• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Planet Coaster Alpha |OT| underconstruction

Status
Not open for further replies.

Mik2121

Member
couple of questions:

how intricate and responsive is the simulation of the effect of adding tiny details and themeing to your park. i'll never be motivated to do something like swap out a plain bin for an octopus bin if it's 90% aesthetics and create your world flannel, i want some competitive benefit to it.

added on to this, how much of a factor is synergy, if i have an octopus bin next to a water ride will that have a calculable effect? and the opposite of this, if i have all my rollercoasters in one place and all my thrill rides in another will it have an adverse effect. if i have only one type of theming over a large park will it work against me?

my second big issue is how much of a game does it feel like? as i said before there's only so much i can enjoy make your own world flatulence and want a robust and clearly defined challenge to undertake.

these points played a big part in my losing interest in cities skylines.
Ridley and others might be able to come in and help you with more detailed help, but in the meantime...

I know than having themed decoration in your park helps, I don't know whether they pay attention to what kind of decoration you've placed, or simply having placed decoration or not at all.
As for placing roller coasters on one side and thrill rides on the other, I believe it has an adverse effect since your guests will have to walk a lot. I don't think one type of theme will work against you, but I know different rides (gentle, thrill, etc..) do affect since it might get you more families, young people, kids or adults in there.

As for how much of a game does it feel like... I know many people here are playing the Sandbox mode which is really just a really awesome editor but not that much of a game in the more common sense. I personally play Challenge mode, which is basically make your own theme park but with limited money, which means having to manage guests and staff, make decisions on what to build and where, potentially (already done...) going back to older parts of your park and make renovations, paying attention to your finances as well as other things like advertising, managing your shops, etc.
There's a lot to do, but it obviously isn't the kind of game that throws a challenge your way every 30 seconds. If you've played RCT1 or 2, that'd be kinda close to what's going on here.
 
A question: so I'm downloading cool stuff from the Steam Workshop, including a nice looking entrance with multiple entrance 'paths'. Will it just work as a real entrance? 'cause I cannot delete the 'real' entrance I start te game with. Thanks in advance!
 

Seiniyta

Member
A question: so I'm downloading cool stuff from the Steam Workshop, including a nice looking entrance with multiple entrance 'paths'. Will it just work as a real entrance? 'cause I cannot delete the 'real' entrance I start te game with. Thanks in advance!

select the building and press the demolish button manually. Delete etc don't work on that particular item for some reason.
 

Mik2121

Member
Man, they need to release the soundtrack ASAP. There is this song I really LOVE from this game that I'd love to listen to while doing some other stuff too to relax.
 
Having a blast using some mainstreet-like stuff from other users through blueprints, but I seem to run in an issue. Lots of the mainstreet buildings from users have shops inside them, but when you place the object, you can't add paths to them. Only if you make sure you place paths beforehand everywhere around it and THEN place the object from the user blueprint, it connects most of the shops/toilets to the roads. Anyone know what I'm talking about?
 

Sevenfold

Member
^^Running as admin?^^

Man, they need to release the soundtrack ASAP. There is this song I really LOVE from this game that I'd love to listen to while doing some other stuff too to relax.

Yeah getting Nick Drake vibes from one of the tracks and a Lost soundtrack vibe from one of the others. Convinced there's a Kate Rusby fan at Frontier too. Lovely and relaxing.

How's the performance on this? What can I expect from my GTX 770 and i5 4690k?

Improving with every iteration.
 
couple of questions:

how intricate and responsive is the simulation of the effect of adding tiny details and themeing to your park. i'll never be motivated to do something like swap out a plain bin for an octopus bin if it's 90% aesthetics and create your world flannel, i want some competitive benefit to it.

added on to this, how much of a factor is synergy, if i have an octopus bin next to a water ride will that have a calculable effect? and the opposite of this, if i have all my rollercoasters in one place and all my thrill rides in another will it have an adverse effect. if i have only one type of theming over a large park will it work against me?

my second big issue is how much of a game does it feel like? as i said before there's only so much i can enjoy make your own world flatulence and want a robust and clearly defined challenge to undertake.

these points played a big part in my losing interest in cities skylines.

Mik already answered you question pretty well, but let me add the type scenery doesnt affect guests thoughts because:
1. It would be impossible for an AI to know if something is beautiful or not
2. The game is built for mixing themes and create new ones, making the guest know what theme you are trying to build and having negative thought if it doesnt match would limit your creativity.

