Path Improvements?

WingardiumLevicoaster

Volunteer Moderator
The path system was extremely complicated and tedious to begin with. It's also up to the developer to make a UI that's streamlined and intuitive while also containing options and flexibility of whatever systems they're part of. Don't blame the community for making things complicated by asking for more advanced features, it's Frontier that made very strange decisions that made everything extremely hard to grasp and difficult to work with.

I wasn't blaming the community, was responding to BreezerHog's statement, not about the path system as a whole.

"almost feel like the devs intentionally made certain things tedious and time consuming in order to appeal to a select type group of builders rather than appeal to a mass audience"
 
It just surprises me that UI and QoL were not the #1 priority when designing the game, you would think they would have at least made windows resizeable by now lol... UI is a big part of any software development and its only due to a lack of competition that fans of PlanCo are willing to put up with its setbacks

Remember this old thread way back from alpha?? https://forums.planetcoaster.com/sh...Concept-Screens-for-a-Management-UI-Overhaul?

And heres another one from earlier this year https://forums.planetcoaster.com/showthread.php/24480-Devs-please-give-us-a-quality-of-life-patch?

And then theres this one https://www.reddit.com/r/PlanetCoas..._the_problems_with_management_dont_stem_from/

And theres actually a LOT of threads like this one https://forums.planetcoaster.com/showthread.php/16314-Wheres-the-Tutorial?

And thats just strictly UI/QoL stuff ^^ https://forums.planetcoaster.com/sh...ble-Personal-Folders-for-Workshop-Blueprints?

Whats really sad about going through those old posts is seeing all the members who are no longer active around here [blah]

I mean I get the devs are doing there best, and you are right when you say they added things which makes other things more complicated, like with switching trains, but did they really not think about that earlier? with the ability to switch skirts we have a glitch with terrain not being even, didnt they realize that ahead of time? Voxel terrain but no grid for terrain?? cmon...
 
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I wasn't blaming the community, was responding to BreezerHog's statement, not about the path system as a whole.

"almost feel like the devs intentionally made certain things tedious and time consuming in order to appeal to a select type group of builders rather than appeal to a mass audience"

And you blamed it on the community instead of the developers... but whatever. Again, it's the devs responsibility to make the game accessible to as many people as possible, while also making it a good tool for a more advanced audience.
 
I have to agree. There is a lot of improvement to be done to the path system, and there is several features we still missing.

I would like to see a similar control system UI for path making as we already have for all other tracks. Like if I press "x" when working with paths it would open the advanced controls. Just as it works with the advanced object placements tools.
In this advanced controls for path we would have grab-icons for length, turning and sloping for stairs making. This would help A LOT when making turning stairs.

https://i.imgur.com/51JzIPm.png



Last year I made a suggestion about a "fill tool" for making free formed plazas. This is still a good suggestion.

https://i.imgur.com/i2VCHfm.jpg



But most of all. I am still waiting for the auto tunnel feature for paths! [cry]

https://i.imgur.com/gWZIERM.png

That 'fill tool' idea is exactly what is required... Surely nobody could argue that an option such as that (or similar) could not be anything other than beneficial to the game.

In fact if that were implemented in the next update I'd personally go ahead and start purchasing dlc's.

Out of principal, I vowed not to until I was happy with the fundamental mechanics within the game, which I believe are more important than adding more rides, scenery etc.

Still have confidence that the path tools will be addressed, would like to think frontier are looking into it and if it can be improved it will be improved [happy]
 
Out of principal, I vowed not to until I was happy with the fundamental mechanics within the game, which I believe are more important than adding more rides, scenery etc.

If only Frontier thought the same.. [sad]

I want to be hopeful that the problems of the game will be addressed at home point. However, after what, 1.5 years, with barely any fixes, no roadmaps and almost no communication I dont think it will ever happen.
 
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I remember playing Theme Park Studio a while back and they had some different path options that were useful...you were able to add a fence along either side or both sides by checking a box. Lights and trees could also be added the same way.

It also included "Pads", which were just large circles of path that could be placed down. I think Planet Coaster could benefit from an option like this. The pads could be resizable as well.
 

