Option to turn off scenery rating objectives (please read)

As stated in the title, i would like to see the option to turn off scenery rating objectives (especially in career mode) because I normally don't concentrate on that, so i currently have to put random stuff around my park just to achieve the rating but it makes my park look uglier than anything (and it costs money). Maybe put an alternative objective instead? I just dont think its a critical objective when making a successful park because the rct series never did this and i still felt my parks were successful simply because of the amount of rides, shops, advertising, and guest count. The absence of scenery rating in Parkitect is one of the reasons why im playing that over PC because i dont have to worry about scenery at all and just concentrate on a fun park FIRST, not a flashy park first. Both games are good in their own way, i guess i just want PC to be a bit better.
 
As stated in the title, i would like to see the option to turn off scenery rating objectives (especially in career mode) because I normally don't concentrate on that, so i currently have to put random stuff around my park just to achieve the rating but it makes my park look uglier than anything (and it costs money). Maybe put an alternative objective instead? I just dont think its a critical objective when making a successful park because the rct series never did this and i still felt my parks were successful simply because of the amount of rides, shops, advertising, and guest count. The absence of scenery rating in Parkitect is one of the reasons why im playing that over PC because i dont have to worry about scenery at all and just concentrate on a fun park FIRST, not a flashy park first. Both games are good in their own way, i guess i just want PC to be a bit better.

Sorry but just no. I don't want to be rude but the whole point of creating the park is make something the guests enjoy. And we enjoy parks because the scenery lets our imagination in real life enjoy the rides more. This is the same in PC. And it only looks uglier if you plop things about without theming your areas, rides etc which is always what these games have been about. RCT3 was all about making amazingly themed adn scenic parks that guests enjoy.

Sorry but it honestly sounds like you brought the wrong game on that front. It wont happen because this is the single core mechanic that Frontier have been pushing since day 1 and with how the guests react to such things.

For me this is probably the best part of PC currently and also with the new system a lot easier to understand.

I have played Parkitect and would not say that I have played it because of the lack of scenery rating at all. Just that it has better management systems (currently, hoping that PC catches up).
 
Yup I agree with curly, no one is forcing you to put random scenery items down, it's up to you to play the game how frontier wants you but if you don't follow that mechanic and just do things to quickly get through a scenario it's that's on you.

Scenery ratings provide a new management aspect and its something that is a real life aspect too so I don't see this happening
 
i agree with the OP and disagree with curly.

I was never a big fan of building walls in RCT, i mostly stuck to trees, some flowers, and occasionally fences, but rarely a full building. It took me some years to get good at RCT1 and I didnt like RCT3 at first because it was more difficult than RCT1 IMO. but RCT3 did grow on me over time. I feel the same way about PC as I did with RCT3 at first, its too complicated. Maybe in time I'll learn to enjoy PC more than RCT3 but as of right now, I mainly only enjoy watching community creations.

I think experienced players will not agree with the OP here, but your not being fair to the novice players. To me RCT was a very casual sim game with great rides and cool feature, but its main focus for me was not to build walls. Now in PC we are given flat square shops and the "objective" of the game is to decorate said shop. But for me, I like turning on RCT3 to build a wicked coaster in 10 minutes and enjoy riding it, and maybe, just maybe if I think its good enough, I'll spend some time on scenery. But I don't have the patience to make an entire park like silvarret. I tried, I had some cool parks in RCT1 and RCT3, but nothing super amazing.

And thats the problem with PC. They add all these great amazing features to build fancy looking parks, but it removes the "casual fun" aspect of the game. I see PC as a model kit, like for people who play with trains and paint little fake trees. Some people are park creationists with talent, and some players are park "enthusiasts" who enjoy plopping down rides and seeing what happens. Plopping rides in PC is not a 2 second process like it was in RCT123, because theres so many more options.

I play the game FOR the objectives, and I enjoy completing the scenarios, but PC doesnt have that great of objectives. Like the OP said, if the objective says "place scenery" all you have to do is throw up 100 fire effects and get the objective complete, but its not specifically how you want to be spending money on your park. Then you get people on here saying "thats cheating" or its not right if you place 3 wild blues, or its not right if you pause or reload a save to cheat an objective... yea? well they should make better objectives, specifically guest and staff related objectives. Or "finish this incomplete coaster through this here cave" the game is Planet COASTER not planet Model Kit
 
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Sorry but the scenery Creaper is part of the management aspect. You have design management as well.

