Please change Park Pathing...

Pathing in this game can become really frustrating the way it is. It is a hassle to have a path open up to a big open area with multiple entrances close to together. Makes me question if these guys really are the developers from prior RCT games since the game itself has not been very impressive at all. Pathing in prior RCT games was nicer to work with and connect to each other nicely.
 
Its too picky where it will let you join up leaving lots of annoying gaps, land needs to be raisable to meet the path. More options for different angle slopes or an auto level when building on uneven land.
 
I do think patching needs to be improved, I wish paths would connect at any point. Example, making a plaza on a grid then having that grid path come to a normal path it won't connect. Ideally any path should be able to connect to any other path at any point on it. PC patching is still far superior to RCT3 though

Also this should be in the suggestions forum
 
Pathing in this game can become really frustrating the way it is. It is a hassle to have a path open up to a big open area with multiple entrances close to together. Makes me question if these guys really are the developers from prior RCT games since the game itself has not been very impressive at all. Pathing in prior RCT games was nicer to work with and connect to each other nicely.
Really? xD
 
simplicity = fun and less time consuming

I disagree. I find RCT to be very limiting because of its simplicity. I really enjoy the almost total freedom Planet Coaster gives me when building anything.

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Pathing is actually really easy if you use the 'Control' and 'Z' Keys. Control disables snapping to existing paths and Z lets you make sharp connections between paths.

If you like the path system in RCT more you can also use the grid when building paths in Planet Coaster.
 
I disagree. I find RCT to be very limiting because of its simplicity. I really enjoy the almost total freedom Planet Coaster gives me when building anything.

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Pathing is actually really easy if you use the 'Control' and 'Z' Keys. Control disables snapping to existing paths and Z lets you make sharp connections between paths.

If you like the path system in RCT more you can also use the grid when building paths in Planet Coaster.

for me its about the way terrain and paths don't mesh together very well, things could be a little better. I posted a thread about it here https://forums.planetcoaster.com/sh...al-QoL-features-Options-for-buildings-terrain
 
I'm not sure I follow.... I have basically no problems with the path system aside from a few little quirks but those are easily worked around using the ctrl, Z and build on grid options.
 
Pathing in this game can become really frustrating the way it is. It is a hassle to have a path open up to a big open area with multiple entrances close to together. Makes me question if these guys really are the developers from prior RCT games since the game itself has not been very impressive at all. Pathing in prior RCT games was nicer to work with and connect to each other nicely.

Ok, firstly, what are you trying to do?
Secondly.

What do you suggest in particular that could be done to make the pathing system better?
this ^^^
 
Many people criticize the game, but give no suggestions as how to fix it. The path system can be hard to use at times (Iwas having a problem connecting shops to a plaza type path area yesterday), but it took me maybe 2-3 minutes of messing around with it and it worked fine. There could definitely be improvements, but complaining about something without offering solutions does not bring the game forward, but just tears it down.
 
Many people criticize the game, but give no suggestions as how to fix it. The path system can be hard to use at times (Iwas having a problem connecting shops to a plaza type path area yesterday), but it took me maybe 2-3 minutes of messing around with it and it worked fine. There could definitely be improvements, but complaining about something without offering solutions does not bring the game forward, but just tears it down.

Try hitting 'z' when connecting paths, that way the connections can vary in degrees and can help a lot. I personally no longer have any problems with pathing, and tbf the last time i did was first alpha release where the system wasnt done yet. [up]
 
