After the patch is before the patch: What needs to be fixed next

EmpireOfCats

Death to Giant Robots
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(Well, actually we're still before the patch, but putting that into the headline would have turned it into something like "Inception". You know what I mean).

Now that we have the full list of things that are going to be changed next, let's not give the developers a moment of rest -- Christmas? Bah humbug! -- but start talking about what they should be working on starting the 17th. My suggestions for the next priorities:

* Multiplayer fixes. It is beyond me how people play this game as MP, but there do seem to be people who do, and they're hurting.

* Victory Dance and Statistics. Yes, it is only eye candy, but when the game ends, I really, really need to see that map with the whole of world history flashing by.

* Optimizations. It might be time to try to get the game to run more efficiently. I shouldn't be forced to run it in Strategic Mode on a high-end laptop that will let me kill zombies in the highest resolution. This includes better multi-core use.

I'd also suggest these three changes so we have to let the new game features sink in and to discover how they impact things. On the long run, I think the "all tiles are the same" problems should be revisited, though that is a major change.
 
-AI insanity. We don't need to know what insane thing made them mad, we need them not to be insane to begin with.
-The AI going across the continent and plopping a city by you for no intelligent reason.
-Since they're not clear on what "better pathfinding" means, they may or may not still need to fix it so that autoexploring units don't traipse through CS territory.
-Food resources being at best no big deal or at worst worse than a vanilla tile.
-multiplayer
-Will the new patch fix the "everything takes too long to build" problem? If not, that too.
-Has the line of sight bug been fixed where the AI can think you're close to their boarders when you're not even on the same continent? If not, that too.

I'd call those the priorities. Things like bringing back the replay at the end of the game can follow.
 
The solution to things taking too long to build is to work production tiles. :)
 
Gee, Black Panthera... *THAT* soon! ;)

1--(HallofFameDatabase.db fairplay editing feature... such as deleting old results!)
2--(Replays!)
3--(Victories, actually more victorious in scope than a splash screen... an absolute must; LET ME SEE the whole SS-Launch!)
4--(Similar type of gameplay graphs & patterns that InfoAddict offers... compatible with DiploCorner.lua!)
5--(Demographics popup on Steroids!)

X--(This list of Items!)
 
It's difficult to comment on what else needs fixing before actually trying out the patched game. The game developers have been known to include many fixes/changes without documenting them, so some of your complaints might already have been addressed.
 
* Optimizations. It might be time to try to get the game to run more efficiently. I shouldn't be forced to run it in Strategic Mode on a high-end laptop that will let me kill zombies in the highest resolution. This includes better multi-core use.
:agree: ciV runs very slow on standard or larger maps even though my computer fulfill its requirements. This problem needs to be fixed.
 
I imagine the next thing they'll start work on is multiplayer. A war should not come down to who has the fastest computer and can click the soonest!
 
Hotseat would be nice, and multiplayer fixes are much needed (let people play as Babylon, Mongolia, Inca and Spain please). But yes....making victory meaningful would also be nice, as would clearing up the Hall of Fame clutter. Grah.
 
:agree: ciV runs very slow on standard or larger maps even though my computer fulfill its requirements. This problem needs to be fixed.

I find it ironic that people suffer from such problems when the Civ 5 team kept talking about how "amazingly optimized" the Civ 5 engine is and how it could run on everything.

That said, I personally haven't suffered from many technical issues besides seeing the game crash sometimes when loading a saved game.
 
I find it ironic that people suffer from such problems when the Civ 5 team kept talking about how "amazingly optimized" the Civ 5 engine is and how it could run on everything.

That said, I personally haven't suffered from many technical issues besides seeing the game crash sometimes when loading a saved game.

That happens when you think you're better than all the others out there and program your own engine instead of spending the money to license one that actually works, is stable and efficient. And you don't really need the latest CryEngine for some islands and a few soldiers running around shooting at eachother. This engine doesn't even offer a lot in terms of animated landscape.
 