There is no casual fun lost I feel as you can easily use the Frontier Blueprints. I do think there should be more specific frontier blueprints to suit the scenarios though with more options. I would like to see them use stuff that only that scenario can use but maybe not just what is unlocked at the beginning so if you research stuff you will then unlock a new blueprint options as you now have parts X, Y & Z

To remove the ride scenery/queue scenery detailing is removing a core part of the game that all works in unison with the interaction from the guests and the park rating.

You can still plop things down though, you don't have to create from fresh. There are buildings that can just be placed next to the queue and if you are more adventurous you can create a quick blueprint of some scenery you like and just place them near all the queues if you so wish and then the next step to get the next bit of the rating is to then tweak them so they are more unique. You take it in steps as your park evolves.

You don't do it all at once at the start, you massage your park into something amazing as time and funds allow (too easy funds wise at moment to make that side interesting but just needs a balance).

The objects themselves yes are bland and the objectives could be much more key with that (we have had such discussions). However to suggest turning off scenery rating isn't the answer. Especially now we have more visual understanding of how the ride are rated.
 
I feel the issue the OP is having is not that you can use scenery pieces etc. but more he cannot complete the career mode levels without hitting the scenery missions for the stars.

Simple solution have some new career mode levels where scenery isn't a requirement for any star.
 
I feel the issue the OP is having is not that you can use scenery pieces etc. but more he cannot complete the career mode levels without hitting the scenery missions for the stars.

Simple solution have some new career mode levels where scenery isn't a requirement for any star.

But then you are circumventing a design choice of the developers with what they have decided is part of the goal for said level. I already thought it was too basic so removing it would be even worse.
 
i agree with the OP and disagree with curly.

I was never a big fan of building walls in RCT, i mostly stuck to trees, some flowers, and occasionally fences, but rarely a full building. It took me some years to get good at RCT1 and I didnt like RCT3 at first because it was more difficult than RCT1 IMO. but RCT3 did grow on me over time. I feel the same way about PC as I did with RCT3 at first, its too complicated. Maybe in time I'll learn to enjoy PC more than RCT3 but as of right now, I mainly only enjoy watching community creations.

I think experienced players will not agree with the OP here, but your not being fair to the novice players. To me RCT was a very casual sim game with great rides and cool feature, but its main focus for me was not to build walls. Now in PC we are given flat square shops and the "objective" of the game is to decorate said shop. But for me, I like turning on RCT3 to build a wicked coaster in 10 minutes and enjoy riding it, and maybe, just maybe if I think its good enough, I'll spend some time on scenery. But I don't have the patience to make an entire park like silvarret. I tried, I had some cool parks in RCT1 and RCT3, but nothing super amazing.

And thats the problem with PC. They add all these great amazing features to build fancy looking parks, but it removes the "casual fun" aspect of the game. I see PC as a model kit, like for people who play with trains and paint little fake trees. Some people are park creationists with talent, and some players are park "enthusiasts" who enjoy plopping down rides and seeing what happens. Plopping rides in PC is not a 2 second process like it was in RCT123, because theres so many more options.

I play the game FOR the objectives, and I enjoy completing the scenarios, but PC doesnt have that great of objectives. Like the OP said, if the objective says "place scenery" all you have to do is throw up 100 fire effects and get the objective complete, but its not specifically how you want to be spending money on your park. Then you get people on here saying "thats cheating" or its not right if you place 3 wild blues, or its not right if you pause or reload a save to cheat an objective... yea? well they should make better objectives, specifically guest and staff related objectives. Or "finish this incomplete coaster through this here cave" the game is Planet COASTER not planet Model Kit

This. ^

Thank you, at least someone understands what im trying to say. And i never said remove scenery rating too, i suggested an alternative objective. Lets build the park first i said and not rush with the scenery.
 
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This. ^

Thank you, at least someone understands what im trying to say. And i never said remove scenery rating too, i suggested an alternative objective. Lets build the park first i said and not rush with the scenery.

You want to remove the object of the game by removing the objective. Theme parks live or die off their "theming" as that is what they are all about. If you don't want to do themes with the scenery pieces this is not the game for you. Sorry but it is the core part of the theme park sim to simulate creation of making a magical world of disbelief.

