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Anonymous's avatar
Anonymous
10 years ago

General suggestions for the future update, global trade...

I have been playing this game for some time now, and below are some thought how the game could be improved;

First let's take one big one, that everyone keeps complaining about - global trade, it is not good to say the least in it's current form, and even that best solution would be changing it with an actual search criteria by particular item, adding supply and demand pricing, well, let's be honest here, that is not going to happen, and it's all about how company makes money. So can we have a little compromise that I believe could make global trade far less annoying and still wouldn't cut into developers profits. Idea is to divide items by category: raw materials from factories, produce items from the stores, beach items, mountain items, expansion items... I believe you get my point. One of the biggest annoyances right now, that most of the time we see 10 or more same items to buy, and most of the time it is also not the items we want. So adding a cap on how many same item can be displayed in the market would be one big step forward. Another thing is going back to the categories discussed earlier: apply a filter that would make each category always to display in the market. Now lets do the math: we have 20 slots being displayed currently in global trade and we have 9 categories (Mountain, Beach, French, English, Tokyo, Expansion, Storage, Raw material, Produced items) for this to really work it would require to increase number of slots to 27 giving each category 3 slots and adding 3 more for any future updates. This way each time visiting GT (global trade) a player would at least have a chance to see each category items, now also adding that not more than 2 same items can be displayed at one time and it terms of raw materials and produce items I would add that same items could not appear twice in the row after refresh that would add further help to find the items we need little faster. I am not saying that this would be perfect, but at least better than what it is right now, and without requirement for developers to completely redesign GT. In addition, if you choose not to do any of that, can you at least remove that silly animation that flies over the city, when you are visiting neighbors, that is just super annoying and a waste of time and battery power.

Next, I am still not sure how income is calculated per number of population but giving max 20% income, I see very little difference between what I was getting when I had 1 million population and when I have 2 million, that makes little sense to me, since theoretically speaking income should double with double population increase. So let say this will not be fixed, can you guys add another building called BANK, which would boost the income starting by 10% for tier one and increase to 100% after Bank would get completely upgraded, which would require simoleons to upgrade, similarly like store had to be upgraded, and talking about upgrades, why can't we upgrade factories yet to speed up raw material production?

Furthermore, it is nice to see new style building added as an option to choose from, but when are we gonna get high density buildings? Also English buildings were are nice addition for an upgrade, but design adds no uniqueness, they look more like undeveloped buildings from original game, maybe German architecture would be more interesting addition for further  development, or even middle east choice like Abu Dhabi or Dubai.

I really enjoy finally mountain being utilized, but looks like new mountain expansion buildings were done rushing the game update out and most of them such as Ski resort, or Halfpipe looks boring and has no animation, why not add some people there.

Why parks require roads, maybe big ones sure, but can it be able to were at least one square park can be placed anywhere. And talking about parks, I would love to see an option for a river and lake, that combining one square next to each other would extend the river and or make the lake bigger and join the river, if the river would be crossing the road, a bridge would get build there. I would love to see similar thing with the trees, like an option to build forest.

There seams to be strange math done with the roads, first there are too many options, that in between each of them have no hard numbers for population set, If I had six lane road, and added one more building, now suddenly citizens start crying and moving out till the maximum level reached, over what, 2000 population increase? So whats a point of having all these other 3-4 options that actually look much better with the trees and such... That just makes no sense to me.

Few last things, for now. Can the reward bubble visiting neighbors be changed to a different color, maybe neon green or red, most cities are already blue, and if you are visiting a large city and trying to run through them fast it can be easily missed due to blue being major color in the game already.

Why religions buildings already being one of the more expensive items in the game adds only 20% population boost, some parks that you can buy without keys gives better boost, shouldn't the cost of golden keys be better reflected in population boost. And talking about that, nerfing population boost for a boat marina, without any warning or partial key refund was not appreciated at all. Lastly can a zoom out level be increasing, especially when playing on Ipad it is super irritating how little of city I can see at max zoom out level, which requires constant scrolling around to get anywhere.

There are more areas that game can be improved but lets get these out of the way first 🙂

9 Replies

  • Anonymous's avatar
    Anonymous
    10 years ago

    I was gonna add another part next week, but my as well just finish it now.

    There appears to be a lack of reward past level 55, I believe is when you get an option to build one additional factory. Why not add level 100 goal. How about as idea starting level 75, for every five level to unlock one additional expansion square, to what is normally available, to increase the size of the city. Maybe also starting level 60 every 5th level to increase the effective area of fire department, hospital and police buildings by one . Or some type of reward that would make it rewarding to continue level up.

