Management Matters

I did clearly write i'll reserve judgement until beta.

I agree, the gardening roles don't seem suitable for janitors in this version of the game, but have they been replaced as tasks to be managed? We'll again, have to wait and find out.

One thing i suggested was training staff in different skills (i.e customer service, salesmanship, efficiency) and then the ability to move staff between facilities and roles to more suit their individual thoughts. Some staff say "I'm not cut out for this" ... right but i've trained you in efficiency, how do you fancy being a ride op. (you then pay to train them in the new role, but keep the skills training).

Another thing i suggested was extra roles for entertainers. Cheif beef has a platter of slider freebies which makes guests want to go to cheif beef stores.

Facilities needing upkeep. Janitors should clean the toilets, maintance should repair broken tills.

I have high hopes for staff management. My point was that several key jobs from previous generations of the game were removed, and now a key staff member. I can only hope that these jobs are replaced with something.

As i said, worried but i'll wait and see what the beta brings.

If you are expecting that high level of staff involvement I bet you will be disappointed then
 
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I'm not necessarily expecting everything to be that detailed. I'd just like more management than hire, pay and level up. Especially if the number of tasks and the number of staff has been reduced. The ability to manage their areas has also been removed.

In RCT3 we got to level up staff.

I am interested in how PC will improve upon this aspect of the simulation. The implementation could be simpler/different from what I imagine and i'll still be very happy as long as it is evolved from what we had in RCT3.

Right now i feel as though we've taken a couple of steps back losing a security guard, hopefully that will be worth it if the other staff offer interesting gameplay. In that case I am more than happy to wait. I am dissapointed because I thought the security guard concept video was really impressive.
 
All I can say is that I myself have never used security guards in any RCT game outside of a scenerio that may have required it so I dont miss security one bit. The less people walking around in the park the better my frame rate will be
 
I'm really waiting for livestreams and beta to make my idea, but it doesn't look like they add a lot of things on the management side. Yeah, the guests will react to the surroundings and decisions more than ever, ok it's cool.

But I still hope to see some new ideas about administrative tasks. I just hope to have the real feeling of not just build a beautiful park, but have challenge to manage it. I crossed the fingers that they'll not remove a lot of things... I hope that security guard removal is not the beginning of management strip off.

The creative side is amazing, the ambiance is awesome and the visual is stunning. I would like to see same level of commitment about manager... But maybe that it's the case and I'll be amazed by the beta.
 
I will still reserve my judgement until the beta, but staff are wholly dissapointing.

Right now

All janitors look the same
Janitors tasks reduced from previous games (no watering, no grass cutting).
Training lacks any depth or challenge
No areas. entertainers wander well outside the bounds of where they should be
No staff only areas/behind the scenes
No station staff (except operator who is so far not manageable)
Ticket booth staff pointless (they just stand there, don't take the money. No indication they are doing anything)
Vendors can't quit (shop won't close)
Janitors seem to bunch up (for me at least)
No gardeners
No security
No guest services or other more minor staff
No new / interesting tasks for staff
Unhappy vendors don't have significant impact on sales

Right now staff are hollow and provide no gameplay other than balancing the costs. This could be improved in the beta, but i think quite a lot of issues on that list will remain. We shall see.

Yeah. I will also reserve judgement but am disappointed too.

This game has been so amazing and blown be away in every way - creativity, attention to detail, sound, user interface, art design, etc. I was really looking forward to management and was expecting this to blow me away too (in Frontier We Trust - right?)

For me, the part of management I love to see is much more the employee stuff rather than just finances. When I go to a real theme park, I'm always impressed with all the staff it takes to run the park and how huge of an impact they have on my experience while there.

It's also about immersion. There's already been so many details put into the guests (and I'd love to see more - cell phone use, picture taking, looking at guide maps, groups getting separated (accidentally or intentionally), babies/strollers, etc.)

But I'm missing the details in the staff right now. The janitor doesn't even empty the trash cans. I always expected he would push around a cart to put the trash bags in and then we would have a building that he would drop the trash off to. Strategically placing those buildings along with employee paths would really be another fun thing to plan out. The janitor also doesn't clean the bathrooms, we can't specify his area to work in nor tell him just to sweep and let another janitor just focus on trash cans.

Anyway, I still love the game but I really hope that this depth will come. Check out some of the things that Parkitect has done with some of these staff ideas...
 
jpennin1, I also would like to see more staff management, admin building... I would be awesome to manage stocks, a little bit more interesting staff training, etc.

Maybe it will be the case... Let's keep hope.
 
jpennin1, I also would like to see more staff management, admin building... I would be awesome to manage stocks, a little bit more interesting staff training, etc.

Maybe it will be the case... Let's keep hope.

To be fair, we've not had any posts/announcements about staff in game yet. There could still be a lot up the sleeve. The security guard is a set back, we'll see how they make up for it i guess.
 
