Concern about how many rides there will be in the game

In previous RCT games Ive always thought of all the different types of steal coasters as 1 coaster type and didnt understand why "looping" coaster was separate from "corkscrew" instead of just being different pieces of the same type. Theres obvious differences from wood to steel, or spinning cars, bobsleds, etc. I also consider a lot of the different themed rides to count as one. A large ferris wheel vs a double wheel (etc) are very similar but they had like 5 different "tea cup" varieties, slides, and drop rides. Anyway, its not a big deal Im sure well have a lot of rides but thats just how I look at it

Didnt previous games have like 60-80 rides? and well over 100 with expansions?

Yeah, that's how I look at it as well. I know there's the different track types within the steel coasters as well but the way I see it is that at the moment we have 3 coaster types (the B&M style on most of them, an Arrow track, and the Junior track). I never liked how the coasters were organised in RCT3 either, and I'm disappointed that they are taking the same approach in Planet Coaster. I'd much rather they let us choose a type of track, and then select the type of train that goes with it (obviously this would have an impact on the station design etc.). I think it would make more sense that way.

And the same thing applies to the flat rides for me: a ferris wheel is a ferris wheel, I think we should be given the option to select from a variety of different styles (I mentioned it in another thread somewhere but can't find it now) instead of each different type counting as a different ride. I hope we can have as big a selection of rides as possible, and that's different rides but with different customisation options for each one.
 
I count each as 2 rides as they are actually two different rides. Using your logic, if the Star Wheel and the Whirly Rig are counted as 1 ride because they are both ferris wheels then the 14 coasters we have would only counted as 1 coaster because they are all steel roller coasters, and to go a bit further no matter how many rides (excepting coasters) we get we would only have 1 ride since they are all flat rides.

No, the 14 coasters wouldn't count as 1 for being steel, they'd count for closer to half a dozen, maybe ten, because they should be split by track type. B&M Hyper, Twister, and Floorless all use the same track. Dive uses its own wider track. The two wing coasters use their own single type of track. Etc. You're not actually applying my logic to make your examples. The Ferris Wheel example I gave holds up because it provides the same exact ride experience, it's just a different theme. That's where the idea of a generic ride design with a theme dropdown comes into play. I'm not saying I necessarily want that to happen, but I AM saying that a ferris wheel and a spooky ferris wheel are the same ride experience with a different paint job.
 
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Then I guess the Ferris Wheel, Whirly Rig, and Radius are all 1 ride since they all have the same ride experience a vertical circular motion. My point is the ride count can be made in many different ways, it all depends how you want to look at it.
 
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like i said the different ferris wheels are at least slightly different(and the new ones are great!), but they sure had a lot of very similar spinning rides in rct3... Im sure theyre stepping things up this time tho [up]
 
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Then I guess the Ferris Wheel, Whirly Rig, and Radius are all 1 ride since they all have the same ride experience a vertical circular motion. My point is the ride count can be made in many different ways, it all depends how you want to look at it.

That was actually MY main point lol! That's why I don't care about the published number of rides. Saying "RCT3 had THIS many flat rides" is meaningless to me since I considered many of them the same ride. I'd rather see the amount of variety for myself.
 
The flat rides we've seen have a lot of love and detail put into them right down to the sound design. Each ride feels unique. I too would love to see a wide variety of flat rides, but don't be discouraged if the game ships with less than you'd hoped. It's tough to balance quality vs quantity, and right now I really like the quality of PC. It's what got me to splurge for the alpha.
 
Personally, there are just some game concepts missing for the moment.
I am not scared or concerned at all!

what we need is:

Transport rides, water (and log flumes), management, more themes, shops, and some more flat rides.
But all this will be in the game so it will be awesome!
 
40 would be a bit on the low side but sounds like they are putting plenty of attention to detail into things and the rides probably take way longer to model and animate than they did in RCT3.

I'd rather they focus on getting all the management and gameplay stuff really solid first rather than rushing to create more content for a game that isn't really finished.
 
Then I guess the Ferris Wheel, Whirly Rig, and Radius are all 1 ride since they all have the same ride experience a vertical circular motion. My point is the ride count can be made in many different ways, it all depends how you want to look at it.

They're not though are they, not really. Ferris Wheel has loops within the main circle to swing the cars about. Whirly rig is more kiddie ride with circles revolving within the main circle, and the Radius is more along the lines of a London Eye - mainly for a huge observation view, rather than any sort of "thrill ride" - hence is moving incredibly slowly.

To be fair - we'll get what we get. I imagine they'll be a serious bump in content from Alpha 3 to BETA/Release. Here's hoping at least anyhow!
 
It's interesting to see how people count rides in the game. When it come to coasters, each type of coaster can be classed as a separate ride. So far we only have the various Steel coasters and these may increase before final release (Steel Wild Mouse, not in game yet). Then there will be the various types of Wooden coasters, which may be as many as six or more. In RCT3, we even had some Junior rides, which were pretty basic and came under Gentle Rides.

