Planet Coaster - 1.0.1 Update Notes

I was wondering, is the dev. team still doing the piece-by-piece construction? Like in the old RCT? I know they said they'd do it in an earlier Q&A and I was hoping they'd stand by that. Otherwise, excellent update! Thank you!
 
I was wondering, is the dev. team still doing the piece-by-piece construction? Like in the old RCT? I know they said they'd do it in an earlier Q&A and I was hoping they'd stand by that. Otherwise, excellent update! Thank you!

What you mean piece by piece construction with have the PbP building in the game the whole time?
 
I mean like in the other Roller Coaster Tycoon game where you chose each piece of track. Instead of clicking, dragging, rotating, and hoping it ended up where it needs to go.
 
I mean like in the other Roller Coaster Tycoon game where you chose each piece of track. Instead of clicking, dragging, rotating, and hoping it ended up where it needs to go.

They have never stated that would be in game an tbh I am more than happy myself with not have a PbP for tracks. I am coming around a little to the freeform spline builder on the coaster though after using it a few times recently.

Edit: I am also having no issues using the track pieces tbh and there is no hoping where it goes?
 
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The "harder" difficulty is still only a hard threshold to overcome, after that it's easy picking's.

For example, I premade a loony turns coaster, didn't build anything until I got that coaster research with the 10k loan, built the coaster and setup a beef, shake and toilet, hired minimal staff and let the game run for a few hours until I was out of the red numbers. Nothing hard after that, sitting on 200k now without doing a thing after that initial bump in the road!

That's not difficult, it's a small puzzle at the start and free reign after that initial startup. Making the start harder doesn't equal a harder game.

I'm sad, sure there are challenges to complete but those don't feel hard at all once you got the cash to make it happen. And getting that cash is easy enough without any real challenge after the startup.

I love this game to bits, it gets my creative juices flowing (that sounds awful), but the management side of things just doesn't feel like a game to me. Unfortunately.
 
The "harder" difficulty is still only a hard threshold to overcome, after that it's easy picking's.

For example, I premade a loony turns coaster, didn't build anything until I got that coaster research with the 10k loan, built the coaster and setup a beef, shake and toilet, hired minimal staff and let the game run for a few hours until I was out of the red numbers. Nothing hard after that, sitting on 200k now without doing a thing after that initial bump in the road!

That's not difficult, it's a small puzzle at the start and free reign after that initial startup. Making the start harder doesn't equal a harder game.

I'm sad, sure there are challenges to complete but those don't feel hard at all once you got the cash to make it happen. And getting that cash is easy enough without any real challenge after the startup.

I love this game to bits, it gets my creative juices flowing (that sounds awful), but the management side of things just doesn't feel like a game to me. Unfortunately.

Agree. The problem with the management stuff is that once you build something, it runs just by itself... No matter you don´t maintain your rides. It will just break down more often. And what is worse, people are not even angry that ride is broken and they need to leave the queue they have been standing for 30 minutes already... There is absolutely no impact...

Another problem is that people keep flowing to your park no matter what. The amount of people depends on the count of rides, nothing else. When you have 16 rides and 4500 at one stage, you can build nothing next 30 years (game time) and there will be still more/less the same amount of people in the park. You are not being pushed to expand the park, neither maintain it. And that is just wrong... Park should be less attractive if nothing new is being built...
 
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Agree. The problem with the management stuff is that once you build something, it runs just by itself... No matter you don´t maintain your rides. It will just break down more often. And what is worse, people are not even angry that ride is broken and they need to leave the queue they have been standing for 30 minutes already... There is absolutely no impact...

Another problem is that people keep flowing to your park no matter what. The amount of people depends on the count of rides, nothing else. When you have 16 rides and 4500 at one stage, you can build nothing next 30 years (game time) and there will be still more/less the same amount of people in the park. You are not being pushed to expand the park, neither maintain it. And that is just wrong... Park should be less attractive if nothing new is being built...

Totally agree, thats the biggest management problem I see. You dont need to keep building stuff to atract people to your park. It should work with an "interest metter" something like "No new rides in 1 year -20% interest" "American Arrow breaks too often, its loosing popularity. -10% interest to your park". Interest woul be the guest flow, if it is at 10% then only the 10% of normal guest flow will go to your park. Then you would be forced to do something or with a big park you would start loosing lots of money if you dont manage correctly your park.
 
Totally agree, thats the biggest management problem I see. You dont need to keep building stuff to atract people to your park. It should work with an "interest metter" something like "No new rides in 1 year -20% interest" "American Arrow breaks too often, its loosing popularity. -10% interest to your park". Interest woul be the guest flow, if it is at 10% then only the 10% of normal guest flow will go to your park. Then you would be forced to do something or with a big park you would start loosing lots of money if you dont manage correctly your park.
I feel just trying to "uh, make it harder? I guess?" is too soon without a proper infrastructure and UI first.

Demanding the need for more careful price management, without a real management menu? That's just asking for artificial frustration. "I need to manage dozens of individual stalls and facilities or I'll suffer a net loss!... Oh, I have to awkwardly select them one at a time, welp!"

