Frontier the game is PC user unfriendly

I have no idea what everyone is complaining about. I've played games since 2000 on my PC and this one is no different. Took me literally 5 minutes to figure out the menu and format and start building. I think the controls are very intuitive, actually.
 
I have no idea what everyone is complaining about. I've played games since 2000 on my PC and this one is no different. Took me literally 5 minutes to figure out the menu and format and start building. I think the controls are very intuitive, actually.
In comparison to Planet Coaster 1 its not an improvement thats what everyone is talking about
 
I have no idea what everyone is complaining about. I've played games since 2000 on my PC and this one is no different. Took me literally 5 minutes to figure out the menu and format and start building. I think the controls are very intuitive, actually.
There is multiple examples in full detail of what everyone is "complaining" about and why said complaints are issues in just this thread alone. Its not hard to figure out at all, The issue is once you figure it out you come to realize just how much of a PITA the UI and build menus are compared to the first game. I am deeply hoping Frontier can work on a solution for this given their so far great track record on fixes for all their games I have personally played. I do understand they just released this game and probably have a large workload, But like others have stated it would be nice to at least just hear an acknowledgement of this issue for PC players.
 
They seem like exactly the same types of issues with the last 5% of polish on UI that ED players have been complaining about rightly for literally a decade. You'll find me on threads a couple of years ago defending this because it's a common problem in software but it's pretty obvious since then that this studio are going to stay this way forever. Afraid y'all are stuck with "good to great" instead of "perfect" forever, but it is interesting to read that the secondary complaint is lack of communication about it since release, because that also sounds strangely familar...
 
Hey Frontier, have you ever thought about the actual amount of mouse buttons?
Why don't you allow to use them (e.g. for better movement or camera movement)? It should be possible to set additional mouse buttons instead of keyboard keys, too. My mouse can offer so many more actions (left click, right click, wheel forwards, wheel backwards, wheel klick, wheel left, wheel right plus three additional buttons). That's a lot more than your very limited compromise ui is offering. And you could add even more input if you think about holding or double-click a button.

You just thought about consoles with controllers and added an unnecessarily complicated ui... That's just lame!
How long do we have to wait until you'll get this game working well?


Please do anything for your loyal community...
Get PC2 finished quickly. Don't need us to write down all issues you already know.
What about releasing a list of everything you weren't able to finish with a plan when it will/could get fixed? You could announce the next few updates easily...

I know you can do it better (PC1 and PZ), therefore you deserve those criticism!
But I'm still believing that PC2 will be a great game some day...
 
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A great example of really really poor UI, is the pathing options.

If you want to change the style of path, you need to choose the type of path, guest/queue/staff, from a small tab under the + larger tab, then select the larger paint palette tab above it. The order of tabs is actually backwards.


There’s so many nested windows that backing out of them to switch between pathing to terrain or to scenery for example, is painful, you have to back out multiple clicks then delve into the next one multiple clicks, then back out multiple clicks and back into the first one again with multiple clicks.

I might have to claim for a new mouse from frontier soon.


And that damn “custom/blueprints” click is utterly infuriating, followed by several unclear catagory icons.
Yes! All of that extra clicking with the mouse will wear out your mouse very quickly. It's very frustrating. I want to love this game, but it needs a lot of work. I played PC1 in the alpha stage and it was better than what we are currently experiencing with PC2. I hope they fix all of the issues.
 
Probably getting a kickback from console makers so people will buy consoles and be damned to PC users.
I think that's an unfair accusation - I can't imagine there would be any kind of direct kickback arrangement.

However, it is certainly financially motivated. The console market is bigger than PC market, so prioritising the bigger market segment will lead to (anticipated) larger profits. It's the same reason that JWE and JWE2 were so downgraded on the management side of things: to make them run on console to chase the bigger audience.

