Western items „gears and wheels“

Ok so we did already have a selection of round gears like objects in the base game. They were non rotating and scalable.
With the western theme coming into the game we got some more objects of that direction. However these ones for some random reason are fully animated and not scalable.

Please frontier, could you for once just decide to stick to a certain way to handle such things? Make all these items non animated or make them all animated. Zero sense in making half of it one way and the other half another way.
Same thing goes for the badly missing nongrid walls from the western set. Either give us all walls as nongrid too or just dont give us any at all.

Again a clear evidence of lack of QA and lack of care and attention, simply no excuses for these things.
 
I don't understand why they don't gather feedback before implementing new things or ask for suggestions on what is the highest priority in terms of improvements for players.

They'd probably have a far higher number of active players if people felt they were able to influence the direction of the game instead of this cloak and dagger / maybe it'll get looked at approach they're currently taking.

It's very frustrating not knowing whether specific things will ever get looked at.
 
here i am with frontier on this :(

Most of the gears and stuff were spinning in the og. They are an exact copy of this. So i get it, that it can be annoying but people asked for this and i feel there were a lot of more people "upset" (and this time including me) if we hadn't had any spinning and turning gears and pistons.

This is NOT a QA thing. It simply isn't. They copied them 1 to 1.

And i remember an amount players crying that they want more animatronics.
 
here i am with frontier on this :(

Most of the gears and stuff were spinning in the og. They are an exact copy of this. So i get it, that it can be annoying but people asked for this and i feel there were a lot of more people "upset" (and this time including me) if we hadn't had any spinning and turning gears and pistons.

This is NOT a QA thing. It simply isn't. They copied them 1 to 1.

And i remember an amount players crying that they want more animatronics.
sorry but i couldnt disagree more. Players were not „crying“ about the lack of gears and wheels animatronics. They were complaining about the serious lack of animatronics that can be used to create immersive scenes, like a pirate ship with pirates and cannons firing. Like cowboys having a shooting duel with sherifs and so on.

This not beeing a problem with QA is also not correct in my opinion. To give you a more extreme version to explain: imagine if frontier didnt have any checklists for doors for example. They keep putting doors into the game without paying attention to the sizes. We end up with doors all different sizes and unusable because -> animated = no scaling. If they did the same with walls imagine the dissapointment with every wall set only having different sizes. Here they are clearly working with set standards -> 1m, 2m, 4m.
But even in that area they managed to f up and didnt bother giving us the nongrid walls from western set.
There has to be a standard for these things. Either make all these items animated from the getgo or leave it up to us to make them animated. This way its just a chaotic and confusing way to handle such things.

Using the excuse of it beeing a „1:1 copy paste“ is just another indication that frontier simply doesnt care. First people say its a lot of work we shouldnt judge, then they say oh now its just a 1:1 copy paste job they did.
 
sorry but i couldnt disagree more. Players were not „crying“ about the lack of gears and wheels animatronics. They were complaining about the serious lack of animatronics that can be used to create immersive scenes, like a pirate ship with pirates and cannons firing. Like cowboys having a shooting duel with sherifs and so on.

Oh a working sawmill for you logfume? turning wheels and gears to add motion to any steampunk build? These are serious animatronics.
You can so much do with those animated wheels and stuff and i for my part would be ed, if a launch coaster in an 1800-1900ish area could use a steam machinery which turns and spins at the launch.

I get it that you are ed, but believe me the outcry would be much higher, if you couldn't build steam machines...Again we can talk and criticisize a lot of thing, but on the pure set conversion, they did a good job, if the job is qualitywise/texturewise a good job, is a diffrent conversation. But taking away some identiy of the set and this were those things, just because they have some non animated ones is not a thing to be angry about. I don't see the issue, yes i would love it when they are resizeable, but i also love it, when they are animated. Sometimes i just have to pick. I mean what is the solution here?
 
Oh a working sawmill for you logfume? turning wheels and gears to add motion to any steampunk build? These are serious animatronics.
You can so much do with those animated wheels and stuff and i for my part would be ed, if a launch coaster in an 1800-1900ish area could use a steam machinery which turns and spins at the launch.

