Alpha 2.2 update!

I would disagree. I am most attracted to the sandbox mode and I definitely would prefer authenticity in the different rollercoaster types. However, some form of toggle would work well.

With all of the pieces unlocked though you're still able to make an authentic looking coaster, it just means you have the option to toss the authenticity aside if you should ever feel like it. I'm definitely in the camp of wanting all pieces unlocked for all of the coasters, and perhaps more importantly for me the restrictions on the free-form tools to be removed. I completely get them wanting the restrictions in campaign mode and agree with them on that, but for sandbox mode there should be a way of enabling all of the track pieces on all of the coaster with an unrestricted free from editor.

I love the work Frontier have done on their terrain tool, their piece by piece tool and their scenery tool. Those tools are amazing because they have so few restrictions allowing people to build, place and sculpt anything they please. Don't undersell the coaster tool by restricting what players can do with it! [sad]
 
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I would disagree. I am most attracted to the sandbox mode and I definitely would prefer authenticity in the different rollercoaster types. However, some form of toggle would work well.


See, that's the thing. If they stick to "authenticity" always, a ton of people are left in the cold, while you get to build "authentically".
If it is unlocked in sandbox, you STILL get to build "authentically" because YOU know the restrictions, and everybody else gets to eat cake TOO!


I don't understand the desire to gimp everyone for the sake of "realism" in a game, that at it's core, IS FANTASY.


I get what Frontier wants to do in scenarios, and I am totally behind that. I want them to create a rich and deep goal oriented side to this.
But sandbox, which is there to allow you the FREEDOM to do WHATEVER your heart desires, which should be free from many restrictions.
 
See, that's the thing. If they stick to "authenticity" always, a ton of people are left in the cold, while you get to build "authentically".
If it is unlocked in sandbox, you STILL get to build "authentically" because YOU know the restrictions, and everybody else gets to eat cake TOO!


I don't understand the desire to gimp everyone for the sake of "realism" in a game, that at it's core, IS FANTASY.


I get what Frontier wants to do in scenarios, and I am totally behind that. I want them to create a rich and deep goal oriented side to this.
But sandbox, which is there to allow you the FREEDOM to do WHATEVER your heart desires, which should be free from many restrictions.

Totally agree. It's up to you to make your coaster look authentic in a sandbox mode. But if Frontier wants to do specific things in their scenarios they can lock down the functions there. Shouldn't be too hard to implement and I really think it will please the most amount of people - developers included.
 
See, that's the thing. If they stick to "authenticity" always, a ton of people are left in the cold, while you get to build "authentically".
If it is unlocked in sandbox, you STILL get to build "authentically" because YOU know the restrictions, and everybody else gets to eat cake TOO!


I don't understand the desire to gimp everyone for the sake of "realism" in a game, that at it's core, IS FANTASY.


I get what Frontier wants to do in scenarios, and I am totally behind that. I want them to create a rich and deep goal oriented side to this.
But sandbox, which is there to allow you the FREEDOM to do WHATEVER your heart desires, which should be free from many restrictions.

I think you may have missed the last sentence in my response. Include a 'toggle' that would allow both preferences to be chosen in sandbox. 'On' and the restrictions apply. 'Off' and they don't. Simple. :)
 
Concerning the coaster limits:

Why not add an option to disable coaster restrictions of launch-mods, loops and suff with a checkbox in the settings, but only for Sandbox games?

Thus you could give us some challanges in the campaign, but we have absolute freedom in the sandbox.
At first i thought it was a bug, when i wasn't able to get loops working in 4 different coasters. Those favorites but just don't to have those elements in them in real. What ever reason.
So i'm feeling very restricted in the coaster selection, which really takes a lot of fun away when building stuff.

So please, add it as option to disable any restrictions in sandbox. [hehe]
 
The bug fix addresses building tilting. We've been really impressed with the way the community have used this bug. However, the feature was never intended to work in this way. We can see the merits of having building angles, perhaps to create a beautiful Victorian high street or rickety house, but we expect these adjustments to come from scenery pieces rather than buildings

errr dangit....i hope this game doesnt start to become more and more restrictive, honestly with alpha 2, its starting to seem the devs want to be way more restrictive than we thought, i really hope the final game has cheats or codes that allow for more freedom, or ways around this in sandbox mode....
 
I don't know about anyone else, but I will say that RCT1 as soon as the trainer came out for it and we could build a sandbox park I never went back to the campaign. RCT2 and 3, I don't think I ever completed any of the campaign.