    If anyone needs neighbors I can help out a little bit, my game-center ID is vviiddaass

  • Anonymous's avatar
    Anonymous
    10 years ago

    I don't foresee any change to global Trade HQ, with the exception of bug fixes (hopefully!).

    I believe the GT HQ is designed the way it is to make people become impatient and spend Simoleons to finish things quicker.

    The good news is that Epic buildings / Speed-up tokens is something that will replace GT HQ in the long run. Once we get around 30+ epic buildings, we'll just be speeding up production and building our own items instead of hunting them. That only leaves us with the issue of industrial material supply shortage, which might lead us back to GT HQ to search for more sooner.

  • Anonymous's avatar
    Anonymous
    10 years ago

    I've posted before about a more intuitive search function that's baked into the GTHQ.  I think it's a great idea to help the quality of life of the game because it lets us mayors spend more time developing our cities and less time playing a city building game centered around searching.  The most important thing to remember about the GTHQ is that it's driven by what SimCity BuildIt mayors offer to other mayors.  If mayors fill the GTHQ with few items and gahbage like tons of Hamburgers, then it's a bad searching experience all around for the rest of us.  I typically make a point to fill my Trade Depot with 8 (my maximum) items before advertising items.

    Your comments about income have been a point of contention with me as well.  Correct my math if it's wrong, but I have 831,825 citizens in my city.  At a tax rate of 20%, shouldn't I be making 166,365 Simoleons each day verses the 20,792 that City Hall says my city earns in a 24 hour period?  Of course, my math is based on each Citizen being valued at 1 Simoleon each, per day...  In that case, 20% of 831,825 is indeed 166,365 Simoleons per 24 hour period.  Not 20,792.

    [scratches head in confusion]

    Maybe my city is paying taxes on my Citizens tax payouts...  My city must be paying the SimNation Federal Government 145,573 Simoleons per day.  I guess that seems about right.  Right?   I can't wait to get my Federal SimTax return...   I'll have millions in the bank!!  xP

    Also, with regards to Income, have you ever been away from your city for several days and return to find that you've only earned what appears to be a single days worth of taxable income from your city?  Why not a compounded amount of Income?  I should be able to leave my city alone for a week, should I chose, and have the additive amount of daily income for each day that I've been away, yet I've never seen that happen.

    I don't have any issues with Parks requiring access to roads.  (Most of my citizens ride the bus anyway.  xD)  I have always wanted more options for additional, natural features such as trees/forests, ponds/lakes, and hills but I think that should be a terraforming feature and not necessarily a Parks feature.  Maybe there could be a much larger Park item that's the size of the larger Specialization Buildings.  I'd be happy with that.

    Regarding the appearance of buildings, I don't always want the randomized, "determined-by-the-adjacent-buildings" style that SimCity BuildIt currently uses to style the Residences.  I'm currently struggling to coax the game to produce certain styles of buildings for my neighborhoods and it's quite frustrating.  I would love the option to transmog the style a fully developed Residence to any of the max level buildings in its set.  That's a reasonable perk to developing Residential Zone, in my opinion.  Granted that means you couldn't make top their buildings look like lower tier buildings, but I'm fine with that too.

    I've yet to need to upgrade beyond 4 Lane Roads as long as I can manage the length of the road and the direction that a Residential building may be facing.  Thoughtful city planning can go a long way.  🙂

    YES!!  Those Gift Bubbles are very hard to see sometimes.  They flat-out blend in as if they are trying to hide from us.  I'm sure that once the winter snow has melted they will be more visible, but there are so many blue color tones in many cities that make this Gift Icons hard to find.  Intentional?  Why not just make it a bit Gift Box with a different colored ribbon and bow instead of being a monotone-colored image contained in a cloud?

    I haven't made it to level 40 yet [39.5-ish], so I can't comment from experience on the Worship Specialization Buildings, however a meager 20% boost in population for a structure that costs 40 keys?  Sorry citizens, you'll have to commute to another city to get your worship on!  That's just not an efficient use of resources to encourage this mayor to plant any of those buildings in my city.

  • Anonymous's avatar
    Anonymous
    10 years ago

    Troy, I am afraid you are correct and that why I mentioned we will never see the most ideal supply and demand driven trading in this game, but I do wish out of suggestions there floating around that at least they would consider to add filter on number of the same items to be displayed at any given time. And Sheppard I definitely agree with your point that what we get to buy in GT is what others are selling, but judging from my experience what you see is driven by your level, and definitely we see only a fraction at a time of what is actually offered. It seams as it goes through cycles, one week half of the items are burgers, another lamps, right now I am stuck with bunch of wood and steal. As for income, there is definitely some fractional formula I understand it wont give one coin per citizen, but at least it would make sense if I get 20K for one million citizens I should get 40K for 2mil, and not just 3-4K more, makes no sense.

