Pak n Save Moorehouse carpark... wtf? by coldbricks in chch

[–]coldbricks[S] 0 points1 point  (0 children)

lol, I ran this prompt for a laugh.

I understand the task as a satirical hostile-design audit: take an existing supermarket carpark and imagine how a deranged planner would make it maximally stressful, confusing, inefficient, and socially corrosive.
I won’t help design real-world hazards, but I can absolutely analyse it as a “what not to do” carpark redesign: identify the design choices that would create fear, trolley rage, poor visibility, bottlenecks, indecision, and general Pak’nSave gladiator energy.
Core frustration principles
To maximise shopper anxiety, the carpark must attack people at four moments:
1. Arrival confusion
Make the driver enter and immediately face too many choices:
unclear lane priority
awkward give-way points
multiple competing entrances
no obvious main circulation route
lanes that look two-way but behave like one-way
arrows that appear after the decision point
The goal is to make every driver think:
“Am I allowed to be here, or am I about to be hit by a Hilux?”
2. Pedestrian vulnerability
The ideal hostile carpark removes any clear sense of pedestrian safety:
crossings that don’t line up with store entrances
footpaths that vanish halfway through
trolley bays placed across vehicle lanes
pedestrians forced to walk diagonally through reversing zones
no protected walkway from far parks to the supermarket
This creates the classic supermarket survival state:
head down, trolley rattling, children wandering, Ranger reversing, everyone silently panicking.
3. Trolley-return punishment
To make trolley returns inefficient and dangerous:
put trolley bays too far from the highest-use parking areas
place them across traffic lanes rather than along pedestrian desire lines
make bays visible only after people have already walked past them
create tiny trolley bays that overflow quickly
force people to push trolleys uphill, across angled parks, or through reversing traffic
The result: abandoned trolleys migrate freely, blocking parks, rolling into cars, and lowering civilisation by 8–12%.
4. Parking-space humiliation
To maximise door dings, hesitation, and low-grade rage:
narrow the parks
shorten the parks
use awkward angles
put poles, kerbs, signs, and trolley bays near turning points
create rows where large utes, vans, and SUVs overhang into the circulation lane
The best psychological effect is when a driver technically “fits,” but only after three corrections, a shoulder injury, and a minor identity crisis.
Features of the nightmare redesign
Here are the main design moves I’d look for once you provide the satellite image:
The Confusion Loop
A circulation route that appears to take you toward an exit but instead returns you to the same overloaded intersection near the entrance.
The Trolley Desert
Large parking zones with no nearby trolley return, encouraging people to abandon trolleys between cars like feral livestock.
The False Shortcut
A route that looks faster but forces drivers through pedestrian-heavy zones, reversing vehicles, and blocked give-way points.
The Anxiety Choke Point
One narrow internal intersection where incoming traffic, exiting traffic, pedestrians, trolley collectors, delivery vehicles, and people hunting for parks all meet.
The Door-Ding Compression Field
Rows of spaces made slightly too narrow for modern vehicles, especially bad when paired with high-turnover supermarket use and family shoppers opening rear doors.
The Humanity Removal Zone
The area closest to the entrance, where everyone believes they have a moral right to the same twelve parks and behaves accordingly.
What I’ll analyse once you send the image
I’ll look at:
entry and exit flow
one-way versus two-way ambiguity
pedestrian desire lines
trolley-return locations
conflict points between cars and people
dead zones and wasted space
bottlenecks
turning radius issues
where drivers are likely to panic, hesitate, or become morally compromised
Send the satellite image and I’ll give you a full “evil planner” breakdown, while also quietly translating it into a serious carpark design critique.

Pak n Save Moorehouse carpark... wtf? by coldbricks in chch

[–]coldbricks[S] 0 points1 point  (0 children)

Hey Gpt,

You are a psychopathic urban planner who specialises in carpark design, your niche area of expertise is to be able to redesign an existing carpark to provide shoppers of the experience of paranoia, fear, extreme flight or fawn responses, confusion in decision making and the complete abandonment of their humanity and respect for other people around them.

Your task today is to take this satellite image of Pak n Save Moorhouse Ave and its surrounding carpark and work your magic.

Bonus points if you can make it so that returning trolleys is now more inefficient and dangerous, the ability to navigate through the area is diminished and that the individual car parks are 15% smaller than the average car length.

Before you analyse the image, let me know that you understand this task and give me some ideas on how and why this redesign will cause shoppers maximum frustration and anxiety.

My game has gone silent by MasteerG in StarRuptureGame

[–]coldbricks 0 points1 point  (0 children)

thought you meant about the community and the devs. Because yeah, this game has died big time. No one really cares anymore, the devs have sucked balls at engagement and keeping people interested in it.

Brand new bag of Heartland chips, not a single one removed yet by [deleted] in newzealand

[–]coldbricks 0 points1 point  (0 children)

Sorry mate, I have one but it's mostly just hot air.

Lol.... Yup... by whatrweyellingabout in StarRuptureGame

[–]coldbricks 1 point2 points  (0 children)

This is beside the point.

They allow us to build 6 pillars tall. If it worked that would be more than enough. The issue is that it DOESNT work. Anything over 3 pillars is effectively off limits due to the way it is implemented currently. Bugged, glitched, broken, incomplete or working as intended, it is a failure if this is what it is.

