Planet Coaster

Planet Coaster

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Micro managment is killing rollcoaster enjoyment
It's an endless cycle. I've opened five shops, two rollcoasters and five small rides. I've finally made enough money to put in a couple more small rides and a 'Crazy Cat' course, which I'd quite like to create myself. Off I go, half an hour of... frustration, trying to get the cat ride to line up the way I'd like it to...

ALL my staff have quit. ALL my shops are closed. ALL my money is gone because none of my other rides are open. Micro managment has killed my park.
When the park gets bigger and it needs more and more workers, you should be able to hire a sub-manager who asks for money to keep the park cleaned/fixed/working/entertained. So rather than a list... a long list of quitters, five advisors with a list of bills.

Put the fun back into building rollercoasters, please!
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Showing 1-15 of 22 comments
ap70621 Sep 21, 2017 @ 5:10am 
I was having trouble with staff quitting too, I started paying them more money than what was given to them by default and they no longer quit.
THARN Sep 21, 2017 @ 8:08am 
Im seeing two sides to this game from reviews-- so what is it? some reviews say its just a creative type game with too simple of a managing system -others are saying, like this poster, that the managing strategy part is too difficult. I swear I read a few reviews that stated that there is no actual park management aspect. Very confusing. Maybe from a version awhile back?
Airk Sep 21, 2017 @ 8:15am 
i think the problem is that the system is slightly more complex than the old tycoon games. there is absolutely park management.
if you dont pause while building, for instance, within minutes of setting your first attraction youll be getting notices of too much litter.
mechanics will get restless with their jobs and want to quit if you dont give them enugh to do and so on.
its got all the same stuff as the rollercoaster tycoon games. i think some people are perhaps expecting something like city skylines, where you map out water and electrical conduits.

the creativity side is its strongsuit though. you can do all the things you Wanted to do in tycoon, but couldnt. easily tunnel underground, etc etc.
Voice From Beyond Sep 21, 2017 @ 8:47am 
They broke staff management back in a June patch. You can't train staff because that causes their workload to go "Low". They then complain about being bored and quit. If you don't train the staff, customers complain about park conditions. Mechanics quit because there isn't enough to do while your rides remain broken down and un-inspected. After 3 months it appears they are not going to address this problem.

Good news, they released 3 paid DLC packs and are planning on releasing a free Halloween DLC pack. Pretty updates for a game that you can't play without frustration over staff management.
Revalopod Sep 21, 2017 @ 10:17am 
Originally posted by Voice From Beyond:
They broke staff management back in a June patch. You can't train staff because that causes their workload to go "Low". They then complain about being bored and quit. If you don't train the staff, customers complain about park conditions. Mechanics quit because there isn't enough to do while your rides remain broken down and un-inspected. After 3 months it appears they are not going to address this problem.

Good news, they released 3 paid DLC packs and are planning on releasing a free Halloween DLC pack. Pretty updates for a game that you can't play without frustration over staff management.
Halloween is $11 not free
tommynocker001 Sep 21, 2017 @ 10:26am 
Thanks for all the replies... something to chew on here. :)
I've played all the old RCT spent most time on One, it was one of my favourite games. Ran Three to death on a number of occasions. Too many rollercoasters for my old machine! :)

I'm not done with this game yet, but (as someone else said somewhere else) it has a steep learning curve with very little, if any help. I'm going to look into staffing and see if I can make it work... better.
joridiculous Sep 21, 2017 @ 12:15pm 
Originally posted by RevCat:
Originally posted by Voice From Beyond:
They broke staff management back in a June patch. You can't train staff because that causes their workload to go "Low". They then complain about being bored and quit. If you don't train the staff, customers complain about park conditions. Mechanics quit because there isn't enough to do while your rides remain broken down and un-inspected. After 3 months it appears they are not going to address this problem.

Good news, they released 3 paid DLC packs and are planning on releasing a free Halloween DLC pack. Pretty updates for a game that you can't play without frustration over staff management.
Halloween is $11 not free
Im so thrilled they push horse armour before bug fixing.:steamhappy:
Voice From Beyond Sep 21, 2017 @ 2:03pm 
Originally posted by RevCat:
Originally posted by Voice From Beyond:
They broke staff management back in a June patch. You can't train staff because that causes their workload to go "Low". They then complain about being bored and quit. If you don't train the staff, customers complain about park conditions. Mechanics quit because there isn't enough to do while your rides remain broken down and un-inspected. After 3 months it appears they are not going to address this problem.

