And it shows. The number of major complaints about CS1 that were directly addressed in CS2 is staggering. Mixed use zoning, automatic cut and fill roads, smoother lane transitions, seasons, shit they hired the developer of popular mods (presumably to recreate their mods in the sequel at a foundational level).
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I love it when mod authors get hired. There's hardly a better way to show appreciation for their work. It also is a major reason why I mainly play on PC, because of mods. I hate how Ubisoft, EA and Take Two strictly go against it.
Total tangent but you reminded me of it by mentioning Ubi and EA.
It was the greatest insult when Bethesda announced their plans to create a paid-mod marketplace. Let alone the logistics of it, the gall they had, to assume that modding needed or wanted any kind of profit motive was just absurd. I used to create custom textures, models, and maps for SWBF2 way back in the day, and the Gametoast community would never had dared to charge people for access to their work.
If I ever dreamed of getting paid to create game content, that dream was getting hired by the company whose game I was modding, not being a cog in some kafka-esque Gig Economy nightmare. I can't even fathom Roblox at this point.
EDIT: It was Valve, not Bethesda. I had it confused since Skyrim was their test balloon.
They weren't intending to have contour lines at release and maybe not at all, but after their first playthrough stream with their community managers, they added the overlay (before the next stream even!) because of feedback in chat.
That's the kind of agility I would expect with a 1 or 2 developer passion project and not with a game of this magnitude.
It sounds like there are still some areas for improvement in the sequel so hopefully they continue listening and iterating after release as well. Either way I'm looking forward to getting into it, going to be sinking some serious hours on this one I suspect
hopefully they continue listening and iterating after release as well.
Those are called DLC and that's Paradox' whole deal
I dunno, at least with Stellaris it seems like they've followed the model of having an idea for a DLC, making the engine changes to support it in the base, and then the content in the DLC, so even if you don't buy the DLC you see improvements and changes from the iteration.
If selling DLC of dolphin men is how they want to fund continued development on a game, I don't exactly find that the most objectionable.
With HoI4 with every DLC they bring out even when you don't buy it you get a DLC light.
Yeah, it's been kinda like that with Stellaris. I'd be upset if I felt like they didn't deliver me a full game,and then wanted to sell me what they left out, but that's not the feeling I get.
Hey, sometimes things come in a patch!
It's just that you get access to maybe one feature, that won't work properly without the DLC, and the rest are for the DLC stuff.
It sounds like there are still some areas for improvement in the sequel so hopefully they continue listening and iterating after release as wel
They definitely are. Even just in the preview build. Like recently they added in a map view for topographic contour lines because a few YouTubers that had been given early access copies were complaining about the absence of this feature. The devs stated they straight up didn't have this feature on their release roadmap, but changed their minds and added it in based on feedback from these YouTubers with advance copies.
If the game is made in Unity again then it's another failed game