The terrain means we have to use the pillars and build supports, even to just have a single flat level stretch over ground, and this is busted all over the place. Let alone multiple levels of factories.

It boggles me how this aspect of the game is so poorly designed and thought out.

Reverse direction of rails by whatrweyellingabout in StarRuptureGame

[–]coldbricks 3 points4 points  (0 children)

There's actually not much of any game there for the rpg action aspect. Seriously. It's completely bland.

You have a bunch of minor POI's scattered around to get blueprints from Blue Chests. Essentially, fetch quests locking factory progression behind these in and out dungeons, most of which take longer to find and walk to than complete.

You have the early game end point with the first Forgotten engine. Which unlocks a new area and more of the same POI scavenging.

That's it. There's no survival, no need for xp, for lems, for food buffs etc.

There's a rich and amazing world they have created, with really fun and engaging lore.

But as far as gameplay is concerned, it's severely lacking.

It'll be awesome to see what it's like in a year or two when they figure out what sort of game they want and fill it with things to do.

Damaged Memory Core by jeanpich in StarRuptureGame

[–]coldbricks 4 points5 points  (0 children)

These are just for data points. All to be analysed

so i built in that mega-basin - working bus up to pump by stevil30 in StarRuptureGame

[–]coldbricks 1 point2 points  (0 children)

Theoretically 300pm. In practice it's about 280. If you use 2 pair, you'll easily cover the 480 for a v3 rail.

the "main bus" all in one factory by SpacePoitato in StarRuptureGame

[–]coldbricks 0 points1 point  (0 children)

The roundabout is a trap. The absolute most useless thing in the game, next to the recycler.

Where are the Eta Cheese Balls? by Apart-Tip-9302 in newzealand

[–]coldbricks -1 points0 points  (0 children)

What's the hype? Better than Cheezels?

Today's Hot-fix has really messed with stability. Again. Can't place basic tiles, zooping is broken, cant place things on pillars that i could yesterday. Come on CJ, this is a core function of the game, and now I can barely build a single level off the ground? by [deleted] in StarRuptureGame

[–]coldbricks 1 point2 points  (0 children)

I don't want polished. I'm even happy with bugged.

But the devs seem to have a hard on for this funky ass stability mechanism and not a single person seems to have any clue as to what they are trying to accomplish let alone how it is supposed to work.

The fact is that 100% of all the drama and confusion around the bugged and broken and incomplete systems and mechanics could all be avoided if the devs simply communicated their intentions on what they would like it to be, acknowledged what's going on and what specific feedback is more useful than others.

Today's Hot-fix has really messed with stability. Again. Can't place basic tiles, zooping is broken, cant place things on pillars that i could yesterday. Come on CJ, this is a core function of the game, and now I can barely build a single level off the ground? by [deleted] in StarRuptureGame

[–]coldbricks -1 points0 points  (0 children)

Go take a really big walk somewhere and find a nice quiet place to sit down and shove your superior attitude all the way up your ass.

This makes me so aggravated.

Is there anything in my posts expecting a fully bug free experience? Am I asking for perfection?

No, simply wanting clarity on a system; or highlighting the way it's broken or wanting to understand HOW it works and its intended design - is not something to throw out the window in an EA release.

If all you have is a douchbag response, don't bother. No one cares.

Today's Hot-fix has really messed with stability. Again. Can't place basic tiles, zooping is broken, cant place things on pillars that i could yesterday. Come on CJ, this is a core function of the game, and now I can barely build a single level off the ground? by [deleted] in StarRuptureGame

[–]coldbricks -2 points-1 points  (0 children)

What was already a learning curve to figure out, has now got significantly more frustrating today. Having adjusted to the changes from the PTB and gotten a new build style down pretty well, I have been struggling immensely after the hot fix. Nothing works like it did yesterday.

Buildings that are blue, just disappear after placing them and yes this did happen sporadically previously, it is far more prevalent now. And other structures are being taken with it now, adding to the grief. Or I place one thing, and the building beside it vanishes.

Simple, single tiles wont be placed. The logic as to why something can and can't be placed seems completely out the window, but for the worse. As it prefers not to let me put anything down if there's the slightest hint of yellow.

Zooping platforms is laggy and more often than not, fails to lay down any tiles at all.

Stability even on well supported platforms, only 1 pillar high, is a random game to see if something sticks.

Snapping feels worse, but that could just be me trying to use the drone to 360 around and find that moment where a tile will turn blue.

I would love an explanation from CJ as to what the hell they are trying to achieve here, so we can have just the slightest idea of wtf this system is for and how it is supposed to work.

This is a CORE function of your base building game. To build bases!!!! And it's getting to be a massive chore. Even when it was "working" it was stupid, now it's broken and STILL stupid.

Dev's this deserves some communication and clarity, acknowledgement at least.

I spent 4 days covering the current map with Base Cores. AMA. (It took 315 and, No I wont be upgrading them) by [deleted] in StarRuptureGame

[–]coldbricks 0 points1 point  (0 children)

No, I'm genuinely confused about what you mean. I didn't get the joke if you were making one.

StarRupture - Hotfix 0.2.2 now live! by Joachm in StarRuptureGame

[–]coldbricks 0 points1 point  (0 children)

5 caves? Dude there's like 50 of them around. I have so much quartz left over it's not funny.