That's entirely up to Frontier, and nothing to do with kickbacks, it's just a market reality. Of course, I think it's a terrible shame because their entire company was built upon their successes with PC gamers, and many now feel left behind by the refocus of the company's designs. It will certainly give me pause before buying PZ2 oe PC3 or whatever comes next, because they just don't feel like fully realised simulation games any more. They're not the only company guilty of it, though. Look at Two Point: they utterly kneecapped themselves on Campus to chase console players forgetting that the only reason Hospital got so successful was because of the enthusiasm of their old PC fans coming back, and talking about it everywhere, which allowed them to port the game and create a bespoke control scheme for consoles having first concentrated on PC. They appear to have rowed back from that approach now for Museum.

The real problem with the UI is that Frontier tried to create a one-size-fits-all approach for both PC and console. They are now being forced in free updates to sort that out and separate the play experiences, but much of the goodwill has already been lost. If they'd developed the separate control schemes alongside each other in early development instead of treating PC players like console players everyone would have been happy, far earlier. Instead they're having to work on free updates, with no direct following revenue scheme, and fewer people are playing at the same time. Very shortsighted, but that is the way with so many publishers these days: they have to release by an arbitrary target set by an exec somewhere, and to hell with the quality.

Still, the communication in the last week or so has been way better, as they try to claw back goodwill. I am sure this means that, ultimately, DLC is coming down the track so they can increase profits again - and they know that no one will buy until the issues are fixed. We shall see!
 
Yes! All of that extra clicking with the mouse will wear out your mouse very quickly. It's very frustrating. I want to love this game, but it needs a lot of work. I played PC1 in the alpha stage and it was better than what we are currently experiencing with PC2. I hope they fix all of the issues.
I got 50 hours in this game and still am not used to the pathing system. It really sucks how much I have to click everything and try to find out where I am. Also just simple right click removing and so on
 
The problem with any conspiracy theory around consoles and FDev is the sentiment over on the Elite forum is the exact opposite and there are a bunch of astonishingly daft comments about abandoning console because it's some sort of conspiracy.
 
The problem with any conspiracy theory around consoles and FDev is the sentiment over on the Elite forum is the exact opposite and there are a bunch of astonishingly daft comments about abandoning console because it's some sort of conspiracy.
It's not a conspiracy. I'm sure some suits upstairs ran some numbers and saw dollar signs. But the problem with suits upstairs is they only see numbers but they dont know a thing about what makes a videogame good and if they fail to make a videogame good the numbers will also go down. Every company makes the same mistake these days. Cities Skylines 2, Planet Coaster 2, Microsoft Flight Simulator 2024. These were all what used to be good sim titles, all rushed out, released in beta or even alpha stage with many issues and bugs. Resulting in many bad reviews, player numbers and sales going down and reputation damage to the point people don't even like the previous games anymore too because the good memory of the title and company is ruined for them.

If you wanna succeed and have a good game that keeps selling for years to come, unlike what is happening now, you need to listen to the people who actually know what makes a game good, not just someone that runs some numbers.
 
It's not a conspiracy. I'm sure some suits upstairs ran some numbers and saw dollar signs. But the problem with suits upstairs is they only see numbers but they dont know a thing about what makes a videogame good and if they fail to make a videogame good the numbers will also go down. Every company makes the same mistake these days. Cities Skylines 2, Planet Coaster 2, Microsoft Flight Simulator 2024. These were all what used to be good sim titles, all rushed out, released in beta or even alpha stage with many issues and bugs. Resulting in many bad reviews, player numbers and sales going down and reputation damage to the point people don't even like the previous games anymore too because the good memory of the title and company is ruined for them.

If you wanna succeed and have a good game that keeps selling for years to come, unlike what is happening now, you need to listen to the people who actually know what makes a game good, not just someone that runs some numbers.
Well said.
 
Is it too late to fix the UI? The problem is that with the first game it was released on PC first and consoles later and they had different UI's. With 2 the PC and console versions were all released at the same time and have the same UI's. They wanted them to be cross compatible for sharing blueprints. PC1 had the Frontier Workshop for consoles and Steam for PC. I'd rather have 2 with improvements than 1 without working water park stuff. That's what made RCT3 great. The waterparks. But, PC2 has better graphics and freeform construction unlike RCT3. I do like RCT3's scenario editor better, you can take the backgrounds away and make a beach park with water going off into infinity. In PC 1 and 2 the biomes have non removable and non editable skirts.
 
