The last 10% is missing

I've noticed the problems.

The "no dual stations" and brakes thing are my biggest problems.

I'm hopeful that they will fix things though. RCT2 had NO fixes and many strange problems. Trash cans would never be used, sometims coasters would "advance to next station" all the way through the circut. My fincances window would turn gay (rainbow colors!). No fixes or even statements from Chris. RCT1 had patches but no devolper interaction.

And lets not forget some of the problems it had. Like that windows clock bug.

These guys seem more involved with the community. Listening to what people say and so on. I have hopes things will get fixed. Its sad they couldn't be fixed now, but I am glad they are making patches for anything thay comes up.

I'd like to confront the person who decided to leave the block brake the way they are now. In Jeff's videos of his earlier build, the block brakes clearly worked the way they were suppose to. In fact, on one of the game sites, I remember seeing the block brake slow the train down nicely, without stopping it. We brought this up in the official Atari forum in like 10 different threads. In fact, one of Frontier's programmers even replied and said they were correct the way they are now. Even members who obviously don't know how block brakes work, were agreeing with them!

Of course, the block brake threads got buried very fast because unimportant messages got more attention like 'what's the first thing you will do when you get RCT3?'.

I can't believe we are stuck with these brakes, they're totally unusable now. Frontier put so much effort into the flat rides, and I commend them for that, yet left out important features yet, a major attractions like the Log/Rafts got shafted with no water sound or even a front of car splash effect. *** Edited 10/28/2004 3:47:21 PM UTC by JCat***


TRACKWORX.COM - A personal Coaster Sim Exhibition
Why is everyone so suprised by this? The demo was full of bugs, and that was only with one scenario and a couple of rides. Did you really think they were going to work out all of them in just a month, plus any bugs with other rides and scenarios?

I'm really glad I didn't preorder now, as I expected there would be bugs. However, some of the problems I'm reading on this thread sound absurd; Atari should be ashamed. How can they release a game with this many problems? What's scary is the complaints here probably only scrape the surface. As time goes on, there will be many more issues that will arise, with gamers crying 'foul' and demanding their money back.

The Mole's avatar
Highly disappointing. I'm going to wait till more patches come out and Jeff and you guys say the flaws are gone.
I'm not surprised that it's unfinished. It has been clear for months that this was a rush job. That Atari was inflexible in their release date schedule and it was coming out no matter what.

What is surprising to me and something I don't understand is why the sounds are messed up. They had the correct sounds already in RCT2. It's not like they would have to go out and record anything. Maybe for the new rides, but most of them no. Jeff, you're a software developer, how long do you think it would have taken to put in the correct sounds for the water rides? An hour?

It's also hard to understand why Frontier chose to waste time on things like tickle the peeps and making the feathers fly off ducks when you click on them. They seem to be so gosh darn proud of their peeps code. Which would be fine if the rest of the game was finished! But it's not. I think Frontier forgot the name of the game is RollerCOASTER tycoon not "The Sims visit a theme park".

Jeff's avatar
I don't know that much about game developing, or at least the testing phase of it. In my world we actually code tests first, and then the actual production code to pass the tests. That way there's no doubt about whether or not the code does what it was supposed to. I suspect that's harder to accomplish with a game.

However, most of what we've discovered so far was from playing one scenario. I can't possibly imagine that they didn't have the testing resources to at least do that.


Jeff - Editor - CoasterBuzz.com - My Blog

I haven't noticed a lot of the major problems you pointed out. However, I DID have my lemonade stand break down. I'm still trying to figure that one out. What OS and version are you running ? Perhaps it works better on one version than another.

Lord Gonchar's avatar
I can see a lemonade stand (or any food stall)breaking down - there is machinery in there, you know. It should be a rare, but plausible occurance. I've been to more than one park where when getting a drink I was told the ice machine was down, so there'd be no ice and given the option to try another spot.

The info kiosk breaking down, though, makes no sense.

*** Edited 10/28/2004 5:01:23 PM UTC by Lord Gonchar***


Kick The Sky's avatar

Lord Gonchar said:


The info kiosk breaking down, though, makes no sense.

*** Edited 10/28/2004 5:01:23 PM UTC by Lord Gonchar***


They ran out of maps. They need a mechanic to go run and get some ;)


Certain victory.

Lord Gonchar's avatar
Umbrella malfunction at Info Kiosk 1! I repeat, Umbrella malfunction at Info Kiosk 1! :)

How did you ever make tycoon on the fist scenario? Even the strategy guide implies wads of cash coming in as you complete entrepreneur(to buy land, several coasters etc. (well, I did get ten grand but that was nowhere near enough to do what he says to do) I'm wondering about that path on main thing bug. Some of the huge expensinve coasters, just placed and massively advertized (to the tune of half that ten grand) only netted me about 75 more peeps in the park and barely a handful (5-7%) actually RIDING the new big coaster. WTF??