We then come on to Flat Rides, which varied between Thrill Rides and gentler rides like the Carousel, Tea Cups and the Whirly Rig. Other flat rides could include Dodgem Cars, Go Karts, and Dark rides like the Ghost Train. We then come to Transport rides and Water rides, which could include many different types, as well as other attractions like Crazy Golf, which don't really count as a ride as such.

So if you add all these together, I think we are going to see quite a lot of rides in the finished game. Then later we will no doubt see more rides, like we did with RCT3, with further expansion packs.

But I count all coasters as separate rides, as well as all variations of the same flat rides. So I think we are going to see at least 40 rides for the final release or even slightly more.
 
I'm not overly fussed with having less flat rides than we had in RCT3 as there were so many there that I found it almost impossible to use them all anyway. There were clear variations in quality also which often made the choice of ride simple! All of the rides I've seen so far in Planet Coaster have been finished to such a high standard that I'll never hesitate to use them. I'm assuming more rides are going to be added between now and launch anyway so I'm not all that worried. The only thing I've not seen much of is more child/family friendly rides so I'm looking forward to more of that, if the Venetian carousel was anything to go by then we're in for a treat!

The rides I'm really looking forward to are the water rides as they've always been a personal favourite of mine in real parks. A log flume that has been finished to the standard of all of the coasters and flat rides in this game will be a centrepiece for my future parks!
 
I really really hope they make one generic version of a ride and then have a toggle so that you can choose the theming of said ride.

And I also do hope they bring out about as many rides as RCT3 had in its vanilla form. The Parkitect team can spit out one flat ride a week approximately, and while PC is a much more advanced game, they have a lot more people working on it. So they should be able to keep about the same pace.
 
I just wish the Devs would at least confirm what rides we're getting, not to concerned when we get them, albeit alpha3/beta whatever, just would like to know what we will eventually get come release.
 

Vampiro

Volunteer Moderator
I just wish the Devs would at least confirm what rides we're getting, not to concerned when we get them, albeit alpha3/beta whatever, just would like to know what we will eventually get come release.

They will never do that [tongue]

I think with every "step" we will gate a few. Probably with Alpha 3 we get some new ones. then another few with Beta, and i expect quite a bunch at release.

All in all we don't know how many rides we will get, nor do we know how many are in progress right now. So maybe there is reason to be concearned but for all we know there might be a whole bunch ready or near ready just waiting to be released in the future.

Remember the release trailer? It showed "Coffee Cups" and "Revolution". Later we saw some pictures of a "Top Spin" kinda ride. Especially the 2 in the trailer seemed like they were pretty far in progress, yet after close to a year they still haven't been added. This tells me that we really have no clue on how many we will get and how far they are in progress.
 

Vampiro

Volunteer Moderator
Speaking or organization, does the current alpha feel "OK" in terms of where items are placed / sorted in the UI?

With every game you have to get used to where stuff is located but nothing feels "unnatural". So personally i have no suggestion's to make the UI better as i feel it's good as it is.

And maybe this question has to be asked again in a while as nowdays we only have a handfull of objects, and thus everything is easy to find. I wonder if the different themes will have different tabs to keep them organised? And how will this work when we have UGC later on? (will we be able to create custom tabs to organise our downloaded UGC?)

All i know for now is that the search bar will probably be used a LOT in the future so im quite happy with that search button. (RCT3 could have really used this feature with all the UGC that has been created over the years. Even with just RTC3 + 2 expantion packs it was often a crime to find the right item)

All in all, for now i think the UI is great and easy to get used to. But im curious to see what the future holds.
 
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Speaking or organization, does the current alpha feel "OK" in terms of where items are placed / sorted in the UI?

In this state, it's fine for a while, but I fear that with UGC it can spiral out of control (as evident in RCT3 and Cities Skylines). I myself have made a suggestion some time ago here:
https://forums.planetcoaster.com/showthread.php/4008-UI-modularity-and-ride-types

I feel that that would improve the UI for the long run, especially when players have dozens, if not hundreds, of custom scenery, rides, coasters, etc. installed. Most UIs in games work fine out of the box, but as soon as you start adding custom content to it, combined with the various ways content creators sort their own work, it can quickly become a huge mess, even with just a few mods installed.
 
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Speaking or organization, does the current alpha feel "OK" in terms of where items are placed / sorted in the UI?

I'm really fine with the UI!
I think with a lot of rides / coasters / parts / ... it might get a little crowded... with the UGC, I see this getting difficult.

BUT there is a search bar, I already like a lot!
As well there could filters for e.g. Themes / parts (like trees or stones) / etc.?

For the moment I'm really happy, and got used very fast. Waiting to see how the UI will change with the next steps :)
 
Speaking or organization, does the current alpha feel "OK" in terms of where items are placed / sorted in the UI?
this might be a different topic, but I think the save/load menu could be better.
please see here - https://forums.planetcoaster.com/showthread.php/5923-Organizing-save-files

also, I wonder if it would be possible to modify/update the UI after the completed game is finished?
maybe in time with more features and stuff like UGC we may find/need ways to improve things [praise]
 
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