    I like your idea of transforming from one building to another, at least between those that already require specialty items, but we know that's not gonna happen 🙂 The answer there will be bulldoze and build a new one

  • Anonymous's avatar
    Anonymous
    10 years ago

    What do most people advertise, and why?

    Typically Items in low demand, often hamburgers, beach parts, metal/wood. Why? Because they are slow to sell, it keeps people coming into their shop to buy other unlisted items.

    Whilst this is good for the seller, it's bad for the buyer. Buyers often get a GTHQ full of items they aren't after, and have to resort to city hopping to find what they do need. This is by far the biggest issue, Ain't nobody got time for that!

    1 Solution? The GTHQ could show more than just the 1 item. I would suggest the 1 item + 3 more. Sure there's space constraints on mobile devices, but there are solutions such as holding your finger down on the advertised item to reveal more items.

    Another solution, which is probably the better choice: The game could take initiative and self-promote high demand items that the seller didn't advertise (providing they already have opted in for advertising an item first). 

    It's most annoying for a high level player to see a GTHQ populated with 50% Metal/wood. It would be good if the game could give a better spread of listed items from different industrial/commercial.

    EA can't blame the players for the current state of the GTHQ, there's many solutions that could be implemented to solve the issues.

  • goosmoo's avatar
    goosmoo
    10 years ago

    I'm sure EA is hoping that people will get frustrated enough with the GTHQ and buy simcash to get items needed for expansions or upgrades instead of doing dozens of searches in the GTHQ. Of course another alternative is that people will uninstall the game out of frustration.

    If EA thinks they've implemented the trade system that brings in the most revenue, they're probably not going to want to change that system.

  • Anonymous's avatar
    Anonymous
    10 years ago

    Ya know, at this point, I'd be more happy with the SimCity BuildIt Income system being more lucrative than any tweaking to the GTHQ.  My city needs all the resources, SimBucks, Gold Keys...   What I seem to need most of the time are those lovely, golden Simoleons.  I have a city I want to develop.  I have resources, parks, and other assets I would love to add into my city but I just never have enough of those little gold coins.  Usually, by the time I have around 100k saved up, I need to spend them on resource/utility upgrades.

    I need the gold...   GIMMIEGIMMIEGIMMIE!!!

    (I know, I could spend some real world money to get some SimCash which can be substituted for Simoleons, but I'm not paying the real world pricing these perks are listed at.  I've already paid about $20.00 for SimCash and may probably take advantage of another sale on SimCash (if the price is right), but seriously...  They are just too expensive.)

  • Anonymous's avatar
    Anonymous
    10 years ago

    I'm focusing on epic projects at the moment (worth it in the long run), so i'm currently not upgrading any buildings, and not doing any shipping/airport deliveries either. The items I make are all being sold in GTHQ. Because of this fact, i'm able to concentrate on producing the items that yield the most bang for buck. i.e., nails, Lighting System, Home Textiles, Caps, Donuts etc. I do have different items being built at day/night due to the limited commercial building slots.

    When i'm off hunting for items in GTHQ, I pop a lot of bubbles in other peoples cities, these items also get sold for decent coins too.

    Once i've saved up 100k coins, I can stock up on items I need to complete a gold epic project. 

    There's never enough of anything in this game, you need to concentrate on 1 thing at a time.

  • Anonymous's avatar
    Anonymous
    10 years ago

    Here is by far the biggest issue with this game, and it is going back to an income from population, its not just doesn't make any sense, but there is really no incentive to increase your population further past around fairly low number of people. Read the fallowing, it is from their Facebook page, spot on:

    Hate to reply to my own post, but just want to add how * the tax income from population is, while you at low levels even small increase in population make a considerable increase in tax income. Those who been playing this game for some time probably knows this, but here are perfect example, city that has 15K people increase by 2 more K to 17 thousand increased income by little over 300, now, city that has over 2.3mil population increase by the same 2K increased tax income by 10, yep that is over 30 times less increase, tell me game developers, how does this makes any sense, why would anyone even want to really boost population past a million, that were I start noticing ridiculous decrease in taxable income. Now does anyone would like to guess the difference in income from a city that has 2.3 million and city that has 3.7 million population. To give you a starting point city with 2.3 mil makes 27.7K

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