And closing the forums just at release? Hmmm....

Jeff's avatar
More annoyances:
  • Spinning mouse spin toggles are hopelessly worthless because the car doesn't reset to locked in the station. Even if you have two toggles on the track somewhere, depending on where your blocks are, half will start locked, half won't.
  • Surprisingly, the block brakes do work correctly on the spinning mouse.
  • Peeps do cute things but are stupid. Build the exact same ride twice in your park in different places and explain why no one will ride one but the other will get mad traffic.

Jeff - Editor - CoasterBuzz.com - My Blog

Major bug on the Verticle Drop coaster.

If you put in a holding brake before the drop the game doesn't think there is any track there and the train will fall right to the ground.

Also... this happened on my v. drop coaster and I don't know if it will happen on any others, but at one point the game just stopped letting people on the ride. They were in line, the ride was working, but the gates wouldn't open and the trains dispatched empty.

Viper432,

We had the same problem of peeps unable to ride on a virginia reel we built.


Just a couple of G-Force junkies!

Lord Gonchar's avatar
I'm working on a mini-fantasy park right now and the Vertical Drop coaster works fine. (I do like the fact that you can set the time the holding brake holds the train)

However, I'm starting to see people not getting on rides. They'd take a step or two into the queue and then turn around. I clicked on the ride to see what people were thinking and they all thought "(ride name here) is a really good value"

I deleted the queue line and rebuilt it exactly as it was before and then they started entering. Did this with all the rides and peeps started riding everything.

No idea why or what logic is behind that one. But if you have peeps not getting on rides, it may be a solution.


Jeff's avatar
I had the same queue problem. Doesn't make any sense.

Here's a new one. I just did a tilt coaster. Built a nice long brake run, but here's the kicker... the brakes don't do anything. They don't slow the train at all. Lame.


Jeff - Editor - CoasterBuzz.com - My Blog

I'm having problems with the brakes too. They do slow the trains down a little, but they are NOT strong enough. A long enough run would stop a train, but it has to be damn long.

That has happened to me on Verticle Drop and Strato-coaster.

Lord Gonchar's avatar
Having the brake problem on the Vertical Drop as well.

Now that I'm actually attempting to play, I'm finding more stuff.

I keep getting a message that says people are having a hard time getting to or exiting rides. But the queues have peeps, there are peeps leaving the ride and peeps are ON the ride.

Check this screenshot. Multiple messages about the Kara Oki Concert, but right below the messages you can see peeps in line, exiting and even ON the ride (or in this case watching the concert and doing the stupid little spastic dances they do)

I won't even mention the doubling of the word "to" in the message :)

Clearly there was NO quality control/testing done on this game. I have visions of guys finishing the last lines of code as the Fed Ex truck is waiting...

I think a lot of the queue-type problems stem from the fact that the games still seems to work in "cubes", but with a 3D environment, there are now partial cube heights and distances. Things look connected but the logic behind it isn't interpreting it as such.

EDIT - Also finding a significant number of roof pieces that are solid when looking down from above, but transparent when looking up through them.

It's insane how much is bad/wrong with this game. :(

As long as patches and updates fix these problems, then whatever, but man this is an ugly release.

*** Edited 10/28/2004 10:05:13 PM UTC by Lord Gonchar***


I'm a multi-Millionare!!

Get this. So I'm struggling along with my Tycoon challenge on Scenario 1. I read the posts here about deleting and rebuilding the Queues (I did not close first, no peeps in line anyways. (hense the try :) )

My park value is 41,000. Less than 450 peeps, rating dropping fast, ship is sinking. Next thing I know, I get the Trumpets sounding that I made Tycoon! huh?

I immediately took this

http://www.fallnangels.de/pics/VanillaHills.jpg picture which shows I suddenly have well in excess of 2 million dollars park value. Note however the peep count at the top of the screen (Tycoon rating requires 600), and the paltry park itself!! (The dialogs block nothing but grass trust me, you can see how much cash I had too! And if I reload this save, after 4 or 5 minutes I will "win" again. Even If I do nothing. Looks like the game save mechanism might be fubar as well. I'm going to leave that save as it is. Maybe those guys can look at it when the official forums come back and I can show it to them. Sheesh

*** Edited 10/28/2004 10:34:17 PM UTC by SLI_Fallen***

In addition to the 5 car limit on the floorless, there is a 5 car limit on Hypers, and a 6 car limit on gigas.:(

I also had a braking problem on the stratacoaster. They didn't slow the train down at all and it whipped through the flat turn-around at full speed.


www.americoaster.com

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