It's 2025 and these are some of the things that still keep me from playing this game

Some things that we still haven't had any word on in 2025:

- Path kerbs
WHEN WILL WE BE ABLE TO REMOVE PATH KERBS LIKE IN PLANET COASTER 1?!?!?!??!?!
We still haven't heard about this. It should have been a day1 patch when the game got released in November. We are now in January of the new year. It is not normal behavior from any game studio to not have addressed or fixed this very basic but necesary thing we had in the first game. What is going on there over at Frontier?

- Coaster clipping
Coaster trains just seem very buggy. Guests clip through the restraints. The wheels are sometimes off track. And now the cars of the dive coaster also clip into each other even though the turns arent even that narrow. See pictures below, the quality of this game is just so bad...
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- Path width, queue width, queue grid building
Why is this still not addressed? Building queues and paths is so much more annoying than the first game. Please let us make 4m wide queues or 2m grid based queues.

- Coaster entrance/exit/priority and staff gate spacing
The distance is too far apart making it almost impossible to make realistic stations
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- More biomes
I like the ocean map from A Sore Thing and the other lake map from the career mode, but it's impossible to use these maps in sandbox mode because there's stuff that cant be deleted. Also the maps are too small. But the backdrops are very nice, I wish we could use them in our sandbox parks.

I got a lot more but i'm gonna start with this. Really the list goes on and on. I want to love this game, but I just cant especially not with the lack of communication
 
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In the second screen under coaster-clipping, I can see at least NINE peeps clipping through the restraints. That totally ruins whatever realism there's supposed to be on that ride! Wow...
 
I said somewhere that I feel Planet Coaster 1's staff had a better eye for this sort of stuff, which is why the Hydra (inverted swinging) had long track pieces, to avoid cars clipping into each other. Am I surprised? No, the Vector coaster has clipping too, the Cube didn't have clipping in 1 but has clipping in 2, the pirate ships wheels are clipping through a texture, and guests feet clip through the floor and frame on the behemoth swing.
 
Until this game gets fixed, I'll just go back to Planet Coaster. I've encounter way too many issues. I'll come back when it's all fixed.
As I have done as well...

I spent a lot of time time in PC1 - 5000+ hours, but truthfully after the disappointment with PC2 the limitations and frustrations found in PC1 I can live with and work around because in many ways it's still a far superior product than it's sequel is so far.

I ENJOY PC1...I can't say the same thing about PC2.
 
Same here, i've recently reinstalled Planet Coaster 1 and I guess I will be playing that one for the time being.

It's much more difficult to enjoy now though because I know Planet Coaster 2 exists and some features are better, so now it feels like you have 2 incomplete games.....
 
Same here, i've recently reinstalled Planet Coaster 1 and I guess I will be playing that one for the time being.

It's much more difficult to enjoy now though because I know Planet Coaster 2 exists and some features are better, so now it feels like you have 2 incomplete games.....
i will do the same
 
There is absolutely nothing wrong with the pathing and you can make it as thin or as wide as you want. Here is a 2m wide stair case. Here also are some curved steps examples. I am also making 100% smooth oblong, shaped and round pools and since that is an identical tool, clearly we simply haven't yet discovered everything the game is capable of.. But we have to play it to discover it.

I am sorry to say this but it really does seem like you're not playing because of a complaint. But if you played and gave yourself a chance with it, you'd see that there is no complaint :)

The idea that a game should be challenging is getting lost. I don't want to pay £50 for a game that I can beat in 5 minutes.

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Joël

Volunteer Moderator
So Frontier, when will we get the next update and what will it fix?
Hopefully soon!

Considering the state of the game at release, 2 months ago, and the amount of things that were fixed in the 1 month since release, it might take a while.

I just hope that Frontier is able to assign (or keep) the best possible, and enough developers on the game, so that we hopefully receive the best possible game, that so many of us are longing for :)
 
There is absolutely nothing wrong with the pathing and you can make it as thin or as wide as you want. Here is a 2m wide stair case. Here also are some curved steps examples. I am also making 100% smooth oblong, shaped and round pools and since that is an identical tool, clearly we simply haven't yet discovered everything the game is capable of.. But we have to play it to discover it.

I am sorry to say this but it really does seem like you're not playing because of a complaint. But if you played and gave yourself a chance with it, you'd see that there is no complaint :)

The idea that a game should be challenging is getting lost. I don't want to pay £50 for a game that I can beat in 5 minutes.