Yeah, I was actually in that bandwagon of people wondering where the tutorial was, because contrary to popular belief, not everyone learns from YouTube, or learns well by just watching a video. Some learn by actually doing, following along with things, such as a guided Scenario. And back when I first bought this game, by the time i was just fed up with trying to find things myself that should have been simple to find, I was barely still in the boundaries of being able to get a refund(Steam doesn't let you get one if you have more than 2 hrs of playtime). So I got a refund, and I left a bad review as a result - with my title being "No tutorial." I've since deleted that review, because in this recent Steam Summer Sale, I've bought the game again, in hopes the problem alleviated through updates or whatever. Unfortunately I was disappointed. So since I didn't have any chance at a refund again, i decided to dive in to the game, in the Sandbox, and just try to figure things out myself.

(Here's the part where this post stays on topic)

As I played around in the Sandbox(in which I've burned away almost 60 hours now), I don't think there's anything that I struggled with more, than just trying to build a proper path. Building on the grid was frustrating too, but that's a whole different story. But just trying to make what should be a simple T intersection on the path was difficult - the only way that wasn't, was if I was able to place the bar of the T before the body, and then extend the body from the bar. But being a beginner at this, I was instead making a 90-degree angle path, and then trying to continue off the other side from the corner. Sounds like that should be simple, right? But man, is that difficult as all hell to get done. It CAN be done, and I eventually did it, but only after shaking the pointer on the edge of the path for 5 minutes before it finally decided to extend from the corner. Something that simple should not have been that difficult.

If I were to suggest something to improve this, it'd be something that Cities: Skylines does, and that is the "Snap point" system that it has when building roads and pathways, where it snaps to the corners and ends, and then you can just click again when it snaps and continue on building. If you don't have the game to know what I speak of, then you can look up any Cities: Skylines tutorial for road building, and notice it happening. But here in PlanCo, it seems to just snap to the sides of itself and slide along, which is why it was so difficult for me to make that T intersection. It was sliding along the edge of the path, but it was incredibly difficult to get it to just come off of the corner. So yeah, there may be some that "LOVE THE PATHS", but I struggle so hard with it more than anything else in this game, and that really should not be the case with something that should be so simple.
 
For what exactly would people need a tutorial?

Even though I had played RCT before this, I'd not played any of them in a long time. So a refresher would have been nice. Also anyone completely new to this genre could benefit from one. A guided Scenario, showing
  • where important things are (like the Trash bins and benches - somehow i struggled so hard just trying to find where those were). So it could maybe show that Guests are complaining about too much litter, suggest placing down Trash bins, show where they are in the large array of things to place in the park, and the manner in which they are placed. Since there's so much litter all over, and Trash bins may not be enough, it then goes to
  • how to hire staff and take care of their needs(like training the Staff,adjusting wages, things like that) - and instructs you on hiring a Janitor to take care of it, and how to place him in the park.
  • how to place shops and rides - "The guests are hungry(or thirsty)", so it shows you where the pre-constructed blueprints for these shops are, and how to place one within the park.
  • how to construct paths and queue lines - All the shops and rides have to be connected to the paths, right? A new player might not directly know how to do this.
  • the basics of building a custom Coaster,
  • basics on creating your own buildings...
I could go on and on and list more, but all of those basic things and more could benefit from being an interactive thing rather than just a video to watch - I've said it before and I'll say it again, not everyone can learn by just watching a video on YouTube.
 
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I remember paths being wonky in the games first few alpha versions. EVeryone kept saying "it's only alpha! it's only alpha!"
But from what I'm reading here the issues still aren't fixed? What a let down this game was. And yet I expected it, knowing Frontier are developing it.
 
A brush tool, to "paint" paths, would be so helpful.

In certain situations, indeed it would be. I'll admit though I would still prefer keeping the current "guided" system in some form - kuz IDK about you but I don't think I could use the mouse and make a perfect circle with a freehand tool.
 
In certain situations, indeed it would be. I'll admit though I would still prefer keeping the current "guided" system in some form - kuz IDK about you but I don't think I could use the mouse and make a perfect circle with a freehand tool.

Why not both?
 
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