What the game does though is guests knowing the "quality" of theming thanks to the amount and variety you put near rides queues and stores. By variety I dont mean mixing themes, but mixing types of objects. For example, you will not be able to get a full 100% raiting on a queue only with vegetation, you need to add some scenery and building pieces to the mix.
Guests will actually get less bored and angry on longer queues with 100% theming rating (you can see the rating od the queue in the ride's panel).
Coasters and track rides will actually have added value if they have scenery near them also.

You will start to see how guest comment on how beautiful your park is, making them happier and buying more things, like t-shirts and hats.

Man, they need to release the soundtrack ASAP. There is this song I really LOVE from this game that I'd love to listen to while doing some other stuff too to relax.

Yes, theres one of the themes that is AMAZING when you are building, and I need it in my life. I think the soundratck releases on the 17th (free for us BTW)

How's the performance on this? What can I expect from my GTX 770 and i5 4690k?

Not the best, but not the worst. Beta has improved a lot fps from the older alphas actually (for people with at least minimum requirements of course. People with lowere than the minimum are getting black textures and game crashes now, but they think becuase they were able to play the alphas at 5-10fps they should be able to run the game now.

Having a blast using some mainstreet-like stuff from other users through blueprints, but I seem to run in an issue. Lots of the mainstreet buildings from users have shops inside them, but when you place the object, you can't add paths to them. Only if you make sure you place paths beforehand everywhere around it and THEN place the object from the user blueprint, it connects most of the shops/toilets to the roads. Anyone know what I'm talking about?

Mmm, you should be able to attach new paths to any bluprint shop. Doing it right now for example, I dont know what you problem can be.
 

GeoGonzo

Member
This game is just amazing. I just noticed you can click the mousewheel to enable mouselook while riding a coaster. The sounds and the sense of speed are simply fantastic.
 

GRaider81

Member
Finally have done my entrance. Made this building loosely based on Balmoral Castle. Still needs some detail on it but fairly pleased.

Still want to mess around with the water areas as id like a smoother gradient down to the water

uqfc.jpg


wqfc.jpg
 
hey Guys I have:
i5 4690K
8GB RAM
GTX 970

Is this engough to play this game? it seems like lower specs on the steam page. You guys that have played has anyone got a similar set up to me? Because this game looks amazing :) and I would like to buy it in 3 days!!
 

Unicorn

Member
hey Guys I have:
i5 4690K
8GB RAM
GTX 970

Is this engough to play this game? it seems like lower specs on the steam page. You guys that have played has anyone got a similar set up to me? Because this game looks amazing :) and I would like to buy it in 3 days!!
I'm on an old i5 from 2009, 8gb, and a 960 4gb. On a downloaded silvarett park I get 20 fps on ultra at 720p. Starting my own park and I'm getting solid 60fps. I turned down shadows and ambient occlusion and a few other settings and it is totally playable. CPU is the bottleneck. Simulation games require more cpu than gpu typically.

I'd suggest buying, downloading some top level completed parks and gauge if you are happy with performance. On your own it would take longer than 2 hours to get a full park going.

Anyone else deal with anxiety in their park. I started doing great, but as I get more and more I'm happy with I'm worried of ruining it by adding more or fleshing it out. I'm almost done with terraforming and will start placing paths and planning zone and buildings soon. I want it to be perfect, but it's also my first park.
 
I totally do not understand how to place priority pass queues. Like, I understand how to get to the point where you put them down, but am confused as to actually placing and connecting them properly.
 

Mik2121

Member
I totally do not understand how to place priority pass queues. Like, I understand how to get to the point where you put them down, but am confused as to actually placing and connecting them properly.
Got some screenshot or something?

Basically you set your main queue, then click on "add priority pass" and place the entrance near the entrance of your main queue, and the exit near the exit of the main queue. What you are having trouble is planning related, or an actual issue not knowing how to connect them game-wise?

If it's planning related, then think of how real parks have them. Usually the fast pass is also pretty long, but still about one quarter or less the length of the normal queue, since you don't want crazy lines going on in the fast pass queue as well.
 
Got some screenshot or something?

Basically you set your main queue, then click on "add priority pass" and place the entrance near the entrance of your main queue, and the exit near the exit of the main queue. What you are having trouble is planning related, or an actual issue not knowing how to connect them game-wise?

If it's planning related, then think of how real parks have them. Usually the fast pass is also pretty long, but still about one quarter or less the length of the normal queue, since you don't want crazy lines going on in the fast pass queue as well.

I think the problem is that my regular queue lines are too short.
 

Mik2121

Member
I think the problem is that my regular queue lines are too short.
That could be it. For the attractions I know will become popular, I usually make the queues a bit longer than needed and then start worrying about fast pass lines whenever I see people queuing up to the entrance.
 
