Update 6 has ruined the game

after placing ride cameras and photo kiosks all my facilities are gone cannot buy new shops etc and guests are still walking through decorations fountains etc and walking through walls GRRRRR
 
i think your Over exaggerating

it sound like a bug with the game, so report it to the issue tracker, not here

and i completly disagree, when the game lanuched it was a disaster but frontier have done an amazing job, repairing the game, PlanCo players have been begging on ride photos for yrs and we finally go them
 
It is not a bug for people to walk through scenery, fountains, decorations, etc on the paths. That is intended behavior since Planco 1 and will never change. We have a barrier in-game you can bury or place in the walls to block the guests. Or you build and edit the paths to be empty under the fountains, guests walk around it. There are times when we want people to walk through things (doors). It's likely to avoid having the game calculate the route around every single item if you just cover the map in a giant plaza.
 
It is not a bug for people to walk through scenery, fountains, decorations, etc on the paths. That is intended behavior since Planco 1 and will never change. We have a barrier in-game you can bury or place in the walls to block the guests. Or you build and edit the paths to be empty under the fountains, guests walk around it. There are times when we want people to walk through things (doors). It's likely to avoid having the game calculate the route around every single item if you just cover the map in a giant plaza.
This is bad (or at least compromised) programming. If they would have done a really good job, each scenery piece would have an inbuilt barrier which fits to the piece.
It's really lame to need the players to fix this problem with high effort workarounds...
 
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This is bad (or at least compromised) programming. If they would have done a really good job, each scenery piece would have an inbuilt barrier which fits to the piece.
It's really lame to need the players to fix this problem with high effort workarounds...
tbh seeing how frontier already has trouble with guest and staff ai which sometimes is horrible and bugs out a lot, i am kinda happy they didnt go for something even more complex than what we have :)
 
tbh seeing how frontier already has trouble with guest and staff ai which sometimes is horrible and bugs out a lot, i am kinda happy they didnt go for something even more complex than what we have :)
Ok, that's a good point.
But as they aren't able to fix this problem, they should provide barriers of different shapes/sizes and allow to make them invisible.
Placing -> hiding other scenery pieces with inbuild barriers is annoying... and often only for the purpose that peeps don't walk trough scenery, walls, etc.
 
This is bad (or at least compromised) programming. If they would have done a really good job, each scenery piece would have an inbuilt barrier which fits to the piece.
It's really lame to need the players to fix this problem with high effort workarounds...
Ok, that's a good point.
But as they aren't able to fix this problem, they should provide barriers of different shapes/sizes and allow to make them invisible.
Placing -> hiding other scenery pieces with inbuild barriers is annoying... and often only for the purpose that peeps don't walk trough scenery, walls, etc.

They actually fixed the problem: dont build on path. especially large pieces like fountaints or such...since update 5 you basically dont need barriers anymore, unless you really push the game to a hard degree. You can edit path, you can paint delete path, you can advance move path and you could even advance move delete path. There are edge cases were you may need barriers, but this are parts where you are on smaller sizes than average gridwalls for example...again there may some buildlevels where you still need barriers but this mostly high level building far above the average, the average player can and should play without barriers.
 
They actually fixed the problem: dont build on path. especially large pieces like fountaints or such...since update 5 you basically dont need barriers anymore, unless you really push the game to a hard degree. You can edit path, you can paint delete path, you can advance move path and you could even advance move delete path. There are edge cases were you may need barriers, but this are parts where you are on smaller sizes than average gridwalls for example...again there may some buildlevels where you still need barriers but this mostly high level building far above the average, the average player can and should play without barriers.
I will test it again, but it's (in my case) straight paths and walls with big cut outs (connection into station buildings), L-shaped corners at paths, even in grid mode (shortcutting), and restaurant tables which have to get placed on paths. All of them are in lowest level building mode...
 
@station buildings: maybe i cant visualise it, but dont you have the stationgates for this? And you should be accountable for what you want to build, And with L shapes when i have it, it is mostly my fault or everytime cause i didnt lay out the path correctly.

Restaurant tables? why do i want the tables to have barriers? I mean this is asking for trouble as you have the table and the barrier at once where anyone can get stucked, if you think guests walk through the table, this is mostly not the case as they are interactable objects like benches, trashcans and anything you can and have to place on path. Guests normally dont walk through them unless they absolutely need to to reach their destination. (like the racing kerbs in pc1)

Use cases are probably lamppost or small sign placed on paths. some supporting stuff like pillars and such, but most of the time you can make small cutouts that guest honor enough to change slighty their direction.

Edit: The reason i said above we shouldnt use barriers is a simple reasons: pc2 peeps dont seem see barriers everytime, so it messes up their pathfinding, the more you use barriers the more likely your guest and staff will bug out.
 
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Guests will walk through tables, trashcans, and benches, and now the souvenir shop shelves, because of the hitboxes they need to successfully walk a path. They will naturally avoid the items if they can, but I've been guilty of, and seen other creators, put together nicely detailed compact areas but the guests need more room. You and I are willing to 'squeeze' through a narrow aisle in a gift shop because we can turn sideways, but in Planco, they do not. It is also true that they will shortcut L shape and low switchback ramps and staircases by floating over the corners, and that can be a frustrating part of the pathfinding, but I bury a barrier in the offending part and problem solved.

I personally use the powerful path editing tools a lot to cut out as much collision pathing as possible so things go smoothly, as I agree with Valdo82, that too many barriers cause issues. But I also find you do have to maintain at least a 2m path whenever any of that is used to be most successful to not have the guests bug through items they shouldn't.
 
Guests will walk through tables, trashcans, and benches, and now the souvenir shop shelves, because of the hitboxes they need to successfully walk a path. They will naturally avoid the items if they can, but I've been guilty of, and seen other creators, put together nicely detailed compact areas but the guests need more room. You and I are willing to 'squeeze' through a narrow aisle in a gift shop because we can turn sideways, but in Planco, they do not. It is also true that they will shortcut L shape and low switchback ramps and staircases by floating over the corners, and that can be a frustrating part of the pathfinding, but I bury a barrier in the offending part and problem solved.

I personally use the powerful path editing tools a lot to cut out as much collision pathing as possible so things go smoothly, as I agree with Valdo82, that too many barriers cause issues. But I also find you do have to maintain at least a 2m path whenever any of that is used to be most successful to not have the guests bug through items they shouldn't.

I can only speak for myself, but this is a bit of the issue: Hiding kerbs under buildings and the powerful pathing got us players a bit lazy, as we are not that careful anymore, cause we dont have to be, we dont need to squeeze in a shop and connect it to a path in a perfect angle anymore as i just recently bought PZ, i immeadiatly learnt that lesson how bad the old pathing was, as i was designing an entrance plaza for example.
 
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