I haven't seen one of these posts since beta, so I figured this would be a good idea to get started on seeing as Maxis is very active on this subreddit. We will compile a list of suggestions and bug reports edited daily and added to from highly recommended comments below.
As they are fixed and shown in future patch notes and/or if suggestions are confirmed to be included in a future update I will mark them off with a strike, like this.
NOTE:
Please don't fill the comments in this particular submission in regards to the server issues. I would ask that these comments be continued in other submissions until resolved to avoid clogging up this post, and since we're all aware they are working on these issues already.
This is only to focus on other issues in game that need to be or recommended to be looked at by Maxis. Please preface your comment with SUGGESTION or BUG as well, thanks.
Patch notes can also be found at
https://help.ea.com/en/tag/faq
EDIT:
As I'm adding these to the list, please upvote for visibility, this post doesn't give me karma.
Also please be aware that some things are being mentioned multiple times in the comments, please make sure to read what has been added before submitting yours (it may just be worded differently than you wrote it)
EDIT 2: Thank you everyone who has been submitting bugs and suggestions. Please continue to upvote those you want included and I'll edit accordingly. I'm going to try to limit how much more to add for now since the dev team has responded to the post and are aware of this thread now. I want to try to avoid an over abundance of fluff added, so will try to only include the most important fixes for visibility purposes.
I'm also quite sure they are also looking through the comments as well to compile their own list over at Maxis HQ.
Bug List: As of 3/11/2013
MAJOR ISSUE/GAME BREAKING Recycling plant stops working for no reason. Recycling material stays full and never get transformed into plastic/alloy and such : [3]
http://answers.ea.com/t5/...e-plant/m-p/672230#M24642
Tech level is not shared between cities : [1]
http://answers.ea.com/t5/...on-and/m-p/711012#U711012
Sharing between cities are still too slow or never happen.
Municipal airport not shared. Can't build helipads in region cities.
Recycling trucks don't visit from other cities.
Vehicles can get stuck together in streets causing huge traffic jam : [2]
http://answers.ea.com/t5/...litches/m-p/673104#M24821 Also see
http://i.imgur.com/E51Aja4.jpg
Bug with fire trucks: quite often if you have two trucks and multiple fires, both trucks will go to to the same fire instead of taking one each.
See post for further information regarding Casino bug
Great works being sent electricity & water never get received.
http://answers.ea.com/t5/...gress-De-Sync/td-p/717222
New runways on airport are often impossible to plop because apparently the ground is too steep.
When you close or bulldoze a police station, all criminals are free even though you have another police station with jails available.
Abandoned, burned down, or demolished buildings leave "debris" like barrels that can never be bulldozed or built over.
Students don't seem to be going to other cities' college or university (even with school buses (for college) in each city)
Resource sharing is broken. Cities will develop major power, water and sewerage shortages, even though the neighboring city is producing huge surpluses they never arrive.
Streetcars stop working. Rebuilding the depot doesn't help.
Trade depot sign can't be placed. It disappears.
Unable to connect the left regional highway back in Gaugin Valley in Viridian Woods, if you delete the road back as far as you can to make any adjustments to current roads. This ties into general road system bugs, cannot place avenues intersecting streets without deleting the streets first, then placing the avenue and then finally rebuilding the street. The game says it's because buildings were in the way, even when they aren't. Also small cosmetic problems with roads, commonly they clip into the ground and you can see grass/dirt on the road, or don't join correctly.
Factories built on top of other factories that were elevated on large raised land with the original factory underneath on ground level clipping through. Trucks were actually falling off them onto streets below. Deleting the top factory fixed it and the terraforming issue.
Electronics Division of Trading HQ says it adds plastic and alloys to Trading Port, but it doesn't. Hovering over the plastic and allow bins at the Trading Port, Electronics Division isn't listed as a pre-req.
Two cities in Discovery Delta don't have trains on their tracks, Sawyers and Huckleberry. They have tracks, but the trains never come and pick up/drop off people/cargo.
Sawyer in Discovery Delta as a river and lots of coast, but only 2 places a ferry will dock.
Adv Coal Mine isn't unlocked regionally while Smelter is.
Trade Port and Depots suddenly stop shipping. They fill up, the trucks stay parked, and they never transport/sell their goods.