Thanks! I find it much easier making physical models!

One question, see those hedges? Is there a quick way to make one at that length then copy and paste it? I did make one then save as a blueprint but it seemed a bit of a chore having to do that.

Yes, thats actually how you learn creating better thing, by trying to emulate real buildings at the begggining. Then you undertand how you can sart using the pieces at your disposal.

About the hedges, yes you actually can!
So the trick is, get the smaller grid objects (is the the white 1 meter column) put it on the floor. Not edit it as a building to open it with the grid. Go to scenery, vegetation, and then select the hedge. Be sure to have ticked the box "Add to building". The line of hedges you made will be now part of a building group, so you can move them and copy them without the need of a blueprint. Also, dont forget to edit your new hedge building and hide the white column you put add the beggining (the best thing is click it, press m, and then hide it underground). Its important not to erase it, or the building will stop being a group of pieces.
Then, we they fix the advance copy and movement bug back (they aready said it was a bug and its being fixed for release), you can use ctrl+X to move duplicate the hedge EXACTLY, on the same place and move it around, perfect for aligning hedges with precission.

I think the problem is that my regular queue lines are too short.

That could be it. For the attractions I know will become popular, I usually make the queues a bit longer than needed and then start worrying about fast pass lines whenever I see people queuing up to the entrance.

So here is where it comes the management part of theming and queues. You need to create, for the most popular rides, longer queues, things like coasters, track rides and some of the popular flatrides (the ones that all types of people use, like the rocktopus).
And if the queue is longer (and by that I mean, longer in distance) the queue will only be halfed and people will start complaining that the queue is "too long" for the ride.
So what you do then is decorate the queue until you get 100% queue theme rating. People will just queue for the ride, no matter how long it is "you will actually read they love the theming in the queue, instead of complaining of long times".

But then comes a problem and it when priotity access queue becomes useful. You will find people arriving to the queue and actually saying they cant go inside it because the queue is full. If you have a fast pass connected, the queue will turn A LOT smaller and people will start buying priority passes to enter the queue,m basically dividing your line in half, but getting the double people in, depending of how long is your priority queue.
 

Tanston

Member
I only just started playing and only had about 20 minutes so maybe im missing something obvious in the settings but is there a way to speed up how fast the camera moves when using the WASD keys?
 
Guys!
Pressing right ctrl+right shift+G hides the UI!

I only just started playing and only had about 20 minutes so maybe im missing something obvious in the settings but is there a way to speed up how fast the camera moves when using the WASD keys?

Yes, one of the menus in configuration has speed of pressing the keys so you can move slower or faster. The game starts with 0, and you can change it to -10 or +10

I use 0 for normal play, and -10 when im recording a video.
 
Some shots of my first sandbox park thus far. Started out as a temporary test park to get used to the tools, but I think I'll finish it off during the beta period and start a new one this weekend.

Was quite happy with this sunken down splash area for the log flume with an overpath.

This mine train was the first coaster I built.

This launched coaster is the latest addition. Still needs theming, just working on the terrain.

Quite happy with this hybrid coaster

General overview of the whole park so far

Also with that park this dense naturally the framerate dropped, but I also started to get frequent crashes randomly. I'm guessing my CPU is getting overwhelmed so I moved the graphics setting from high to medium and it's stable again.
 
So a new update is uploaded in the game...
AND HAS A BUNCH OF NEW STUFF AND FIXES!!!
• New rides: Rolling River, Invincible, Chair-O-Plane
These three new attractions are the perfect addition to your parks; you can add the stunning new Rolling River water ride, create a new epic coaster with the Invincible, or add a more gentle touch with the Chair-O-Plane! How exciting!
• BALLOONS!! The latest addition to the Planet Coaster shops is an all-time favourite, balloon shop Loony Blooons! We can’t wait to see your guests walking around with their colourful souvenirs. And even better, each balloon is on a string!
• More Shop news: Themed hats, mayonnaise for Monsieur Frites
We have also added a variety of hats to be purchased in the Hat Shops, themed to Western, Sci-fi, and Fantasy; so your guests will have loads more options for funky headwear! Lastly, your guests can now choose to top their fries with... mayonnaise (YES, HOLLAND REPRESENT!), to give them the best of flavours at Monsieur Frites shops.
• Two new entertainers!
You’ve already had some sneak previews of the two last additions to the park staff, but we’re so happy they are finally ready to join the family: give a warm welcome to Miss Elly, our Western hot shot patrolling the grounds, and Tiki Chicken, the fiery, community-created flavour maker.
• Help System: to... help!
• Scenario balancing to Pirate Battles and Monolith
Thanks to your valuable feedback over the past few days of beta, we have made some balancing changes to the two Beta Scenarios even further; try your hand at them again and see if you can still pass them both with three stars!
• UI flow improvements
The panel in the info panel and park management will now remember the last tab you were on; so you will not have to search for your active tabs again.
• More lights hooked up to Coaster Trigger system
Get the most of triggered events with even more lighting options to spruce up your coaster ride!
• VIP Staff Pass now supports facial hair
Get all the beards going this Movember!
• Polish, QOL and Balancing - more of this
• More optimisations: the team has been working hard over the last few weeks to get framerate up even further for a smooth experience, and today's update has the latest fruits of their labours.
• Stability and compatibility improvements
• Boids: Flocking Pigeons!
https://forums.planetcoaster.com/showthread.php/15053-Planet-Coaster-Beta-Update%21