Broadly speaking my core complaints with civ5 that could be addressed with patching are in the categories:

(no order of importance)

x) Performance and Optimisation. Things like the individual unit pathfinding with the mouse being too slow to accept a user input (showing a red 'invalid' circle for too long), or turn times taking too long. I don't know if loading savegames can be made to work faster, but I really hope so.
y) No research overflow (yay it's getting fixed :))
z) Lacking MP functionality. In particular the lack of PBEM and pitboss modes. (Hotseat is not something that I personally use, but think should be added as well)
w) Fix any crash-causing bugs, and game-breaking bugs. If there's something like a 10% chance my game will become impossible to continue in the late era, it strongly discourages me from starting a new game. The impression I'm getting is that many of the late-game crashes were related to the problem with the way the game was making savegames, running out of memory and crashing. Crashes are the worst bugs of all, especially for a game that takes a long time to load and then a long time to load a savegame.
 
one minor tweak I'd like fixed:

- changing the way cities expand their hexes ... I don't like that it picks ALL the riverside hexes before a luxury resource etc..
 
The biggest things I'd suggest are multiplayer support.

Hotseat and PBEM are very important (I think turnbased pitboss is another one that's useful to bring back).
Better MP stability (game had a habit of crashing when more than 3 people played it when I tested it out).
DLC fix. Ideally, some kind of system that will allow you to see DLC on other computers even if you don't have it, so you can play against them. Barring that, at a minimum, a check to see if you have parallel content and let the two parties play each other if they do.

I can't comment on singleplayer changes that are still needed simply because we don't know yet (that's what the patch is for).
 
I need replay and normal diplomacy. I want that AI tries to stabb me, but he needs to feel the consequences of that if he has no good reason to do that.
 
Replay is something I want them to finish. The game already saves replays, it would be nice to include them in game.

In addition, if any artist has free time on his hands, he should work on victory videos. I like the wonder splash screens, but victory splash screens are way too anticlimactic.

Minor thing, but a liberate city option for civs that still exist, but just lost a city.
 
I'd like to see tile Improvements get an overhaul. Either +2f for farms in certain instances, or +2p for mines.

Cheers.
 
-AI insanity. We don't need to know what insane thing made them mad, we need them not to be insane to begin with.
-The AI going across the continent and plopping a city by you for no intelligent reason.
-Since they're not clear on what "better pathfinding" means, they may or may not still need to fix it so that autoexploring units don't traipse through CS territory.
-Food resources being at best no big deal or at worst worse than a vanilla tile.
-multiplayer
-Will the new patch fix the "everything takes too long to build" problem? If not, that too.
-Has the line of sight bug been fixed where the AI can think you're close to their boarders when you're not even on the same continent? If not, that too.

I'd call those the priorities. Things like bringing back the replay at the end of the game can follow.

1. you can tell the ai to not settle cities near you. hopefully with the additional diplomatic options you'll be able to so nicely to friends/allies.
2. food will be made more valuable b/c larger cities are going to be much more valuable now: cities are harder to take, ics is less attractive, public schools/libraries both only give benefit based upon pop, large cities will grow faster, AND maritimes have been nerfed.
3. poor tile yields in general are annoying imho. they haven't addressed it in the patch notes so we'll probably still be using mods for it.
4. they haven't mentioned the line of sight bug, so I suspect that we'll still get it. too bad, that one is also annoying. at least now we'll be able to see if that actually hurts our reputation with the ai or not.

:agree: ciV runs very slow on standard or larger maps even though my computer fulfill its requirements. This problem needs to be fixed.

what kind of rig do you have? I would recommend a c2d @ 3.5 + and a gtx 460 or higher as a minimum for larger maps. My i7 @ 4.0 + gtx 460 does great on large maps until the memory leakage hits, but huge are too much for me atm. memory leakage is also one of the items they've addressed, hopefully it is fixed. remember that the largest maps were borderline unplayable when cIV first came out as well but cpu/gpu technology eventually blew past anything required for even the largest maps. just meeting the minimum system requirements will let you play but only on smaller maps typically.
 
:agree: ciV runs very slow on standard or larger maps even though my computer fulfill its requirements. This problem needs to be fixed.

Yep, optimization should be a top priority. My computer exceeds the requirements, and it runs really slow in the late game. The time between turns takes way too long and gets boring. I'm just playing on a standard map so it really shouldn't be that slow.
 
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