Devs, please give us a quality of life patch.

i posted this on reddit and people said the devs look at posts here more than on reddit and to post it here too!

the formatting is wrong because its for reddit,s orry


**Balance Adjustments:**

-Money comes too fast. Guests pay too much for rides (40 dollars for a coaster is totally viable). The speed you make money is a huge part of how well or not well this kind of game works, and money in Planet Coaster just comes too fast.

-Rides are priced weirdly (messes with the first point). One of the flat rides is only 900 dollars, and it's twice the size of another one that is 3,600 dollars. Prices in games like this aren't accurate, of course, but 900 dollars is so low. Even 3,600 seems kind of low.

-Guests enter the park too quickly. You get 400+ guests with only two rides and a shop. Too many guests + too high ticket prices + too cheap rides = too much money. In RCT, it takes you a good year to get 400 guests. It feels better.

-Coaster excitement is messed up by slow parts. The station shouldn't count towards the excitement rating, and block breaks shouldn't either. In real life a block break at the top of a hill can make a coaster more exciting but in planet coaster it brings the whole thing down. It doesn't really make sense for guests to think a really great coaster is boring because there's a block break before the station.

-Pickpocketing is way, way too common to be believable or reasonable! And security guards are awful at their jobs.

-Scenario goals should have time limits. There's no tension in the game right now, you can do everything whenever you want, which means nothing really takes any real effort.

-Things like extras on food don't really have any meaning right now, I don't know how to fix it but it meant more in RCT3 than it does in Planet Coaster, so there must be some way!

-Guests are too smart, there's no spontanatiety. They should be dumber. It's more fun when simulations don't have perfect people in them.


**Quality of Life Changes:**

-Remove the colored overlay on selected ride when changing its paint

-Add a toggle to shops to decide what they do and don't sell (like hats!)

-Add an advanced move and duplicate button when selecting multiple things that aren't part of one building

-Add a button to make anything into a building, even if it's just scenery. "Building" should be treated more like "cluster of objects that function as a unit".

-A global, rotate-able and slideable grid so you can line things up across the park.

-Let us make the grid 1m in size without having to use small building pieces to 'glitch' the grid into that size

-1m wall pieces

-Let us rotate building pieces while building, to change the grid rotation. Someone told me you could do this in alpha, but you can't now. If I get it right, I think you could rotate build pieces freely off the grid, and it'd change the grid orientation to match the most recently placed piece. Then if you selected a piece on a different grid, it selected that grid. All in one building!

-Free rotation of all building pieces without using the building grid at all

-Free rotation of the XYZ dragging tool thing

-I'd like to set defaults for the grid size, I'm pretty much never going to want it to be at 2ft height. It's annoying having to put it at 1ft every single time. Same goes for 4m vs 2m, there's no reason to ever have it on 4m.

-Dragging and rotating objects has a delay, it doesn't start until after the mouse is already moving. This should move immediately instead of after a delay, 1:1 with mouse movement.

-Draggable UI windows

-Copy/paste of paint colors, if I click on a ride with existing colors I would like to be able to make the current colors show up in the "most recent" color picker so I can copy them to other rides.

-Adjustable path length without changing path width, so we can make 33ft paths that are less than 33ft long, and things like that.

-Let us make slopes and stairs that are also shorter than the path width

-Adjustable height of slopes and stairs instead of only one height for each

-Spline-based path building would be a neat idea

-Spline-based fence building too but now we're getting into entirely new concepts and not quality changes

-Toggle rides as selectable so you can fine-tune scenery on and around them without the game trying to select the ride, or not being able to select things "behind" the ride. (Think of the ride's hitbox like a big glass box, and the cursor as a stick. You can't poke the scenery behind the hitbox because the glass is in the way.)

-It'd be nice to be able to place water at any height instead of just at set increments

-Add a notification to explain why water can't be placed in some places, or a transparent "fake water" overlay so you can see why the terrain won't let you do it, I guess? Placing water is hard.

-I'd love a toggle to turn off limits on coasters and track rides. It's really, really hard for me to build track rides. The end pieces never line up right with the station because they have to be a certain length and it doesn't work well unless you use nothing but the same degree turns and never make the track longer or shorter. I don't care if my train cars clip going through a tight corner, I'd prefer to just be able to make tight corners.

-Let us pull terrain through rides instead of just pushing it through rides

-No-clip with paths too please!