Dowloading now!
 

Staab

Member
So a new update is uploaded in the game...
AND HAS A BUNCH OF NEW STUFF AND FIXES!!!

OMG, Ridley, you forgot about this pretty major little snippet :

And last but not least, by popular demand, your PARK AREA IS NOW OVER 2.5 TIMES BIGGER THAN BEFORE!
As a result of the team's hard work on optimisations, they have increased your park sizes. You’ll have even more space to put down rides, build crazy coasters, and craft intricate landscapes your guests will absolutely love!

Adding some things from the forum feedback :
- Live colour updates ! (no more needing to hit apply to see changes !)
 

Samaritan

Member
Any word on when the tutorial videos will be implemented? I'm eager to get into the game, but the lack of any tutorial right now makes it kind of overwhelming.
 

Kabouter

Member
I dont know, a friedn is saying his old parks seems the same size, so we dont know still.

My map seems much bigger...but my park boundaries are definitely the same. When I zoom out, I'm pretty sure I can tell where the new boundary will be upon starting a new park.

Edit: Loading my save also dumped all of the guests out of the park, which made the whole thing quite a mess, you know, like 500 people all trying to buy a priority pass at the same time (and apparently it going from '€15 is really good value' to 'I'm not paying that much for a priority pass.'. Guess I'm starting a new park.
 
Any word on when the tutorial videos will be implemented? I'm eager to get into the game, but the lack of any tutorial right now makes it kind of overwhelming.

Theres actually pop up tutrials now with the control when you do things.

My map seems much bigger...but my park boundaries are definitely the same. When I zoom out, I'm pretty sure I can tell where the new boundary will be upon starting a new park.

Yeah, maybe when can resize the boundaries ourselfs?
 
Omg thats one awesome update. Lemme ask you folks another question while Im downloading it. Is there any way to reverse the camera movement? I mean when you want to turn the camera you click on your mouse then move, but it 'feels' inverted to me, resulting in a feeling that im never really in control of this game. At the control options I dont see a way to change it. Thanks to anyone who knows!
 

A-V-B

Member
Hey, is there an option for a "night mode" user interface? I can imagine that white UI being really blinding at times, especially when it's night time both in-game and in real life.
 
So yeah, old parks didnt get bigger, but new parks did.
Or so it seems, at least if you use an old alpha park they havent got bigger.

Now we are near the edge of the voxel terrain part of the map, becuase when you get outside of that edge the terrain is actually only a height map with normal polygons.
 

Arex

Member
the update list seems nice, but ugh 3 gigs T_T

Maybe by the time I finish downloading, it'll be launch date already lol, and ofc you can't play when downloading the update :\
 

Merino

Member
So having played the beta now for a while I have to say I am slightly disappointed with what we got.

I think the 3d building part of the game is absolutely marvelous, and visual-wise it is possible to build the most amazing theme parks with this game. Also the latest update with new rides, fixes and larger map size show that Frontier is listening to feedback and improving where they can.

That said however I am really truly deeply disappointing with the management/career/simulation part of the game. Could spend hours talking about this, and I've given very clear feedback with images and specific examples why this is so on the official forums. Hopefully if someone here disagrees they will take the time to read through some of the management feedback first. Also if you don't care about management and only care about building then fine but respect the fact that others considered this a management game as well (Create, Manage, Share).

https://forums.planetcoaster.com/sh...ept-for-the-management-career-part?highlight=
https://forums.planetcoaster.com/showthread.php/13994-Far-too-easy-and-bland?highlight=
https://forums.planetcoaster.com/sh...relating-to-management-and-the-management-UIs

I'm afraid that at best (with bug fixing, a UI overhaul and more balancing) this will be slightly better than RCT3 was in terms of management and simulation. That might not be a bad thing perse but if I am honest I did expect there to be a bigger evolution in terms of gameplay and simulation depth.
 

satriales

Member
The update has made a huge difference to building scenery. Firstly they fixed the bug that would deselect blueprints when you used the keyboard shortcuts to copy pieces. Plus they've added the ability to select multiple pieces and advanced copy the whole selection.

