Is it just me… or does everyone drive during rush hours and trains are completely empty? Do I need to turn a setting on or something? Playing on PS5. The immersion is just gone and I find myself eventually losing interest in continuing the route. Any help is appreciated! Thanks!
It's the same with depot moves. Pull into station where train terminates, to then change ends and pull it into the sidings to take it out of service and the train is still half full. Or start a scenario where you have to pull it into service and you have squatters
Not only passengers on trains are broken, also their behaviour on stations is completely broken. How they're standing on the platform, facing the wrong direction, how they clutter up and try to walk trough eachother, how they cross the track or how they sink trough the platform with only their head visible. My impression is that it's only getting worse instead of better. Also seeing them spawn in the train to get out or in looks terrible.
Go check out Euston on the WCML, there's no one there. A complete ghost town for what's one of the busiest stations in the UK.
Real people travel around in groups and as families. They have children. They carry luggage. TSW doesn't seem to recognise any of these realities.
Recorded on the Fife Circle Line yesterday lol https://youtube.com/shorts/sSBt5xZa5Xs?si=qSWeHVCEV3Veu7rz
Trouble is, though many of us believe passenger behavior is important for immersion, it is not considered a priority by DTG. So complaining about it is rather pointless.
All great points in here and all things that have annoyed me many times. Especially the staying on the train into depots issue and the deathly quiet Euston, whilst some rural two platform job is a hive of activity.
Wow okay! I mean good to know I am not alone here. Yeah, seems like this is an ongoing problem that I haven’t seen any traction on fixing. Kinda sad, but I guess it is what it is… for now, haha!
It might be too resource intensive right now, but the best solution would be to give passengers start and end points, in the way that you get with games like Transport Fever. Each passenger is assigned a ticket - or even in some cases, buys one in game. The start and end points may be off-route, but they get on the right train, get off at the right place, sit in the right carriage, etc. This way: * Passenger behaviour in guard mode is consistent with checked tickets * Passengers don't come from, or go to, sidings * Passenger numbers can represent demand curves * Passengers don't let a train pass when its destination is identical to the next one on that platform (aside from the odd trainspotter). * Passengers don't appear on platforms after the last service of the day, or in large service gaps You could get really clever with this - different ticket types, different classes, on/off peak, tickets for specific trains and operators. It would make guard mode much more interesting.
Maybe DTG should just give us sleepy branch lines just before the Beeching Axe - no need for passengers at all then!
It's a priority for them in the sense they have updated seasonal clothing, added new behaviours such as using laptops... Which is great, I guess, but why ignore the most important aspects of behaviour, such as those already listed here? Perhaps because adding new assests and animations is easy, but they don't know how to debug the code? A team with a better skillset in cosmetics, not coding.