#How do you like your Megacity?
1 messages · Page 1 of 1 (latest)
I would like to start by saying that I have two mega cities one 2x2 and 1 3x3.
I have only fused the 2x2 to see how it goes before committing to the 3x3.
Firstly the mega city does not work at all. Every action thows me out to reload the plots.
All of the buildings (scanners on the edges are now only functioning at 70% instead of 100%.
I don’t see what the benefits are to having all the plots connected.
I would like a clear understanding of the features of the city function.
I’m very underwhelmed in fact I wish I had not merged my plots at all as it it more of a handy cap than a benefit.
I think you need more qa or take good senior qa. I am like team lead qa, this is shame for qa but i don't know how much time qa have for testing, how much qa do y have and maybe team decided to realise with qa concerns
@pseudo lynx appreciate you starting the thread. Specific issues noted by @remote jetty thus far:
- visuals
- fuel production bug (30% less fuel)
- massive lags when moving Buildings or creating paths
- Bug when forming MC (plots are not available anymore)
- automated forming System (have to send plots out of wallet depending on how many plots are Next to Esch other)
- Problems to get to your benefits since they just get introduced now, Like for example gather all 4 nexus' on 1 plot. (Nexus Limit 1 per plot = one has to delete 200 Buildings and then slowly Building up 1 Nexus after each other)
Overall, this feels like a holidays rush release. ILZ execution post Johnny is a poor reflection on the brand and sad deliverable after 30 months delay to those who invested in the game that essentially bailed out the Project's ICO staking debt in June '22.
MCs **not **really being MCs:
- Visually is like before – you see 1 plot – but in addition you can view part of the adjacent plot
- You cannot move buildings between plots – what’s the point in having 4/9 plots working as 1 if you can’t properly arrange your buildings
- Resource Output nerf/bug
- I have 2 MCs - could form only 1 for some reason
- Network error at every action – have to reload plots every few seconds
- You need more Nexus buildings to actually build a lot – so because you can’t move buildings between plots you still have to build 4 of them
So basically you have 1 plot with the added features that you can have more builders and can share resources and biodata with 3 adjacent plots. But that is it – such a long wait for this is disappointing.
It has great potential and the gameplay could be very fun – especially with a lot of space and more builders, opens up a ton of strategies – but who knows when and if we’ll ever get there.
My honest opinion this is, and i want to be clear I’m not blaming the Devs (I know they gave their best), another disappointing Illuvium release. Just like we had with every other game/release (beside Beyond to some extent) so far.
ALL OF THE ABOVE
- location of plots
It's not a Mega City in it's current state... it's more like a Semi City... Semi-functional
I have heard there were a bunch of hotfixes, is it good now?
definitely better
still issues with minting tho
All of the reload errors are gone but the orientation issue is still there. I haven't had any minting issues but still on my first mint.
There is one related to the amount of morphopods.
If you encounter a Problem with minting, try to add more mp's.
But yeah, Zero Team working Hard behind the scenes and pumping out hotfixes Like legends
so go do ow runs and shoot bugs till minting works?
Usually it seems to work, but i guess if you have a very low amount of MP's it can Bug out. AT least it did on my plots
yah regret sending them over... would rather pay full price but have it work XD
I don't like shooting bugs
wish there was a delete MP button in zero
A Feature to regulate how many are used would be ideal 🙂
Completely agree, would love the team to allow us to choose how many morthopods we use when minting.
The Network errors are fixed thankfully.
My issues with it is that it still doesn't work like a cohesive city. It's great that our resources are pooled and can be used on any plot but not being able to move buildings to other plots or see it as a whole makes it difficult. Also the orientation is still messed up. Example: My T3 should be in the top left and instead it is in the bottom left.
I think that the mobile version of IZ shouldn´t have all the features available, or should have a switch for users to decide what to do if the device is powerful enough or not. It is a plummet to the gameplay on PC, and also for MC it seems. For example I don´t use the smartphone to edit the city and sometimes do it on the tablet if I´m bored while travelling, but I prefer to do it on PC and could avoid it completely on mobile versions.
And the recent improvements to power system will probably help mobile versions.
I logged a bug on the orientation issue and got a response that they are looking into it.
What were the improvements to the power system? I missed that...
I logged one too. I have a city. On one plot the cost says it is 23 million or something like that and it goes to Network Error. On the other plot that says 36 million it went through.
Don´t know what they really did, I only know that when you edit the city it is much faster and guess it is related to it.
I am a QA myself and this smells like a release without approval. I doubt it even passed sanity unit tests...
👀
I agree, it seems like the devs are their QA.
Too many previous annoying bugs still not even addressed like pointless daily/weekly goals rewarding 500 resources end-game when you're sitting on 30m+ and being unable to switch between phone/pc without losing "repeat" settings on extractors/converters.
- @brittle bone
The orientation is actually correct because the plots themselves are upside-down (bug from original release that has never been addressed).
You want the megacity to be upside-down now too so that they can correct plot orientation and also megacity orientation at the same time without messing you up later.
It also means your resource locations (per the NFT images) are correctly oriented vs your other plots right now.
I don't understand.
Shouldn't the plots match the map? I am looking at my T1 that is part of my city. On the map it is in the bottom right corner of the city but when I play it then it is the top right of my city.
Oh, I think I do understand. I am now looking at the picture of the plot NFT on the Illuvidex. The current orientation of elements and fuel I play is upside down from the picture of the plot. So instead of mirror imaging the picture of the plot they did the plots that we are playing within the city.
I think my brain would have preferred to just continue ignoring the NFT picture rather than the overall map layout but I get it now. Thanks for the explanation!
Yeah exactly, would be nice if they corrected both...but I think it's right in the meantime at least and won't mess everyone up again when they do fix it.
The important part is that if fuel/element sites are supposed to be on the top/bottom edges of your megacity they still are right now, just reversed.
I’m still locked out of my mega city since its creation.
Is there any notes that state what buildings are shared that we can delete duplicates of. Ie engineering ect
Where did you see that the plots are upside down? I am referring to the overall map from the land sale. Are you saying that is upside down?
The plots itself are upside down (the placement of the resource sites) and also the Location of the plot in a megacity.
You can Check that when comparing your plots ingame with the plots in the illuvidex
Exactly, I agree. I think @silver lantern is confused
Nono, he's just saying the Same in other words i think?
Each plot is upside down. If you look at the NFT and have a carbon deposit in the top-left corner, when you play the game that deposit is in your bottom-left corner. This has been a confirmed bug since beta release.
This means that if you have a second plot in the megacity south of that first plot, the same carbon deposit should be on the north side of the megacity (away from the southern plot). The only way to achieve this right now due to the inversion, is to also invert the megacity, which they did correctly. So now that carbon deposit is in the bottom-left corner of the megacity and the plot that is south of that plot in the world map appears north of that plot when you play the game. This keeps that carbon deposit on the outside edge of the megacity, as it should be.
If they ever fix the inversion bug, both individual plots should return and then megacities will also need to be inverted at the same time. Now that carbon deposit goes back to the very north side of the megacity as it should be and you won't need to reorganize the middle of the plot.
Make sense?
Gotcha, didn't realize the deposits were inverted as well. But if they fix the inversion, I still image rework.