How many of you play other RCT games though like Open RCT2, RCT Classic mobile, RCT3, etc.? Those games are good in their own right but yes, PC has more freedom with building things outside of a grid. I just play RCT3 and PC now. I haven't touched RCT 1 and 2 in the past several years. Amazing Earl's custom rides and scenery for RCT2 are still available, but others have disappeared like Sebar's rides, the RCT part of his site no longer works. Overall, RCT3 has the most content, even over RCT2 especially with some RCT2 custom content sites gone, but PC is growing. There is more content coming for PC in April and most likely more after that down the line. Frontier seems committed to supporting PC for a while. Official Frontier RCT3 development stopped with Wild, but users added on to it after that. Now, you still have new content coming out for RCT3 but not as much as before. Custom Scenery Depot/Shyguy's World is the place to go for RCT3 custom content and newly released items. RCT3 had custom path covers to make more realistic looking paths, but PC has the ability to make paths at any angle, curved, etc. The one thing I miss from RCT3 is billboards to put your own image on. Also, PC needs more fence types apart from paths, like chain link, iron fences with vertical supports, etc. that you can place anywhere. I guess you could make your own iron fence or wooden fence using the objects in game.
 
With more freedom, comes more complexity. It's funny how we have more creative freedom than EVER, but now when people run into limitations, they get mad. Then they compare what we have now to past games that had HUGE limitations. They will not accept ANY limitations today, when they were quite severe and acceptable before. Where was that jump in expectations made? [rolleyes]
 
I was just trying to put multiple entrances/shops together and then tie them into a big plaza looking thing. Unfortunately when I try to connect path together they always want to stick to other parts of the path that I don't want to connect. Also if I mess up and want to delete a section of the path that's connected to a bigger pathway, then it tends to delete the whole thing. In other words, If I have a big pathway with different smaller pathways connected to this bigger pathway and I delete part of the smaller pathway, sometimes it tends to delete the bigger pathway that was connected to multiple smaller pathways.

At first all I was trying to is put together multiple entrances and connect them in a way so it's one big pathway for the peeps. You know like in every realistic park. The pathway even at highest width was too small. If I wanted to put another pathway parallel, the game wouldn't let me. It would want to stick to the path already there. So I decided to put the path horizontal with the entrances and then connect them. Then I wanted to delete the middle entrance but I had already connected it to the bigger path. So I was like, no big deal i'll just delete the path that connected the entrance to the big pathway. NOPE, deleted the segment that connected all the other pathways as well. So now I had to start from scratch. In the end I just gave up since it was getting annoying.

I only compared it to prior RCT since these are the developers that made those games. The simplicity in the pathing of RCT is what made it nice. In this game it is nice that we have slope, but half the time when your trying to make something it feels like a struggle trying to work with the pathing. Why does the pathing change the prior path before putting the path you wanted? Why does the path that I'm trying to connect perpendicular to the horizontal path want to connect in a curve instead? I feel like what I want to create is simple enough but this complicated pathway is turning it into a complex thing.

This thread was not meant as a bashing of the game as clearly I didn't write that the game sucks. I know I'm not the only one that struggles with the way pathing works. Some of you guys offered suggestions and I'm greatful. I'll try them out and see if it helps.
 
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I'm not sure I follow.... I have basically no problems with the path system aside from a few little quirks but those are easily worked around using the ctrl, Z and build on grid options.

Thanks for the suggestion. I'll try it out and see if it helps.
 
With more freedom, comes more complexity. It's funny how we have more creative freedom than EVER, but now when people run into limitations, they get mad. Then they compare what we have now to past games that had HUGE limitations. They will not accept ANY limitations today, when they were quite severe and acceptable before. Where was that jump in expectations made? [rolleyes]

Your ignorance is bigger than your beard. It's a nice beard BTW. This is your second post bashing the thread so clearly you have nothing better to do and your statement is just false. The only real difference between this "super advance pathway", as you make it out to be is that you now have sloped curves. Which is nice but the way it is implemented in this game makes it too overly complicated that turns even simple things like connecting path perpendicular to each other a struggle sometimes and I know you have enountered those yourself. I play the game to have fun not to complicate my life with a game trying to do simple things. City skylines has a nicer way to lay down paths and you can curve them as well. Granted one is for cars but the idea of laying out paths is the same for both this and city skyline. Only difference is that city skyline found a nice way to lay down path while this game just overcomplicated itself. Luckily some folks here were actually nice enough to leave suggestions so hopefully this complicated pathway won't be so complicated anymore.
 
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