Custom Toilets

As a balance between buildings having more meaning to the simulation, while not having sims level interior design I suggests building on the existing block system (which I bet/hope Frontier is already doing/or planning to):

Here is a mockup of how this system could work:
http://i64.tinypic.com/2ql93rr.png

What's good here is:
  • Building size matters to simulation (big bathroom is different from small, reason to build 2 big vs 12 small)
  • No micromanaging interior design
  • No need for additional assets
  • No need for peeing animations or sims style censor blur

This is a very good idea for all the shops! should just improve some stuff :)
 
I'm all for larger shops and restaurants [happy] I just think hotels should be the last of peoples concerns, and when I saw custom toilets I was like, really? The current "facilities" tab is not the only shops that will be available. There will be a dedicated "Shops" tab in the game (currently locked out) which will feature pre-themed stalls, and I assume there could be other bathroom facilities. Also, with blueprints we will see a plethora of custom buildings, malls, shopping centers, etc.
It's a little bit boring cause you seem to be in disagreement with any suggestions that you do not want personally, you're not the one who should decide what is the "first and the last people concern".

If you like a suggestion, talk and debate to improve the idea.
If you don't like a suggestion, just don't post. It's simple, easy, and avoid annoy members who just want to propose new ideas (in the category for this purpose, in case it is useful to remind).

But ... Anyway ... If you really want to talk about something that you don't want without logical reasons, then let me explain why it should be a good thing for every players, you included :
"Larger shops and restaurants", like you said, works the same as hotels and larger toilets or any other custom building. "Malls" and "Shopping centers" you talk about are impossible to make for now without the "concept" of this thread (and many other threads) except to make a "fake" one (using wooden sticks to do "as if" they were shelves, like some have made).

It's exactly the same concept behind.
Technically, if you want one, the other can be done in the same way.

Exemple 1 : "Seating Restaurants & Fast-foods" :

- "Management Box" : The actual cashier
- Scripted object : Tables + Chairs

Exemple 2 : "Souvenir Shops" :

- "Management Box" : The actual cashier
- Scripted object : Shelves

Exemple 3 "Hotels" :
- "Management Box" : Receptionist
- Scripted object : Bedroom

Exemple 4 : "Toilets"
- "Management Box" : Cashier
- Scripted object : Toilet cabin

It's always the same concept !

Of course, it would be optional to expand/improve its buildings in this way.
Of course, each building type need is different because it needs adjustment to fit its function
And of course few buildings could not have scripted objects allowing us to enlarge or going further in the design, like "luggage storage", "infirmary" or "information" (which can not be used otherwise than simples "management boxes" like the facilities we have right now in the game), but others buildings type can let guests interact with objects like :

Exemple 5 : Breakrooms
- "Management Box" : Employee badge reader/gate
- Scripted object : Sofas

Exemple 6 : Entrances

- "Management Box" : Cashier
- Scripted object : Gates

But, each time, the principle remains the same, with 3 levels for the player :
- Level 1 - Easy mode : By building a simple prefab blueprint or a "stall"
- Level 2 - Normal mode : By building a stall (like the "management boxes" we already have, called "facilities") surrounded by a custom building/decoration
- Level 3 - Expert mode : By building a full building (seating restaurants with tables and chair, shop with shelves, hotels with bedrooms, toilet with cabins, etc...)

All, with the traditional checkboxes and management options, like the old RTC, allowing us to fix the prices and choose options when you click on the "management boxes", and not the "scripted objects" which are just not clickable objects automatically reacting with the box with which they are connected. (Exemple : You can put a "Chief Beef" cashier like it's already the case, but if you add a table with chair by clicking in a new tab of this building, the option of the cashiers boxes change automatically to display how many spaces are available)

If the "design" aspect of the game does not interest you, you still can play without the "design tools", and stay focus on the management of the game, puting "stalls" on the ground, and that's all.

There is no reason to be afraid or to be against the idea.
As there was no reason to be against the idea of modular construction, some were afraid, and now they realize that it's great, and for the few who still do not like it, the cool thing is that it's optional.
Give great freedom to the player is something positive and of his time in the video game industry. Players want to "create" now, and not be "passive", as a mere spectator of a game that would follow a path all mapped, as was the case a few years ago. They want "open worlds", they want "voxels" or "procedural" techniques, they want to create, to build, to share everything. In short : they want freedom.