Why play a simulation/building game with restrictions?

Perhaps it is just me but I find the challenge in RCT games to build the most amazing park I can. Not worry about money and whatnot. If no limits had all of the things PC has currently I would play it more. To me this game can be the one everyone has been waiting for. A game with limitless possibilities for all of its users to build whatever they can dream up. A kiddie coaster with a loop!? Who cares about what's real and what's not. Last I checked we were not building real coasters that humans will really ride... Floating land: possible? kiddie coaster with a loop: not possible?

Steel coasters can be made in almost any shape you can dream up. this includes kiddie coasters.... No one knows what coasters will be like in 25 years. We now have RMC re-tracking some old wooden coasters and allowing them to have elements that were once impossible on a wooden based coaster. Whos to say that in 25 years kiddie coasters wont have gentle inversions built for kids in mind? Wanna go deeper? Whos to say that the younger generation of kids that will enjoy this game are not that ones that will make said kiddie coaster?

Want to build a "real" coaster? Build one! Want to build a crazy intense kiddie coaster? Build one! Let the end user be the only limiting factor!

If, lets say Six Flags came to any coaster manufacture and asked them to build a kiddie coaster with 1 inversion in it. Do you think the manufacture would tell Six Flags "NO"?... Not a chance. They would build a coaster that they asked for. That's is how limits are broken with coasters. By allowing engineers the freedom of building whatever they can dream up. Just look at the evolution of coasters... They have pushed what was impossible at one time and now its common place. I bet the CAD programs used to build real coasters don't have restrictions....


rant over... Sorry folks, avid inverted coaster lover here...
 
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I can understand no loops, no inversions and no 360° banking at the Hyper Coaster Trains. But why leave out Boosters there and at the non-invertded Inversion Box Spine Coasters (Standing, Floorless)?
Real Coaster have those. Included a video in the other discussions about that.

There will be a lot of new figures coming up in future at inversion coasters. So opening up those for free banking and tilting will make PC future proof.
[video=youtube;r7AZDJ4AnCU]https://www.youtube.com/watch?v=r7AZDJ4AnCU[/video]

I can understand no Friction Wheel Boosters and Lifts at the Arrow/Vekoma Track type coaster, because there it is either a LSM or Lim Launch.
But non of the current included coaster has this feature. So i think this is correct. A third coaster is needed there. The Train is different. At Disney it is an american muscle car. At walibi Holland it is the newer (not the newest) version of the vekoma train.

[video=youtube;oiSTNTiVNcI]https://www.youtube.com/watch?v=oiSTNTiVNcI[/video]
[video=youtube;g5DLz9SsUNM]https://www.youtube.com/watch?v=g5DLz9SsUNM[/video]

What we are certainly missing at the looping coaster is the reverse lift with a catch car
for doing a Boomerang.
[video=youtube;YN2iVZ6Y7Jg]https://www.youtube.com/watch?v=YN2iVZ6Y7Jg[/video]
[video=youtube;reuoO7olU5o]https://www.youtube.com/watch?v=reuoO7olU5o[/video]
catchcar
[video=youtube;2Gvxjy7lXI4]https://www.youtube.com/watch?v=2Gvxjy7lXI4[/video]


At the moment i think the team is still working on it. Doing it is one thing. Doing it right another.
 
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Great news with update 2.2! Got me start the day happy! [heart]

Let us keep the feedback going guys! There are of course still stuff to improve. [up]
 
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Horrible, absolutely horrible update.
One of the best things the alpha 2 had was a bug that actually made the game be more creative for advanced builders, and you actually "fixed" it, when I (and others) asked a million times in the feedback threads it was actually a good thing to have if it was not going to be implemented as a full thing in the game (and you say you hear us, but I only see you are hearing right now coaster builders only).
The worst part is not even they have taken it out, is the feel of radio silence about this from Frontier (there are a lot of positive threads in the feedback forums about it). The bug wasnt harmful and the multiple hours I have been using can attest that (thats why we are basically testers no?). Have you taken it away because you want to implement it in the game without being a bug? (why not wait until it was implemented before taking this fredom away). It was not intended is not an excuse, lots of things are not intended in games, and then people find the game is better with them. Whats about the quarter grid, is that also a bug thats going to be taken away from us?
Lots of the scenery pieces that are in game work in cumbersome ways (the old alpha 1 wall extras are basically useless most of the time, and we are still waiting for quarter width wall pieces and 1 metre height walls becuase hey! your stations are useless right now without those pieces) and we creative people have to find ways around your restrictions, and you are going to even put more restrictions to us to the workarounds we found. I dont know if that is the kind of game I want to play if I have to be sincere.