Good news, they released 3 paid DLC packs and are planning on releasing a free Halloween DLC pack. Pretty updates for a game that you can't play without frustration over staff management.
Halloween is $11 not free

I thought it was free, even worse. Good luck selling more DLC while not fixing a major problem with the core game.
Sclurp Sep 21, 2017 @ 2:36pm 
I recommend a few things:

- Definately keep an eye on the staff tab in your park management window. Scroll down and look out for any red bars. I do this every ten minutes or so until I've sort of found a good salary for highly trained staff members. I do think that the amount staff members expect to get paid varies depending on the scenario.

- Remember that you can charge more when a ride's appeal is higher. You can check on this in the ride's panel where a star rating will be assigned and the queue scenery quality will have a percentage below. Making sure a ride station and its queue has a bit of TLC will mean you can charge a bit more. Rides will also have higher appeal when they first open but as that appeal fades you will need to lower prices a bit. Until they reach a certain status or you invest a refurb. All found in the ride's panel.

- I tend to keep food and drink and toilets in big open areas before guests get to rides but I do keep my balloon and hat stalls closer to the exits of fun rides as guests tend to be more up for buying stuff when they're having a good time. A guest, for instance, who has just entered the park, won't buy a balloon.
tommynocker001 Sep 22, 2017 @ 12:29pm 
I've researched all the shops, not seen the balloon shop... want to check that. Also the 'search' function has completely given up the only check box I get is 'frontier' instead if 'pirate, fairytale, etc...' I can reset it all I want.

Rides are really hard to build. Tried a log flume, after half an hour... I gave up trying to align the end. Because I only have two rollcoasters my money is sitting around zero a lot. Need to work on that aspect, learn how to do it. The trouble is that you can't make too many hiccups as a coaster can drain out 10k really fast.

Some of my workers are now lvl 2 and have still not quit yet. This, I feel, is real progress! :)
Thanks for all the tips so far!
Wylie28 Sep 22, 2017 @ 2:45pm 
Originally posted by THARN:
Im seeing two sides to this game from reviews-- so what is it? some reviews say its just a creative type game with too simple of a managing system -others are saying, like this poster, that the managing strategy part is too difficult. I swear I read a few reviews that stated that there is no actual park management aspect. Very confusing. Maybe from a version awhile back?

Its the best of both worlds. The fact that both claims are common means they struck a balance that satisfies most people. Opinions typicall follow a bell curve. Most people fall in the middle. The fact that the complaints are opposites of each other shows that the games simulation is relatively close the middle. Otherwise only one side of the argument would be present.
Last edited by Wylie28; Sep 22, 2017 @ 2:45pm
tommynocker001 Sep 22, 2017 @ 4:35pm 
Well, that was... predictable. 12k loan to try and build a rollercoaster. 6k putting in a station and 2 turns. The last part was so scary and nauseating that no one wants to ride this monster. It needs an edit... except I've got to pay back the loans and now the park is -2.5k in debt. Then, for no reason, three of my store personel QUIT. Within minutes. Now my trained engineers are threatening to quit.

Back to square one, with a new, useless coaster and a massive debt... that was fun (!).
While I typed this I let the game run. Now -6k in debt and one of my engineers quit.
Last edited by tommynocker001; Sep 22, 2017 @ 4:37pm
joridiculous Sep 22, 2017 @ 5:40pm 
Originally posted by tommynocker001:
Then, for no reason, three of my store personel QUIT. Within minutes. Now my trained engineers are threatening to quit.

Back to square one, with a new, useless coaster and a massive debt... that was fun (!).
While I typed this I let the game run. Now -6k in debt and one of my engineers quit.
Do not train your staff! You can give them somewhat more money if you like though.
tommynocker001 Sep 22, 2017 @ 5:55pm 
All of my shop staff seem to settle at lvl 1 Cr175.00 per week lvl 2 Cr180.00. Everything was fine. I paused the game and built the coaster, but it's like a clock was running in the background and as soon as I hit play again. the adjustments to mood were made. So the people get moody and constantly complain about being thirsty with three drinks stands in a small park, but training causes all staff to quit?
This leads me back to my original question... why can't this micro managment be handled by a paid sub manager?
Revalopod Sep 22, 2017 @ 6:13pm 
Micromanagement annoys me in sandbox. Kinda defeats the purpose of sandbox.
Last edited by Revalopod; Sep 22, 2017 @ 6:13pm
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Date Posted: Sep 21, 2017 @ 3:08am
Posts: 22