still attend the first crime/fire to occur and will not attend any others until the first is resolved. So you end up with multiple units at one location causing traffic jams, then the game bitches at me for having slow fire response!

    Foot traffic all head to one house, then leave (as someone got to it first) and go to the next house. Repeat until the congo line dissipates.

  • Well sure the game doesn’t work well, but it’s an MMO now, you can’t expect them to keep up with the fast paced development of an MMO, they’ve never made an MMO before, until now!

    Everybody, commas, I got ’em, you want em, commas! If you don’t take them off of me, I’ll abuse them, someone call the police!

    • The base game is broken, the multiplayer stuff they tacked on doesn’t work either. It sounds like the game just wasn’t finished.

      There are games in Beta which work better than this release.

  • 3 hours playing last night. Then, “SimCity is not processing correctly, Please choose: Roll back your city or abandon”.
    WTF. FU EA.

  • Wait, if Sim City uses all this cloud processing like they claim, then you’d think they wouldn’t have to release patches at all, instead just patch their servers, right? (Correct me if I’m wrong, I’m still not up to speed with all this cloud-based stuff.)

    • Depends how ‘thick’ your thin client is. EA has always backed the line that ‘some’ of the processing is offloaded to the cloud, but even if it was done entirely server-side, there’d still be client-side code to be patched when necessary.

  • What the h@ll is happening to the gaming industry with its persistence in scaring off its customer base at an exponential rate?

    What happened to making a good game by giving customers priority in design rather than treating them as means to squeeze out as much money as possible. Gaming was at its best when companies focused on fun, engaging game mechanics, quality visuals, sound etc etc and let he game sell itself through its quality and not try and control its player base via anal DRM and micro-transactions. A percentage of people are going to pirate regardless, this has been part of the gaming industry since its birth in the 80’s and will never go away but treating the people who actually pay for your product like a potential thief from the get go is just crazy esp if it breaks your product and if counter productive. Paying customers are the ones that should be be rewarded for supporting your product.

    I won’t be buying the new SimCity until its $10 on steam as that seems to what its worth atm thanks to EA’s efforts.

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