Some points i really get off my chest... (Warning: CRITIC)
Hi,
I just have to get some points of my chest.
I really, really enjoy PlanCo. I really do. But to be honest, there are a lot of points that bugged me from the first day on. And the most annoying of those points is propably the insane amount of repetition - or like Frontier likes to call it: "diversion".
What do I mean? Well, the game officially has 48 coasters right now - this sounds like a decent amount, does'nt it? Well, now counts how many of the same kind with some minor alterations we are down to just 36 - and if you want to be more accurate, the number goes down even more. That's 24 coasters wich are multiple times in the game - that's 50%!
Werewolf and Enigma - Both tracks can do absoluetely the same, but the cars are different. Ok, one is floorless and has a different station, but do we really need this the only difference? Why do'nt give us an option to build a looping coaster with that type of track and choose the train we want? The station could be easily be automatically adjusted accordingly.
We have a whopping 4 coasters with Arrow/Vekoma style tracks. 4! 2 Boomerangs and 2 Looping coasters wich ONLY differ in the train! Do we need a seperate coaster for every different train design? Talking about just switching trains: Steel Vengeance and Malice Unchained? The same, only with different cars. Monster, Zephyrus and Gnarler? 3 Wooden coasters wich only differ via the trains. Wendigo & Dragon - same Story. Anubis and Rage - Check. Jixxer and Interceptor? Same here.
Those rides only differ in the trains used. Why do you have to act like this were different coasters when they are'nt? Why ca'nt we get less crouded menues and presumebly fewer coasters and give us the option to switch the trains as possible in the Beta? You already included this option early on, and it is still onboard, and used, today.
Back to the Boomerangs: I get the point that those have different track pieces as the classic loopers, but would it be so hard to add those pieces to the loopers as well? Build a coaster, and choose if you want it to be a boomerang or not. Or build something crazy in between, half boomerang, half classic coaster. It was possible with RCT 3, wich Frontier worked on, so why is it not possible in PC? The game is not meant to be ultra-realistic, but to be able to provide a way to build some crazy things and themeparks. Why do we have to get rid of this option, but get the same ride just with different trains? "Can I copy your homework?" - "Sure, but pls change something so it does'nt look to obvious"
The coming SLC is the same thing - Bakasuka as a basis, but with different trains and without the boomerang elements. And to be honest, i would not wonder if the 9 rides coming soon include the SLC with 2 types of trains, wich makes it only 8 new rides.
Then we have the Wing Coasters: Different Trains - check. And the track differences? One offers a chainlift and the other one LSM. That's all. Would it be so hard to be able to use both elements on one ride? Even Boa and Rival are the same, only offering different trains. In reality, one is the family version and the other one is the thrill version with inversions and all sorts of crazy stuff.
No the Tracked rides: Connie Express and Iron Horse: The same, just with different Trains. The Steamboats? I'd give them a pass here as they are using different types of tracks. 4 Go-Kart Tracks? Only different cars... Same goes for the Cats and the Sleigh Ride... Why do you keep acting like you have more rides then you actually have?
Talking of this... the flats... oh how do I get started. Most flatrides are kind of similar in reality - you mostly get spun arround and this way or another. So it is normal that lots of them are quite similar in game. And thats fine most of the time. Except for Monte Leone and Weisshorn - both the EXACT same ride, but one as a skin with a roof and the other does not. The ride itself is absolutely the same. And yes, i will ignore the whopping 5(!) ferris wheels as they all differ in some way from another.
Often times, one ride is just a scaled up version from another. Like the new carrousel we are getting. Or Hurricane and Scizzler. The ride itself is the same (though one is faster), but one is bigger then the other one.
Then there is the issue of the rides included. Lots of rides do'nt get asked for and a usually some unique or very rare kind of ride. That's not a bad thing, as it is cool to see some rare attractions in a game - if i get the most common ones as well. Since the Beta, players have been aksing for a Schwarzkopf Looper (wich could be marketed as 2 rides as there is also a launched version around), Intamin Blitz and Mack Megas. None of them is included - 2 years after release. One little fix would be the possibility to build a chainlift on the Gigacoaster - does not fix the lack of common and popular rides, but makes an existing ride more versatile.
And finally: The rides footprints. Why do the rides in PlanCo tend to use up twice the space as they are actually needing? Horror Heights for example, is more then twice as wide as the ride itself! Good luck trying to build a halfway compact tower of terror with this one. But this applies for pretty much all of the flatrides. You have the ride itself and maybe the ride-op on the outside and then a huge space around them wich is just there to annoy the players. You can'nt use it for anything as it counts as the ride itself. To be honest: This is propably the most annoying thing in PlanCo. Flatrides are usually compact and can be put in pretty small plots of land - but in PlanCo most of them are bigger then some rollercoasters.
Oh and yes, i do know that some rides need more space as they swing out during operation - that's fine. But rides like Sun Flare do not, at least not unless the peeps are really high up in the air.
Ok, i think it's time to wrap this up. Do I still enjoy the game? Yes. But i could enjoy it much more if some points would get fixed, and if Frontier does not try to act like they have way more rides then they actually do.
Thanks for reading, and i really hope that someone from Frontier takes my words and rethinks some of the descisions they've made.
