- "pocket" cars
- traffic despawn
- people can teleport
Traffic despawns because the cars are blocked and can't be deliver goods / services on your infrasctructures on scheduled time, in other words the AI Agent is stuck on a loop and the engine decide to despawn the agents to resolve the issue.
People can teleport ? Hmm ? Didn't see that at all on Vanilla.
What are pocket cars ? The cars that are appearing in the middle of nowhere from a citizen ?
Yeah I'm with you here, I like this game even on Vanilla it's worth hundreds of hours, mods are taking it to the next-level for sure.
Heck I spent a considerable amount on it, I have a glimpse on how Unity works and decided to document myself on how the heck Colossal Order could achieve that degree of fidelity, everything is simulated as intended from a player perspective.
Under the hood as you may know tho, once your viewport is either too far ( via LODs ) or not directly watching an agent ( via culling ) - agent being citizen, car, services, you name it - the game fakes the simulation, that means that an agent that wants to go to point A to B should take 15min ingame, but it's path is not simulated in real-time, you can't see it because your camera don't see it, but that's something you can find pretty much everywhere on the industry anyway.
That being said, what were you talking about when people teleport ?
Because I can assure people can't teleport when you directly see them, given you're not directly facing a bug.
Heck you can spend some time following their daily routine.
The real hiccup and how I am greatly awaiting for a sequel is how the AI can somewhat be dumb on pathfinding, and how mods greatly enhance your experience, but given the game was coded before 2015 on a older Unity package.
I get a pass on it, but yeah that's pretty much a good point on how mods can " finish " the task the devs didn't bother to do afterwards.
With that said, mods like Traffic Manager and similar take extra beefs on your PC, again maybe that was also why the devs decided back in 2015 with the targeted hardware of that time to "dumb down" their pathfinding, and how in 2019-2020-2021 we see no differences at all on installing those mods on our PCs.
( Still doesn't explain why they didn't decide to enhance it nowadays, wasn't part of their contract with Paradox maybe, who knows ... )
That's my 2cents.
As a sidenote, I regularly quote Cities Skylines when the long debates about porting M&B on Consoles were striking this forum lately, from what i've seen on Xbox / PS4, it was running okay, and the game is quite complex on it's own even on consoles ( I'm sure they dumbed down a lot of things, including the max pop )
then check out "Workers & Ressources: Soviet Republic", it´s also in EA but it´s totally playable and really ****ing awesome if you´re into those genres.
Oh a man of culture ! ( assuming your gender ) I bought this game as soon as it was on EA, but somehow the clutter look didn't click to me, it's an awesome game for sure, I'll make sure to give it a try again, right now I'm on Dyson Sphere Program, totally unrelated but it's a pretty good gem. A Sci-Fi Factorio with pretty 3D Graphics that let's you plan and manage several planets and solar systems.
If you like Banished there is also Ostriv which is worth a try !
As a bottom note, I really like Colony-Sim / Management / City-Builder games like that, so if you would you like my recommendations, I'll be happy to share !
On topic:
They wouldn´t have been able to create the engine if they were bad. The issues are not the devs in my opinion. It´s more about the direction TW took. This game would be a legend if TW would have sticked to all off their pre EA release announcements / plans.
Yeah again, I'm not up to date as to their team and which position / team is doing what, but the general idea is that engineers work on a engine, then programmers ( as we can call "feature programmer" - don't quote me on this ) fill the game with the features. On a side there are probably an AI related team etc etc ..
I'm not even talking about artists or designers here, but those I pointed above I think are two or three different positions.
Now the thread as I understood aims mainly those who are responsible for the features but given how this game is interlaced with so many layers, it's difficult to have a clear view on who is responsible of what
( e.g Is changing a feature on economy will change how the AI behave thus, breaking the game ? I think Mexxico gave us a lot of solid messages about that here ).