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Frontier what have we PC players done to you?

The game is so PC user unfriendly, I haven't experienced anything like it for a long time.
For weeks we have been pointing out that the UI and controls are not unfriendly for PC users.

Basic things are simply missing;
  • Delete right-click when building roller coasters / tracks etc.
  • When you are in the construction menu, you can no longer move freely around the map with W/D/S. It was possible with Plantcoaster1/Zoo.
  • scrolling at the edge of the screen, I don't understand that at all. Why this wasn't programmed?
  • The menu is far too convoluted.

If you read through the game reviews on Steam, one of the main criticisms is that the UI and controls are only geared towards console, and is therefore not recommended by PC users. Which I think is a real shame, because the game has too much potential.

As a PC user, it's really frustrating to struggle with the controls, you can't get used to them.
Please let employees work on the UI and controls who know how the PC controls work.
i see. tbh i tested some things said here. i can move freely with W/D/S/A in the construction menu and also can delete track segments by Right-clicking. edgescrolling isn't that worse if its gone just use W/D/S/A. tbh it was annoying if you were building and slipped off because you were edgescrolling by accident. thats my personal opinion about edge scrolling. about the last point it may is but it is nothing you can't get used to at all. but looking forward they could change it at any time for my self i think the same about the convoluted ui but i can live with it.
 
This is OT...

... I'd rather have 2 with improvements than 1 without working water park stuff. That's what made RCT3 great. The waterparks. ...
That's your personal opinion.
I don't need it at all, because waterparks in gerneral aren't inside theme parks (there might be some, but it's unusual). Waterparks (belonging to a theme park company) normally are located next to theme parks, but are completely seperated from the theme park
itself.
On the other side there are theme parks which are cotaining a safari section and a ride section. -> RCT3 + wild...

RCT3 was great and soaked and wild were really nice add ons.

As it's there, I may add a waterpark section in my PC2 parks, but I really don't need it and the implementation in PC2 isn't done well.
 

Vampiro

Volunteer Moderator
This is OT...


That's your personal opinion.
I don't need it at all, because waterparks in gerneral aren't inside theme parks (there might be some, but it's unusual). Waterparks (belonging to a theme park company) normally are located next to theme parks, but are completely seperated from the theme park
itself.
On the other side there are theme parks which are cotaining a safari section and a ride section. -> RCT3 + wild...

RCT3 was great and soaked and wild were really nice add ons.

As it's there, I may add a waterpark section in my PC2 parks, but I really don't need it and the implementation in PC2 isn't done well.
I kind of agree. The whole waterpark idea has never been a priority for me as there was so much more that can be done with the parks itself.(Parades, hotels / resorts, countless other) However, now that we have it, I DO like it!

Like you say I don't plan to make it part of my main park but rather a standalone park. For me it's basically 2 games in 1. Its both Planet Coaster 2 and Planet Pool for the price of a single game :D
 
I never wanted ecoli based attractions (water stuff), just not interested beyond the boat thingies we had in PC1. I doubt I'll ever build waterpark stuff and wish I could turn off the guests saying they wish there was a pool. If hotels get added, I might make a pool for that, otherwise no.
 
I never wanted ecoli based attractions (water stuff), just not interested beyond the boat thingies we had in PC1. I doubt I'll ever build waterpark stuff and wish I could turn off the guests saying they wish there was a pool. If hotels get added, I might make a pool for that, otherwise no.
Yeah i don't like having the feeling being forced to HAVE waterpark features in my Park. I don't think anybody thinks "gosh i wish there was a swimming pool" when they are in a themepark. Ironically Hotels have Pools but since we don't have those yet...
 
I'm also in the boat that water parks is an addition and not a main feature. I would add hotels before I would add waterparks. But it's nice to have or would be nice to have as DLC sure, but it is too heavily incorporated in this game with all the utilities and facilities where they make electricity and water the main focus which kinda makes it feel like you 'have' to add water park stuff. Another problem is that because of the water park focus now a lot of other things from Planet Coaster 1 are neglected. It feels more like a Planet Waterpark game where coasters and flat rides are just pushed in or something
 
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