SuperFreeza
Chieftain
- Joined
- Jun 10, 2012
- Messages
- 1
Hello C2C Devs,
A couple of years ago I had a computer that was almost 3 years old (built it in 2008, with gaming-level parts, though I never buy the extra-premium just-released/top-of-the-line parts). In either 2008 or 2009 (cannot remember), I went back and played a full game of Civ IV w/expansions (largest map, max players, etc...). I did play on a high speed, but all the way until the last turn, I experienced no noticeable turn lag.
Now I have the following PC specs:
i5-2500k 3.3ghz (Sandy Bridge, which is barely slower than the latest Ivy Bridge, as Ivy Bridge was the first Intel die shrink in a while to not actually increase general/gaming performance much...and unless there is something specific with c2c, the i7s offer little additional gaming performance compared to the i5s)
8GB RAM/Memory
160GB Intel 320 SSD (with Civ4/c2c installed on it)
AMD Radeon HD 6850 w/2GB Memory
I tried playing a full game of C2C recently, with all the advanced features enabled (except the ones that are known to be heavily unbalanced/problematic, not yet truly integrated into c2c). I used a Gigantic PerfectMongoose 3.1 map, the default number of civs for Gigantic (15), and Marathon game speed. Despite thoroughly enjoying the general gameplay of c2c (I restarted many times after playing multiple games for several hours, as I discovered new strategies / tactics that I knew would have helped me get a better start), in my final and by far the longest game, I had to permanently quit shortly after reaching AD. Why? I was already having around 1.5 minute turn lag, and it was only slowly but surely getting worse.
A more powerful computer (and really, still very close to top-of-the-line in CPU power, gaming wise) was having 1.5minute turn lag on c2c while a slower computer was having zero turn lag on default Civ IV Beyond the Sword.
Then there is the major balance issues I keep reading about everywhere, though I cannot speak of those myself since I have not played long or regularly.
Then there is the stability / crash problems (I have had plenty of crashes not even caused by MAFs...if I didn't have a SSD, I probably would have quit long ago due to that alone).
Then there is the lack of automation options for the "animal herding" part of the game all the way through to the Classical age (or later...never have got past the Classical part). It is fun at first, but then it gets old micromanaging all the animals captured again and again.
Then there is the current state of War AI. The most powerful civilization in the game, with a 50% higher score than any other and a 100% higher score than my own, was barely fighting me after he declared war on me, despite his cities surrounding my own and me actively attacking him.
This is "version 27" of a mod that appears to have begun over four years ago, and the core of which is based on mods begun even earlier. Yet its "stable versions" are still of the same quality level of "early beta" mods, with SVN versions being alpha-like. Yes, I know the base Civ IV code is an unoptimized mess and you guys have drastically optimized it. Yes, I know that you have added so much that the optimizations' gains in performance have been nullified by that continuously growing content. Yes, I know you guys are hardcore Civ players that are willing to deal with a lot to play with these advanced features. Yes, I know you guys are volunteers using your own unpaid time to provide a free product. Yes, I know you guys openly go with the "more is better" philosophy.
However, you have taken the "more is better" just too far, if one of your goals is still to to provide an enjoyable experience to not just the most extreme hardcore civ players. It seems like most of the devs even admit that they rarely play past the Classical age anymore due to the various issues with the mod. I can very easily see how some of you might enjoy working on the mod as a hobby much more than you do actually playing it, and there is nothing wrong with that if that is the case. But then you should be honest that there is no longer a goal for a playable mod, and that this is more of an experimental modding hobby group oriented towards fellow modders, rather than a mod oriented towards fans/players.
Quantity is great as long as all it does is add content and/or additional complexity to the game. I know many games/mods go with the "less is more" to reduce complexity and appeal to much more "simple" gamers. But when the quantity becomes so great as to significantly reduce the playability of the game (such as massive balance, lag, and stability issues), the line has been crossed on how much quantity is good. I am not saying that a great, playable C2C mod with all the advanced features (both present and future) is not possible. But I am saying that, if the goal of the mod is still to provide an enjoyable experience to common Civ players/fans, the devs should slam the brakes on new content/features and figure out how the heck to get all the stuff you have now to work properly, THEN start adding more. In some cases it might even be necessary to wait for the next release of CPUs to start adding new super-advanced features to a release version that is playable performance-wise. Perhaps divide c2c into three different release types instead of just two: Release (reasonably stability, balance, and performance with gaming-level PCs), Beta (the "stable versions" you have now), SVN.
Because all I see now is "yes we realize X, Y, and Z are major problems, but we need to fix A first, but before we fix A we need to finish developing/adding B, but before we finish developing/adding B, we need to fix C, but before we fix C we need to finish developing/adding D, but before we finish developing/adding D, we need to fix E, but..." infinitely. There are big problems that need to be fixed, and yet there is still an infinite amount of new content in the pipeline that you guys add before fixing the current big problems, and that infinite new content comes with a supply of infinite new problems.
Sorry for the rant, but from reading your posts it just feels like you guys do not even truly realize the situation, and as I really like the premise of the mod (and actually tried it for a short time many months ago before I got busy in RL), it is frustrating that I see no playable version in sight, with the current "more is better, at any cost" philosophy. I am not saying you owe fans anything, but if your goal is to keep existing fans and bring in new ones...
