You want to remove the object of the game by removing the objective. Especially now we have more visual understanding of how the ride are rated. However to suggest turning off scenery rating isn't the answer. The objects themselves yes are bland and the objectives could be much more key with that (we have had such discussions). You don't do it all at once at the start, you massage your park into something amazing as time and funds allow (too easy funds wise at moment to make that side interesting but just needs a balance). You take it in steps as your park evolves. There are buildings that can just be placed next to the queue and if you are more adventurous you can create a quick blueprint of some scenery you like and just place them near all the queues if you so wish and then the next step to get the next bit of the rating is to then tweak them so they are more unique. You can still plop things down though, you don't have to create from fresh. To remove the ride scenery/queue scenery detailing is removing a core part of the game that all works in unison with the interaction from the guests and the park rating. I would like to see them use stuff that only that scenario can use but maybe not just what is unlocked at the beginning so if you research stuff you will then unlock a new blueprint options as you now have parts X, Y & Z I do think there should be more specific frontier blueprints to suit the scenarios though with more options. There is no casual fun lost I feel as you can easily use the Frontier Blueprints. Sorry but the scenery Creaper is part of the management aspect. Or "finish this incomplete coaster through this here cave" the game is Planet COASTER not planet Model Kit yea? well they should make better objectives, specifically guest and staff related objectives. Then you get people on here saying "thats cheating" or its not right if you place 3 wild blues, or its not right if you pause or reload a save to cheat an objective. Like the OP said, if the objective says "place scenery" all you have to do is throw up 100 fire effects and get the objective complete, but its not specifically how you want to be spending money on your park. I play the game FOR the objectives, and I enjoy completing the scenarios, but PC doesnt have that great of objectives. Plopping rides in PC is not a 2 second process like it was in RCT123, because theres so many more options. Some people are park creationists with talent, and some players are park "enthusiasts" who enjoy plopping down rides and seeing what happens. I see PC as a model kit, like for people who play with trains and paint little fake trees. They add all these great amazing features to build fancy looking parks, but it removes the "casual fun" aspect of the game. I tried, I had some cool parks in RCT1 and RCT3, but nothing super amazing.Īnd thats the problem with PC. But I don't have the patience to make an entire park like silvarret. But for me, I like turning on RCT3 to build a wicked coaster in 10 minutes and enjoy riding it, and maybe, just maybe if I think its good enough, I'll spend some time on scenery. Now in PC we are given flat square shops and the "objective" of the game is to decorate said shop. To me RCT was a very casual sim game with great rides and cool feature, but its main focus for me was not to build walls. I think experienced players will not agree with the OP here, but your not being fair to the novice players. Maybe in time I'll learn to enjoy PC more than RCT3 but as of right now, I mainly only enjoy watching community creations. I feel the same way about PC as I did with RCT3 at first, its too complicated. It took me some years to get good at RCT1 and I didnt like RCT3 at first because it was more difficult than RCT1 IMO. I was never a big fan of building walls in RCT, i mostly stuck to trees, some flowers, and occasionally fences, but rarely a full building. I agree with the OP and disagree with curly.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |