Planet Coaster Carrer mode isn's challenging? Really?

Okay, I've played Planet Coaster a few days ago for the first time but I really need to say that in my opinion it is much more difficult than Rct1 and 3. I've never had any problems with the RCT 1 scenarios - and RCT 3 was even too easy for me but I'm at the Miss Molly Scenario (which is rated as an easy one) and I cannot beat the Hard-Star - Alone to build a rollercoaster with the objective-ratings was insanly hard to me (but I think the coaster-builder is much more difficult and (maybe even too) complex for me. I'm in year 8 now. I think I should start the park from the beginning because my park is too overbuilt by now.

Okay I need to admit, that the first five scenarios were all pretty easy but this Miss Molly one - ❤︎❤︎❤︎❤︎❤︎❤︎ is it hard :D.
 
I always felt RCT1 had the best scenarios, some could call it "nostalgia" but I read an article about the remake of ClassicRCT (for mobile) that the original creator of RCT (Chris Sawyer) preferred the scenarios in RCT1 too. I think sandbox kills scenario mode, and I wish we had a "real" in-depth career mode.

With RCT1 and RCT2 you had a time limit and high score to each scenario, this gave them replayability. In RCT3 and PC the game feels more like you simply just have to wait for your profits to roll in, especially with the silly ride reputation system. Scenarios in RCT were usually under 10 years (with each year being a bit shorter) but in PC it can take a couple decades to make profits which is not as fun. Its not a matter of challenge, its a matter of patience.

Also in PC the objectives have become repetitive, there should not be so many challenges for gaining more guests, each challenge should be different and gaining more guests is the most basic of all functions, you build a ride you gain guests. There should be more coaster based objectives, thats the name of the game after all. But it seems like scenery is more important now.

Another unique aspect from RCT1/2 that is missing in RCT3 and PC, is that there is no variety to the shape or size of each scenario, and there is no land to purchase. Some people might say that isnt a big deal, and there are some scenarios where you cant change the terrain. For me, a big part of the classic RCT games was figuring out how to fill a tiny space with as much as you can. In PC its about filling in a large space with as many tiny little details (its almost the complete opposite) and I honestly think the classics felt much more like a puzzle game rather than a "paint by numbers" game

And RCT1 had a better progression to it. You started out with a simple junior coaster, than got a wooden, then got a looping, then a corkscrew, then as you progressed you unlocked more and bigger things. But in PC it just throws it all at you at once, and there is no balance. You can build 5 wild blues and make more profits that way, or you could build a tiny circle of a river rapids and make even more money, but a big coaster is just meh profit wise. Coasters should bring in the most guests

Just look at these examples of some great levels in classic RCT, what we need is a scenario creator/editor
[video=youtube;_ibuPTtYtoU]https://www.youtube.com/watch?v=_ibuPTtYtoU[/video]
[video=youtube;LbwtxpHe98c]https://www.youtube.com/watch?v=LbwtxpHe98c[/video]
remember beating a sceneario and having your guests clap and release their balloons?
 
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I've built one more rollercoaster and closed a few bad-profit shops and suddenly I 've got a monthly profit of 12.000... so I've beaten it :D.

@creaper

I prefer the Rct1 scenarios too...Evergreen Gardens, Diamond Heights, Mystic Mountain, Bumbly Beach, Dinky Park, Katies Dream-Land ect... they were all perfect. The RCT 3 and PC ones are also built very well with many details in them but the thing I prefere in the first one is, that the scenarios are much more realistic.
It was more the challenge factor that surprised me in PC - I've thought it would be a child's play but instead it was pretty tough. ;)
 
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I must say scenarios are the second downfall for me in PC (the first is yet unbalanced management, but I hope it will get at least partialy fixed with the update this april). Imho, it´s not structured very well and there are not that interesting objectives in my eyes. And the biggest problem I have with it is that scenarios are way too unrealistic. I hope devs. will ship few scenarios that are realistic and have more of the RCT1 vibe.
 
the profit based objectives are not challenging, they are just time consuming. If you think coaster building is difficult, you can get better [wink] the coaster based objectives are what the game should be all about!
 
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I am still plodding my way through the Career, Back when RCT was first released the main focus of the vast majority of games was a tightly structured single player game.

Most modern gamers want everything available to create there own ideas. I prefer structured games but that's what I was brought up playing. I struggle with some of the Coaster based objectives, but that's just me. As you really need plenty of cash before you start a bulid on pause, would love to test and tweak a coaster on pause, but I am still learning (Fine with wooden coasters).

It does need more varied objectives, but hopefully that will get addressed as they seem to had some nice ideas in the Winter update. I tend to get swamped by making park looking individual, I forget about research and marketing which seems tacked on.

I enjoyed Night Encounters level, having to research the all the flat rides.
 
The Coaster King Scenario "Hard Star - rollercoaster"-objective is insane.... I've tried it for hours but I can't beat it :D. 8 excitement alone is not a problem, a 100m drop neither and to get less fear than 5 is no problem at all BUT combined it is nearly impossible. I think I need to cheat and download a coaster from the workshop [ugh] the game has beaten me ;).

All in all the career mode is a mixed bag. A few scenarios are really great: "The great tree (the best of the beginner-levels), Oh Golly Miss Molly (my first challenge), Shops 'n Drops (maybe my favorite), Monolith (challenging and fun) and "The Coaster king" (fun but a bit too difficult - for me at least).
I don't like much of the other scenarios...but all in all the career was better than I thought (I've read many negative things about it).
Like I've said before, I can't quite understand that some people think PC is too easy ... I think the hardest objectives are much more difficult than the ones of the first and third rct game alltogether (I haven't beaten all the addons scenarios of RCT 1 and not every one of RCT2, so maybe there are harder ones).
But yes, I'm surprised [wacky]
 
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RCT1 didnt have coaster challenges, but if you need help with coasters, i would stick with a simple one with no inversions. Try the mine train coaster I find that one easy, keep your turns big and make sure there all banked accordingly, and dont go through the turns to quick. its all about balancing out your speed
 
For the Hard Star on Coaster King I think the easiest way to achieve it is to make a Giga coaster. Focus on proper air time hills. You'll know they're correct when the G-force stays at 0 for a good portion of the hill. You'll also have a huge jump in excitement. I've noticed most people build air-time hills wrong and they go too far into the negative Gs and at the base are too high in the positive Gs. You can get the numbers with a back and forth coaster with half a dozen or so air-time hills.
 
Have 42/45 stars currently, just the final star on Coaster King and 2 on Cavernous Coasters to go. Will give your suggestion a go later Rath - almost given up trying to complete the career mode as I just couldn't meet the objectives [ugh] Will keep batting on though [big grin] Mentioned it before but will say it again, a scenario editor can give a whole load of replayability to a game like this (think Super Mario Maker as a comparison). Whilst I don't expect one in the April update I hope for a few more scenarios to be included [up]
 
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