A great post about Balance (from reddit)

If your a sandbox player and dont care about scenarios, this probably doesnt matter to you. But I think it is very important for anybody using the scenario editor. I really hope the scenario editor gives us the ability to modify prestige and/or pricing of each individual object, as well as set fail states, and set park boundary restrictions.

https://www.reddit.com/r/PlanetCoas..._the_problems_with_management_dont_stem_from/

Frontier has a bowl of cereal with no milk, and when people say "But where's the milk?" they say "Milk Matters! Pouring evolved!", and they pour in some more cereal.
We don't need more cereal. We need milk.

even if you think the game is great, you have to admit that was funny [haha]
 
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If your a sandbox player and dont care about scenarios, this probably doesnt matter to you. But I think it is very important for anybody using the scenario editor. I really hope the scenario editor gives us the ability to modify prestige and/or pricing of each individual object, as well as set fail states, and set park boundary restrictions.

https://www.reddit.com/r/PlanetCoas..._the_problems_with_management_dont_stem_from/



even if you think the game is great, you have to admit that was funny [haha]

Been saying it all along Frontier please stop the DLC train and work on base game flaws and management integrity, thank you.
 
No one opens a park, gets 500 guests in 8 minutes, starts rolling in cash, and says "Gosh I wish my staff had staff rooms so that this would feel like a more cohesive experience".
No one is playing through "Career" mode, acing every scenario with little difficulty outside of the coaster stat challenges, and thinking "You know what would've made this a challenging and rewarding experience? Staff rooms."
The issues with the game's management boil down to the fact that the player barely has any need to do anything "correctly" to succeed. You can slap paths in any stupid shape you want, stick any ride you want along those paths, put any decor along those rides, and roll in money for the rest of your life with no effort.
Forest Frontiers in RCT1 is not a difficult scenario. In fact, its goals are WAY more freeform than those in Planet Coaster: 250 guests by the end of year 1, and a 600 park rating at the end of year 1.
But here's the thing: Both those goals are failable. The player can fail those goals. You can't fail goals in Planet Coaster. Right off the bat, there's a huge issue: There is zero sense of urgency in Planet Coaster. Every goal can be completed by waiting until you're financially stable enough to complete them. Every single goal in the game can be completed by waiting long enough to throw money at it.
And considering money is no issue, how are these challenges?
Forest Frontiers starts you with 10k cash, and a 10k loan in the bank, meaning everything you have is loan money and you're paying interest.
Pirate Battle in Planet Coaster starts you with a stupidly clumsy 5037 dollars and 59 cents, and 692 guests. The park is already thriving. You can sit here with the park as-is and make money.
The first goal is to attract 800 guests. You already have 692. So you need 108 additional guests, in any timeframe you please with no deadline. The second is to build 2 rides. You can afford to do that right from the start as rides in this game are priced really poorly in comparison to how much money you make- some under 1000 dollars.
The medium goal is to attract 900 guests, and make 4 rides.
The hard goal is 1,100 guests (awkward number) and have 15k in the bank.
You can literally complete all these goals in one month with little effort. Guests pay so much for rides, arrive to the park so quickly, and have so low of standards that you can complete all of these in a month. Or 20 years. Whatever you choose. Slap down a Wild Blue and charge 16 bucks for it, an Insanity at 15, and a teacups at 8- you're rolling in money. You win.
Forest Frontiers forces you to play for a minimum amount of time. It forces you to achieve and maintain these values. It forces you to earn your guests by starting you with 0, it forces you to earn your rides by buying them all yourself.
So now we've got a laundry list of balance problems from the first scenario:
-No time limits
-No time minimums
-No goals requiring "maintaining" an accomplishment
-High guest input
-Fast money flow
-High tolerance for ride prices
-Simple goals
When you play Forest Frontiers, it isn't challenging. But you can mess up. If you spend too much money on scenery you can't make it back with just one or two small rides. This is not an issue in Planet Coaster. If you develop too slowly, you will fail to meet your guest goal in time. This is not an issue in Planet Coaster. If you price a ride slightly too high, guests will avoid it forever. This is an issue in planet coaster- but the threshold is so outlandish and the prices for buying new rides and decorations and shops so low that there's no real penalty for it, because an acceptable price is unreasonably high.