If you don't want to make a theme park then Parkitect is there because they can be more general/generic which is not what I would like and I expect most of the community feels this way.

I just don't understand why there should be an alternative objective. I don't like the coaster ones because I don't like building coasters however it's part of the challenge and thus I do it. You don't have to rush with the scenery, the goal to complete it doesn't have to be done in 5 mins of opening the park.

The idea is to work towards the goal. Building a park is building the scenery though, it is theming it, selling it to the guests. Imagine the theme park in the future being westworld, now take that and remove all the scenery and what are you left with? Take a rollercoaster such as Saw and remove all the scenery and see what difference it makes.

I am not missing your point I just deeply don't agree with it and feel you have missed what Planet Coaster is about.
 
The OP just wants the OPTION added to turn off scenery rating objectives.

Yes which I don't agree with. It's part of the game. It is actually the core part of the game. I feel that is like bypassing a game mechanic, the same as turning off ride breakdowns or staff wages would also be part of the core that makes up objectives and management in the scenario/challenge maps.

I mean as a compromise maybe it could be off for easy settings but not generally.
 
The OP just wants the OPTION added to turn off scenery rating objectives.

Thank you friend; it looks like you also understand what im trying to say; "option" is the key word here. I still like playing the game nonetheless.

On a totally separate note, i play park sims to build a fun park, and in my opinion, a fun park translates to "a fun park", not "a well decorated park". I do decorating after building the fun park :)

Edit: I sense that my suggestion for turning off scenery rating objectives doesnt sit well with some people. Im just trying to suggest an idea to fit another play-style besides "lets play dress-up".

Please dont rip my heart out.
 
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I just think the career mode needs a better progression system. The objectives in each scenario are basically a small chunk of what is available in "challenge mode" the only difference is that in challenge mode you get new random objectives and flat terrain. Challenge mode is basically just another scenario, they should be combined into one menu called "scenarios" and then we should get an actual career mode. Or once you complete a scenario, it should turn into a challenge map with ongoing random new objectives
 
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i agree with the OP and disagree with curly.

I was never a big fan of building walls in RCT, i mostly stuck to trees, some flowers, and occasionally fences, but rarely a full building. It took me some years to get good at RCT1 and I didnt like RCT3 at first because it was more difficult than RCT1 IMO. but RCT3 did grow on me over time. I feel the same way about PC as I did with RCT3 at first, its too complicated. Maybe in time I'll learn to enjoy PC more than RCT3 but as of right now, I mainly only enjoy watching community creations.

I think experienced players will not agree with the OP here, but your not being fair to the novice players. To me RCT was a very casual sim game with great rides and cool feature, but its main focus for me was not to build walls. Now in PC we are given flat square shops and the "objective" of the game is to decorate said shop. But for me, I like turning on RCT3 to build a wicked coaster in 10 minutes and enjoy riding it, and maybe, just maybe if I think its good enough, I'll spend some time on scenery. But I don't have the patience to make an entire park like silvarret. I tried, I had some cool parks in RCT1 and RCT3, but nothing super amazing.

And thats the problem with PC. They add all these great amazing features to build fancy looking parks, but it removes the "casual fun" aspect of the game. I see PC as a model kit, like for people who play with trains and paint little fake trees. Some people are park creationists with talent, and some players are park "enthusiasts" who enjoy plopping down rides and seeing what happens. Plopping rides in PC is not a 2 second process like it was in RCT123, because theres so many more options.

I play the game FOR the objectives, and I enjoy completing the scenarios, but PC doesnt have that great of objectives. Like the OP said, if the objective says "place scenery" all you have to do is throw up 100 fire effects and get the objective complete, but its not specifically how you want to be spending money on your park. Then you get people on here saying "thats cheating" or its not right if you place 3 wild blues, or its not right if you pause or reload a save to cheat an objective... yea? well they should make better objectives, specifically guest and staff related objectives. Or "finish this incomplete coaster through this here cave" the game is Planet COASTER not planet Model Kit

Im confused a few weeks ago you were saying the game is too easy, now you're saying its to complex...