**Bug Fixes:**

-The scenery and Building menus open up to a blueprint panel now instead of the scenery and building menus

-I actually acn't think of any off the top of my head.

**Special Bonus Section: Pathing**

It's pretty much impossible to make a realistic looking park because of how paths work. Go in-game and play around with curved slopes....they're a paint o use. Or slopes in general. Connecting grid paths to non-grid paths is really rough. You can't make a path that is really wide, but also really short, or shallow stairs, or a plaza that isn't made from grid paths that's wider than 36 feet but without any holes in it (see silvarett's video on making plazas- it works okay, but every single plaza you make that way has curved sides and holes in it). You can't place benches in the middle of a path, only the edges, and sometimes it won't let you use one edge if there's another edge nearby. It'd be nice to make the railing only on one side, or mix and match railings from different path types. More railings in general would be great since there's no way to make fences. And something like the Adobe Illustrator Pen Tool to literally draw paths would be amaaaaaaaaaazing, or like how roads work in Cities Skylines (with mods).


THANK YOU FOR READING!!
 
I think that is a superb list.
A quality of life update, yes please.
Everytime I play, about half the items on this list burn about half of the time I spend playing...
I have become even more aware of this by making videos. Almost every video I delete two thirds of the raw video, which may be normal but not for the right reason; I do most trial and error with the recorder off, so most of the footage I cut is the frustrating "fighting the interface" footage. Like taking several minutes to try to select a piece I can clearly see and point at, but cannot select.
and everytime I think, maybe I should stop playing for 6 months and wait until these things have been improved, but I'm concerned that the pressure to release new content always outweighs the pressure to improve the gameplay.
I did take a 6 month break during Alpha, and some quality of life changes did happen.
But almost everything on this list has been mentioned before, and has been outstanding for over a year, and has had little or no comment from Frontier, so there's just no indication as to whether it will ever improve.

I'm not raging or anything... Please take as constructive feedback... And please, could Frontier comment as to whether quality of life will ever get to the front of the dev queue.
 
Good list! [up]

"Add a toggle to shops to decide what they do and don't sell (like hats!)" They added this already, I sell only western hats in the western town, space hats next to a space ride, etc.

+1 for money being too easy to make and $20+ coasters are silly. The economy needs to be overhauled.
+1 no clip for paths and terrain. During alpha, you used to be able to clip an elevated path into the terrain and it made it SO much easier to carve out a tunnel through that method.
+1 being able to pull/clip terrain over rides rather than only working one way.
+1 for grid size slider rather than having to unlock them by placing specific objects.
+1 for shortcut keys in advanced mode that moves along X/Y/Z axis by very tiny increments. Holding shift+key would move it in opposite direction.

For my own list,

- changing the # of trains wouldn't require re-testing but changing # of cars would.
- Option to turn off "Victory lap" for Go-karts.
- being able to upgrade ride reliability at a steep cost. Once you max out the upgrades, the ride would rarely break down but it costs a lot more.
- some flat rides just flat out refuse to get any love (in a larger park) due to their low prestige; pirate ship, whirly rig, carousel, bumper cars, hyperspin...and changing ride sequence doesn't help much.
- fast pass demand should be related to ride wait times. Barely anyone buys them even if the ride queue's are full across the park. That should increase fast pass demand.
- Station loading times; if an exit is on opposite side of entrance, they should be able to exit/load at same time rather than waiting for guests to leave the station. This is how it typically works with real parks. I'm thinking they don't want to do this due to the visual look of guests clipping through each other on flat rides and stations sharing same side entrance/exit.
- Heat maps for crime and litter so we can see where the main concentration of problems are. Maybe for hunger and thirst too to get a feel for what areas of the park are lacking.
- More UI categories/tabs for props; Fences, Flora, etc. Some of the categories are getting really stuffed and a few more would help.
- More UI categories/tabs for building: curved/angled walls, trims, angled roof walls, etc.
- Being able to group objects/buildings together that are separated.
- Being able to duplicate when using the multi-select tool.
- Setting a universal salary for each employee type rather than each employee. I could set $300 for all mechanics for example.
- Better explanation for why stalls aren't selling. I have a lot of them not making any money even though guests will walk right by them hungry/thirsty.
 
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"Add a toggle to shops to decide what they do and don't sell (like hats!)" They added this already, I sell only western hats in the western town, space hats in the hanger area, etc.