This pattern follows through all the game's scenarios. Guests arrive too quickly, they are too eager, they spend too much, you spend too little, you aren't challenged, you aren't stopped, there's no deadlines, there's no threat of failure if you don't maintain something, you just have to do it once and you're golden.
Even looking at Forest Frontiers some more we can see yet more depth Planet Coaster just plain fails to have:
-Maps that aren't a big square, meaning you have to work with awkward borders
-Maps with land you don't own, meaning you can't build there
-Maps with land restrictions in general
-Maps with purchaseable land
-Maps with a different price for purchaseable land based on the map's theme and fictional location (The land in a scenario set in a farm community is ❤︎❤︎❤︎❤︎❤︎❤︎❤︎ expensive because the nearby farmers want their cut, the land in the middle of the woods is dirt cheap)
-Maps with contruction rights meaning you can build in the air but not on the ground
-The ability to choose which varieties of attractions to research instead of picking a specific one from a few random options at a time
-Marketing campaigns that serve legitimate value for pushing in visitors at the last second
-Maintenance specifically for things like mowing the lawn or watering gardens, neither of which exist in Planet Coaster
And on top of all that, there's yet more that these games do to make the player feel like they have more agency, control, and challenge!
-Popups alerting the player that their park is doing good in a certain category such as scenery, flowers, cleanliness, entertainment value, prices, food
-Guest thoughts on a wider variety of topics with more legitimate feedback for the player
-Grouped guests thoughts
-The ability to see all guest thoughts in the park via a long list
-A more visible variety of guest ride preferences per-scenario
-Weather!
-Guests remain in line when a ride breaks down
-Various types of breakdowns which have various effects (overclocked carousel makes guests sick, brake failure can lead to crashes that permanently affect the ride's reputation, a stuck lift hill can lead to guests being stuck on the ride for ages and get off upset, a failed launch can make guests get two shots at launching on a launched coaster which makes them happier)
And moving beyond management, there's even more depth to some aspects of simulation!
-Guests wander, instead of being laser-focused
-Guests require a map to even be laser-focused
-Guests will stop and take photos of rides in construction
-Guests will stop and just watch rides in motion
-Guests will leave the park if they don't have any money
And what does Planet Coaster do when faced with none of these things feeling like they matter, if they even exist at all (most things listed do not exist)? Ride Prestige? Staff rooms? What do these things matter if the core foundation of the game is so lacking in terms of balance, agency, feedback, and depth? You can't fix the game's problems by stapling new things like this on top.
Yeah, your staff are going to be dealt with better (and likely be more expensive), maybe they'll no longer quit when there's nothing to do (only to instantly be replaced meaning there's absolutely no downside whatsoever for the player). But will the game be better for it?
Older RCT games are simpler, yes. Their management isn't as "rich". But their gameplay is better because the games are better balanced and designed at their core. Slapping more mechanics on top doesn't make a game better.
Frontier has a bowl of cereal with no milk, and when people say "But where's the milk?" they say "Milk Matters! Pouring evolved!", and they pour in some more ❤︎❤︎❤︎❤︎❤︎❤︎❤︎ cereal.
We don't need more cereal. We need milk.
We have been telling you that we need milk for a year and a half. Are you ever going to listen?

Just copied and pasted the thread because I think it's an extremely important wall of info.
 
I'll say here what I've said on reddit:
The problem goes much deeper than this. Because even if they got that bullet point list into the game it would still mean to not adress the biggest issue: The lack of strategic decisions.

The changes would result in making the game harder by requiring players to be faster and making the game more punishing. Yes, the game is too easy and I agree, the problem is with the core gameplay. But the suggested solutions would still not solve the core gameplay issues I'm afraid.
 
This is a great post. Completely on point.

-Maintenance specifically for things like mowing the lawn or watering gardens, neither of which exist in Planet Coaster
And on top of all that, there's yet more that these games do to make the player feel like they have more agency, control, and challenge!
-Popups alerting the player that their park is doing good in a certain category such as scenery, flowers, cleanliness, entertainment value, prices, food

Maintenace on scenery would be a great idea. Everything decays over time and gets dirty. It makes sense that you would have to maintain it.
 