A couple of years ago I had a computer that was almost 3 years old (built it in 2008, with gaming-level parts, though I never buy the extra-premium just-released/top-of-the-line parts). In either 2008 or 2009 (cannot remember), I went back and played a full game of Civ IV w/expansions (largest map, max players, etc...). I did play on a high speed, but all the way until the last turn, I experienced no noticeable turn lag.
Now I have the following PC specs:
i5-2500k 3.3ghz (Sandy Bridge, which is barely slower than the latest Ivy Bridge, as Ivy Bridge was the first Intel die shrink in a while to not actually increase general/gaming performance much...and unless there is something specific with c2c, the i7s offer little additional gaming performance compared to the i5s)
8GB RAM/Memory
160GB Intel 320 SSD (with Civ4/c2c installed on it)
AMD Radeon HD 6850 w/2GB Memory
I tried playing a full game of C2C recently, with all the advanced features enabled (except the ones that are known to be heavily unbalanced/problematic, not yet truly integrated into c2c). I used a Gigantic PerfectMongoose 3.1 map, the default number of civs for Gigantic (15), and Marathon game speed. Despite thoroughly enjoying the general gameplay of c2c (I restarted many times after playing multiple games for several hours, as I discovered new strategies / tactics that I knew would have helped me get a better start), in my final and by far the longest game, I had to permanently quit shortly after reaching AD. Why? I was already having around 1.5 minute turn lag, and it was only slowly but surely getting worse.
A more powerful computer (and really, still very close to top-of-the-line in CPU power, gaming wise) was having 1.5minute turn lag on c2c while a slower computer was having zero turn lag on default Civ IV Beyond the Sword.
Then there is the major balance issues I keep reading about everywhere, though I cannot speak of those myself since I have not played long or regularly.
Then there is the stability / crash problems (I have had plenty of crashes not even caused by MAFs...if I didn't have a SSD, I probably would have quit long ago due to that alone).
Then there is the lack of automation options for the "animal herding" part of the game all the way through to the Classical age (or later...never have got past the Classical part). It is fun at first, but then it gets old micromanaging all the animals captured again and again.
Then there is the current state of War AI. The most powerful civilization in the game, with a 50% higher score than any other and a 100% higher score than my own, was barely fighting me after he declared war on me, despite his cities surrounding my own and me actively attacking him.
This is "version 27" of a mod that appears to have begun over four years ago, and the core of which is based on mods begun even earlier. Yet its "stable versions" are still of the same quality level of "early beta" mods, with SVN versions being alpha-like. Yes, I know the base Civ IV code is an unoptimized mess and you guys have drastically optimized it. Yes, I know that you have added so much that the optimizations' gains in performance have been nullified by that continuously growing content. Yes, I know you guys are hardcore Civ players that are willing to deal with a lot to play with these advanced features. Yes, I know you guys are volunteers using your own unpaid time to provide a free product. Yes, I know you guys openly go with the "more is better" philosophy.
However, you have taken the "more is better" just too far, if one of your goals is still to to provide an enjoyable experience to not just the most extreme hardcore civ players. It seems like most of the devs even admit that they rarely play past the Classical age anymore due to the various issues with the mod. I can very easily see how some of you might enjoy working on the mod as a hobby much more than you do actually playing it, and there is nothing wrong with that if that is the case. But then you should be honest that there is no longer a goal for a playable mod, and that this is more of an experimental modding hobby group oriented towards fellow modders, rather than a mod oriented towards fans/players.
Quantity is great as long as all it does is add content and/or additional complexity to the game. I know many games/mods go with the "less is more" to reduce complexity and appeal to much more "simple" gamers. But when the quantity becomes so great as to significantly reduce the playability of the game (such as massive balance, lag, and stability issues), the line has been crossed on how much quantity is good. I am not saying that a great, playable C2C mod with all the advanced features (both present and future) is not possible. But I am saying that, if the goal of the mod is still to provide an enjoyable experience to common Civ players/fans, the devs should slam the brakes on new content/features and figure out how the heck to get all the stuff you have now to work properly, THEN start adding more. In some cases it might even be necessary to wait for the next release of CPUs to start adding new super-advanced features to a release version that is playable performance-wise. Perhaps divide c2c into three different release types instead of just two: Release (reasonably stability, balance, and performance with gaming-level PCs), Beta (the "stable versions" you have now), SVN.
Because all I see now is "yes we realize X, Y, and Z are major problems, but we need to fix A first, but before we fix A we need to finish developing/adding B, but before we finish developing/adding B, we need to fix C, but before we fix C we need to finish developing/adding D, but before we finish developing/adding D, we need to fix E, but..." infinitely. There are big problems that need to be fixed, and yet there is still an infinite amount of new content in the pipeline that you guys add before fixing the current big problems, and that infinite new content comes with a supply of infinite new problems.
Sorry for the rant, but from reading your posts it just feels like you guys do not even truly realize the situation, and as I really like the premise of the mod (and actually tried it for a short time many months ago before I got busy in RL), it is frustrating that I see no playable version in sight, with the current "more is better, at any cost" philosophy. I am not saying you owe fans anything, but if your goal is to keep existing fans and bring in new ones...