I'd like to add Optional Condiments like we had in RCT3 so, instead of saying a burger gets lots or little cheese, guests can choose and all can be happy [up]
 
I'd like to add Optional Condiments like we had in RCT3 so, instead of saying a burger gets lots or little cheese, guests can choose and all can be happy [up]

I definitely miss the, "Guests choice" option [up]

I used to giggle whenever I had that on and a peep would complain, "These fries have masses of toppings!" it's like, YOU chose that you stupid peep! You should be saying something along the lines of, "Through my own life choices, I regret putting so many toppings on my fries...now I'm sick and need a bathroom" [tongue]
 
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A note regarding the security guards - for them to be effective it's imperative that you train them up to the highest level. That's usually the case for other staff as well. You will also find that adding security cameras can help boost the chances of catching them particularly after the latest update as the pickpockets supposedly pickpocket slower in the presence of a camera.

In terms of the shops toggle in terms of what they do and don't sell, this is already in game in the form of tickboxes.

Shane

EDIT: Just noticed a comment regarding the 1m size. There are already some at that height and it's possible to make the height work at 1m increments by changing one of the settings in the Game tab within the main settings box.
 
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I think that is a superb list.
A quality of life update, yes please.
Everytime I play, about half the items on this list burn about half of the time I spend playing...
I have become even more aware of this by making videos. Almost every video I delete two thirds of the raw video, which may be normal but not for the right reason; I do most trial and error with the recorder off, so most of the footage I cut is the frustrating "fighting the interface" footage. Like taking several minutes to try to select a piece I can clearly see and point at, but cannot select.
and everytime I think, maybe I should stop playing for 6 months and wait until these things have been improved, but I'm concerned that the pressure to release new content always outweighs the pressure to improve the gameplay.
I did take a 6 month break during Alpha, and some quality of life changes did happen.
But almost everything on this list has been mentioned before, and has been outstanding for over a year, and has had little or no comment from Frontier, so there's just no indication as to whether it will ever improve.

I'm not raging or anything... Please take as constructive feedback... And please, could Frontier comment as to whether quality of life will ever get to the front of the dev queue.

i have no idea how silvarett can make 30 minute videos of like 2 or more hours of building and theres pretty much no cuts. even the parts where he fiddles around over and over are because hes fiddling for style and appearance, it always looks like he never has any problems. i want his copy of the game [haha]
 
A note regarding the security guards - for them to be effective it's imperative that you train them up to the highest level. That's usually the case for other staff as well. You will also find that adding security cameras can help boost the chances of catching them particularly after the latest update as the pickpockets supposedly pickpocket slower in the presence of a camera.

In terms of the shops toggle in terms of what they do and don't sell, this is already in game in the form of tickboxes.

Shane

EDIT: Just noticed a comment regarding the 1m size. There are already some at that height and it's possible to make the height work at 1m increments by changing one of the settings in the Game tab within the main settings box.

The security guards are way harsher than other staff for sure though. janitors arent totally incomppetent at levels 1 2 3 and 4, but security guards seem like they are

also the 1m size is for the grid, not the height. you can make a 1m (1/4 size) grid if you place the right random piece hidden away in the roof menu or whatever.
 
Great list! Most of these points are rather tiny details, but together they do add up and can cause a lot of frustration at times. For example when building, why does the grid size reset all the time? Why can't it be the smallest by default? Placing certain roof trims in your building will change the grid to 1m width, but we cannot set this in the grid settings ourselves, why?

Also, people have been asking for certain, relative simple things, since alpha! Why can't we disable coaster restrictions already? Why is the friction still not fixed?

i don't wanna sound all negative, but those tiny issues and missing details can really annoy me at times. I bet if we could get to the content of the .ovl files and repack them those kinds of issues would be fixed within a day by the community. [yesnod]
 
These are all great ideas. I love seeing ideas like this instead of ideas that just feature new rides because these ideas really change the general game and I think many of these are great improvements we've been needing for a long time. Especially the draggable/resizable UI windows and path improvements! [up]

also what reddit thread are we talking about? I usually dont check that but im interested in to see what other people have to say about planet coaster [heart]
 
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Great list! Most of these points are rather tiny details, but together they do add up and can cause a lot of frustration at times. For example when building, why does the grid size reset all the time? Why can't it be the smallest by default? Placing certain roof trims in your building will change the grid to 1m width, but we cannot set this in the grid settings ourselves, why?