And this suggestion is all about freedom.

Ideas like "custom toilets" should be treated as "UGC" ideas. Using UGC we can make more advanced buildings like hotels, without it being a necessary part of the game. Hotels are discussed in many other threads, so I'm mainly griping about the idea of custom toilets [tongue]
Irrelevant argument since absolutly EVERYTHING that is posted in the "suggestion and ideas" part of this forum is not "necessary" for the game for the game to work properly.

The game don't even need "modular building" if you go that way. They could have put simple prefabs stalls after all. Same with the voxel terrain editor, because we don't need tunnel, it's just an "improvement" but the game can work without.

It's the same with any idea in this sub-forum.

I've posted many ideas, and seen many other people post threads, all with great ideas, that get ignored and nobody ever responds. But hotels is a pretty popular one around here... so who knows, well probably end up seeing them in the final game anyway [up]
Conclusion : What is a bad idea for you is not necessarily a bad idea for other.

back to the beginning of my message :

- If you like a suggestion, talk and debate to improve the idea.
- If you don't like a suggestion, just don't post.

I never say something in your thread "Add Critters in Nature, ..." (and god know that I don't care to see "occasional bunny" in my parks) just because I don't want to be mean to a suggestion made by someone else, and because I do not have to say whether or not this is something that needs to be added to the game. If it's popular enough, then they should.

UGC and "Improved facilities" (like seating restaurant, real shops, resort/hotels, breakroom, etc...) are in the list of the most popular suggestions here, just like custom music, darkride, water rides, the "improved queues" (fast pass, splitting queues, pre-show), the seasons and weather, or even the "chance games" or "custom coaster support" (that I don't like very much, or don't care, by I need to admit that is something popular and should be in the game just because people seems to like it a lot).

Thank you for your understanding.
 
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No.

That's not how it works.

If we are free to post ideas, we are equally free to challenge them.

Period.

[redface]
You cropped my message.
I said :

If you like a suggestion, talk and debate to improve the idea.
If you don't like a suggestion, just don't post. It's simple, easy, and avoid annoy members who just want to propose new ideas (in the category for this purpose, in case it is useful to remind).


If you like it, but you want it to work differently, to challenge it then yes, talk and debate, it's what I said !!!
But if you don't like it, just leave, that's all. It's something called respect ! It's just useless and counterproductive to say "I dont want it in the game" or X or Y "should be the last of peoples concerns" ...

But yes, you are right, I guess it's not against the rules to be mean with other people, so .... You can continue without being worried by the moderation team if you want ...
... Or you can think about it and stop.

Your choice.
 
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Vampiro

Volunteer Moderator
You cropped my message.
I said :

If you like a suggestion, talk and debate to improve the idea.
If you don't like a suggestion, just don't post. It's simple, easy, and avoid annoy members who just want to propose new ideas (in the category for this purpose, in case it is useful to remind).


If you like it, but you want it to work differently, to challenge it then yes, talk and debate, it's what I said !!!
But if you don't like it, just leave, that's all. It's something called respect ! It's just useless and counterproductive to say "I dont want it in the game" or X or Y "should be the last of peoples concerns" ...

But yes, you are right, I guess it's not against the rules to be mean with other people, so .... You can continue without being worried by the moderation team if you want ...
... Or you can think about it and stop.

Your choice.

Angelis, i loved your previous post, it was spot on.

In this case im on the middleground. I agree if you dont like a feature period, ofcourse you are welcome to reply, but don't make fun of the idea or treat is as "rediculous".
When i see someone make a suggestion that i don't like, i always try to explain -why- i dont like it or why it's better to not implement it.

I agree, if you have nothing to contribute besides "i dont like it" you can ask yourself why should you reply at all? But if people can explain why they don't want it, that might be under the "talk, debate and improve" umbrella even tough the person is against the idea.

So im on the same page as Angelis about the shops and hotels and stuff but when it comes to respond or not....im in the middle.
actually i think the way HOW you reply is more important. When you shoot down an idea in a "we dont need that" way its pretty arrogant and you're not adding anything to a discussion and thus it might be better to not reply at all. While if you can explain in a non-offensive way why something might not be a good idea, im all for it.

Being respectfull is the key, either in agreeing or disagreeing. And im very happy that in general the PC forums are a very friendly place.
 