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This is a double edge sword, yes i am with you, that the pathing is most of the times better than the previous, but it is also more complicated: a.) a simple design is more tedious than the first version.
b.) On the topic of simple: It is not and many players seem to struggle that pc2 somehow tries to communicate grid is a thing of the past, but then brings it back on some parts.
 
There is absolutely nothing wrong with the pathing and you can make it as thin or as wide as you want. Here is a 2m wide stair case. Here also are some curved steps examples. I am also making 100% smooth oblong, shaped and round pools and since that is an identical tool, clearly we simply haven't yet discovered everything the game is capable of.. But we have to play it to discover it.

I am sorry to say this but it really does seem like you're not playing because of a complaint. But if you played and gave yourself a chance with it, you'd see that there is no complaint :)

The idea that a game should be challenging is getting lost. I don't want to pay £50 for a game that I can beat in 5 minutes.
There is a lot wrong with it. You cannot change queue width to 4m without hacks and workarounds. And you can't make regular paths smaller to 2m without workarounds either.

This was not a problem in the first game, so it 100% is a problem now. It is just one of those things that proves that Frontier is oblivious to what actually makes a good game.

They literally do not know, or haven't been playing this game themselves, or they wouldn't release the game like this. There is no debate here, just facts.

Being able to save paths with blueprints is about the only thing for me that is an actual improvement. And maybe being able to fill up paths with the stamp tool.

And yes they were so happy with this stamp tool, they promoted it, yet we can't use it for queues... So one step forward, two steps back.

Other than that, for me pathing is a step backwards compared to the first game where pathing worked much much smoother.
 
There is absolutely nothing wrong with the pathing and you can make it as thin or as wide as you want. Here is a 2m wide stair case. Here also are some curved steps examples. I am also making 100% smooth oblong, shaped and round pools and since that is an identical tool, clearly we simply haven't yet discovered everything the game is capable of.. But we have to play it to discover it.

I am sorry to say this but it really does seem like you're not playing because of a complaint. But if you played and gave yourself a chance with it, you'd see that there is no complaint :)

The idea that a game should be challenging is getting lost. I don't want to pay £50 for a game that I can beat in 5 minutes.

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How did you create that 2m staircase?
I know... creating a 4m path staircase with rounded turns and afterwards adapting it with a lot of effort.

It's absolutely senseless not to allow 2m paths or 4m queues if you can adapt it afterwards!
And only to have rounded corners.

And I just noticed that lifting a path (slope/stairs) don't work by using "U"... Wasn't it working at release?
It's a really stupid thing because "U" is set as standard key for this. If I set an other key for this it's working...

The stamp tool (build and delete) is set to the global grid. If you add stamps to existing paths it's trying to attach to the existing path while building. But as soon as you leave the existing path or want to stamp delete it's back to global grid. Yes, you are able to rotate the stamp, but that's without any angle snapping.

The pathing tool in many ways is like you switch on a light in your room but it won't shine as long as your garage is closed. But it will shine if you open the garage and drive in the car backwards.
A lot of nonsense...
Probably no thinking and no sense for usability.
 
This was not a problem in the first game, so it 100% is a problem now. It is just one of those things that proves that Frontier is oblivious to what actually makes a good game.

They literally do not know, or haven't been playing this game themselves, or they wouldn't release the game like this. There is no debate here, just facts.

An arrgument doesn't get stronger, if you say it's just fact after a long part of subjective speculation on your part.

In the first game I wasn't able to build a curved inclined slope (without hacks and workaround). A staple when it comes to 3rd Dimension and Inclusion (wheelchairs don't like stairs). So they clearly hadn't the idea what makes a good game back then, but found it now. Now debate just facts.

You see it is the same arrgument just turned around. You have the need and want to have your perfect 4x4 grid, which is totally fine and ok, but not everyone wants this.

They probably had to do some trade off at sometime and deceided for the actual tool (yes, there are issues) simply because they wanted the options that you can form anything with the pathing tool: Arched or suspended bridges, curved plazas from the get go, have the option to have 2,7m width queue.

Like i said the groundlevel and basics are harder and i wish they would improve this a bit, but the endresults you can put up exactly what you want and need.
 
I don't think that this is the point.
It's about making something artificially difficult to get something that you could get the easy way...

(Of course your new car can go backwards, you just need to flip around the gearbox.)
 
An arrgument doesn't get stronger, if you say it's just fact after a long part of subjective speculation on your part.

In the first game I wasn't able to build a curved inclined slope (without hacks and workaround). A staple when it comes to 3rd Dimension and Inclusion (wheelchairs don't like stairs). So they clearly hadn't the idea what makes a good game back then, but found it now. Now debate just facts.