*scooby doo noises *
 
Im confused a few weeks ago you were saying the game is too easy, now you're saying its to complex...

coaster building is more complex (thats fine for most people, but not novice players), certain aspects of terrain and paths and queues are frustrating/time consuming, the UI and management system is a bit unorganized (but improvements have been made with the latest updates)

objectives are simple and boring, scenarios have no real progression to them (evident by posts such as this one and this one and many others) management feels lacking compared to previous RCTs (no security) teasers were shown with vandalism (which according to the devs just wasnt "fun") yet challenge mode isnt "challenging" its just slow and requires patience

I think everybody has different ways to play the game, some prefer sandbox, others prefer management. For me, I was hoping for management to be more "engaging" but instead its just more menus and option boxes. For experienced players who enjoy building complex designs (like silvarret) then the game is unbelievable amazing, but for somebody who enjoys RCT death parks, and was hoping to see security chasing vandals, I'm a bit disappointed in the career mode. I just think they could have come up with better objectives, so hopefully a scenario editor is released at some point

And I have made these points many times before
 
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coaster building is more complex (thats fine for most people, but not novice players), certain aspects of terrain and paths and queues are frustrating/time consuming, the UI and management system is a bit unorganized (but improvements have been made with the latest updates)

objectives are simple and boring, scenarios have no real progression to them (evident by posts such as this one and this one and many others) management feels lacking compared to previous RCTs (no security) teasers were shown with vandalism (which according to the devs just wasnt "fun") yet challenge mode isnt "challenging" its just slow and requires patience

I think everybody has different ways to play the game, some prefer sandbox, others prefer management. For me, I was hoping for management to be more "engaging" but instead its just more menus and option boxes. For experienced players who enjoy building complex designs (like silvarret) then the game is unbelievable amazing, but for somebody who enjoys RCT death parks, and was hoping to see security chasing vandals, I'm a bit disappointed in the career mode. I just think they could have come up with better objectives, so hopefully a scenario editor is released at some point

And I have made these points many times before

Maybe its been said and I just missed but I think just saying a scenario editor isn't going to give us what we want. To me a scenario editor, is going to let you change from a preset list of parameters that are already in the game... For those who adjust crowd density it will be enough. But for people like you and to a lessor extent people like me who'd like to add challenges not in the game we need a bit more integration with UGC and mod support.

As for scenery, I think in the main mode its fine as is. Maybe a bit more tutorial on how to do it properly can go a long way. But This could go along way even in a basic scenario editor.... But as I said earlier I think for it to be worth Frontieer investing time into and for us to use it needs to be more then just some predetermined switches and buttons.
 
did you use RCT3s scenario editor? it was quite extensive. I'm expecting UGC to release at some point in the next year, and hopefully management will continue to see improvements during that time. Maybe a scenario editor will be part of UGC, and by the time they release it, the main game will feel more complete with other add-ons. That's why it will take a while before UGC to officially release.

As long as were giving feedback, then they will know what to focus on. And I think tutorials are definitely something that should be expanded for novice players. I personally dont need tutorials, but I'm just saying for new players the game can be a bit overwhelming. And a proper career mode might fix that
 
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Having variety in the objectives is good, but I see why one would rather skip the scenery requirements : building scenery in the current game is frustratingly time consuming.
The amount of time spent on building scenery dwarves everything else in the game: including the core selling point of the game : Roller-coasters !

The building editor is particularly bad in this aspect : I hate the way it works. Whenever I need to add scenery, I use as much trees and rocks, and as little everything else as possible, just to save time.
Well, the building editor kind of works ok...ish... as long as you're building a rectangular single floor building with a standard roof... and even then I find it uselessly inefficient (and buggy). Try to build anything out of grid and the building tool of the game turns into a nightmare.
Why do we have to plant each and every single tree individually ? Why don't we have forest brushes ? Bushes brushes ?
Why do we have to build fences, hedges and walls piece by piece ? Why can't build them with a line/curve tool ?
Why do we have to build floors with 4m square slabs (that clip through 4m square buildings by the way) ? Can't we just select an area (preferably from wall to wall) and have the game automatically fill the floor ?

I don't think the issue will be resolved by removing the scenery requirements. I think Frontier needs to work on improving the tools to make building faster and more intuitive (more thinking about creative decisions, less clicks and less time on building the stuff we have in our minds).
 
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