gGeorg

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  • in reply to: UX/UI Suggestions #20466
    gGeorg
    Participant

    ” If fact we are very open to suggestions. But some of them would take too much effort to implement it right away.”

    Well, the main connection feature could work by positive way.  Every City/Factory/Mine has default connection list on map spawn. If the player cut or make longer connection, it has negative impact on evolving. So, player can buldoze anythin anytime. But he has to be aware of keep the connection. e.g. cut off a factory will have negative effect on the whole possible chain –> mine, factory, city. Therfore player will play to keep connection by himself. Player is not forced or denyial of building.

    There was hundreds of litle iprovemets which could be done in a half an hour, but … nothing. Result is obvious. One of these is people who dissapear from running train. A primitive postpone function made by an dynamic array an a cycle for removing citizens  is for about an hour. Issue is here from beta.

    in reply to: UX/UI Suggestions #20457
    gGeorg
    Participant

    Auberige18, amazing. Just amazing. I would like work with you 🙂

    Once I made my own unit window in Gimp, cose I was too frustrated from alien-kind origin. I made some ideas for these guys in the past but they are too busy or too stubborn to accept that.

    Maby now after players left, and sales goes to zero they find out some new ways. They already hired an 2D artist and also a professional programmer. I would recommend add someone for game design, UI/UX interface, ergonomic, and game rules (economics, profit tables).  Some lady in team is required too cose current color pallet is simply made by an color blind. Compare the City Skyline colors…. .

    in reply to: station upgrade #18469
    gGeorg
    Participant

    City Sky-line has a way more people. Each of them has a name (not a sily Train-Fever number), place to live, place to work, family. Kids travel to school, adults to factories. All to the parks. The building tools are better there, change of roads/trains layout is fun.  Building in Train-fever is tedious work, upgrading in trainfever is garanteed frustration. More over Skylines has excelent optimization and performance.

    • This reply was modified 8 years, 12 months ago by gGeorg.
    • This reply was modified 8 years, 12 months ago by gGeorg.
    in reply to: Please improve performance of double track #18141
    gGeorg
    Participant

    @bythelee ” The game might let them use alternative means for each journey, and not require both to use the same mode of transport. I suspect so, because I rarely see even usage of the contra-rotating lines. One is often as little as 1/2 or 2/3 of the other.”

    There is an answer. On the train unload you get about 100 people looking for a bus in the target city. About 1/2 do not find a bus in the 20 minute limit. So they disappear. Therefore they do not travel back.

    Similar issue “the station overload”, has the supply chain factory->train->truck->customer. Train overload the truck station so the goods puff to void. Mentioned dozen times to the devs, no fix or even answer.

    • This reply was modified 9 years, 1 month ago by gGeorg.
    gGeorg
    Participant

    When searching for a reason why City Skylines is so smooth to play but TF is like jumping between land-mines is … the devs aproach.

    TF devs are able to bring a feature who noone wants,  poorly implement and say – Becouse you are cheaters we are giving you main connection rule.

    CS devs made sand box righ in the menu. Do you want left or right side riding? Just one click.

    You have an idea to move train station a block away so you connect Highway to bigger roundabout? In TF you are guaranteed to get TONS of error messages, and spend tons of your time to overcome unfriendly tools just to lay a few meters of tracks.  CS gets tools make it fun to redisine half of a city, just few click and thats it. The new layout makes traffic jam even worst, well you get refund for track so you could redo in a sec.

    TF devs simply ignoring the fact, that it is the game. Design and all tools given to player must be easy to use. TF devs are great mathematicians and achieved impressive academic titles but do not have a sense for gamers. More over, if people are teling what is important they are incredible stubborn and ignore it all.

    • This reply was modified 9 years, 1 month ago by gGeorg.
    in reply to: Have a city with High Pop, and Low Usage. #17042
    gGeorg
    Participant

    “So look: 10 stations served by 5 trains. The trains can pile up in a way they will serve one station after another. Train 1 > Station A, Train 2 > Station B, Train 3 > Station C, Train 4 > Station D, Train 5 > Station E, while stations F, G, H, I and J are full of passengers and the next train will take long time to arrive, and when it arrives, it serviced ONE AFTER ANOTHER, and then long time again without anything.”

    Correct. The game dont do what it says in the promotial headline article > > Automatic spacing dont work for trains.

    Aside of that, double circle are the best way how to serve transport. One line ABCDE. Second line EDCBA. In case you have a huge circle about 10 cityes or so. I am using a trick for spacing. The long trains sandwich short. It works once you get RedArrow. It is not very effective train, but … it doesnt loose money and makes a spacing betwwen your long haulers. Moreover, RedArrows in sandwitch higher up the frequency, so people gather to train station, wait for your big guy. :-] Bad think is, that auto-replacement supidly replace everything regardless type. Even the comunity was asking for>”an option replace this by this.” Therfore you have to micro a lot when time for replace comes.

     

    Anyway, I dont play this game anymore. And dont want to spend a cent for any DLC. Main connection issue, stuborness of developers, patch of the patch issue, lack of professional aproach, lack of comunication, painfuly low improvement, … and so on and so forth. Maby I could install this game again after a year or so. Now it looks like this game is done.