Also, people have been asking for certain, relative simple things, since alpha! Why can't we disable coaster restrictions already? Why is the friction still not fixed?

i don't wanna sound all negative, but those tiny issues and missing details can really annoy me at times. I bet if we could get to the content of the .ovl files and repack them those kinds of issues would be fixed within a day by the community. [yesnod]

Also this, I cant wait to start modding but right now I dont know where to start and dont think I can yet but i'm guessing thats ok because Frontier still wants to improve their base game before the community starts changing the UI or something but sometimes I watch those Cities Skylines video and see what kind of mods people use to finetune their roads and buildings and all I can think about is oh I wish I had that for Planet Coaster too
 
You made some valid points here.

For me, the biggest issue is that I don't care enough about the game to play it. There's no purpose except for making a good looking park. Yeah, the game visual is amazing, the sound too, the animations are incredible. But, there's no goal (yes I know there are goals, but it seems fake. Why if I build a park I would have to have ride with "x" excitement. I would like to have feeling to manage a park.

In alpha, I would like to see more about management, but this was not the case. We see management part in beta, so no time to really give feedback. So, unfortunately, what I always thought is that it's not the main interest of devs. They want a good looking game with a lot of creativity. Yes, for this, it's amazing.

But, I want a theme park management game and not only a theme park building game. For the moment, I've the feeling that is all about it. There are a lot of adjustments to make about the rate at which cash is coming, the prices of rides, etc. They add security because many wants about it. But it doesn't really add something to the game. It's fake management. You've pickpockets, add more security guards and cams.

What about:
- real feeling to really manage and have real park
- competition against other(s) park(s)
- choice to proactively or not repairing the rides
- real impact of demographics
- interesting career mode where I start small and grow with bigger parks
- reputation impact if rides broke too often or if the prices are too high comparing to other park in the surroundings
- a kind of research tree where we can decide what exactly we want to search
- more balanced AI and more information about what they want and why they want it or not
- having to deal with staff sickness
- having to deal with random events (weather, ride construction takes more time than expected, etc.)
- ability and interest of guests to visit scenery buildings and not just rides

After interesting gameplay that really adds feeling and purpose to the game, I would have a lot more interest than just build to make beautiful parks.

When it will be the case, there are so many interesting add-ons possible:
- water add-ons
- shows, parades
- hotels
- animals
- etc.

Since the alpha, I hope for an interesting theme park management game, but for me personally, I play some hours after big update (winter, spring) because I'm curious to see what they add, but that's it.

Maybe that the game will a day be an interesting management game, but for now, it's not the case and nothing seems to show that this is an important part of the game. But maybe it is and it's just a feeling I've.
 
i have no idea how silvarett can make 30 minute videos of like 2 or more hours of building and theres pretty much no cuts. even the parts where he fiddles around over and over are because hes fiddling for style and appearance, it always looks like he never has any problems. i want his copy of the game [haha]

actually, he does cut.
sometimes it's obvious, sometimes there's a jump or cut/fade, often when he's working with paths or fiddling with small pieces.
he occasionally points out that he had to work "to the side", or off camera, and he has mentioned many of the items in this list.
he used to be quite vocal about hard-to-do things, but i notice since meeting Frontier he has been much more careful what he says, and is less directly critical.
 
This whole list is basically 100% of what bugs me with the game. I agree on every single point, and I'm not sure why Frontier hasn't made a bigger effort trying to fix these things yet since most of these things have been complained about since before release even.
 
These are all great ideas. I love seeing ideas like this instead of ideas that just feature new rides because these ideas really change the general game and I think many of these are great improvements we've been needing for a long time. Especially the draggable/resizable UI windows and path improvements! [up]

also what reddit thread are we talking about? I usually dont check that but im interested in to see what other people have to say about planet coaster [heart]

https://www.reddit.com/r/PlanetCoaster/comments/69fuuv/devs_please_give_us_a_quality_of_life_patch/
 
The security guards are way harsher than other staff for sure though. janitors arent totally incomppetent at levels 1 2 3 and 4, but security guards seem like they are

also the 1m size is for the grid, not the height. you can make a 1m (1/4 size) grid if you place the right random piece hidden away in the roof menu or whatever.

In terms of the security side, this is where work rosters also come into play as well as security cameras which help the security guards that are closest to where the incident took place. As for the grid, I have become aware of said piece but haven't got round to trying it out.

Shane
 
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