Inbound traffic from other cities is crippling, and we have no way to stop it. (ie Buses from other cities flood towns, empty, and there's no way to control them/keep them out.)
Power and water agents aren't up to the task, random turns at intersections means that the most remote, yet power and water hungry buildings are starved for resources unless you have massive over production. That never happens in a city where your resources are provided by other cities, they're always 'just right'. Here's a demonstration with a basic grid with 0 excess - only one or two agents make it across the city -
YouTube: Agent pathing. I think that city sizes are limited in large part, due to the limitations of the random pathing behavior of agents, because as others have noticed, CPU utilization isn't nearly high enough for it to be simulation overhead alone. Paths need to be weighted and chosen based on demand
Education data view scale issue. Seen while watching students go to school. Disappears after reloading the view -
http://i.imgur.com/hPbABr0.png When zooming a bubble, the buildings in front aren't removed -
http://i.imgur.com/oNKg0zS.jpg ,
http://i.imgur.com/XtPVgE3.jpg
Air pollution: a lot of it comes from nowhere in cities with no air pollution producing buildings and no other cities in the region. This is to the point of showing up big time on the germs map.
Public region list finder needs tweaking and ability to optimize your search. Time stamps from when they were created are incorrect. Most on the list populated are already full and shouldn't be showing up on this list. Claiming abandoned cities is broken as well.
Graphical issues: As of 3/11/2013
Transparent, flickering buildings. Objects disappearing under terrain at distance -
http://i.imgur.com/iksVN86.jpg
No official SLI support
Tilt-Shift is improperly designed, the focal point (area in focus) is too high, causing zoomed in objects to appear blurry (cars/people, etc.)
Having 'Windows Magnifier' open causes the game to hide the cursor (even if zoom is set to 100% aka 'normal')
Lack of borderless windowed mode
Suggestions List: As of 3/11/2013
Offline support suggestion has also already been addressed (at least for the time being) via the SimCity official twitter page
https://twitter.com/simcity/status/310482745732259844
Improved functionality of the AI and Traffic System
Some additional information on the AI:
http://www.reddit.com/r/S...s_this_game_even_have_ai/
http://www.reddit.com/r/S...ly_simple_shortest_route/
http://www.reddit.com/r/S...e_all_bells_and_whistles/
MAJOR ISSUE/GAMBREAKING Instant cash gift to save bankrupt cities. (currently blocked by the pause enforced when the city goes bankrupt) Public region griefing via all road and bonds bankruptcy.
http://fr.reddit.com/r/Si...public_regions_heres_how/
Improved join game/region selection tool, with ability to set search parameters such as sorting by when the region was created.
Ability to mass upgrade roads instead of just per segment as it is now.
Emergency services should turn off their sirens when they arrive to an event. Its fundamentally a problem with the way the camera and sound works - you hear the sounds from whatever part of the city you're looking at, even from across the map. So if you have a rail line that runs the length of one side of the city, all you hear are the trains, if you're looking in that direction. That radius needs to be significantly reduced.
Emergency services shouldn't have to wait for other traffic and traffic lights when there's an emergency. Had a part of my city burn down because a fire truck just kept calmly waiting at an intersection, allowing all other traffic to pass first before making a u-turn.
Computer chip making seems way too profitable. Chip making is very easy to open compared to refinery and takes less land. It should make less money. This could possibly cause some issues with balance of city specializations in the region.
All Departments for the Town Hall should have a local bonus as well as the Regional unlocks. Once one town in a Region has them, there's no reason for anyone to have them.
Ability to enable taxes/fees on public transit.
The following things should charge to defray costs based upon Sim usage: Street car, bus, shuttle, clinic, community college, university.
Add the ability to apply city ordinances. Example - homeless shelter to take care of the homeless roaming the parks and decreasing the land value.
Ability to be able to deny other cities from using my utilities, and change what I charge them, prioritize one city over another, etc.
"Students" should be broken down to grade so I can see which agegroup I don't have enough schools for.
Move the deal and trade transactions so they offset the relevant expenses in the budget.
Enbiggen UI elements at higher resolutions - data view selection icons, buttons in the top right, etc
Turn off the query tool, and add a button to enable it, or turn it off except when in a overlay view (zone, power, etc) Every building highlights as you mouse over, even when moving, it's quite distracting - [6]
YouTube: Annoying query behaviour
24H Clock & Metric Units added to the UI.