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Like I said, it's his choice.

Personally, I said all I had to say about this suggestion, and how to keep a good atmosphere in the community, so I'm done with this thread.

Bye.
 
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"Larger shops and restaurants", like you said, works the same as hotels and larger toilets or any other custom building. "Malls" and "Shopping centers" you talk about are impossible to make for now without the "concept" of this thread (and many other threads) except to make a "fake" one (using wooden sticks to do "as if" they were shelves, like some have made).

WOW [shocked] I FINALLY GOT A RESPONSE FROM ANGELIS!!! LOL

Too bad you ignored like a dozen of my previous questions. You will notice the section of your post that I quoted. That's as far as I read. You clearly lack imagination if you don't think we are already capable of building a "facade" mall.

Here is proof of a mall - https://www.youtube.com/watch?v=5T8w_o2f4us

Did you know you can place shops and build walls around them? Ohhh no wonder you think we need to add hotels and toilets, you never actually played the game before!!! Now I get it [squeeeeee]

You say "I should stop posting or learn how to debate"? You call that a debate?? no what that is is the opposite, its a deflection. This specific thread is about toilets, if you want to make a thread about "store shelves" i suggest starting a new one.
 
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@ Vampiro[up]

I still think puzzle games to fix rides is an absolutely fabulous idea. [yesnod] [haha]

[big grin]

It sounds like a great idea at first, but i bet it will get annoying pretty quick. Honestly that's the last thing i would want to do when i play this Game in the normal Managing Mode. (As long as i can turn it off ;) )
 
It's a little bit boring cause you seem to be in disagreement with any suggestions that you do not want personally, you're not the one who should decide what is the "first and the last people concern".
Just sharing my opinion, nobody said I make the decisions around here. But then again, neither do you. So, this sounds hypocritical IMO.

If you like a suggestion, talk and debate to improve the idea.
If you don't like a suggestion, just don't post. It's simple, easy, and avoid annoy members who just want to propose new ideas (in the category for this purpose, in case it is useful to remind).


Really? I actually was having a pretty nice debate with Vampiro, who was the OP of this thread.


But ... Anyway ... If you really want to talk about something that you don't want without logical reasons, then let me explain why it should be a good thing for every players, you included :
"Larger shops and restaurants", like you said, works the same as hotels and larger toilets or any other custom building. "Malls" and "Shopping centers" you talk about are impossible to make for now without the "concept" of this thread (and many other threads) except to make a "fake" one (using wooden sticks to do "as if" they were shelves, like some have made).


Malls and shopping centers are not impossible here is a video of a mall. Like I said, I like restaruants but it doesn't seem like a very important feature to the DEV team IMO. But this is off-topic and should remain in another thread.

It's exactly the same concept behind.
Technically, if you want one, the other can be done in the same way.
It's always the same concept !


The difference is Guests sleeping in a bedroom is not something that is important, or fun IN MY OPINION and some people do agree with me

Of course, it would be optional to expand/improve its buildings in this way.
Of course, each building type need is different because it needs adjustment to fit its function
And of course few buildings could not have scripted objects allowing us to enlarge or going further in the design, like "luggage storage", "infirmary" or "information" (which can not be used otherwise than simples "management boxes" like the facilities we have right now in the game), but others buildings type can let guests interact with objects like :


I think the idea for a staff "Breakroom" is a decent idea, but again that is off-topic from this thread. Your not very good at staying on topic when you lose a debate [happy]

But, each time, the principle remains the same, with 3 levels for the player :
- Level 1 - Easy mode : By building a simple prefab blueprint or a "stall"
- Level 2 - Normal mode : By building a stall (like the "management boxes" we already have, called "facilities") surrounded by a custom building/decoration
- Level 3 - Expert mode : By building a full building (seating restaurants with tables and chair, shop with shelves, hotels with bedrooms, toilet with cabins, etc...)