You see it is the same arrgument just turned around. You have the need and want to have your perfect 4x4 grid, which is totally fine and ok, but not everyone wants this.

They probably had to do some trade off at sometime and deceided for the actual tool (yes, there are issues) simply because they wanted the options that you can form anything with the pathing tool: Arched or suspended bridges, curved plazas from the get go, have the option to have 2,7m width queue.

Like i said the groundlevel and basics are harder and i wish they would improve this a bit, but the endresults you can put up exactly what you want and need.
Okay so curved slopes is another thing that got improved along saving paths with blueprints. But generally, like with the rest of the game, it is one step forward two steps back.

There have been countless of examples yet so no use in repeating them all.

Making plaza's in the first game was easier than getting certain stuff done that I want to do now in the 2nd game.
 
How did you create that 2m staircase?
I know... creating a 4m path staircase with rounded turns and afterwards adapting it with a lot of effort.

It's absolutely senseless not to allow 2m paths or 4m queues if you can adapt it afterwards!
And only to have rounded corners.

And I just noticed that lifting a path (slope/stairs) don't work by using "U"... Wasn't it working at release?
It's a really stupid thing because "U" is set as standard key for this. If I set an other key for this it's working...

The stamp tool (build and delete) is set to the global grid. If you add stamps to existing paths it's trying to attach to the existing path while building. But as soon as you leave the existing path or want to stamp delete it's back to global grid. Yes, you are able to rotate the stamp, but that's without any angle snapping.

The pathing tool in many ways is like you switch on a light in your room but it won't shine as long as your garage is closed. But it will shine if you open the garage and drive in the car backwards.
A lot of nonsense...
Probably no thinking and no sense for usability.

As Ramm said, the 2m staircase was a bit of a mission that does begin with a normal 4m staircase with the regular standard rounded corners. It is quite possible that there is an easier way to do it which is just not discovered yet but the method I used was....

I made the corners squared because the platforms will also be chopped with your node editing. There is this convoluted manner of making square corners like cattle pen queues etc. The popular method is to use the Edit Mode to drag out the round corners using the individual nodes and make them square. What you can do is delete the round corners and use a size 1 square path stamp to replace them. I haven't test this on queues though. Only regular paths. Edit : It won't work with queues.

Then get non grid wall pieces and place them on the corner of every platform. The 2m measurement seems to work best with the edge of the wall in the middle of the kerb.

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Then use movement snap to get them 2m into the path. So the wall pieces are now in the middle of the path. Then I used path edit nodes to move the outside of the path in to meet the wall pieces. From what I can tell this is the only way to do it because when moving the edges of the path, there is no snap, you can only rely on eyeballing to ensure that all the edges stay straight. Keep the corners lined up and it seems to be not much of a task really.

8m fixed length on the sloping parts. 4m won't work as it doesn't provide enough height. Didn't try 6m.

It needn't be a big job either. Just make one flight of stairs then use multi-select to copy it vertically.

That one above is on the workshop if you want to dissect it a little (y) 5Y4BQNVJ5

@Ramm How wide would you like your queues to be? Just move the edge of it mate. This thing that you think is a huge failing and mistake in this massive project takes just a few mouse clicks.

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And plazas, even with somewhat realistic height changes. I guarantee you that you simply aren't being patient enough. This new pathing system is utterly awesome.

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Yes sure some things are an improvement I agree. The feedback is about the things that aren't an improvement. I just felt the path building in the first game to be easier. Only thing that was really bad for me in first game was not being able to save the paths and having to redo all your paths when placing down blueprints. The pathing system in the 2nd game just isn't as intuitive in many aspects. Like why is the size limited. Yes we can drag edges, but you would have to eyeball it, which will get you into problems if it is not accurate enough. There is 0 reason to not have these snap features. It is yet another example of something that had 0 quality control. IF they actually play-tested the game, they would know that there will be a lot of situations where the paths are difficult to make. Especially when queues can only be 2m and normal paths only be 4m. It is just a bad design. There is no way to sugarcoat it. Yes saving paths with blueprints and plazas are nice, being able to drag it is nice, but it wouldnt be needed if they took the 2 seconds of changing a single value which they still havent done after fricking 2 months. This is unacceptable and I will never ever pretend it's normal behavior to do in a sequal. Same with the entrance and exit spacing which is also a part of the pathing system. The spacing is too far apart which makes creating a simple station a pain in the butt. It has NOT been tested before releasing the game.
 
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