Many valid points in the article. Sure, there's a lot of adjustments to make to already present ideas in the game. Many small things like time-limited objectives, buyable land, VIP visit, etc. will be great. Adjustments to ride prestige to take account popularity, more demographic impact, more options for priority pass to limit the # of guests/max waiting time, possibility for guests to wander around the park, etc.

But, the 2 main things for me are:
- I've no feeling that my decisions really matters and
- impact of a choice is hard to understand

I think this is a lot due to the lack of clear and detailed information in UI about staffs, reliability, what each demographic groups wants, etc. For example, if I've 5 mechanics, what will be the realiability of rides in the park in general. What if I increase this number to 8 mechanics? What is the financial impact and impact on reliability? Does it worth it?

About demographic, what each group wants? What is the impact of building this ride instead of this one? What if I choose a 30 minutes ride inspection or 10 minutes ride inspection? The mechanics will make more inspection with 10 minutes setting, so why will I choose 30 minutes? What is the impact?

Like I already said in others posts, I don't want to micro-manage things. I don't care about level of ketchup in a burger or about setting each staff wage individually. I want to make global decision that will have impact on the park and that I'll be able to understand and see changes. For example, the ride inspection. What if I've to make a decision to be proactive about ride inspection and repair and what if I decide to go more reactive? Sure, each choice will have an impact on ride breakdown but also on financial aspect.

What if I decide to not build new ride during 2 years? What is the impact of # of guests, reputation, popularity of my park? I would like to be able to see and understand impact of thing and choice on the game. The demographic seems to have more teen (just example), but, is it better to build a coaster, a thrill ride, etc. I've to see which ride will please to how many guest, impact on happiness and possible ride income before building it.

About demographic, why always start with 1/3 for each group (family, teen, adult) and what each group search for? What if I build this ride or this one? I should be able to see the general impact on park popularity and guest happiness in general to be able to take the best decision.

About priority pass, I should be able to choose the maximum waiting time in a priority pass, the # of pass I would sell, etc. As mentioned for each point, I should be able to understand and see the impact it will have on guest and park.

About staff. If the staff take break, I would like to globally choose how much hours they work and the # and duration of break that will have and be able to see how many employees I'll need to make the stall always open or not. Also, it should be important to hide this kind of behind the scene and have backstage area and staff-only path to be sure to optimize the shift changes and operation on the park. Still about the staff, I would like to be able to see in UI what is the impact if I decide to globally train them to the max or not.

The ride prestige should take our management into account. OK, a new ride is popular. But what about if it oftently break because we choose to have less mechanics and/or make reactive management of ride? What if the ride is never refurbish to be sure that the paint, reliability, etc. is always top notch. It should impact a ride and allow/block it to become a classic. Our choices should impact the park.


To summarize, I would like to understand impact of my choices and be able to plan things and choose accordingly.
 
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even if i fully agree to that reddit thread OP, same time i wonder why guys like him have chosen to play Planet Coaster. it's like buying GTA 5 and then mockering about the lack of deeper flight simulation aspects.

this game was obviously not designed to be a strategy game, it's rather an entertainment product for coaster fans (orly?), designers and model makers. that there is a bit of strategy available is the cereal, not the milk.
 
even if i fully agree to that reddit thread OP, same time i wonder why guys like him have chosen to play Planet Coaster. it's like buying GTA 5 and then mockering about the lack of deeper flight simulation aspects. this game was obviously not designed to be a strategy game, it's rather an entertainment product for coaster fans (orly?), designers and model makers. that there is a bit of strategy available is the cereal, not the milk.
I honestly disagree with the statement. This was presented as next evolution of RCT games, they also said there will be engaging gameplay and deep simulation. This game was advertised as strategy/sumulation of theme parks! What you said sounds like no limits 2
 
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I honestly disagree with the statement. This was presented as next evolution of RCT games, they also said there will be engaging gameplay and deep simulation. This game was advertised as strategy/sumulation of theme parks! What you said sounds like no limits 2

Eh. Yes, they call it "simulation evolved" but it's a personal matter of interpretation.
Saying it has engaging gameplay and deep simulation is still a matter of opinion.

But you can't blame a dev for "hyping" up it's product. I never felt false promises where made besides showing some screenshots of things that weren't there at launch (picknick benches / security).

Now looking at other developers (yes, i'm looking at you No Man's Sky) That's where false promises where made for almost the entire game.