Hi,
I just have to get some points of my chest.
I really, really enjoy PlanCo. I really do. But to be honest, there are a lot of points that bugged me from the first day on. And the most annoying of those points is propably the insane amount of repetition - or like Frontier likes to call it: "diversion".
What do I mean? Well, the game officially has 48 coasters right now - this sounds like a decent amount, does'nt it? Well, now counts how many of the same kind with some minor alterations we are down to just 36 - and if you want to be more accurate, the number goes down even more. That's 24 coasters wich are multiple times in the game - that's 50%!
Werewolf and Enigma - Both tracks can do absoluetely the same, but the cars are different. Ok, one is floorless and has a different station, but do we really need this the only difference? Why do'nt give us an option to build a looping coaster with that type of track and choose the train we want? The station could be easily be automatically adjusted accordingly.
We have a whopping 4 coasters with Arrow/Vekoma style tracks. 4! 2 Boomerangs and 2 Looping coasters wich ONLY differ in the train! Do we need a seperate coaster for every different train design? Talking about just switching trains: Steel Vengeance and Malice Unchained? The same, only with different cars. Monster, Zephyrus and Gnarler? 3 Wooden coasters wich only differ via the trains. Wendigo & Dragon - same Story. Anubis and Rage - Check. Jixxer and Interceptor? Same here.
Those rides only differ in the trains used. Why do you have to act like this were different coasters when they are'nt? Why ca'nt we get less crouded menues and presumebly fewer coasters and give us the option to switch the trains as possible in the Beta? You already included this option early on, and it is still onboard, and used, today.
Back to the Boomerangs: I get the point that those have different track pieces as the classic loopers, but would it be so hard to add those pieces to the loopers as well? Build a coaster, and choose if you want it to be a boomerang or not. Or build something crazy in between, half boomerang, half classic coaster. It was possible with RCT 3, wich Frontier worked on, so why is it not possible in PC? The game is not meant to be ultra-realistic, but to be able to provide a way to build some crazy things and themeparks. Why do we have to get rid of this option, but get the same ride just with different trains? "Can I copy your homework?" - "Sure, but pls change something so it does'nt look to obvious"
The coming SLC is the same thing - Bakasuka as a basis, but with different trains and without the boomerang elements. And to be honest, i would not wonder if the 9 rides coming soon include the SLC with 2 types of trains, wich makes it only 8 new rides.
Then we have the Wing Coasters: Different Trains - check. And the track differences? One offers a chainlift and the other one LSM. That's all. Would it be so hard to be able to use both elements on one ride? Even Boa and Rival are the same, only offering different trains. In reality, one is the family version and the other one is the thrill version with inversions and all sorts of crazy stuff.
No the Tracked rides: Connie Express and Iron Horse: The same, just with different Trains. The Steamboats? I'd give them a pass here as they are using different types of tracks. 4 Go-Kart Tracks? Only different cars... Same goes for the Cats and the Sleigh Ride... Why do you keep acting like you have more rides then you actually have?
Talking of this... the flats... oh how do I get started. Most flatrides are kind of similar in reality - you mostly get spun arround and this way or another. So it is normal that lots of them are quite similar in game. And thats fine most of the time. Except for Monte Leone and Weisshorn - both the EXACT same ride, but one as a skin with a roof and the other does not. The ride itself is absolutely the same. And yes, i will ignore the whopping 5(!) ferris wheels as they all differ in some way from another.
Often times, one ride is just a scaled up version from another. Like the new carrousel we are getting. Or Hurricane and Scizzler. The ride itself is the same (though one is faster), but one is bigger then the other one.
Then there is the issue of the rides included. Lots of rides do'nt get asked for and a usually some unique or very rare kind of ride. That's not a bad thing, as it is cool to see some rare attractions in a game - if i get the most common ones as well. Since the Beta, players have been aksing for a Schwarzkopf Looper (wich could be marketed as 2 rides as there is also a launched version around), Intamin Blitz and Mack Megas. None of them is included - 2 years after release. One little fix would be the possibility to build a chainlift on the Gigacoaster - does not fix the lack of common and popular rides, but makes an existing ride more versatile.
And finally: The rides footprints. Why do the rides in PlanCo tend to use up twice the space as they are actually needing? Horror Heights for example, is more then twice as wide as the ride itself! Good luck trying to build a halfway compact tower of terror with this one. But this applies for pretty much all of the flatrides. You have the ride itself and maybe the ride-op on the outside and then a huge space around them wich is just there to annoy the players. You can'nt use it for anything as it counts as the ride itself. To be honest: This is propably the most annoying thing in PlanCo. Flatrides are usually compact and can be put in pretty small plots of land - but in PlanCo most of them are bigger then some rollercoasters.
Oh and yes, i do know that some rides need more space as they swing out during operation - that's fine. But rides like Sun Flare do not, at least not unless the peeps are really high up in the air.
Ok, i think it's time to wrap this up. Do I still enjoy the game? Yes. But i could enjoy it much more if some points would get fixed, and if Frontier does not try to act like they have way more rides then they actually do.
Thanks for reading, and i really hope that someone from Frontier takes my words and rethinks some of the descisions they've made.
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