• SwampYankee@beehaw.org
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    1 year ago

    So cims choose a route based on multiple criteria, now. That’s how transportation network analysis is done IRL. AND they can turn around and reroute in the middle of a trip. Super cool.

    • Gamingdexter@lemmy.ml
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      1 year ago

      I’m hoping for a bit of randomness too, like an arrogant driver that still wants to go the slow way. Very interesting in how the car accident mechanics work as well. Very happy so far with their feature lists

  • Rentlar@beehaw.org
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    1 year ago

    I am super duper excited about it! With AI hopefully cims will properly populate all lanes if available!

    (Also what I’m hoping for is to allow carrier fees, track fees or depot fees for goods transport, I love hauling goods around but it often ends up being a major uncompensated expense)

  • Geekmonster_@beehaw.org
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    1 year ago

    Honestly, seeing that traffic incidents will be a thing is nice. I’m so beyond tired of seeing the cims in my city drive through multiple cars and plow through people without any issues. Also, as a chunk of the YT comments say, high beam simulation? Cool!

  • Willie@kbin.social
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    1 year ago

    I’m glad to hear about parking. Pocket cars were really lame in my opinion. Traffic accidents sound super sick too! I can’t wait for a traffic accident to block the only route out of a location and have a bunch of mad citizens, just like in real life.

    I wonder if the accidents will be able to block sidewalks.

    • Nitrousoxide@beehaw.org
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      1 year ago

      Finally, I can create a true American city filled with parking garages everywhere and a desolate downtown filled with office towers that sits vacant in the evening and weekends.

    • Mermitian@lemmy.caOP
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      1 year ago

      I hope we won’t get in too much trouble when an accident happens in a new town, haha! Amazing changes for the game, and it really makes it feel like a next generation of Cities Skylines.

      Fingers crossed on them blocking sidewalks. They did mention cars being able to hit buildings though.

  • ampersandrew@kbin.social
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    1 year ago

    I thought for sure they’d leave all of my most requested features on the cutting room floor, but they’ve got exactly the right brand of nerdy shenanigans in place. They actually model people’s desire to travel by car based on parking availability! Perfect!

    • sanols@beehaw.org
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      1 year ago

      Yeah seriously, they’ve been doing an excellent job of showing us what we wanted to see (save for bike lanes, I’m sure we’ll get them eventually).

  • Addfwyn@lemmy.ml
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    1 year ago

    I am really curious how this will pan out for the casual city building enthusiast.

    I liked everything about Skylines a lot, but I always ran into a roadblock (ha!) with traffic. I never designed well for it, resulting in my cities locking up by mid game. I briefly tried to learn, but it seemed almost impossible to retrofit a solution and trying to design from day 1 with traffic in mind wasn’t really enjoyable. I always wish there was a mod that just abstracted traffic simulation out because it was the one thing I didn’t really want to deal with.

    Dealing with parking and accidents sounds like kind of a headache, but the smarter lane changes and path-finding hopefully alleviate some of the load as well.

    • Mermitian@lemmy.caOP
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      1 year ago

      You’re raising a very valid concern, I hope they have enough options for more casual players.

      At least the regular traffic flow should be better than vanilla CS:1. But then again they added road maintenance and parking.

  • sudoku@programming.dev
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    1 year ago

    Does the price aspect of the pathfinding penalties mean that induced demand will be properly simulated now?