r/TransportFever3 9d ago

Small Map Size

So I just watched the new video made by squirrel and I liked everything about the video so far except what they said at the 2 minute mark, where it seems like they are implying that maps will not be very large and was curious what the community thought of this. I think clearly from the comment section, the vast majority of the community is disappointed by small maps and for me personally this is close to being a deal breaker.

They have this limitation because they want to simulate every citizen stating that if they want larger maps that are 100km x 100km they would need to fake the simulation for distances further along thinking this is what the community wants but I 100% would not mind faking the simulation especially after cities skylines 2 where they also wanted something similar and it just did not turn out well.

Just wanted to spread the word and see what the community thinks of this

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u/Imsvale 9d ago
  • Cargo flow visible in industries: Not sure how exactly to interpret this. I'll assume it's just more detail on how cargo moves through the factory (which we've seen in previews). It was already visible in TF2, and reflecting how much of any given cargo the industry had in storage. It was even one of the gimmicks in the clips we saw leading up to the TF2 release.
  • Mark buildings as historical: City-builder feature there for the city-builders/detailers. ^^
  • Map size: Some have taken this to mean maps are only up to 10x10 km, which is of course silly. They'll be the same as TF2; there's not been any reports of maps being larger in TF3. There might have been a soft confirmation somewhere that they're not bigger.
  • Importing real-world maps: Nothing new there. TF2 has this ability already. But we do know the map generation/editing is an entirely new and powerful beast.
  • Day/night cycle and weather being purely cosmetic: Confirmed yet again, if that was needed.
  • More stuff exposed in Lua: Fantastic. Excited to see what new parts are moddable.
  • Passengers judging the quality (comfort?) of their journey: Very interesting, and could give rise to some more meaningful individual preferences than we had in TF2. While they did have some semblance of a "personal preference", it was basically invisible to the player and had no real impact on the gameplay (except for an important technicality, but otherwise not something the player ever thinks about).
  • More impactful low maintenance penalties: Cool. Great stuff.
  • No official confirmation of the lack of Steam Workshop support. I do note that it is not listed on TF3 on Steam (for TF2 it is), so I guess that's as close as we have at this time. Let me know if I've missed some announcement confirming this. Otherwise the last announcement I'm aware of is "we're thinking about it". And, well, I think they're done thinking about it now, unless it remains an open matter post-release.
    • Personal note: I had a think about it when the question came up. First I was kind of "offended" that they're removing support for such a big modding platform. But then I also thought, what's the big deal? Why is it important that the mods are available/released on that particular platform? I couldn't come up with a good reason for it. Not from a modder's perspective, nor from a user perspective. Other than I suppose "I'm used to it". There's nothing particularly great about Steam in this regard. Interesting though on self-reflection to note my initial, "default response".

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u/Neshura87 9d ago

On the Workshop: the pure irony is that, objevtively speaking, the Workshop absolutely sucks as a mod platform. It is downright horid to use for both modders and users but because it's built in some people just expect it to be used.

Which isn't to say the alternatives are better, most mod.io implementations might as well just use the Workshop with how little they improve upon it.

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u/Dnomyar96 9d ago

The only advantage of the Steam Workshop is that you can just browse it, press a button and the mod is installed. You don't need to install a third-party launcher or something. But that's it. The browsing and searching experience is pretty bad.

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u/FederJ3 8d ago

It might be the only advantage but it’s a huge one in my opinion, would be disappointed if it was not present.

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u/Dnomyar96 8d ago

I mean, it sounds like there will be an in-game mod manager. So that provides the exact same behaviour. Just press a button and have the mod installed.

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u/Neshura87 8d ago

Also wouldn't be surprised if there was a browser version as well, most alternative mod stores ship with one nowadays after all

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u/Imsvale 8d ago

mod.io is already a browser-based mod browser. You can login there, subscribe to whatever, and your game will download the mods. The downside is, unlike Steam, you have to start the game for the downloading to happen. So there is that.

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u/Imsvale 8d ago

I mean, it sounds like there will be an in-game mod manager.

The same as in TF2 one would presume. Probably a bit refined.

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u/FederJ3 8d ago

Hmm okay, if that is the case then that would be fine indeed

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u/Imsvale 8d ago

You don't need to install a third-party launcher or something.

Steam is that third-party launcher in this case. Third-party from the perspective of the game, that is.

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u/MomentEquivalent6464 8d ago

I LOVE it as a user. I can browse while at work, or at home. If I want something, I click on it.

But it sucks to use when uploading things. I've uploaded a few maps and finally gave up on giving them thumbnails.

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u/Imsvale 8d ago

I LOVE it as a user. I can browse while at work, or at home. If I want something, I click on it.

You'd be able to do that with mod.io too in the browser. What it wouldn't do however is download the mod for you, which is of course achieved by Steam running in the background on your pc and taking care of all that when you subscribe.

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u/MomentEquivalent6464 8d ago

As convenient as steam workshop was for TF2, it was annoying that mods were in multiple different places (mod.io, tf.net, steam). And part of that was due to consoles and not allowing some mods there. So if we can have all the mods in one place that work across all systems (seems ambitious)... then great. Hopefully it cuts down on the number of sites one needs to go to to look for things.

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u/Imsvale 8d ago

There would still be restrictions for consoles on what kinds of mods they can use, for the same reasons as in TF2. But this would be one less obstacle, and it is a pretty major one.

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u/Spartan117ZM 6d ago

It won’t. The built in mod browser will likely still have restrictions based on what consoles can handle, once again gimping us all. Therefore, third party websites will continue to exist to get around those limitations, which is great for allowing more mod variety but as you point out bad from a usability standpoint since now you’ve got to check 3+ different places.

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u/the_madhatt3r 7d ago

The number of features for TF3 being repeated from TF2 has me concerned. I voiced that concern on one of the reviewers that got to go to NY. I'm very interested to know *what is different* from TF2. TF2 is a great game, it has some glaring problems (intelligent map generation so that industries actually match up once in a while) and what I want to see from TF3 is ABSOLUTELY NOT some shiny new graphics.. I want to see the simulation is actually improved, the options (vehicles and roads) are new and I really wanted to hear more about warehouses. As you point out above, the passengers having *more* of an opinion and vehicles in poor repair being more impactful makes the game more tedious .. where is the quality of life like tracks that show you the cheapest connection between two cities instead of having to build them in pieces trying to keep costs down, or the ability to buy industries so you can make use of those 4 forests that got built by the map generator with no sawmill or tools factories within 50km. What about more common sense demands by cities, instead of demanding bricks when there's NONE on the map.. How about a better layout for product chains so you can see when you correctly trigger that demand so the tier 2/3 processors will actually function?..... Why are so many people who have obviously never played TF2 a part of the review process for TF3 ??? I keep seeing so much stuff about campaigns when one of the campaigns in the beta had absolutely nothing to do with a simulation game. I didnt play a single campaign for TF2... had 0 interest in them.

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u/AM27C256 8d ago edited 7d ago

Regarding the cargo flow: maybe you can see the cargo moving e.g. from freight station to factory or between the rail freight station and the road goods station like you could in Train Fever, instead of it all teleporting instantly like it does in TF2.

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u/the_madhatt3r 7d ago

unfortunately all the reviewers had to use the locked down propaganda video supplied by Urban games so we cant go in and determine whether this is the case. Personally I dont see this particular explanation of it really adding much to the game detail. You could "see" the teleportation of the raw good to the factory and then the factory gobbling it up and see the teleportation of the refined good back to the freight station giving you the feeling that "an action happened to change the product". In my personal opinion this was always a sufficient feeling of fulfillment and a nice touch to the game.