One of the games' taglines is literally "Simulation Evolved" - not sure how one wouldn't assume the game would have a deep management aspect from that statement alone.

Matter of opinion.

tip: never look at taglines. They are in almost all cases misleading.
See it as a newspaper headline, just to draw your attention.
 
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even if i fully agree to that reddit thread OP, same time i wonder why guys like him have chosen to play Planet Coaster. it's like buying GTA 5 and then mockering about the lack of deeper flight simulation aspects.

this game was obviously not designed to be a strategy game, it's rather an entertainment product for coaster fans (orly?), designers and model makers. that there is a bit of strategy available is the cereal, not the milk.

One of the games' taglines is literally "Simulation Evolved" - not sure how one wouldn't assume the game would have a deep management aspect from that statement alone.
 
even if i fully agree to that reddit thread OP, same time i wonder why guys like him have chosen to play Planet Coaster. it's like buying GTA 5 and then mockering about the lack of deeper flight simulation aspects.

this game was obviously not designed to be a strategy game, it's rather an entertainment product for coaster fans (orly?), designers and model makers. that there is a bit of strategy available is the cereal, not the milk.

I also disagree with this. When I buy the early bird, it's why marketing said "create, manage, share" and simulation evolved. I was thinking that is has to do with gameplay and management. As it's right now, it's now obvious that the main target is not this side of the game, but the management is described as integral part of the game. So, it's not because I buy a product without reading the description, it's just because it was low par on this level.
 
Assumptions were made about management. People had wild expectations.

"Management Matters" was a catchy marketing phrase.
It let your imagination run wild.
It's purposefully vague.
That's marketing for you.

"Simulation Evolved"
Purposefully vague.
What that means to you differs from what it means to somebody else.

Marketing!!!
 
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I honestly disagree with the statement. This was presented as next evolution of RCT games, they also said there will be engaging gameplay and deep simulation. This game was advertised as strategy/sumulation of theme parks! What you said sounds like no limits 2

imho there is a difference between "simulation" and "strategy". you know that it's not the same and may that's some kind of a blender to some - they see "deep management simulation" and expect deep strategy, while PC is more on point to deep simulate the efforts you've created with the few management options.
 
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Does this conversation always have to boil down to advertising and marketting slogans?

Is Planet Coaster a "management game"? No its a construction game... does that mean people cant ask for more management?

By the way, the post from reddit has lots of suggestions besides just management, but heres the thing, every great game needs balance and very few people thinks the career scenarios and challenge mode are balanced. The objectives have a very poor progression to them

I see this conversation all over the place, schematics-team talks about it quite a bit about how so many "non-construction" fans wish they could enjoy this game on a more casual level like we did with RCT but the devs have chosen to ignore that side of the game
 
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Where is it said this game is "construction game"? This game is officialy "strategic simulation"Also, please read the description of the game before telling me this game is not about management. It has huge bold paragraph just for management....
 
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does that mean people cant ask for more management?

It's comes down to how the thread is started.
You haven't asked it really.

You just place a link here and say "look".

Eventually the discussion is started and evolves (I like that word) into a discussion about marketing. Now who's to blame? (not pointing fingers here)
 
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The construction side of RCT3 has kept it alive.
Not the management.

Looking at the past, what would you focus on?

Yea yea, thats all well and good, but RCT3 sold 10million copies but PC is still at only 1 million, whered the other 9 go? the people who kept rct3 alive are not the "mass market audience"... By the way, I played RCT3 for many years, does that mean I'm part of the 10% who helped keep it alive?

Eventually the discussion is started and evolves (I like that word) into a discussion about marketing. Now who's to blame?

The discussion was intended to discuss flaws within the game, but discussing marketing slogans doesnt help with anything :( I try to post suggestions about how to actually improve the game (maybe this wasnt the best thread, but I usually post a lot of suggestions)
 
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The discussion was intended to discuss flaws within the game, but discussing marketing slogans doesnt help with anything :(
Yes, but then people come here and say that we have bought wrong game and that these things are mostly something we shouldn´t even have expected from this game. Of course discussion will turn this way then.I think the Reddit post is spot on, is sort of what I expect from this game. Not from the very first days, but I hoped it will take at least direction to sort part of these problems. But I can see they took completely different route.
 
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