Even if you just look at a store with your camera, it's super awkward.
Click 1, selects the overall scenery.
Click 2, In the pop up box, select the store menu.
Click 3, Push the tiny button in the shop menu, to finally reach the employee options to train them and adjust their pay.

Yes, the "Challenge" stuff is just numbers. "Harder goals! Worse money! There's your hardest mode!" like the latest patch.

But that's because the game honestly can't handle more than that right now. It can't even handle sandbox mode without specific lab conditions circumstances, let alone challenge.

You open a big park in sandbox mode fresh, whether you downloaded it off the workshop or load up your own personal creation. What happens.

Most of your employees in your sandbox theme park start rage quitting from inactivity, before the first customers who enter the park have finished their second or third ride despite starting off with nearly 2,000 people on the counter. Because their brains have no idea how to handle the concept of ever existing before your park is 100% saturated with people. You can't "Plan" because building them ahead of time just means they quit. (After going crazy having to open all of those stores one at a time, because the park control UI is worse than Roller Coaster Tycoon 3, which Frontier also worked on...)

And punishment for long line waits? Well, you're stuck there no matter what you do the way some rides are designed. Like the radius Ferris wheel. Minimum wait time is 10 minutes. Because Ferris wheels don't work like ferris wheels.

They never stop to let people in and out of cars as they arrive at the station. They only bulk load EVERY CAR. With customers predestined so half of them will pass through the front side, and half of them will pass throough the back side. Meaning the average setup has half the customers walk 12 feet, and half the customers walk a loop around half the ride. Before simply teleporting up into seats 200 feet into the air.

It doesn't matter where you place your entrance and exit, they are hard wired to do this with the Ferris wheels.

More rides have issues like this too. Just look at the rocktopus in the first pirate mission. Watch it for a while and see customers walking around the entire thing to finally sit in the cars by the entrance (I've at least got a bug report up for that one). So even the developers suffer from the faults that "LOL just move your exits!/rotate your ride!" either does not work on anyways, or is just a stopgap that still leaves the underlying problem.

And seeing these flaws is all the more frustrating, when they are showing up right next to all the stuff the developers got perfect. Like the Chair swing having some really impressive pathing, where the customers are willing to walk between all of the chairs. Looks great, works great.

Asking just for "Make it more of a challenge! Make me need to play with my numbers more!"? Before the underlying UI and mechanics are brought up to par with the sandbox experience? That's just short sighted, and the best you can hope for there is "I beat Crippling Debt Diabetic customers mode!" or whatever the next quick fix is.

We need a stable and polished enough managment end first. Because if the game as it stand can result in SANDBOX mode suffering an employee Apocalypse over the mere act of opening your premade park up fresh.

"Level 2 engineer paid over $300 a month has quit! 20 minutes after you loaded up your sandbox! Yeah let's make them even MORE prone to quit in challenge mode, that's a great idea! As long as it's harder to deal with is all that matters right? Harder is ALWAYS better! Who cares about quality?"

EDIT: Again, part of why all the UI and QA faults in people logic or inside ride pathing/statistics, etc? Is because of how much this game got absolutely perfect.

So you're looking at your amazing working as advertized marvel of looks and pathing in one ride. Then you look over to the next and think "Oh my god, who snuck Roller Coaster Tycoon World into Planet Coaster?"
 
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Totally agree, thats the biggest management problem I see. You dont need to keep building stuff to atract people to your park. It should work with an "interest metter" something like "No new rides in 1 year -20% interest" "American Arrow breaks too often, its loosing popularity. -10% interest to your park". Interest woul be the guest flow, if it is at 10% then only the 10% of normal guest flow will go to your park. Then you would be forced to do something or with a big park you would start loosing lots of money if you dont manage correctly your park.

I don't know about this. I've noticed at times, and heard other people tell, that new stalls especially, opened will see high initial interest which tails off over time. It may just be that rides (which are attractions, stalls are not) mask that effect. You'd have to do a test .. add new ride and change nothing else, for several months, and monitor the park numbers. Every time you add a piece of scenery though, you add to the park's overall attraction.

"Level 2 engineer paid over $300 a month has quit! 20 minutes after you loaded up your sandbox! Yeah let's make them even MORE prone to quit in challenge mode, that's a great idea! As long as it's harder to deal with is all that matters right? Harder is ALWAYS better! Who cares about quality?"

Don't know if anyone said better' or 'worse', just easier or harder? I had a great night on harder mode the other day though, several hours with just venetian carousel and milkshake shop, having to hire and fire mechanic and janitor, until I could afford to hire them full time, encouraging families to spend as much money as possible. REALLY satisfying when I got out the other side as by then, I felt the park having some real character.

Since expanded some (I run on underspec laptop) now two traditional style flat rides and one coaster but the park has been making $2,500 a month. I think that's pretty good on 250 - 300 peeps (which is around about where I need to keep my limits.. and suggest that's how you can decide if the park management is going well or not.? Numbers of people is one thing .but how much can you make per customer. You can for instance get away with paying stall staff less, but only if you keep them busy. Nothing in the rules says you HAVE to have cutomers happy with queue lengths, or prices though, as long as they pay up.
 
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