Forum Discussion

Anonymous's avatar
Anonymous
11 years ago

This must be a bug/s

Well, ever since the new update the requirements for buildings and keys went up significantly, but in particularly one with ship. Every time ship requires nails it is always 50-60 nails, making this one an automatic pass. Since none other "non raw" material item requires so many, I have a felling the algorithm adds a 0 to the actual required number for the nails, and should be 5 or 6 instead of 50-60.

Another one is regarding new items required for the Tokyo town. It seams as if algorithm to randomly select which item you get is not working. I always get cats only, 100% at a time. I even tried pay once to speed up the arrival, just to see if it disrupts the patter, but so far all arrival offer only cats. It would be nice if there would be either an option for us to choose which one we would like, or algorithm could remember which last 2 or 3 items you got, and your next item would guarantee to be different. Yes, I understand we have an option of rolling the requirement for the buildings. But whats a point of having 3 different unique items, if it highly skewed towards only one.

Last one. I noticed that ever since the new update on Global trading, now I can reasonably find bulldozers, thank you for that, however, now it is very hard to get the other 2 ground expansion items. Seems to me, that we went from one extreme to another and some balance should be in order.

9 Replies

  • Anonymous's avatar
    Anonymous
    11 years ago
    My personal experience differs from yours. First of all, the nails aren't THAT bad, considering they take a total of 5 mins each to complete. That's shorter than most raw items, just not buildable in parallel. You can build 12 screws in an hour, so 48 screws takes 4 hours. I've done it, it's not as impossible as it sounds.

    My Tokyo items are very random. I'd say just about even, if anything LESS cats than the other two. How many consecutive cats have you gotten? It could just be an unlucky streak...

    I've also found no change in the availability of specialty parts. I've been able to get anything I need from HQ with a little patience. Of course, when you're looking for something it always feels like it's never there, no matter what it is. :-)
  • Anonymous's avatar
    Anonymous
    11 years ago

    Well I never said it's not possible to make that many nails, but point being, ONLY and ALWAYS NAILS comes with such an extremely high requirement.

    For the Tokyo items - I got 14 cats in a row and that is all I ever gotten

    For the last - expansion items I see 6 to 8 dozer blades compared to 1 exhaust or wheel, after the update as oppose to the other way around before the update. I do have to agree that what items you see does seams to depend on players level, which could affect everyone differently.

  • Anonymous's avatar
    Anonymous
    11 years ago
    I know what you meant about the nails. I'm just suggesting that their high requirements might be due to how easy they are to build. They are the only store items with such high requirements because they have the shortest total craft time. I've had a 10-lumber requirement, and they take 30 minutes each. That's 5 hours to build. 50 nails takes just over 4 hours. So maybe the requirements are loosely based on their time to build.
  • Anonymous's avatar
    Anonymous
    11 years ago

    @jeffk42 wrote:
    I know what you meant about the nails. I'm just suggesting that their high requirements might be due to how easy they are to build. They are the only store items with such high requirements because they have the shortest total craft time. I've had a 10-lumber requirement, and they take 30 minutes each. That's 5 hours to build. 50 nails takes just over 4 hours. So maybe the requirements are loosely based on their time to build.

    The problem with 50 nails is not so much the time to make them as the storage space required to hold them while you make more.

  • Anonymous's avatar
    Anonymous
    11 years ago
    Right, but that's part of the game - expanding your storage to meet your needs. It's part of the challenge. The other day I needed 98 metal for a key. Of course I had to dig deep, but it's not something I would complain about... There SHOULD be challenges in the game.
  • Anonymous's avatar
    Anonymous
    11 years ago

    @jeffk42 wrote:
    Right, but that's part of the game - expanding your storage to meet your needs. It's part of the challenge. The other day I needed 98 metal for a key. Of course I had to dig deep, but it's not something I would complain about... There SHOULD be challenges in the game.

    I'm fine with a challenge, but if the only way to store enough of an item needed for a shipment is to sell my expansion items, and due to issues with Global HQ I cannot buy enough of the additional expansion items I need to be able to use any of them, I will have to pass on the key or other reward for the shipment as I will not sacrifice my long-term goal of expanding fully just to get one silly little key.


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  • Anonymous's avatar
    Anonymous
    11 years ago

    Yep, and making decisions like that is part of playing the game! 🙂

  • Anonymous's avatar
    Anonymous
    11 years ago

    @jeffk42 wrote:

    Yep, and making decisions like that is part of playing the game! 🙂


    Have you ever played any of the original Sim-City titles?  Preferably the ones from before EA's purchase of Maxis, or at least the ones before they started interfering with the design and eventually closed the Maxis offices.  On it's own, this game is OK and it's strategy is what it is, but when it is marketed using the Sim-City name, people expect it to play more like the other Sim-City games they have played before.  While trading centers have not always been part of the Sim-City equation, Maxis was pretty good at putting out games that didn't have broken game mechanics.  Anyway, I really don't believe that, during development, any programmers at EA thought it would be this difficult to make purchases from the Trade Depot.  Now they are spinning ("positioning") this result to claim it's part of the intended game mechanics.  I'm not buying the spin.

    I've said before that the 3D rendering engine, with the ability to rotate the screen 360 degrees, a full day/night cycle, etc., in a mobile device, is amazing.  

  • Anonymous's avatar
    Anonymous
    11 years ago

    I have. I forget what my first SimCity version was, but the first one to really hook me was SC2000.

    I understand that when compared to the full titles, this game can be pretty weak.  But it's intended as a mobile platform game designed to be played occasionally (considering how fast it drains my phone battery, "occasional" is the ONLY way I can play it unless it's plugged in 🙂 ), not obsessed over for hours at a time.  That's partly why I think there are so many timer-based game elements -- because you set up stuff to build, close the app and come back to it later.

    At any rate, I don't think they intended for the trade depot to be as difficult as it is either, but that's the way it is, regardless.  Therefore, it is a part of the game. You need to make decisions about how hard you concentrate on increasing your storage capacity, or on expanding the map, or upgrading buildings, because you generally only have time to buy something in HQ once per cycle before the other items you want are gone.  Then you need to decide whether it's worth trying to find it in HQ or if you just save the money and build it yourself.

    Intended or not, it's all part of the game.  It may change, or it may not, but that's the reality and I'm still happy playing it the way it is. 

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