And then the putting restriction in coasters.... Im not even someone that his favourite aspect of this games are building coasters (as I said, I prefer building theming), but I can understand people that want creative freedom making coasters wanting no restrictions.
If you really think is going to help the campaign mode having restrictions, why not make it an option to not have those restrictions in in the sandobox mode?

This update is bad (apart from the option of having supports going through scenery) and I would gladly not update it until I see something that changes my mind and returns that freedom I liked so much into the game.
Not cool Frontier, not cool.
 
That's just more work! Self censure is easier. [hehe]

I see. Well if that's your view, then I would say that they should forget about the 3 or 4 people on this forum that want no restrictions. Keep all the restrictions on the coaster types in sandbox as well. After all, that would be 'easier'. Yup... that's my vote.
 
I see. Well if that's your view, then I would say that they should forget about the 3 or 4 people on this forum that want no restrictions. Keep all the restrictions on the coaster types in sandbox as well. After all, that would be 'easier'. Yup... that's my vote.

Make that 5 [wink]
 
Concerning the coaster limits:

Why not add an option to disable coaster restrictions of launch-mods, loops and suff with a checkbox in the settings, but only for Sandbox games?

Thus you could give us some challanges in the campaign, but we have absolute freedom in the sandbox.
At first i thought it was a bug, when i wasn't able to get loops working in 4 different coasters. Those favorites but just don't to have those elements in them in real. What ever reason.
So i'm feeling very restricted in the coaster selection, which really takes a lot of fun away when building stuff.

So please, add it as option to disable any restrictions in sandbox. [hehe]


Configuration really isn't an alpha-level thing to be focusing on, nor is it a full game. Feedback from these limitations can help shape what is allowed in the campaign and only then should they look at removing restrictions from the sandbox.
 
The bug fix addresses building tilting. We've been really impressed with the way the community have used this bug. However, the feature was never intended to work in this way. We can see the merits of having building angles, perhaps to create a beautiful Victorian high street or rickety house, but we expect these adjustments to come from scenery pieces rather than buildings.
Zac

OK, but why not leave this as an option in settings. It could allow more creativity, so what is the bug?
 
Maybee because peeps are acting with those buildings. If this tilt feature is not implemented for building there might be the danger of getting massive of bugs because the interaction with peeps dows not work anymore.
Also might has something to do with paths too ...
With scenary-pieces there is no interaction (not by now), so there would not occur any problems.

Only my thoughts about it.
 
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Horrible, absolutely horrible update.
One of the best things the alpha 2 had was a bug that actually made the game be more creative for advanced builders, and you actually "fixed" it, when I (and others) asked a million times in the feedback threads it was actually a good thing to have if it was not going to be implemented as a full thing in the game (and you say you hear us, but I only see you are hearing right now coaster builders only).
The worst part is not even they have taken it out, is the feel of radio silence about this from Frontier (there are a lot of positive threads in the feedback forums about it). The bug wasnt harmful and the multiple hours I have been using can attest that (thats why we are basically testers no?). Have you taken it away because you want to implement it in the game without being a bug? (why not wait until it was implemented before taking this fredom away). It was not intended is not an excuse, lots of things are not intended in games, and then people find the game is better with them. Whats about the quarter grid, is that also a bug thats going to be taken away from us?
Lots of the scenery pieces that are in game work in cumbersome ways (the old alpha 1 wall extras are basically useless most of the time, and we are still waiting for quarter width wall pieces and 1 metre height walls becuase hey! your stations are useless right now without those pieces) and we creative people have to find ways around your restrictions, and you are going to even put more restrictions to us to the workarounds we found. I dont know if that is the kind of game I want to play if I have to be sincere.

And then the putting restriction in coasters.... Im not even someone that his favourite aspect of this games are building coasters (as I said, I prefer building theming), but I can understand people that want creative freedom making coasters wanting no restrictions.
If you really think is going to help the campaign mode having restrictions, why not make it an option to not have those restrictions in in the sandobox mode?

This update is bad (apart from the option of having supports going through scenery) and I would gladly not update it until I see something that changes my mind and returns that freedom I liked so much into the game.
Not cool Frontier, not cool.

I agree with you
 
tegidcam

brings you down to a peeps perspective where u can use WASD to move, press t to lock ur mouse to move it (or just hold middle click), shift to walk, open the path editor to get out of it
 
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