I was halfway through building a load of custom supports for a wild mouse coaster and this has made the job much easier and faster! :)

It also runs even smoother. My 5yr old PC has gone from solid 40fps to 55fps in the same park.
 
So having played the beta now for a while I have to say I am slightly disappointed with what we got.

I think the 3d building part of the game is absolutely marvelous, and visual-wise it is possible to build the most amazing theme parks with this game. Also the latest update with new rides, fixes and larger map size show that Frontier is listening to feedback and improving where they can.

That said however I am really truly deeply disappointing with the management/career/simulation part of the game. Could spend hours talking about this, and I've given very clear feedback with images and specific examples why this is so on the official forums. Hopefully if someone here disagrees they will take the time to read through some of the management feedback first. Also if you don't care about management and only care about building then fine but respect the fact that others considered this a management game as well (Create, Manage, Share).

https://forums.planetcoaster.com/sh...ept-for-the-management-career-part?highlight=
https://forums.planetcoaster.com/showthread.php/13994-Far-too-easy-and-bland?highlight=
https://forums.planetcoaster.com/sh...relating-to-management-and-the-management-UIs

I'm afraid that at best (with bug fixing, a UI overhaul and more balancing) this will be slightly better than RCT3 was in terms of management and simulation. That might not be a bad thing perse but if I am honest I did expect there to be a bigger evolution in terms of gameplay and simulation depth.

This post and the linked ones are concerning. I've been following the game very closely but I've always been the kind of RCT fan who prefers the management aspect instead of just using it as a creation tool. It's disappointing to read that the sim part of the game seems to fall very short :(
 
So the old logos of rides have changed, and before the update I was actually working on the coaster logo so it read Victory - Voyage of the Damned.
So I open the new update and the logo has changed, the ship drawing doesnt have the word Victory on it (and the ship looks a little bit worse IMO, but nothing I can fix there)

So I decided to remake the old logo:
unknowngfuy6.png


And made the text again lol
unknownn0u8o.png


So having played the beta now for a while I have to say I
am slightly disappointed with what we got.

I think the 3d building part of the game is absolutely marvelous, and visual-wise it is possible to build the most amazing theme parks with this game. Also the latest update with new rides, fixes and larger map size show that Frontier is listening to feedback and improving where they can.

That said however I am really truly deeply disappointing with the management/career/simulation part of the game. Could spend hours talking about this, and I've given very clear feedback with images and specific examples why this is so on the official forums. Hopefully if someone here disagrees they will take the time to read through some of the management feedback first. Also if you don't care about management and only care about building then fine but respect the fact that others considered this a management game as well (Create, Manage, Share).

https://forums.planetcoaster.com/sh...ept-for-the-management-career-part?highlight=
https://forums.planetcoaster.com/showthread.php/13994-Far-too-easy-and-bland?highlight=
https://forums.planetcoaster.com/sh...relating-to-management-and-the-management-UIs

I'm afraid that at best (with bug fixing, a UI overhaul and more balancing) this will be slightly better than RCT3 was in terms of management and simulation. That might not be a bad thing perse but if I am honest I did expect there to be a bigger evolution in terms of gameplay and simulation depth.

Those are actually very well written and is good you gave that type of feedback with images and all. If all feedback was given how you did, the game would probably be much better faster, and there would be more quality discussion of the feedback forums.

I have to say I dont mind management being RCT1 and 2 levels of same (I actually dont think its worse than RCT3 though, RCT3 management was broken because of the peeps groups and never fixed properly), but I understand people wanting management to eveolve in this games and if added it would be pretty welcomed.

The update has made a huge difference to building scenery. Firstly they fixed the bug that would deselect blueprints when you used the keyboard shortcuts to copy pieces. Plus they've added the ability to select multiple pieces and advanced copy the whole selection.

I was halfway through building a load of custom supports for a wild mouse coaster and this has made the job much easier and faster! :)

It also runs even smoother. My 5yr old PC has gone from solid 40fps to 55fps in the same park.

YES That has been a godsend actually.
 
Status
Not open for further replies.
Top Bottom