Just my opinion, but it seems a bit much that 90% of common players won't use. But as I have REPEATEDLY said in the past.... WE WILL PROBABLY END UP STILL SEEING HOTELS ADDED IN AT SOME POINT possibly with UGC (notice: right here YOU WON THE ARGUEMENT and yet your still debating becuz you dont get it) LOL

All, with the traditional checkboxes and management options, like the old RTC, allowing us to fix the prices and choose options when you click on the "management boxes", and not the "scripted objects" which are just not clickable objects automatically reacting with the box with which they are connected. (Exemple : You can put a "Chief Beef" cashier like it's already the case, but if you add a table with chair by clicking in a new tab of this building, the option of the cashiers boxes change automatically to display how many spaces are available)

Ohhh boy, extra tick box options. Like there arent enough of those already [rolleyes] not everybody enjoys that bro. Not being rude here.

If the "design" aspect of the game does not interest you, you still can play without the "design tools", and stay focus on the management of the game, puting "stalls" on the ground, and that's all.
As many people in the past have been completely fine with bcuz thats how the classic RCTs all played.

There is no reason to be afraid or to be against the idea.
As there was no reason to be against the idea of modular construction, some were afraid, and now they realize that it's great, and for the few who still do not like it, the cool thing is that it's optional.
Give great freedom to the player is something positive and of his time in the video game industry. Players want to "create" now, and not be "passive", as a mere spectator of a game that would follow a path all mapped, as was the case a few years ago. They want "open worlds", they want "voxels" or "procedural" techniques, they want to create, to build, to share everything. In short : they want freedom.

And this suggestion is all about freedom.

Afraid? Now your being condescending. I'm all for freedom. But this is a sandbox game, so claiming we need more freedom is reduntant, this isnt a story driven game, there is obviously no "mapped out paths" just as the original RCT was a sandbox without "mapped out paths". so please try again. PC isnt something new or original in its gameplay design. And as I said. Modular building is already more than we could have hoped for, and yet you still want 10x more features for a select small group of users

Irrelevant argument since absolutly EVERYTHING that is posted in the "suggestion and ideas" part of this forum is not "necessary" for the game for the game to work properly.
I disagree. There are many important things that NEED FIXING before the final game is released. THIS TOPIC AND YOUR IDEAS are for add-ons which come later. this is why I get mad at these threads.

The game don't even need "modular building" if you go that way. They could have put simple prefabs stalls after all. Same with the voxel terrain editor, because we don't need tunnel, it's just an "improvement" but the game can work without.
It's the same with any idea in this sub-forum.
Conclusion : What is a bad idea for you is not necessarily a bad idea for other.
back to the beginning of my message :
- If you like a suggestion, talk and debate to improve the idea.
- If you don't like a suggestion, just don't post.
WHAT!?! Your throwing the kitchen sink at me now and you sound like you cant handle debating

I never say something in your thread "Add Critters in Nature, ..." (and god know that I don't care to see "occasional bunny" in my parks) just because I don't want to be mean to a suggestion made by someone else, and because I do not have to say whether or not this is something that needs to be added to the game. If it's popular enough, then they should.
Your going off topic and attacking one of my other threads. Did i EVER do that to you or anybody else? No.

UGC and "Improved facilities" (like seating restaurant, real shops, resort/hotels, breakroom, etc...) are in the list of the most popular suggestions here, just like custom music, darkride, water rides, the "improved queues" (fast pass, splitting queues, pre-show), the seasons and weather, or even the "chance games" or "custom coaster support" (that I don't like very much, or don't care, by I need to admit that is something popular and should be in the game just because people seems to like it a lot).

Yes and I repeat many times, these things will probably get added in at some point. Because you guys are all so much "louder" than the majority of casual players. Therefore, you win.
Thank you for your understanding.

I took the time to respond to every comment. No animosity is given here [heart]
 
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I feel the passive aggressive tendencies all the way to germany here...

But back to topic: You can make your Toilet as big as you want. Well it's all pretend of course but i personally think we don't need different size Toilets because of the Modular Building System. As long as you have different Themes to play with you can make Toilets like in Europa Park (My quasi-local Park yay ;) )
 
If you don't like a suggestion, just don't post. It's simple, easy, and avoid annoy members who just want to propose new ideas (in the category for this purpose, in case it is useful to remind).

I'd have to say constructive criticism is fine. Sometimes an idea may be proposed and it doesn't really mesh well with the game. As long as you can give concrete reasons why something doesn't work, though, that's valuable information for the developers. Explaining why an idea doesn't work or takes away from the core concepts of the game isn't being disrespectful, though. Granted there are more and less respectful ways of conveying such information, however.
 
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