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Yeah. I will also reserve judgement but am disappointed too.

This game has been so amazing and blown be away in every way - creativity, attention to detail, sound, user interface, art design, etc. I was really looking forward to management and was expecting this to blow me away too (in Frontier We Trust - right?)

For me, the part of management I love to see is much more the employee stuff rather than just finances. When I go to a real theme park, I'm always impressed with all the staff it takes to run the park and how huge of an impact they have on my experience while there.

It's also about immersion. There's already been so many details put into the guests (and I'd love to see more - cell phone use, picture taking, looking at guide maps, groups getting separated (accidentally or intentionally), babies/strollers, etc.)

But I'm missing the details in the staff right now. The janitor doesn't even empty the trash cans. I always expected he would push around a cart to put the trash bags in and then we would have a building that he would drop the trash off to. Strategically placing those buildings along with employee paths would really be another fun thing to plan out. The janitor also doesn't clean the bathrooms, we can't specify his area to work in nor tell him just to sweep and let another janitor just focus on trash cans.

Anyway, I still love the game but I really hope that this depth will come. Check out some of the things that Parkitect has done with some of these staff ideas...
Graphical complexity is both a blessing and a curse. Things like cell phone use, picture taking, looking at maps, etc. all require animations to be created. There are many areas of the game that demand animation resource (and modelling, rigging, etc.). Frontier have - rightly in my opinion - prioritised animations that convey information to the player. The ones you mention are great for diversity but won't be high priority as they don't have direct gameplay connotations.

The janitor emptying the trash cans was a design decision and like everything in the game, plenty of thought was put into it. I (unfortunately) can't say much more than that. Perhaps a friendly dev might be able to elucidate further. :)

On to Parkitect, and back to my original statement about graphical complexity. Parkitect has fairly simple objects, textures, animations. It's relatively straightforward for them to add game logic and complexity. PC is somewhat hobbled by the fact that basically anything new has to have high-quality assets and animations for it and that's resource-intensive. There *are* things that might be relatively easy to add as simple gameplay logic (e.g. specifying specific jobs for specific staff members) and those are the sort of suggestion that I'd hope to see implemented as the game progresses post-release.
 
gameplay 'hobbled' by graphical complexity, hopefully not.

I appreciate there is a balance to be struck. It is far easier to be worried about game play as we haven't seen any game play yet, where as we know this game will look stunning, unique and allow boundless creativity.

It's going to be interesting to see what gameplay has been implemented. The lucky few who have seen behind the curtain have been mostly reassuring, so that is positive.
 
We've been told that the simulation is beyond RCT3 by those that have seen behind the scenes, so I still have some hope, but the elimination of staff zones and security guards, plus this management matters post have been big red flags in my mind.

*Fingers crossed*
 
Yeah, let's see what's happening, but for the moment, even with management matters article, it's very basic... Too much for what I was hoping for the game. But maybe it's just an impression and they will come with awesome ideas.

I understand that with better graphics, it's more work and complex to add things, but I really hope that it will not stop the game to implement good gameplay ideas.

A game is more than just the graphics, animation and ambiance. Yes, if you're completely into building things, PC will be awesome. If like me you're more a manager, I've to see because for the moment, it doesn't look impressive.
 
One of the management features that will be new to theme park management sims, one that we've not been shown anything of yet and the one I'm most looking forward to - Programmable ride sequences! This will impact hugely on your management abilities!
 
I'm bummed to see security guards were tossed. I thought the animation they showed looked fun.
I know it's still dwelling on the past, but even having broken benches, trash cans, and lamps, which effected park rating and peep happiness was a nice layer. It's no harder to replace those items now than it was in the past.

Even going back to the watering of flowers, and grass cutting. I know grass cutting isn't feasible now.
But I would have loved to have a gardener, with a big floppy straw hat, with a comically large watering can.
I would love to see a certain set of scenery flowers wither and brown, requiring water. The more flowers you plant, the more gardeners you would need, increasing expenses. Dying flowers would lower your park rating, and lower peep happiness.

While I am not tied to everything being "just like" the old games, I do question what "simulation evolved" means.
It seems to mean that the focus has shifted away from staff, with them being smarter and more autonomous, to now focusing on the peeps and how they react to what we do to the park.

I can't wait for the beta, and I still love what we have now.

I'm also dissaappointed that we have had no indication of there being water surface rides. Swan boats, paddle boats, jet skis, canoes, etc. I was so excited to see the Steamboat, until I realized it was just scenery. It seems water has just become decorative, and no longer a valuable park asset. Why have water if it can't be recreational?
 
Very excited. Sounds fantastic. Honestly not bothered about security guards, never seen a real park vandalised before, but each to their own. Looking forward to the opening hours and the money management with the loans and stuff. Overall, a happy chappy.
 
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