     

    in reply to: Entire town now part of the Main Connection – help? #15664
    gGeorg
    Participant

    Dear Mike,

    There is a huge misunderstanding, feature should be removed now. Not improved in a future. As you could see on Steam stat page of Train Fever – huge amount of customers bought the game, they tried it on 26-29Dec but numbers went down like falling rock. All those thousands people were not satisfied.

    Its 3 weeks from connection issue patch, but a remove Hotfix is not available. it is hazardous to the Urban games business and very arrogant to the customers.

    I ask you re-think your approach. Check paradox interactive communication, check Larian studious communication.

    I understand that Gambitous has announced to release TF at summer 2015. After a their fall, Urban games managed to release the game a year sooner, that impressive. Well  The train fever game is in an “early access ” status, but you want a full price from your customers. In the process of patching development you ignore any open betas, any tests. You simply flush another version and you customer take it or leave it. That should improve.

    Well, I fully understand that there is a group of German moders who would swallow anything with a train on it. but well, there are a lot of other people. I think you should be more soft, you know City Skyline is coming.

    I wish you well to the new year. I hope you jump back on track.

    gG

    gGeorg
    Participant

    14.1 Agents should not dissapear on stations group/ungroup order. Cargo Agents should not dissapear from upgraded …. .

    19. Use placeholder for recently deleted traffic signal or waypoint same as for a station.

    • This reply was modified 9 years, 3 months ago by gGeorg.
    in reply to: [SUGGESTION] Platform Selection and more platforms #15435
    gGeorg
    Participant

    I could edit my post If I would, … grrr.

    Automatic spacing and line structure solves a lot of annoying micro which burden OTTD. However, Spacing is not involved in the issue – multiple platform and lines consolidation.

    in reply to: [SUGGESTION] Platform Selection and more platforms #15434
    gGeorg
    Participant

    Uzurp –  I ve noticed that your logic is above average, so your career makes a sense. In the last century I was an assembler programmer nowadays mostly network admin, some scripts… .

    Whatever you call it, higher station utilization is great. It brings a complexity for those who wants, beginners dont need to mess.

    Look here: http://s2.postimg.org/4p0dcm4e1/Train_Fever_2014_12_30_08_34_37_88.jpg

    4 lines, 3 platforms. Train is waiting but obviously free platform is wasted. That makes me mad.

    For the road vehicles – selection of faster lane(4 lane road), overtaking, effective platform usage for cargo (stuck at station, full load fail, … )and big buss stations could be good. Better wheel grip to road ( I love my buss-submarine thou :-] )I admit that these would have bigger effect on the game play generally then train platform selector.

    in reply to: New player, question about map size #15388
    gGeorg
    Participant

    “one oil field but there were THREE refineries almost on the opposite side”

    The trains excel in hauling a lot of material for long distance, cars for short and middle.  Therefore, the resource and the factory on the opposite side of map favors trains. 🙂 Hurray for Train fever!

    in reply to: [SUGGESTION] Platform Selection and more platforms #15387
    gGeorg
    Participant

    Anyhow – the better solution would be to make totally dynamic system:
    – only one train of a given line can access the station
    – platform is chosen dynamically “

    Yes, please. I described the system by an example, to make it clear. You used the statement definition. The result is the same. I am quite happy that you admit to eat the crow.

    The issue time of switching is there and also a cure exists already. The platform selector, in front of a station knows how long it takes to most-far-side platform, and also it knows when the straight platform would be free. So we are looking for a task of a shortest route (less time consuming). In the last patch is a new math feature, the agent cars look for a  less time consuming way depends on traffic jam. Well, this it. 🙂 .

    If the player build 6 lanes track and compress it to 2 platform station. The system makes sure that the platforms are used optimal. Thats all. It depends on line frequencies and station maintenance cost where is a sweet spot. I am systematic man and like to create the systems with few controllable spots. So with working platform selector I would get a station maintenance cost as tool. This tool allows setting threshold of complexity switching and traffic lights systems before the stations.

    For example, in case of sky-high station maintenance  the hungry for diamond switch would be sky-high too. 🙂

     

    in reply to: Who use trains for cargo? #15360
    gGeorg
    Participant

    Well, the people believe that is good idea to transport goods from close location. True is that the distance is what brings the money. Therefore the farthest possible route which fits in the time limit is the best.

    With the idea on mind, you could build up very impressive train network. I used to play small maps cose of limitation of my PC. So, the farthest route is, from one side of map to another. Its done at 120Km/h. On the medium map, you could use 200Km/h locomotive with full advantage.

    The line you see is not evolved at the moment, factory does just about 150 annually. I expect double the profit soon. Its medium difficulty, no mode, pure vanilla.

    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: Help! Vehicle/Road questions :D ?!? #15343
    gGeorg
    Participant

    Oh, I see. So you would like to help them to get the same fun as you have?

    What about an advice how they should eat their own dinner? :-]

    • This reply was modified 9 years, 4 months ago by gGeorg.
    in reply to: Help! Vehicle/Road questions :D ?!? #15336
    gGeorg
    Participant

    How you can cheat in a game where a simple mod adds unlimited money?
    How you can cheat in a game where is not goal?How you can cheat in a game where is no competitors?How you can cheat in a game where is no multiplayer?How you can cheat in a game who is a sandbox by design?

     

    • This reply was modified 9 years, 4 months ago by gGeorg.
Viewing 15 posts - 1 through 15 (of 101 total)