I get it that you are ed, but believe me the outcry would be much higher, if you couldn't build steam machines...Again we can talk and criticisize a lot of thing, but on the pure set conversion, they did a good job, if the job is qualitywise/texturewise a good job, is a diffrent conversation. But taking away some identiy of the set and this were those things, just because they have some non animated ones is not a thing to be angry about. I don't see the issue, yes i would love it when they are resizeable, but i also love it, when they are animated. Sometimes i just have to pick. I mean what is the solution here?
You are missing the point my friend. Im not complaining about the wheels beeing animated. Im complaining about the lack of a clear line to follow. Again, either make them all animated standardized or make them all non animated standardized.
Making half like this and the other half another way is counterproductive.
Just because the gears are not animated doesnt mean anything hold you back from making animated steampunk machinery, you just have to then use the animated rotation part and attach scenery to it. With the first basegame set of gears everyone was saying „yeah just use the animated parts to make it rotate“. Now all of a sudden its „yeah just be fine with it“.
Im not complaining about them beeing animated per se, im complaining about the lack of a clear line to follow. Having these gears animated from the getgo locks us out of scaling these so we are back to the stone age of planco 1 when it comes to their useability.

Not sure if im wording my point badly or if you just dont want to understand my criticism here.

What is the solution here you ask: ive said it multiple times already. Make them all animated or dont male them all animated. I dont want to look trough a list of walls in a few years and realize only half of them have the nongrid versions. I dont wanna look at gears, plaster a wall full of those only to realize half of them are animated and the other half just isnt.
 
You are missing the point my friend. Im not complaining about the wheels beeing animated. Im complaining about the lack of a clear line to follow. Again, either make them all animated standardized or make them all non animated standardized.
Making half like this and the other half another way is counterproductive.
Just because the gears are not animated doesnt mean anything hold you back from making animated steampunk machinery, you just have to then use the animated rotation part and attach scenery to it. With the first basegame set of gears everyone was saying „yeah just use the animated parts to make it rotate“. Now all of a sudden its „yeah just be fine with it“.
Im not complaining about them beeing animated per se, im complaining about the lack of a clear line to follow. Having these gears animated from the getgo locks us out of scaling these so we are back to the stone age of planco 1 when it comes to their useability.

Not sure if im wording my point badly or if you just dont want to understand my criticism here.

What is the solution here you ask: ive said it multiple times already. Make them all animated or dont male them all animated. I dont want to look trough a list of walls in a few years and realize only half of them have the nongrid versions. I dont wanna look at gears, plaster a wall full of those only to realize half of them are animated and the other half just isnt
Dude, you know i love you ;)

But here you are a bit on one point, we now have both probably not compatible (i haven't messed around much with any type of gears) So we now have to diffrent sets one is animated, one not. which sounds by me in the first place.

There probably wasn't everyone who said: yeah, use plattforms. There were some loud people, who said you can use those if you want it and silent group, who just "noped" out and said: "yeah, i can't be bothered with the plattform stuff", cause it is more difficult to build. I simply lack the creativity and motivation to get myself into moving plattforms.

So now we have some animations, we as the group can enjoy. When the western set was announced my hopes were: (more) wooden beams/pillars/stuff, wooden brackets and stuff and rotating gears and steamstuff. So they f'ed up the first two, please let me at least the third one.

Uhm, if it is really the animation that puts you off, can't you just pause them? At least in PC1 was this option.

So for me it is more the case: "it is nice to have options"

So all in all i am more for to give player options, have some animated, some not. In theory both worlds should be happy. Just because a thing isn't for you, doesn't mean it doesn't have its uses for other people.
 
...imagine if frontier didnt have any checklists for doors for example. They keep putting doors into the game without paying attention to the sizes. We end up with doors all different sizes...
Which is what happened in PC1. Doors and windows were on a variety of sizes. Doors were more problematic because they wouldn't fit with all door openings, which made it hard to mix and match.

While it seems that the scaling is more consistent in PC2, the missing pieces in some themes shows that they don't seen to be using any sort of checklist to ensure that each theme includes ALL of the standard pieces. That includes grid and non-grid items, along with specialty items. It does seem very hit and miss, often with little or no standardization. And that DOES reflect on their QA practices.

Seems like perhaps there isn't the level of coordination there should be, and different people working on different aspects of the game with different understandings of what the game should consist of. Thus you end up with a game that is hit and miss as well...parts flawless...parts flawed.
 
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Like this?!?

This function is in it since pc1. You already can turn off almost every animatronic.
 
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