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FORUM POST FROM KIP KATSARELIS, SENIOR PRODUCER, SIMCITY  XML
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Joined: 01/18/2013 09:09:51
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FORUM POST FROM KIP KATSARELIS, SENIOR PRODUCER, SIMCITY

You, the fans, are important to us. It's why we got into games and it's because of you that we here at Maxis were able to complete our dream of making another SimCity. This has been an exciting week for us, but as you know there have been some bumps along the way. We want to shed light on one of the most significant issues that we are facing right now, as well as the steps we're taking to resolve them so that we can provide you with an enjoyable experience.

Server capacity is our biggest obstacle. We launched in North America on Tuesday and our servers filled up within a matter of hours. What we saw was that players were having such a good time they didn't want to leave the game, which kept our servers packed and made it difficult for new players to join. We added more servers to accommodate the launch in Australia and Japan, and then more yesterday to accommodate the launch in Europe. As of right now, we are adding even more servers which will be going live over the next three days. And, our plan is to continue to bring more servers online until we have enough to meet the demand, increase player capacity and let more people through the gates and into the game.

Earlier today, we released a patch that temporarily cut off some features including leaderboards, achievements and Cheetah Speed to reduce data stress on the servers and effectively free up space so that we can let more people into the game. These are great features that we're proud of and we'll turn them back on soon, but our number one priority is to bring stability to our servers. This update also resolved some of the bugs and issues that have been frustrating players. You can read all about it at http://forum.ea.com/eaforum/posts/list/9341807.page

We will be posting regularly to keep you up to speed on developments, so please check back for updates. We are committed to doing everything we can to deliver a stable and enjoyable experience and we thank you for your continued patience and support.

This message was edited 2 times. Last update was at 03/28/2013 10:35:49





Joined: 03/07/2013 17:20:45
Messages: 3
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An actual update thanks
P.S maybe next time you don't buy HP servers




Joined: 03/07/2013 16:07:24
Messages: 3
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[img]http://13e.imghost.us/gI/yoyo.jpg[/img]
YO YO EA IMMA LET YOU FINISH
BUT UBISOFT HAD THE BEST DRM OF ALL TIME

This message was edited 1 time. Last update was at 03/07/2013 16:00:13





Joined: 08/24/2012 15:14:20
Messages: 41
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Again, how can you have not prepared for this load? I call BS on this post. You know the pre-order numbers and how come it's the same people that can log on and the same that can't? There is something else going on here. People are having to much fun to leave....jezz how lame an excuse.




Joined: 03/06/2013 21:22:44
Messages: 11
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[quote=Bevypooh][b]FORUM POST FROM KIP KATSARELIS, SENIOR PRODUCER, SIMCITY[/b]

[size=18]You, the fans, are important to us[/size]. It's why we got into games and it's because of you that we here at Maxis were able to complete our dream of making another SimCity. This has been an exciting week for us, but as you know there have been some bumps along the way. We want to shed light on one of the most significant issues that we are facing right now, as well as the steps we're taking to resolve them so that we can provide you with an enjoyable experience.

Server capacity is our biggest obstacle. We launched in North America on Tuesday and our servers filled up within a matter of hours. What we saw was that players were having such a good time they didn't want to leave the game, which kept our servers packed and made it difficult for new players to join. We added more servers to accommodate the launch in Australia and Japan, and then more yesterday to accommodate the launch in Europe. As of right now, we are adding even more servers which will be going live over the next three days. And, our plan is to continue to bring more servers online until we have enough to meet the demand, increase player capacity and let more people through the gates and into the game.

Earlier today, we released a patch that temporarily cut off some features including leaderboards, achievements and Cheetah Speed to reduce data stress on the servers and effectively free up space so that we can let more people into the game. These are great features that we're proud of and we'll turn them back on soon, but our number one priority is to bring stability to our servers. This update also resolved some of the bugs and issues that have been frustrating players. You can read all about it at http://forum.ea.com/eaforum/posts/list/9341807.page

We will be posting regularly to keep you up to speed on developments, so please check back for updates. We are committed to doing everything we can to deliver a stable and enjoyable experience and we thank you for your continued patience and support.[/quote]

That's why you guys launched few and LIMITED servers. Because you really care...

[b]Lie, ms. [/b]




Joined: 03/07/2013 08:58:11
Messages: 11
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Thats crazy that you had to disable the "Cheetah Speed" function... I mean, thats a pretty big part of the game haha. Being able to control speed at which time goes by. If only we didnt have to connect to your pathetic server clusters. Guess the big corps will never actually listen to their player base.




Joined: 02/01/2013 15:38:07
Messages: 34
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Odd. You knew enough to boast about your 50 Most Anticipated Game awards...




Joined: 02/25/2013 17:06:14
Messages: 11
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[quote=al-Uqsur]

That's why you guys launched few and LIMITED servers. Because you really care...

[b]Lie, ms. [/b][/quote]

+1... From what it sounds like, they're adding dozens of servers... telling me they were no where NEAR prepared for this release. What did we beta testing for again?




Joined: 12/21/2011 15:38:21
Messages: 2
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Boooooooooo, I thought D3 was the worst launch ever but this one takes the cake. I thought I did my self a favor by waiting a few days.... more like a week.......maybe.




Joined: 03/07/2013 15:26:06
Messages: 67
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[quote=Headtrippp]An actual update thanks
P.S maybe next time you don't buy HP servers [/quote]
vs .. what? throw-a-way Dells? (only good for redundant systems)

HP actually has really good servers - now, should EA even be worrying about servers with SimCity? NO. It should be off-line capable.

I've actually just told my wife and kids, no more EA Sims products. It's a rip-off.




Joined: 03/07/2013 01:41:04
Messages: 13
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dont you love how they are completely ignoring the number one thing fans are talking about. shows that they really care.

why are they not addressing the fact that ALL the fans are talking about an offline mode. if there was one, then they wouldn't of had so many server issues to begin with and the games press would of been good from the first second




Joined: 03/07/2013 17:50:02
Messages: 2
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I have to agree with the masses. We need to just do away with the online single player. Let us play the game without having to be logged into a server. Give us the time to enjoy the game and get used to it and THEN let us decide if we want to play online. I can't play online all the time being Military. I take my laptop on deployment to enjoy games on my free time and SimCity was one that I was looking forward to taking on my deployment in a few months and now that has been destroyed. So many people would be happy if a patch would be released allowing us to play without being connected. This is rediculous to have people pay for a product they they can't even play, regardless of how long it takes. If you pay for something you should be able to use it.




Joined: 09/03/2011 11:17:03
Messages: 57
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Maxis, you need to plop someone on this forum to post REGULAR updates. And by regular I mean more than once per day. The community here needs communication. We're not getting that.




Joined: 03/07/2013 16:07:24
Messages: 3
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[quote=MTCason]Maxis, you need to plop someone on this forum to post REGULAR updates. And by regular I mean more than once per day. The community here needs communication. We're not getting that. [/quote]



And we want details. Lots of details. We want to know what the technical limitations are to your
CDN AMAZON HOSTED(which means EC2, which means UNLIMITED SCALING CAPACITY)
servers that prevents you from just flipping a switch and having, oh, 100 of them online RIGHT NOW.

Which means we'd like to know just why in order to maintain online abilities you disabled leaderboards
and other features which were promised as having been implemented soley because this game
is online- without these features, why does it need to be online?






Joined: 08/28/2012 14:10:53
Messages: 6
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It's strange how we the fans new that this was going to happen, that there is a pattern with online games like this, that this happens with every single game launch that is online and requires this type of always on authentication. And yet you still didn't have enough servers and let it happen. You people never learn...
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