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I'm going to preface this rundown of some "Here are examples of terrible managment QoL", by saying that holy **** is the pretty sandboxing aspect amazing. So overall it is a "Good" game, and I'm still glad I got it overall.
But if your primary concern is managment or scenario depth (Their latest patch to "Help" with that was just adding a 'HARDER NUMBERS' mode to the generic challenge mode), that's where you'll find if lacking.
Hah. It's not just "Interesting managment" thats the issue. It's how many pants on head QoL mistakes were made. More strange considering many such QoL was in RTC3... which the Devs of planet coaster made.
The Managment depth/quality, and the UI for such things, is generally regarded as this games weak point.
For example of one stand out UI failure for managment. You can't change anything about shops, rides, or employes from the "Park managment menu".
All that does is give you a list, and let you click to have the game select that ride/shop/employee. So you have to open/test/clost/price/food condiments edit everything individually with lots of extra clicks.
Trying to select stuff just in front of you in the camera is also awkward.
Click 1: Select the overall pile of walls and scenery around a shop.
Click 2: push the name of the shop button in the selection window, to select the actual shop itself.
Click 3: Push the button on the shop menu, to select the employee in the shop in order to change their pay or train them.
Speaking of employee training (which you are only allowed to give one stage of every so often), vendor staff are permanently attached to the shops they own. So you can't just order them to work at your new store where pathing flow favors now that your park has less customers visiting their area. Or if you want to delete a store in favor of a new location, that means throwing your veteran employee into the garbage and being stuck with a fresh one.
They also get just as mad at customers not visiting them, as they are from being overworked .(if not more, opening a large workshop downloaded park often results in mass ragequites because 3,000+ customers haven't walked halfway across disney land paris to them yet)
Trying to set routes for janitors is also super awkward. As you don't just paint in areas like old RTC games, instead you have to select objects they will want to patrol... but it won't let me select actual trash cans. So I can make them hang out around a selection of stores or rides and they will clean up around them, but I keep ending up with paths I want them to use to get between points A and B with stuffed full trash cans.
(And a common response to that is "LOL just don't put trashcans there then!")
Big thanks for the time you took answering me :)
Thanks a lot Toadflax
1. In regards to selecting a shop built in by scenery, I always am able to directly select the shop by clickking on its window/counter. That saves me one click in comparisson to your method. That times X shops means a lot less clicks.
2. If I want to favour another location for a shop, I always move it instead of deleting it. In that way, I keep my trained employee. It may lead to rebuilding or recreating (part of) the scenery around that shop, but happens to be that I do like that part of the game, so I don't mind that.
"Placing trees and scenery has a much bigger impact on your park than trying to manage it does".
Place enough trees in your ride entrance and you can jack the price right up but add more cycles to your ride and the people complain and refuse the pay the original price.